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Eternal Formats / General Strategy Discussion / Re: Reality Shift
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on: January 07, 2015, 11:09:47 am
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Blue has more than one direct damage spell. Mind Bomb Psychic Purge Psionic Blast
This is far more in blues color pie than it is in every other color since its not removal, its a polymorph effect.
The Polymorph-esque part masks what it is at its base, low cc spot creature removal into exile. All previous polymorph effects "destroyed" to the best of my knowledge. I feel like adding "exile" is a dramatic change. In the past when blending one colors domain into another a player would usually have to pay a premium on CC or some other negative ie Unyaro Bee Sting. Reality Shift does not force a player to play a significant premium to cast a spell that does what white has historically done.
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5
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Eternal Formats / General Strategy Discussion / Re: [FRG] - Humble Defector
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on: January 07, 2015, 09:59:11 am
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Isnt there a card that gives ALL players shroud? Then you never have to pass him as you cant target your opponent? just brainstorming here.
I don't think that card exists. But if it did and you played it, you would not be able to activate Humble Defector. Are you sure about that, psly4mne? When an opponent has a Leyline of Sanctity or Witchbane Orb in play, a tapped Forbidden Orchard will still provide mana, but without creating tokens for your opponent. I'm certainly not the person to go to for deep comprehension of the rules, but this, to me, seems like a similar situation. psly4mne is right...part of defector's activated ability is to give control to a target player; so you must choose a target when activating. Forbidden Orchard has a triggered ability that triggers off being tapped for mana. If orchard was worded like Deathrite Shaman, then not only would it not be a mana ability, but you couldn't activate it if opponents had shroud...and to that point you can't activate Deathrite Shaman if there is not a legal target for it just like you couldn't activate Defector. Wheren't the rules recently changed so that when one part of an ability fizzle it does not effect adjourning abilities? Also if you are able to untap and activate an even number of times do you essentially keep humble defector? Wouldn't each activation on the stack happen passing it to your opponent and then back to you?
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8
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Eternal Formats / General Strategy Discussion / Re: Daretti, Scrap Savant
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on: October 30, 2014, 02:19:59 pm
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I think this guy can be consistently cast t1 with 4 opals, 4 great furnace and the normal suite of moxen, sol etc in conjunction with rite of flame. The rites can be ditched later to the +2. In most instances this would lead to using the +2 on the first turn ditching sundering titan or tangle wire and lock your opponent down on T2. The question is whether this is any better than just playing a regular shop deck. The answer is probably no unless there is a really versatile way of mixng in U.
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10
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Eternal Formats / General Strategy Discussion / Re: Spirit of the Labrynth
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on: January 22, 2014, 03:16:18 pm
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Having the tools to get around Spirit of the Labyrinth is one thing. Actually putting them in the 75 is another. My guess is people are still going to play the optimal cards since White Trash is not a matchup that occurs in great numbers, thus making Spirit more effective when it does happen.
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11
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Eternal Formats / General Strategy Discussion / Re: Spirit of the Labrynth
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on: January 22, 2014, 09:29:55 am
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the biggest thing this card does in the dredge match up is have a 3 power. I've played white trash against dredge a bunch. While the rest in peace T1 or T2 is nice, what happens more often is my opponent plays a bazaar, activates it once, I waste it, and then he slow plays. Having a 3 power allows a much faster clock than another 2/2 hatebear with no effect on dredge.
2/2s don't die to Darkblast, though. Dredge just isn't the deck I'm expecting to cringe and worry when it sees this card. You're right, dredge isn't going to cringe when it sees this card. But my experience has been that the dredge player doesn't waste his Draw 1 on a dredge 3 darkblast while slow playing against white trash. They usually go for the bigger dredgers. So having the 3 power be just a slighter improvement in a match that Spirit of the Labyrinth isn't even intended or main decked to help against is important.
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Eternal Formats / General Strategy Discussion / Re: Spirit of the Labrynth
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on: January 21, 2014, 01:54:05 pm
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the biggest thing this card does in the dredge match up is have a 3 power. I've played white trash against dredge a bunch. While the rest in peace T1 or T2 is nice, what happens more often is my opponent plays a bazaar, activates it once, I waste it, and then he slow plays. Having a 3 power allows a much faster clock than another 2/2 hatebear with no effect on dredge.
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13
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Eternal Formats / General Strategy Discussion / Re: Spirit of the Labrynth
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on: January 20, 2014, 11:28:17 am
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I can see this card making it worthwhile no to play enlightened tutor and Dark Confidant in a Wb hatebear deck. This allows the player to run 1-2 copies of rest in peace & stony silence allowing more main artifact hate which is always what I've found to be the biggest challenge while playing with white.
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16
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Eternal Formats / General Strategy Discussion / Re: Ral Zarek
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on: April 09, 2013, 01:27:38 pm
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My gut reaction is to want to try this card in a shell similar to those recent UB Agent of Bolas decks running around with Back to Basics. I like this guy a lot with B2B or Blood Moon since he is pretty grindy. Combined with him accelerating via untapping Grim Monolith, you have a lot of versatility for something that is also a win condition with Time Vault.
I was thinking b2b as well, but I don't think its enough of advantage to warrant the inclusion. Stasis shuts down the artifact mana and Ral + Stasis shuts down the incoming lands so they can't build up their mana pool. Maybe even do a URg build with rootmaze. If you're going green and stasis I would think Garruk is an option to combo with as well. I think if you load tons of control around stasis, maze, and the 2 walkers it could definitely work. I think the GG in Garruk maybe prohibitive in a tricolor deck. Maybe as a 1 of, but i dont think you need more than Ral x4 for the purposes of untapping lands since you'll do a full untap when you use Ral's ultimate, does some damage & recast stasis/ win.
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Eternal Formats / General Strategy Discussion / Re: Ral Zarek
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on: April 09, 2013, 12:33:26 pm
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My gut reaction is to want to try this card in a shell similar to those recent UB Agent of Bolas decks running around with Back to Basics. I like this guy a lot with B2B or Blood Moon since he is pretty grindy. Combined with him accelerating via untapping Grim Monolith, you have a lot of versatility for something that is also a win condition with Time Vault.
I was thinking b2b as well, but I don't think its enough of advantage to warrant the inclusion. Stasis shuts down the artifact mana and Ral + Stasis shuts down the incoming lands so they can't build up their mana pool. Maybe even do a URg build with rootmaze.
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Eternal Formats / Creative / Re: Hermit Druid
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on: February 08, 2013, 02:36:03 pm
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Is it worth passing the turn to save the two slots on Angel and Azami...?
That's where elvish visionary comes in. Dread return it and its the same function without activating an ability.
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21
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Eternal Formats / Creative / Re: Hermit Druid
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on: February 08, 2013, 12:14:37 pm
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I'm by no means an expert, but I would take a look at the Informer/Spy thread.
I did. I think its too linear of a formula. Doesn't allow that much versatility in case it gets disrupted. Plus if it gets caught with combo cards in hand its hard to get rid of them or cast them. Elvish Visionary can be cast to get a card then sac'd to dread return. Lab Maniac can be cast as well and I did it one game against MWS with grafdigger in play to win.
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23
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Eternal Formats / Creative / Hermit Druid
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on: February 08, 2013, 10:02:01 am
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This is a deck I played with for a grinder at Top Deck Game in NJ a month ago and plan on playing again. It had some success beating dredge 2-0 in rd1, beating dredge 2-0 rd2, and losing to MWS 2-1 on draw in rd3. Afterwards I realized some mistakes I had made in the design so here is what I'm working with at the moment. Let me know what you think.
4x Hermit Druid 1x Laboratory Maniac 3x Dread Return 4x Narcomoeba 1x Bridge from Below 1x Elvish Visionary
4x Gitaxian Probe 4x Street Wraith 4x Green Sun's Zenith 1x Demonic Tutor 1x Fastbond 1x Brainstorm 1x Ancestral Recall 1x Time Walk 4x Mental Misstep 2x Cabal Therapy
4x Elvish Spirit Guide 5x Moxen 1x Mana Crypt 1x Black Lotus 1x Lotus Petal
2x Tropical Island 2x Bayou 1x Taiga 3x Wooded Foothills
That leaves 3 slots. My big debate was whether to add a 2nd win condition (lord of extinction+anger+brawn or sutured ghoul+dragon breath) or add more support such as thoughtseize, nature's claim, abrupt decay, ancient grudge, or deathrite shaman.
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