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Author Topic: Card discussion: 5x Time Walk  (Read 1805 times)
demonic effect
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« on: April 15, 2007, 02:35:11 pm »

We all understand the power of time walk (hence it is one of the P9).  Not only is it of the appropriate color, but it is also reasonably costed.

A slightly weaker variation of Time Walk is Seedtime. Obviously this card does not hit all decks.  However, it definately targets the majority of the ones that are seeing the most play
Gifts
Long varients.
Fish
dragon
CS
etc...

Namely the card hits almost any deck that is running blue because they either have counters (which will be played on your turn) or draw spells like gifts, intuition, brainstorm, recall etc... (which are often played on your turn). 

The reason to play this card is because of the immense role that tempo has in this formate especially with the format significantly increasing speed.  Thus, counters attempt to halt an opponents game plan so that they can get an advantage next turn not unlike draw spells.  Seedtime allows a player to turn that disadvantage into an advantage or, at the least, attempt to mitigate it if it means only drawing one more card and playing one more land.

For the most part, I can see this card being played in some control Oath lists.  The reason that this is important is that it allows the oath player to not get too sucked into counterwars that are meant to maintain tempo but are over relatively meaningless cards (not oath) etc...  Thus, it eases the game plan of the oath player where they try to mitigate any major threat the opponent has until they are exhausted of resources to which the oath player can then drop an oath.  With Seedtime, the Oath player can either have an extra turn to refill their hand with necessary counters or play oath and then have an extra turn to not only activate but also to protect Oath.

I haven't done too much testing on the subject and tried looking at past posts, but very few if any gave the merits of this card especially in the current meta.  I just can't imagine that any card that is reasonably costed and gives an extra turn with no significant drawback is bad. I'm not saying that Oath is the right deck to play this card with, but it is a viable deck that sports green. Please... comments on viability of the card and what decks/strategy abuse it best
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Guli
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« Reply #1 on: April 15, 2007, 02:52:11 pm »

I think one of the questions is how many times is this card going to be dead. Not to mention not all decks run blue. Another thing that comes to my mind is you have to leave 2 mana open and your timing must be perfect. These are a lot factors and i am sure there are some others aswell. If there are too many factors we call it situational or 'narrow'.
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netherspirit
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« Reply #2 on: April 15, 2007, 04:59:19 pm »

I can see it being used SB for Oath (and possibly any other control decks running green) for the mirror match, but unless your meta is heavily dominated by blue decks it really isn't worth a spot in the maindeck.
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Aardshark
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« Reply #3 on: April 15, 2007, 05:58:44 pm »

Another problem with seedtime is that its value depends on surprise.  Combo, including long and ritual gifts can resolve its blue spells mainphase rather on opponents turn if its pilot suspects seedtime, at very little cost since they are not trying to keep drain mana open.   (As a long player, I think more often than not I resolve brainstorm and ancestral recall mainphase anyway, since there's a good chance I can win on the spot with the right cards).  Thus, while you may steal a game or two early in the tournament with this maindeck or sideboard responding to an eot gifts or brainstorm, by the later rounds you're stronger opponents will know its coming and will not walk into the trap unnecessarily when you have left G1 open. 

As for seedtime against countermagic--yes, it is most often played on your turn, but having enough mana to cast your original spell that was countered AND to cast seedtime anticipates a very late game situation for vintage.  When you have this much mana available, you really want cards that will win the game outright (gifts ungiven, bargain, mindslaver) rather than a situational card like seedtime. 
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jcb193
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« Reply #4 on: April 15, 2007, 07:29:09 pm »

Sure was fun in all the old Tog mirrors though!  I think as most people stated, if you are sitting there leaving 2 mana open, you are asking to lose the game by trying to be cute.  Plus, it still doesn't stop them from doing what they want to do. 
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BreathWeapon
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« Reply #5 on: April 16, 2007, 09:07:36 am »

It doesn't seem that bad,

Either the opponent gives Fish a Time Walk or he has to cast his spells on his turn, making his spells vulnerable to your counter spells or making your spells counter spell resistant.

Sure, it's dead against Ichorid, but so are most of the other cards in the deck, Long doesn't cast blue spells on its opponent's turns and it's dead against Stax, but it seems like a total bomb against Gifts Ungiven.
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