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Author Topic: Trinisphere  (Read 14896 times)
SpencerForHire
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« Reply #60 on: January 23, 2004, 08:05:18 am »

Like said before, a broken card does not mean workshop gets restricted, like previously said the other card will be restricted instead.  It appears everyone keeps making the same arguement.  We'll see what happens, instead of hypotheticals.
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Lord of the Goats
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« Reply #61 on: January 23, 2004, 02:24:58 pm »

Quote from: xrizzo
I admit, you need a few things to go right to play this card optimally.  
Go first, get 3 mana turn 1, have trinisphere, get it to resolve... yada yada yada....  That sort of thing happens all the time...



it's not that a few things need to go right for it to played optimally... it's that oif those things don't happen it's just not very good at all. look at your senario if you're playing second, and your opponent drops any mana acceleration at all. it goes from being an auto win to being almost dead against control.

and while it's not unresonably to pull off your optimal scenario occasionally, the vast majority of the time you won't be... and then trinisphere isn't entirly stellar.
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« Reply #62 on: January 23, 2004, 05:48:16 pm »

Quote from: Lord of the Goats
Quote from: xrizzo
I admit, you need a few things to go right to play this card optimally.  
Go first, get 3 mana turn 1, have trinisphere, get it to resolve... yada yada yada....  That sort of thing happens all the time...



and while it's not unresonably to pull off your optimal scenario occasionally, the vast majority of the time you won't be... and then trinisphere isn't entirly stellar.


Good point.  That is true.  I just wanted to illustrate how easily the card can form an unbeatable combo where your only chance to win is with FOW.

Luckily for the Workshop player, if he doesn't have the luxury of playing first, and dropping the trinisphere turn 1, he can still play the tangle wire, or smokestack, or welder... there are still plenty of options for the deck.  

In T1, the ability for 1 card to be a near autowin if played first turn is incredible - and should not be underestimated.

In your example, the control player going first, and getting out decent mana acceleration...   the trinisphere loses a ton of potency because the mana acceleration has already been played.   But if you play it turn 2-4, you still slow the game, brainstorm still costs 3 mana.  Counters still cost at least 3...  The opportunity for a big turn is diminished because you can just replay lotus, moxes, ancestral, time walk, two AKs like often happens with a late game yawgwin.  The Workshop player can slowly take back control of the game...

Anyway, we will see what happens.  I could see this one going either way - but I see it on or slightly above the power level of CotV in Workshop decks.
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« Reply #63 on: January 23, 2004, 06:01:58 pm »

I have to agree with xrizzo...It is a bomb if you go first and it resolves, but if it comes into play later in most cases it will be a one way Sphere of Restistance. Last time I checked that was pretty good effect for a prison deck, and unlike Chalice of the Void it can be welded in, and animated by Karn.  I am not going to be one of these people that say this is going to be sooo broken something needs to be restricted. I think the effect is powerfull enough it will see alot of play, but not so powerfull that Workshop based decks dominate.
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« Reply #64 on: January 24, 2004, 11:28:10 am »

Like I said it just adds for more diversity, as the list of artifacts for prison grow, different shop decks will form and the metagame will be more fun and more diverse.

Smokestack

Tanglewire

Chalice of the Void

Trinisphere

Sphere of Resistance

Winter Orb

Static Orb

Cards like these will allow for more unique decks instead of just your stereotipical ones..  And as 'cssamerican' said... "it will see alot of play, but not so powerfull that Workshop based decks dominate."
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« Reply #65 on: January 24, 2004, 01:15:47 pm »

i just got my playset of 4 today
needs more testing, but like mentioned before, if resolved on turn 1 it's an autowin
even if resolved in midgame, most of weldermud's business spells are 3 or more to cast
it slows the game for your opponent more than sphere, and best of all, fow costs 3 Very Happy

i've been trying to work stifle into my u/r build (unpowered) to protect my workshops from strips, and now with trinisphere, i don't think it's viable anymore
does anyone know how good petrified fields are at recurring your workshops in practice?
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« Reply #66 on: January 25, 2004, 10:21:41 am »

Well if there are 5 strip affects, just run more then they can strip.
4 Shops
1 Academy
4 Cities

That was always my solution with so many strip affects.
Another solution is just get the stack out, with one out there dumb to waste there permanent for the turn on stripping your land cause it just means theyll be locked sooner.
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« Reply #67 on: January 25, 2004, 02:18:49 pm »

This couldn't possibly help out a Crucible of Worlds deck based on recurring Wasteland, no sir.
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« Reply #68 on: January 26, 2004, 06:20:04 am »

Alright now I'm clear.. I was worried it ups the casting cost itself, but the way its worded, it sounds like a chalice set at 3 wouldn't counter all spells with costs 0-3. Thats good.

Trinisphere could be exceedingly nice in chalice black as well... Though TO tell the truth I haven't seen any of that around for quite some time.
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« Reply #69 on: January 26, 2004, 10:53:49 pm »

I don't see any reason wMUD should continue playing with Sphere of Resistance now that this card exists. It is not worthless in the late game by any meens vs Control. I love this thing, its like playing anywhere from 1-3 Spheres of Resistance in a single card. Who cares if it doesn't work in multiples? It still feeds Smokestack and pumps Metalworker all the same. All I know is, i've never won a game vs Control with Sphere of Resistance GO ... but I have won a hell of a lot of games with Trinisphere GO! This thing simply has too many pro's vs its cons. I suggest every one removes Sphere of Resistance from there deck and playtest with the Trinisphere in its place. I'm almost positive you'll never even look back at Sphere.
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« Reply #70 on: January 26, 2004, 11:07:19 pm »

Quote from: BreathWeapon
I don't see any reason wMUD should continue playing with Sphere of Resistance now that this card exists. It is not worthless in the late game by any meens vs Control. I love this thing, its like playing anywhere from 1-3 Spheres of Resistance in a single card. Who cares if it doesn't work in multiples? It still feeds Smokestack and pumps Metalworker all the same. All I know is, i've never won a game vs Control with Sphere of Resistance GO ... but I have won a hell of a lot of games with Trinisphere GO! This thing simply has too many pro's vs its cons. I suggest every one removes Sphere of Resistance from there deck and playtest with the Trinisphere in its place. I'm almost positive you'll never even look back at Sphere.


It is probably better played in conjunction with sphere of resistance, not instead of. Trinisphere is better off replacing some of the less effective deck componants that until now have still been played, such as winter orb or ankh of mishra.
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« Reply #71 on: January 28, 2004, 11:41:26 pm »

This card also seems like it would be a nice addition to any slavery deck, it would allow you to set up so easily.  Too bad it makes your welders cost three.
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« Reply #72 on: January 29, 2004, 12:50:21 am »

THREE reasons why you dont want to run this card over sphere

1) Tangle Wire
2) Fire/ICE
3) SUcks after swingin via karn


This card, while interesting to check out, is very supoptimal in an environment where fire/ice is rampid, tangle wire is a better bullet, and ITS ABILITY TURNS OFF WHEN TAPPED!!!!!

sphere works all the time... and works in multiples just as well as this.. if not better...
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« Reply #73 on: January 29, 2004, 10:03:26 am »

It would seem that in certain decks - such as MUD-based slavery - it would be rather synergistic with a Tanglewire. Tap it with tanglewire the turn you do the whole Crazy-go-nuts with mindslaver.

And granted, Ice would be annoying, but odds are, they're not going to waste a Fire/Ice to get one turn with no trinisphere (unless they do crazy-go-nuts) when there are potential targets such as welder and metalworker.

And if you're swinging with Karn, et al, you're probably only a turn or two away from victory anyway, and you probably have several other lock components out to stave off a comeback anyway.

Seems like a decent enough card to me. I'm going to try it when I get 2 more, but until then, I'm going to say it looks promising.
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« Reply #74 on: January 29, 2004, 10:45:36 am »

Seriously though, this card is sick. If it weren't so intrinsically (i.e. purposefully) powerful, I'd call it broken. It's biggest drawback is that it's dead in multiples, followed by the comparitively minor "If ~this~ is untapped" clause.

If you can drop it first turn, off a Workshop with no opposing FoW, you should not lose the game. I know that's a big statement to make, but against the current field it's pretty damn true. Workshop's are just too the fux0rin b0rked.
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« Reply #75 on: January 29, 2004, 11:23:50 am »

i have to support that statement
when i have resolved this on turn 1 i have no problem steam rolling the opponent
even if the opponent can get rid of it it's a timewalk for 2 turns (or more)
all good, i tell you Very Happy
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