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Author Topic: [article] "underpowered" decks  (Read 1385 times)
jpmeyer
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« on: September 27, 2004, 08:41:46 am »

This includes a sort of mini Waterbury report.  It got pushed back a bit in the queue because of the overwhelming desire for CoK last week.  And the fact that I forgot to attach the .doc
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« Reply #1 on: September 27, 2004, 01:34:47 pm »

I like the fact that you actually decided to attempt playing this deck.  It was almost exclusively designed and play tested in this forum, but goldfishing it revealed one glaring problem with it: its fundamentally un-brokenness.  Playing against a broken opponent almost always results in you dying with this deck.  This is due to the fact that it although it attempts to take advantage of the format with cards that try to un-break rules that type 1 fundamentally breaks (a la Fish.) It just seems to forestall the inevitable for a single turn or maybe 2 however.

While this deck cooks against combo, control will simply wok your dog.  Were you expecting a Combo-dominated format and attempting to metagame against it?
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jpmeyer
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« Reply #2 on: September 27, 2004, 01:48:35 pm »

Actually, in playtesting I found the exact opposite.  I usuall had no problem at all with control, but combo would just blow me out even when I had draws like turn 1 Root Maze, turns 2 and 3 Wasteland.
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Hanzalot
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« Reply #3 on: September 27, 2004, 02:24:57 pm »

Great article!

Your first list is missing a card but since you wouldn't play that list again I guess it's irrelevant what the missing card is.

However, I'm curious to know why you cut skullclamp and also why Elvish Spirit Guide was replaced by Fyndhorn Elves?

--Hans
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kirdape3
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« Reply #4 on: September 27, 2004, 03:41:57 pm »

Skullclamp actually didn't do a whole lot - you'd be wasting turns drawing cards during your mainphase when you had a limited window to kill the opponent with those creatures.

Fyndhorn Elves allowed for turn 1 Elf, turn 2 Sword, turn 3 equip and swing, which was far better than it appeared.
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