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Author Topic: Two overlooked cards  (Read 1694 times)
Pizzatog
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« on: February 20, 2005, 04:50:59 pm »

In my metagame, in 1.5 and extended, our team played seedtime and overmaster in various decks to combat a control-heavy metagame. In a format like t1, where practically every single one of the top decks runs countermagic and blue instants, why do you think Overmaster and Seedtime practically dont get any use? They seem to be similar to duress in strength (a bit less due to their colour), but we think that in the right deck they can be quite good. We ran Overmaster in FCG for some time with good results. Maybe these cards might help some of those tier 2 decks in these weak colours pack a stronger defense.
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« Reply #1 on: February 20, 2005, 05:17:29 pm »

If your opponent chooses to cast card-draw instead of trying to counter whatever you cast, then Overmaster is merely a cantrip.  Also, I doubt the effectiveness of Overmaster in a deck full of Goblins and land.  I'd rather have REB anyday.

Seedtime is a Time Walk, but a very conditional one.  The only time you can cast it is if you have cast something worth countering, in which case you are going to need 2 more mana to cast Seedtime on top of your threat, and even then it still doesn't force through said threat.  It also doesn't stop your opponent from getting Mana Drain mana.  A good green card against counters is Xantid Swarm, which does much of what you're trying to do but I think more effectively.
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« Reply #2 on: February 20, 2005, 05:23:49 pm »

I feel Seedtime is a bad card.  To use it, you most likely have to bait out a counter, then have mana open for Seedtime.  This is not usually possible in the early game.  The longer the game goes, the more likely it is to be discarded or countered.  Their are better sideboard cards available, and that is the main reason, IMO, that Seedtime is not used.
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Pizzatog
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« Reply #3 on: February 21, 2005, 07:38:11 am »

Granted, Seedtime is not such a good card. But Overmaster clearly serves as a red duress. Overmaster-Welder or Overmaster-Trinisphere both seem like good plays, so why doesnt it get played more? Overmaster-Ringleader or whatever you don't want countered. Isnt this basically the same play as Duress-Broken card that goes around so much? With the same card advantage, since Overmaster cantrips.
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Malhavoc
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« Reply #4 on: February 21, 2005, 07:51:24 am »

Overmaster says "The next instant or sorcery spell you play this turn can't be countered by spells or abilities.Draw a card." So it cannot protect your welder or your trinisphere. This means that it "could" be a good card only in a deck full of sorceries and instants. I've tried overmaster in the old New Long (the one before the restriction of LED and burning wish), and it worked quite good after all. Its main problem is that it's a color not much used, and not such a broken card after all. Apart from the old Long, I don't see any other deck now in which it could be good.. maybe some other sort of tendril combo? But in those ones using Fow and duress is way better.

About seedtime, as others have said, it often requires too much mana to be used efficiently. But you can cast it not only after a counterspell, but also after those draw spells cast at the end of your turn, for example in response to intuition, you cast seedtime, or (since maybe you did not maindeck it) cunning for seedtime, then cast seedtime. The problem is that once your opponent knows you use it, it could really become useless or clunky. If the meta were full with monoU decks and their variants, it could be worth some slots, but it's a card which is a nonsense in the main deck, and for the sideboard, there are just better hate cards you can use.
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« Reply #5 on: February 21, 2005, 08:01:50 am »

Next time, please, RTFC
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