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Author Topic: [Type 4] Do you play with these cards?  (Read 8272 times)
Mr. Type 4
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« Reply #30 on: July 21, 2008, 02:42:14 pm »

i didn't have much success with Rare-B-Gone because it was difficult to put yourself into a position where it would put you at an advantgae.  You look at the rest of the cards in your hand and think "do I want to be discarding these rares?" and it ends up not getting cast.  OR it just gets batted down with counter magic because if you're holding a rare counter, it's getting discarded anyways. 

I don't think I ever saw it resolve.
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« Reply #31 on: July 22, 2008, 06:43:40 pm »

We had pretty much the same problem with Rare-B-Gone It's too symmetrical, and too much work to break the symmetry. It also had the sticky problem of cards that were printed pre-Exodus not having Rarity marked, as well as the crazy rarity changes.

World Bottling Kit, on the other hand is really straightforward and solid removal. Just like Apocalypse Chime, it works based on the actual printed expansion symbol. If you name Mirrodin, it's not going to kill a 10th Ed. Platinum Angel.
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Mr. Type 4
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« Reply #32 on: July 23, 2008, 10:33:28 am »

that thing RFGs the cards? I really need to re-evaluate that one, seems pretty good.  It's like "nontargeted targeted removal"
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« Reply #33 on: July 23, 2008, 01:14:07 pm »

Another card.

Firemane Angel. Up to now, I had never seen that card in any stack and I can't imagine why it shouln't be there. Barring RFG from play or graveyard, it's basically a Mist Dragon that will gain you a life every turn.

IS it in your stack, why or why not. How does it compare to other hasty fliers (Rorix, Garga Zol). More importantly, since I didn't get a chance to play it yet, does it get annoying à la Mist Dragon?
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ShoryuuReppaX
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« Reply #34 on: July 23, 2008, 03:28:03 pm »

I do run Firemane Angel in my stack. It looks worthless, but the lifegain is priceless. Lategame when you're sitting around at low life, there often seems to be a lull, a staring match. The extra 1 life per turn can really pull you out of the death zone. The extra beater/blocker is always nice too. The fact you never play it as your spell per turn is awesome gravy, which makes it overall better than Mist Dragon in my stack.

Oh yes, have to describe my stack again to see why my description works: Low on removal (creature and graveyard), low on combo, semi-low counters, heavy on creatures and creature enablers. Selective stack of about 280 cards.

Quick question. If you have creature(s) in your hand and a Metathran Aerostat in play, can you drop not only the creatures in hand, but also the Aerostat with its ability?

Ah yes, the next "do you run this?" Spike Hatcher. Looks horrible, in experience it works well. Its a decent sized beater, and serves as a decent creature pumper. More importantly, at least to me, is nice interactions with cards such as anything with Persist or even Rings of Brighthearth. Most importantly, it possesses the "wimpy" factor - people really don't want to waste removal on it.
« Last Edit: July 23, 2008, 03:31:48 pm by ShoryuuReppaX » Logged
Mr. Type 4
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« Reply #35 on: July 26, 2008, 12:06:25 pm »

If you activate metatran Aerostat for 4 and respond by activatingit for the cost of the creature you want to play from hand then it will work.  you play the creature, aerostat jumps to your hand, then you put it back into play and it doesn't return to your hand this tim because the game doesn't really keep track of things that change zones like that. 

Metathran Aerostat is the best "Timmy Power Gamer" because the ability allows you to let it dodge removal.

Firemane Angel is in my stack.  It's not a great card, but it's really solid and never dies. It's a nice early blocker to run out there.

Spike Hatcher... well I can't see it being very popular in my stack.  you'd definitly need a couple good creatures in play to transfer the counters to, and that doesn't happen often in my stack. 

 
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