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Author Topic: (DGM) Wear // Tear  (Read 5354 times)
PETER FLUGZEUG
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« on: April 08, 2013, 05:24:48 am »

1R // W
Instant // Instant

Destroy target artifact.
 //
Destroy target enchantment.
Fuse (You may play one or both halves of this card from your hand.)

Not a broken card, but possibly playable in the future. It is probably worse than shattering blow in most circumstances (not exiling, not dealing with blightsteel, not hybrid mana).
It has a few upsides though:

- destroys an enchantment for W.
- If there is an artifact and an enchantment, You get a 2 for 1 for 1RW.

I realise this is not a broken card, but one to keep at the back of your head when thinking about options.
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I will be playing four of these.  I'll worry about the deck later.
Protoaddict
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« Reply #1 on: April 08, 2013, 07:03:26 am »

Strong fit for The Plateau wins again, if that is a deck anymore. It does have the added niceness of being a variable CMC, so it can dodge COTV in some circumstances.

Sadly the Mana cost (rw) is somewhat prohibitive for a lot of lists and some lists may still opt for basic disenchant or natures claim or shattering blow. Knowing which one is best may become hard though.
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MaximumCDawg
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« Reply #2 on: April 08, 2013, 08:07:59 am »

Playable, but probably outclassed by Hull Breach and, more importantly, nature's claim.
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Saya
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« Reply #3 on: April 08, 2013, 09:06:15 pm »

Wear/Tear is instant,unlike Hull Breach.This speed is important.
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