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(DGM) Wear // Tear
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Topic: (DGM) Wear // Tear (Read 5354 times)
PETER FLUGZEUG
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Posts: 275
New Ease
(DGM) Wear // Tear
«
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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Quote from: Diakonov on June 10, 2010, 12:15:18 pm
I will be playing four of these. I'll worry about the deck later.
Protoaddict
Basic User
Posts: 664
Re: (DGM) Wear // Tear
«
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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Posts: 2172
Re: (DGM) Wear // Tear
«
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
Basic User
Posts: 241
Re: (DGM) Wear // Tear
«
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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