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Author Topic: Eidolon of the Great Revel  (Read 9280 times)
brianpk80
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« on: April 09, 2014, 02:23:47 pm »



Not much of a game-changer but fringe playable in that narrow niche role currently occupied by Pyrostatic Pillar.  I'd prefer to simply see {1} {R} Magus of the Pillar, but "it is what it is."  

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« Last Edit: April 15, 2014, 08:19:29 am by Meddling Mike » Logged

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« Reply #1 on: April 09, 2014, 02:27:00 pm »

interesting card.  sucks it does damage to players and not just opponents, makes is a lot more difficult to run especially in legacy burn decks.
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Guli
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« Reply #2 on: April 09, 2014, 02:46:53 pm »

I do like the effect, but the casting cost and creature type is terrible. Unless...Spirits? Wink
« Last Edit: April 09, 2014, 05:29:12 pm by Guli » Logged

vaughnbros
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« Reply #3 on: April 09, 2014, 05:27:19 pm »

Not an awful card, but the double red is rather restrictive.   Definitely playable in mono red if thats still actually a thing.
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AmbivalentDuck
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« Reply #4 on: April 09, 2014, 07:05:07 pm »

Not an awful card, but the double red is rather restrictive.   Definitely playable in mono red if thats still actually a thing.
Pretty sure Abrupt Decay was the end of Pillar as a way to thwart combo. I don't think it's playable.
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vaughnbros
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« Reply #5 on: April 09, 2014, 10:00:22 pm »

Not an awful card, but the double red is rather restrictive.   Definitely playable in mono red if thats still actually a thing.
Pretty sure Abrupt Decay was the end of Pillar as a way to thwart combo. I don't think it's playable.

I don't really know how abrupt decay is any different from them just bouncing, nature's claming, countering, or duressing it as they would do in the past.  

This is also a lot better than pillar.  Being able to deal damage by itself, without your opponent casting a spell, makes it significantly better since you can't really lock yourself under pillar effects with this.  

Turn 1 on the play: mountain->pitch simian spirit guide->eidolon seems likely a pretty powerful line of play against almost every deck outside of maybe shops and dredge.
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Saya
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« Reply #6 on: April 09, 2014, 11:40:29 pm »

The best JOU card at preasent.However,compared with Pyrostatic Pillar,the vulnerability as being a creature may excess the power 2.
2xEidolon - 4x Pillar would be appropriate.
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xouman
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« Reply #7 on: April 10, 2014, 02:21:31 am »

Wow! I like it a lot, of course. Is it better than pirostatic pillar? I think it being a creature helps, because of the beating, although nowadays it's difficult for a 2/2 to connect.

Being a spirit is a pity, but that's what you have.

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Guli
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« Reply #8 on: April 10, 2014, 05:05:51 am »

It will go in a deck with Spirit and Thalia. A Red based deck with small white splash. Caverns will go on Spirit. Plateau's will enable Thalia. Kataki will be in too for more spirits.

This is what my current image in my head looks like:

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Demagoguery
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« Reply #9 on: April 10, 2014, 07:11:33 am »

I like this card a lot more than Pillar to be honest. Pillar hasn't been particularly great in a long time, mostly because they could just wait to deal with it so that they'd take a total of 2 damage before going off. This on the other hand provides damage itself, meaning that they're at least taking some damage each turn that they're not answering it. Sure, it's a dude so more things hit it, but they'll have to use their answers earlier, which can be a benefit.

Additionally, Kataki is a spirit and there's always Drogskul Captain which can make things really awkward really fast for your opponents Razz

Edit: There are also a lot of random spirits now with some disruption, such as the artifact/enchant hate Kamis, and even Hokori Dust Drinker, which does interact well with this guy. I also had no idea that the Spirit Guides were actually spirits now.
« Last Edit: April 10, 2014, 07:18:25 am by Demagoguery » Logged
Guli
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« Reply #10 on: April 10, 2014, 08:06:53 am »

Kederekt Parasite could prove to be strong too alongside Eidolon.
« Last Edit: April 11, 2014, 08:20:16 am by Guli » Logged

vaughnbros
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« Reply #11 on: April 11, 2014, 11:47:32 pm »

This card in conjunction with the new mana fixing land does bring up a good question though.  Do we have enough good spirits to play a tribal version of the deck now?

This card, Spirit of the labyrinth, and kataki are all amazing disruption pieces.  Geist of saint traft is an amazing clock and Drogskol Captain a solid lord.  Both simian and elvish spirit guides are good accelerators that become decent on tribe betters late game.  I'm not sure if this collection of creatures is good enough to win tournaments, but it certainly seems close.
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« Reply #12 on: April 13, 2014, 09:48:13 am »

Could this allow burn/sligh to be a deck. We have 8 pillars now, 4 spirit guides, lotus, mox, it's pretty safe to think we can land one turn one. Goblin guide, ash zealot will put out more damage than you will take and fireblast gets aroud the damage you take. I think if you just run searing blaze at that point to make sure you can always move the clock down on your opponenent and clear a path its disruptive enough to work. Maybe there are some 4 cmc alternate casting cards im noy remembering that would work too?
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vaughnbros
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« Reply #13 on: April 13, 2014, 10:39:29 am »

Spellshock, mondronen shaman, and mindsparker are also other cards with a "pillar" type effect.  The enchantments can be rather dangerous though as their effect is symmetrical and you don't get a body to go along with them.  You also still need some answers to single card wins, like tinker and oath, so I don't think you can go completely all in on the burn plan.  I'd think that this deck is likely best as RG or RW for that reason.  To answer your question on alternate casting costs there are pyrokinesis and fireblast, which both see play in legacy.  Man lands also seem like they could work well if you can clog the board with pillar effects.
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xouman
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« Reply #14 on: April 13, 2014, 03:32:11 pm »

Also there are card that allow us to use other card without playing them. Quicksilver Amulet puts creatures into play, jaya ballard discards cards to direct damage, words of war do something "similar"...

The problem are cards like oath or tinker, that can win just with one spell. Bouncers could work perfectly, because you are forcing opponents to play into this life loss again and again.
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vaughnbros
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« Reply #15 on: April 13, 2014, 04:16:25 pm »

Bouncers could work perfectly, because you are forcing opponents to play into this life loss again and again.

True.  When I was testing builds like this earlier Jace being triple unsummon was devastating, there's really nothing preventing this deck from doing that itself.  Being UR also gives force of will the best answer to handle spells, like oath and tinker too.
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