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Author Topic: Ugin's Nexus  (Read 13061 times)
Chill79
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« on: August 31, 2014, 04:42:23 pm »

https://twitter.com/wizards_magic/status/506186859056082945/photo/1

Thoughts of that on shops??

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fsecco
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« Reply #1 on: August 31, 2014, 04:47:45 pm »

Tinker sacrificing this would be nice hehe

Now, seriously, is a good Welder fodder. Can be welded in, stops Vault/Key, and gives a free time walk when needed. I like it.

In non-Null Rod MUD it could also see sideboard action against Vault/Key.
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« Reply #2 on: August 31, 2014, 05:25:20 pm »

It is an extremely unique card, and tough to properly evaluate.  Its power level will probably change more than an average card  as magic prints more sets.
That said, non null rod mud could just as easily play pithing needle to supplement revokers to keep vault/key in check instead of trying to resolve a 5 drop that takes away a few lines of losing the game and does little to nothing to promote winning.
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« Reply #3 on: August 31, 2014, 05:49:11 pm »

You're probably right, since no one plays Smokestack anymore and Dack Fayden is around hehe.

I could see this being played with Welder, althout it can't go infinite like Mindslaver...
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vartemis
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« Reply #4 on: August 31, 2014, 06:48:39 pm »

Dammit, why did they have to errata Transmute Artifact? That would have been awesome with this.
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Smmenen
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« Reply #5 on: August 31, 2014, 08:48:50 pm »

It also stops Time Walk, which nothing else but a counterspell can.
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fsecco
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« Reply #6 on: August 31, 2014, 10:34:09 pm »

You can chain several Nexus with several Transmute Artifact, though. I'd say a good brewer should at least try to put together a list with Drains, Workshops, Transmutes and this. Wasn't there a topic about Transmute artifact here somewhere?
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tribet
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« Reply #7 on: August 31, 2014, 10:38:43 pm »

The main one I see is untapping your TimeVault for value in Tezz or Forgemaster lists.

And with Forgemaster, you can obviously just sac it to get TimeWalk &  Colossus if you don't have Lightning Greaves available.
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tribet
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« Reply #8 on: August 31, 2014, 11:01:18 pm »

The only problem I see is that decks running Metalworker will nearly always favour Voltaic Key & Lightning Greaves. Not all of them choose to run TimeVault either (whether it is because it's perceived as win-more, I'm not sure).

Maybe Tezz with max Meditate & Chronatog!
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tribet
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« Reply #9 on: September 01, 2014, 03:25:30 am »

I read the card diagonally 5 times during work today, so here are my main random thoughts:
- Is "me skipping a turn" technically the same than "the opponent playing an extra turn"?
- When the game times out, the "5 additional turns" are not the considered "extra turns", right? Ugin's Nexus would make it an auto-draw!

Semantic, semantic. That card sounds like heaps fun in casual.

« Last Edit: September 01, 2014, 03:34:03 am by tribet » Logged
Protoaddict
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« Reply #10 on: September 01, 2014, 02:11:07 pm »

I think forgemaster is the obvious call here.

- Has utility to stop timewalk and vault combos
- Not unreasonably costed
- Basically instawin if you sac it for blightsteel.

I think I would probably run 1 of these in that list. it may be better in some spots to fish this out first with forgemaster, get an extra turn to take out lands or whatever have you to prevent something like swords to plowshares from removing your threat, then pop it and get the blightsteel for the game. An extra turn = An extra draw and land drop, which is not bad for something you were going to do anyways.
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evouga
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« Reply #11 on: September 01, 2014, 02:36:59 pm »

I read the card diagonally 5 times during work today, so here are my main random thoughts:
- Is "me skipping a turn" technically the same than "the opponent playing an extra turn"?
- When the game times out, the "5 additional turns" are not the considered "extra turns", right? Ugin's Nexus would make it an auto-draw!

Semantic, semantic. That card sounds like heaps fun in casual.



No to both questions. Extra turns are only those created by effects like Time Walk, Time Vault, Magosi, etc. If you skip your own turn, your opponent will take two "ordinary" turns in a row but that does not count as her taking an extra turn.
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zeus-online
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« Reply #12 on: September 01, 2014, 02:57:12 pm »

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« Reply #13 on: September 01, 2014, 02:58:17 pm »

Since when did 5 mana do nothing's get playable.

If this card gave you an extra turn when it entered the graveyard, it would have been interesting.

Keranos is awesome!
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« Reply #14 on: September 01, 2014, 03:58:17 pm »

Since when did 5 mana do nothing's get playable.

If this card gave you an extra turn when it entered the graveyard, it would have been interesting.

Keranos is awesome!

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« Reply #15 on: September 01, 2014, 04:01:38 pm »

Shops already has an effective answer to decks trying to take extra turns. Phyrexian Revoker and Chalice of the Void stop Time Vault and Time Walk while having added utility. I know the card is shiny and new but the card is 5 mana and only good if A) your opponent is trying to take extra turns when you see your (hopefully) 1 of and have the ability to cast it, and B) have an active Forgemaster in which case you are probably winning the game anyway. The same with an active Goblin Welder. Transmute artifact doesn't work because the static ability is symmetrical and prevents you from taking extra turns if any copy is in play. Time Vault doesn't work because skipping your turn is different from taking an extra turn.
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zeus-online
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« Reply #16 on: September 01, 2014, 04:22:35 pm »

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Twiedel
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« Reply #17 on: September 02, 2014, 03:12:46 am »

That said, is that card good in vintage?

It costs 5 mana and doesn't win the game. Nobody should care. It's nice to know that this card exists, but it is not even close to "good enough".
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« Reply #18 on: September 02, 2014, 06:17:55 am »

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