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Author Topic: Holy Fifth Dawn! New Control Magic!  (Read 4367 times)
The Grim Reaper
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« on: May 06, 2004, 11:44:49 pm »



Uhm... Control magic was once used quite a bit in T1.
But a control magic that doesn't die when the creature does?
WHERE DO I SIGN UP?

This is INSANE!

Steal that welder,
Steal that tog,
Steal that beat stick.

Oh whats that, it died?
Well i'll take your other one.

This is INSANELY GOOD in type 1.

THIS is the answer many decks have been looking for to control creatures.

This is even a possible inclusion in Keeper due to it's raw power.

A nice, cheap mana cast to go with it is just icing on the cake.

Discuss the potential!

Note: It might not be as good as I say it is - I just love new cards with potential!
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« Reply #1 on: May 07, 2004, 12:03:51 am »

Man, this card is GREAT. I don't know if it will hit T1 because lots of people do play Null Rod (Rod is strong enough to kick Isochron Scepter out of the top decks, and that card had at least as much potential as this one), but you can expect this to be an absolute staple for 1.5 and probably 1.x too.
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« Reply #2 on: May 07, 2004, 12:10:36 am »

Well, I think we can safely rule this out of Tog and Landstill.

Let's examine this as if it were going into Keeper:

You're not going to steal Fishies or Madness creatures, because they have Null Rod.

As far as Tog goes, trying to fight the Tog itself is not the way Keeper wins that match.  This is why Damping Matrix is not good there.

You aren't going to steal beatsticks.  Dreadnoughts are too big.  You can't steal Titan because they nuke your land.  FCG is already favorable for Keeper.  I'm not sure what other beatsticks you had in mind, although things like Juggie will kill you before you get enough Islands on the board.

You could theoretically take a Welder.  This is not necessarily a guaranteed thing because Welder is 1 mana and this is 3 plus an activation of 2, not to mention stealing Welder doesn't stop their Slaver, but hey, you could steal it.

I think if a deck is going to use it, it wouldn't be a control deck.  Sorry to be so pessimistic. ;)
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« Reply #3 on: May 07, 2004, 12:11:48 am »

Wow - this card is impressive.  5 mana to take one creature, 7 to take two, etc.  

Lots of decks could use this - but of course keeper is the most logical.  Stealing welders seems the most fun.

I guess that combo will gain the most from thie card because any control deck that packs it dilutes the combo matchup (unless it replaces other creatures) and any aggro that reduces the creature count probably kills slower.

Unfortunately, you are really limited by the number of turns played because of the island count, but still, I will steal shamans, welders, and stuff early, and a tog on turn 3.  It makes it tough to steal artifact creatures, but workshop decks have had enough help recently.

I guess we can wait to see what comes of it... T1 may not be the best avenue for the card, but we shall find out.
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« Reply #4 on: May 07, 2004, 12:16:23 am »

Quote from: xrizzo
Wow - this card is impressive.  5 mana to take one creature, 7 to take two, etc.  


Just to clarify, you can't steal two creatures.  If it ever untaps, you lose control of the first creature.
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« Reply #5 on: May 07, 2004, 12:28:41 am »

What would be helpfull is a  nice way to sac the creature after you take it or some other way to make this a reusable removal, maybe an ashnod alter or sacrificial pit (or something else that actually is usefull otherwise in the type of decks that would want to run it)
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« Reply #6 on: May 07, 2004, 12:31:08 am »

Dominate is a lot better than this...right?
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« Reply #7 on: May 07, 2004, 12:43:31 am »

This is a possible sub for the creature-control aspect that Gay Red runs on the SB. Side out Null Rods and bring these in against Oshawa or FCG or U/G Madness. It might not grab them in time or hold on to them (pump in response for example) but it will require your opponent to use up resources.

Good testing material.
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« Reply #8 on: May 07, 2004, 01:04:24 am »

This will be a hit in casual circles, that's for sure.  I may throw a few copies in my faithful (and awful!) aggro-fish deck.

For clarification: The preceding was not a great Type 1 insight.  Do not play aggro-fish.

It's an interesting card, indeed.  As many have pointed out, Null Rod neuters this card with a rusty ice-cream scoop.  Its constructed applications are limited, but it's definitely a nice "fun card."
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« Reply #9 on: May 07, 2004, 01:15:20 am »

Quote from: Rico Suave
Quote from: xrizzo
Wow - this card is impressive.  5 mana to take one creature, 7 to take two, etc.  


Just to clarify, you can't steal two creatures.  If it ever untaps, you lose control of the first creature.


True.  I was thinking more along the lines of when the first guy dies.  Then you can steal another - the artifact doesn't die.

This card may not be good right away, but it shouldn't be forgotton.  It is interesting to think about the way that wizards incorporates blue into the cost of the card without making it blue.  (FOW pitchable)
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« Reply #10 on: May 07, 2004, 01:26:26 am »

Let´s not forget the Island thing. To steal an Arrogant Wurm will be difficult when you play 5 strips and stuff (manlands). Not to mention that artifact hate is all over the place. You tell me in what deck I should play this card and that F/I, FTK or Legacy´s Allure isn´t better in.
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« Reply #11 on: May 07, 2004, 01:29:30 am »

I agree with Val on this one, this card will shine in decks like Fish in the matchups where null rod is a dead card, take out the rods and throw in this guy, they'll be sideboarding out any MD artifact hate, so it could potentially stay on the board indefinitely. Early on, steal a basking rootwalla to block an arrogant wurm, later, steal an arrogant wurm, when he runs out of guys, just start using his men to swing for the win. I could also see this in monoU control decks, but nobody really plays that deck.
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« Reply #12 on: May 07, 2004, 02:17:01 am »

Another card that works better than this card, Although limited in what it can steal, is Mind Harness. A card I used to SB in against Welders/Arrogant Wurms/Dryads in the day., etc. (provided it was R/G).

 So 5 mana for one creature . The reuseability being nice(aka severe shoplifting urge) and the total control of the pilfered piece too.Nice effects but a cheaper alternative could already be available.
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« Reply #13 on: May 07, 2004, 01:25:53 pm »

i think that this card should be open to some serious testing, its practicality as to just 5 mana -> creature should not be assumed. Between most decks which run strips, and lots of no islands it could be hard to incorporate, and even in a deck that doesnt run that many its still dictated by turn...just somethign to keep in mind...however stealing welders would probably be the most practical...
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« Reply #14 on: May 07, 2004, 02:44:41 pm »

This card seems like it may be good in a workshop prison type deck as a SB option to improve matchups vs. other decks running welder, such as its bitter rival, Slaver (either one), which has a large part in making $t4x less playable. I don't think the card would be good as anything other than a SB option because of its potential to be useless (not enough islands, etc.)
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« Reply #15 on: May 07, 2004, 03:26:46 pm »

Hey, they re-printed Old Man of the Sea. Crazy.

The card has potential, but with such a heavy anti-artifact theme going around, I doubt it can be used. With decks maindecking Null Rods... eh.

Keeper could entertain one or two, but I doubt it will replace the staple F/I or swords.
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« Reply #16 on: May 08, 2004, 06:14:08 am »

Quote from: WildWillieWonderboy
This card seems like it may be good in a workshop prison type deck as a SB option to improve matchups vs. other decks running welder


how are you going to effectivly use it in workshop prison when the only islands in the deck are 4x volcanic islands?  if i'm expecting mirror or workshop slaver, i'd rather use f/i, pulse/RnR, or heretics.
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« Reply #17 on: May 08, 2004, 06:30:11 am »

Quote
how are you going to effectivly use it in workshop prison when the only islands in the deck are 4x volcanic islands? if i'm expecting mirror or workshop slaver, i'd rather use f/i, pulse/RnR, or heretics.


I should have been more specific: this may, with a combination of other cards to be released, cause the formation of a new workshop prison build. However, in hindsight, the last thing prison needs right now is another lock piece, but with the portal coming in we may be seeing a complete revamp of the archetype. As it stands, I think Fire/Ice is superior right now simply because very few good decks are running anything it doesn't deal with efficiently.
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« Reply #18 on: May 10, 2004, 08:15:19 pm »

considering the incredible number of creature decks out there, shouldn't this deserve its own new archetype? Nobody has enjoyed a control magic deck in a long time. Why not a deck full of 4 of these and 4 briberies, chopped full of counterspells and draw? And I mean lots of counterspells; 8 like keeper won't cut it. Or actually maybe it would, just add a lot of removal/bounce. Standstill to get card advantage and to buy time to throw down islands. Perhaps CoW could be used with fetchlands to get you a bunch of dual lands out? Ahhh, I'm starting to make this idea go everywhere. But yeah, what a powerful card! It is control magic for 1 more mana, except all colorless, and it doesn't die with the creature and is an artifact, therefore more reliable (well, you can't welder an enchantment into play).
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« Reply #19 on: May 11, 2004, 03:17:28 am »

someone quote this...

this card is shit.

Thank you.
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« Reply #20 on: May 11, 2004, 05:40:47 am »

Quote from: Mykeatog

this card is shit.



hear hear.
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« Reply #21 on: May 11, 2004, 11:49:56 am »

I am not so quick to dismiss this card. I think that it is at least worth testing in drain slaver, where there are quite a few islands. Welders to get them back. What would you steal? opposing welders come to mind first and foremost, and I think it would screw with big O a bit.

Then again memnarch may be better in drain slaver. Time will tell.
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« Reply #22 on: May 15, 2004, 08:52:25 pm »

I don't think this card is that great, its good, but not great. If it were great then why hasn't Dominating Licid seen play? It almost the same thing (keep open an extra blue and it is).
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« Reply #23 on: May 15, 2004, 10:13:56 pm »

Quote from: Johnnymc
considering the incredible number of creature decks out there, shouldn't this deserve its own new archetype? Nobody has enjoyed a control magic deck in a long time. Why not a deck full of 4 of these and 4 briberies, chopped full of counterspells and draw? And I mean lots of counterspells; 8 like keeper won't cut it. Or actually maybe it would, just add a lot of removal/bounce. Standstill to get card advantage and to buy time to throw down islands. Perhaps CoW could be used with fetchlands to get you a bunch of dual lands out? Ahhh, I'm starting to make this idea go everywhere. But yeah, what a powerful card! It is control magic for 1 more mana, except all colorless, and it doesn't die with the creature and is an artifact, therefore more reliable (well, you can't welder an enchantment into play).


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this card is shit.
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