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Author Topic: Not an instant.  (Read 1574 times)
Lord of Water
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« on: May 11, 2004, 11:02:57 am »

Trade Secrets and Mindslaver: You draw 2 cards, I draw none... you draw 2 cards, I draw none....

Now that we have a way to make Secrets (and everything else) instant-speed, this is a new win condition for Slaver. However, slaver dosn't really need a new sin condition. So, the question is, are instant-speed Welders any good, and is Trade Secrets good enough that it can replace a few Brainstorm or Thirsts? Trade Secrets is undoubtedly an excellent card advantage, and in reality it's a lot like a Draw 7 card. Is the symmetry harmful?

I don't really know enough about slaver to decide. I've tested this about 50 times and it's only won the game about 1/5th of the time. It has never won a game that nothing else would in my experience, but it serves as an effective Draw7 then doubles as a kill.

I would like to encourage discussion of this on this thread.
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« Reply #1 on: May 11, 2004, 11:10:29 am »

Trade Secrets is terrible.  I may be a bit harsh and blunt on that evaluation, but I'll stick to it.

It looks like a Draw seven, but has the potential to be worse advantage wise, as your opponent will keep digging to find whatever thwarts your current plan of action.

As a Slaver win condition, it only works with the Orrery (as you stated) which means you have to shoehorn that thing into the deck.

The problem with Orrery is that, while it has a huge effect (nearly everything is good at instant speed), it isn't going to be easy to fit into an existing deck.
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SpencerForHire
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« Reply #2 on: May 11, 2004, 12:11:02 pm »

I had a really good idea myself for the win condition of a Slaver deck... Shh.. Don't tell anyone, I suggest running [card]Mindslaver[/card] as the win condition. Wink
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« Reply #3 on: May 11, 2004, 05:38:55 pm »

Quote from: Gimbles
I had a really good idea myself for the win condition of a Slaver deck... Shh.. Don't tell anyone, I suggest running [card]Mindslaver[/card] as the win condition. Wink


Ting!

In other news, 'Slaver doesn't really need a two card combo that only wins after activate [card]Mindslaver[/card]. An active Mindslaver should win you the game 99% of the time, and the one percent is mostly your own errors.

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« Reply #4 on: May 11, 2004, 06:34:11 pm »

Three words:
Chain.
Of.
Vapor.

Don't try to get cute.  Pentavus beats, (S)Memnarch beats, Triskelion beats, Sundering Titan beats or just plan welder beats is enough for Slavery to win.
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« Reply #5 on: May 13, 2004, 06:01:12 pm »

Quote from: AngryPheldagrif
Quote from: Gimbles
I had a really good idea myself for the win condition of a Slaver deck... Shh.. Don't tell anyone, I suggest running [card]Mindslaver[/card] as the win condition. Wink


Ting!

In other news, 'Slaver doesn't really need a two card combo that only wins after activate [card]Mindslaver[/card]. An active Mindslaver should win you the game 99% of the time, and the one percent is mostly your own errors.

Don't hit the submit button more than once. Duplicate post deleted. -Dr. Sylvan


I think how good a single mindslaver activation is is VERY dependent on a number of factors, namely:
1) Ability to recur the mindslaver
2) The deck you happen to be playing against
3) What your opponent has in hand.

Alot of times a stolen Ostompy turn is little more than a skipped attack step, against a deck like Hulk an activation usually means game over as you can use his draw to aid you, annihilate his hand and graveyard with the tog, sac his fetches and find nothing, cast his Yawg will to recur the targeting draw spell and a fetch. That said, adding 8 cards to make that terrible combo work is a complete waste of time. What would you cut to add that jank? Soooooo bad.
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Toad
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« Reply #6 on: May 14, 2004, 05:01:26 am »

No card is better than Brainstorm and Thirst for Knowledge in this deck.
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