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Author Topic: Orb of Dreams  (Read 4607 times)
Chill79
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« on: January 22, 2005, 12:49:42 pm »

From betrayers of kamigawa:
Orb of Dreams
3
Artifact
Permanents come into play tapped.


Is this card going to find it place in workshop decks?
I'll think it will be played with trini to slow opponent before stax comes out...
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xerxes
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« Reply #1 on: January 22, 2005, 01:26:45 pm »

This card actually is pretty good for prison decks. It practically combos with the Crucible of Worlds. No longer will a person be able to consistently rely on fetchlands to obtain 3 basics to get out of the wasteland-crucible lock. However, Stax type decks are so tight right now, but I see this card as having some potential. The TPS vs. MWS matchup is going to be much more difficult for TPS
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« Reply #2 on: January 22, 2005, 01:38:13 pm »

i think it will find its place in a lot of decks like stasis may come back now
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Chill79
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« Reply #3 on: January 22, 2005, 01:42:55 pm »

it will NOT work with stasis...
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« Reply #4 on: January 22, 2005, 02:08:52 pm »

Artifact Kismet, this could be nice if you want to use it with B2b. Iunno yet though.
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« Reply #5 on: January 22, 2005, 04:11:13 pm »

Its stops Trinisphere itself though, but could be a nice tool in other decks.
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Methuselahn
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« Reply #6 on: January 22, 2005, 09:16:04 pm »

I'm not sure.  It doesn't really stand up in my opinion.  First, compare it to Root Maze, then realize that it doesn't have alot board impact unless it's working with other prison pieces.  It just doesn't look swingy enough.  T1 tempo is just too fast, but in T2 or Block, I can see this card making more of an impact, if any.
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« Reply #7 on: January 23, 2005, 04:20:25 am »

I think that, reasonably, this card could come down after a Trinisphere to give Stax an extra turn to gather itself; neither a Tangle Wire nor a Smokestack would care either way.

Not that Stax even needs that extra turn, I suppose.
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« Reply #8 on: January 23, 2005, 04:26:36 am »

This looks to me to be another answer that Shop decks could use for hosing combo.  

Besides that it shouldn't be too useful because stax lists are tight as it is, and this just isn't better than their other current components.  

Also, as a way to stop combo, it might be alright vs stuff like the belcher or the new meandeck tendrils, but given the fact that they already play rebuild, hurkyl's, there are better answers.  

Probably minorly playable, but it shouldn't make a lasting change to stax.  Maybe a new/different deck idea could use it, but I just don't see it.   (This + chalice + winter orb + icy?... hey, it could happen)  Maybe they are printing this so that stax is still good after they restrict Trini =D.

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« Reply #9 on: January 23, 2005, 10:40:35 am »

Quote from: xerxes
This card actually is pretty good for prison decks. It practically combos with the Crucible of Worlds. No longer will a person be able to consistently rely on fetchlands to obtain 3 basics to get out of the wasteland-crucible lock. However, Stax type decks are so tight right now, but I see this card as having some potential. The TPS vs. MWS matchup is going to be much more difficult for TPS


Since the Wastelands will also come into play tapped...
It might prove itself useful in Prison, although I'm not so sure about that.
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« Reply #10 on: January 23, 2005, 11:45:16 am »

I think that both this card and Root Maze closely resemble the effects of Wasteland.  It essentially costs you both one land drop, with some additional benefits (i.e. screws over fetchlands).  It definitely goes with the theme of Stax, but what would it replace?  Perhaps it will combo with Winter Orb?
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« Reply #11 on: January 23, 2005, 08:36:04 pm »

Quote from: Chill79
it will NOT work with stasis...


Yes it will; Forsaken City.
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« Reply #12 on: January 23, 2005, 10:26:18 pm »

Quote from: Thug
It's stops Trinisphere itself though, but could be a nice tool in other decks.


Exactly.  Not to mention that it turns off your tempo game just as much as theirs, making the fundamental core of Stax well, just stop existing. The only time I could see Stax using this card is against combo, where Trinisphere (as much as I hate the card) already fufills the role much better.

I don't really see this in any other decks either.  Every other deck has better options to any general situation that this, most of them found in cheaper casting costs as well.
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« Reply #13 on: January 23, 2005, 10:39:38 pm »

Personally, I think that welder players with skill will be able to make this a usable card- turn 1 ruby/petal, workshop, welder, orb could be rather violent...

Once the dual welders are out, welding this and something useful back and forth could really wreck your opponet badly...

I think that ATM, this card is along the lines of what trinisphere was- where people didn't know what the hell to do with it...  But I think that in the next several months, something will hit and people will be calling for it to be solved- much like they do with trinisphere now.
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ChaosTheory
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« Reply #14 on: January 23, 2005, 11:20:30 pm »

The 1'st thing Ithought of was Stasis when I seen this card but, with the metagame as it is, I don't think Stasis will come back.
I think it will be a sleeper card at 1'st , but sooner or later somebody will break it. And when they do, everybody will run in fear.   Smile
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« Reply #15 on: January 24, 2005, 04:16:27 am »

This card resembles tangle wire in many ways and I think it could be played with good results i STAX. If you're on hte draw it acts as a time walk and at the same time preventing your opponent from draining you the next turn (as his land cipt).

If you play this first turn you'll probably shut down your opponent for a long time as he might have fetchlands which will slow him down considerably and thus the brainstorm engine wont work as good.

/Gustav
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Chamelet
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« Reply #16 on: January 25, 2005, 12:08:07 am »

I think they're probably going to restrict Trinisphere now, so they made this card with this in mind. Just guessing though.
Instead os delaying the game for 3 turns for your opponent, Orb delays it for only 1 (supposing he doesn't play Fetchs)
If he does, then he's in trouble. With only fetchs in his hand, Orb is cruel.

MWS+Orb go
the guy does a fetch (tapped) and passes.
You do mana and crucible
he does another fetch and breaks the first (the land comes tapped, so he has no mana untapped yet).
then you play a wasteland and a Juggernaut
he untaps, drops a land and breaks the 2nd fetch (he still has only 1 mana open).
you do whatever you want and seal the game.

I know this is the worst scenario ever to your opponent. But Orb is a fair card. Much more than Trinisphere.
So I think restricting sphere and substituting it for this would make the meta much better. Then Stax would play with 4 of these, 1 3sphere and no Fetchs.
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« Reply #17 on: January 27, 2005, 08:00:31 am »

I´m with Chamelet...
I think Orb is a "fair 3Shpere", that do not have a game-ending combo with CoW (Like 3Sphere) and slow down Stax a little bit...

Restricting 3Sphere AND CoW would be so wrong... CoW show that is not that unfair, and after the SCG 2 (i´m i wrong?) and GENCON people just use 2-3 copies and more basic lands.

3Sphere is the main problem, because it just stop everything... OoD stops a 2nd turn Drain just like 3Sphere, but it dont stop FoWs nor cheap 2nd turn removals (Oxidize?), not mention that it doesn´t create a unbreackable lock with CoW.

I dont think Stax will have so much time to think wich one to use, because 3Sphere may have it´s days counted...

Maybe a UGW-Phish or a O-Stompy can reanimate from limbo to fight the good fight against Stax :p
Ok, they wont....   Twisted Evil
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BigMac
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« Reply #18 on: January 27, 2005, 09:02:37 am »

Prolly sounds like a hoot to most people, but think about this card in combo with stasis and Eon hub.

Just play with a critter that doesnt tap on attacking and its good game.

This card actually prevents stasis decks from having to look at other colours making the mono blue choice a lot easier and better. I will be thinking about this deck a bit i think.
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