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Author Topic: [Article] Multi-Colored Control  (Read 6759 times)
MisterShark
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« Reply #30 on: March 09, 2005, 12:03:12 pm »

Quote from: Toad
It's quite better against Combo because you can use It EOT and put early pressure while keeping UU open.

What combo decks allow one to get up to any kind of potential mana to effectively cast DoJ for more than 1 or 2 soldier tokens before going off and sealing your fate?

Quote from: Zombie Shakespeare
With the absence of Exalted Angel has the life loss from Skeletal Scrying ever been an issue

With 6 fetchies, 4 Scryings and FoWs chewing away at one's life totals, it does seem a bit risky without the life supplementation.
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BigChuck
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« Reply #31 on: March 09, 2005, 12:12:08 pm »

I think his point was that you CAN cast it for one or two, and start beating down, putting them on some kind of a clock. Granted, it isn't a fast one, but with the tendicies of the decks to do damage to themselves, 1 or 2 damage a turn is going to add up quickly.
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Quote from: dandan
P.P.S. I now realise that it is possible that you have mistaken Holland for Iraq as neither have weapons of mass destruction.
Zherbus
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« Reply #32 on: March 09, 2005, 12:41:14 pm »

MisterShark, once you stunt combo during the first few turns and you resolve Mana Drain or top deck some Acceleration, you can win in a few turns. Once you force Combo into more of a control match, you have the upperhand.

I'm going to hack your quote to illustrate the flawed nature of your question:

Quote
What combo decks allow one to get up to any kind of potential mana to effectively cast Exalted and flip it, and swing 5 times before going off and sealing your fate?


Quote
What combo decks allow one to get up to any kind of potential mana to effectively cast Intuition (or TFK) and Mindslavers activation cost before going off and sealing your fate?


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What combo decks allow one to get up to any kind of potential mana to effectively cast Future Sight and Top before going off and sealing your fate?


Quote
What combo decks allow one to get up to any kind of potential mana to effectively cast Gifts Ungiven, Recoup into Will, then Belcher before going off and sealing your fate?


Lots of win conditions are mana intensive. We're not always trying to race combo, they key is to keep them away from the ability to combo you out. That's why you fill your hand up Scryings so you can answer with Drains, Forces, Duress, and Tutor/Wish for Mind Twist often.

Also, despite all that life-loss, it's not risky because this is type 1. If you're in a position where your life total is going to matter, it's because you failed to properly control the game.

I'm probably going to leave this thread alone until part two gets put up. The questions posted here can either be answered in part 2 and part 3.
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