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Author Topic: Guildpact Impacts  (Read 8867 times)
Firefly
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« Reply #30 on: January 22, 2006, 04:17:45 pm »

And what about Quicken in Doomsday? End of turn Quicken, cast Doomsday after that, no more waiting a turn to go off. And it draws a card, I think it's a pretty solid card, as it only costs  {U}.
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AmbivalentDuck
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Exile Ancestral and turn Tiago sideways.

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« Reply #31 on: January 23, 2006, 04:13:00 pm »

Hatching Plans  - 1 {U}
Enchantment 
When Hatching Plans is put into a graveyard from play, draw three cards.

If someone would put a gun on my head and say: build me deck with 4 of these maindeck I would probably come up with something like an UR Fish variant that runs Abjure and Crack the Earth.

Abjure
{U}
Instant
As an additional cost to play Abjure sacrifice a blue permanent.
Counter target spell

Crack the Earth
{R}
Each player sacrifices a permanent.

It's rather unfortunate that it has no synergy with Standstill.  If Aether Vial could pop out enchantments...this would rapidly become a staple in a suddenly tier 1 Fish.

I was thinking along the lines of a hokey Claws of Gix combo to "abuse" Magus of the Unseen and Hatching Plans.  Anything that takes down both Colossus and Stax has to be good, right? Wink
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« Reply #32 on: January 24, 2006, 11:08:19 pm »

On the subject of Hatching Plans, I think MonoBlue deserves it. The following deck it`s an idea that uses Claws of Gix and Abjure :shock: to draw the 3 cards. Anyway, I'm not sure to cut the Ophies. Also, against Oath, Claws of Gix becomes a hoser.

Hatching Claws

Mana (24)

8 SoLoMaMox
1 Stripmine
1 LoA
2 Seat of the Synod
6 Fetchland
6 Island

Counter (16)

4 Force
4 Drain
2 Mana Leak
2 Misdirection
2 Forbid
2 Abjure

Draw/Engine (15)

1 Time Walk
1 Ancestral
1 Mystical
4 Thirst
4 Hatching Plans 
4 Gix 

Kill (3)

1 Tinker
1 Morphling
1 DC
2 XXX??? ( maybe keg, capzcice or other bounce, or cut 1 Gix and add 3 Ophies )

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The Atog Lord
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« Reply #33 on: January 24, 2006, 11:47:01 pm »

Claws and Plans combined gives you 3 cards for 2 cards and 2U. In other words, you're just assembling Thirst for Knowledge, Voltron Style. Claws don't do nearly enough on their own to warrant inclusion. Now, that isn't to say that nothing will work in that situation. If you use Disk, then you're using a removal spell, which Mono Blue may need anyways. And the card-drawing becomes secondary. The same goes of Abjure. I'm sure that living the dream with it would be really fun, but the card would too often sit uselessly in your hand, unable to be cast at all.

I don't even think the disk idea would work, because it still leaves Plans as too situational a card. If you are forced to go out of your way to get rid of plans, then you are not going to make it work. Plans would likely only work in a deck which could get rid of Plans as part of its normal gameplan, without including cards like Gix and Abjure to get rid of it explicitly.
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Mixing Mike
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« Reply #34 on: January 25, 2006, 03:01:13 am »

Hatching plans is not optimal card draw in Stax seeing as if the stax player has a ramped stack in play; they should probalby get board advantage/win the game already.

Pac

Not only that, but I see this card more as a way to help you beat Stax as a control player, not as a 'win more' draw engine for Stax.  Once you get a Smokestack and any other lock pieces out, you had ought to win the game.
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AbouTreeFiddy
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« Reply #35 on: January 25, 2006, 03:17:55 am »

  Once you get a Smokestack and any other lock pieces out, you had ought to win the game.

not always true.  Having only a smokestack set at 1 is very common, while your still digging for a hard lock, drawing 3 cards quickens the pace that you can lock your opponent out before he finds an answer.  This card will make 5c stax the undisputed best deck in the format.
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UR
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« Reply #36 on: January 25, 2006, 03:32:05 am »

Quote
Skeletal Vampire: might be a replacement for the queen in dragon, for those who dont run caller.  Tokens are flying, so provides a little evasion for you.

Tell me again why my infinite number of guys need evasion?

I've also been looking that a few cards in the set (haven't seen the entire set yet, but the fact very little gets mentioned here tells me that I shouldn't get too excited). A few combos have come out so far but none of them are fast enough or good enough to play in Vintage.

Niv-Mizzet with Mind Over Matter is nice... if you didn't need so many colored mana.
Storm Herd is a great card, I think... if you are ever able to cast it.
The list goes on forever...

The only thing I've seen suggested here that I hadn't thought of yet is the Burning Tree Shaman. It seems like a pretty good card but testing with R/G Beatz has shown that three mana is a lot when you are playing this deck. We've cut Crucible of Worlds for exactly that reason (and being too narrow).
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De Stijl
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« Reply #37 on: January 25, 2006, 05:04:29 am »

Electrolize seems like a fairly strong card to me.  I've been pondering whether or not it is good enough to run in the Slaver sideboard.  The main weakness I see in the card is that it is an inefficient answer to cards like Xantid Swarm that you have a one to two turn window to answer before you lose the game.

On the other hand a card like this seems like it would be absolutely insane against both the Blue White and Blue Black Fish archetypes, which are two decks that my removal light builds of Slaver have traditionally struggled agianst (at least comparatively).  Unfortunately, I think it falls just short of being as useful as FIRE ICE

In my opinion the Hatching Plans deck suffers from a variety to problems; the first and most important of which is that most of the cards in the deck are not good on their own.  The card pool of Vintage is so expansive that you shouldn't need to play a situational two card combo that nets you two card advantage because there are so many cards that do that on their own already.  Hatching Plans does almost nothing on its own besides get sacrificed to Smokestack.  To put it in perspective Oath of Druids is also a two casting costed Enchantment.  The power level of the cards in Vintage is so high that it doesn't afford players to build decks around multiple weak cards that have cute intereactions.  The cardpool is such that every card in ones deck can be of a fairly significant power level.

However, there is a good possibility that something like this deck could be a very strong choice in Standard, or especially block.  Or at least the Hatching Plans Abjure combo may be playable.
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« Reply #38 on: January 25, 2006, 09:03:12 am »

Pretty much the only playable cards in a serious metagame are Quicken and Shattering Spree, they have great potential, I just posted a thread about the power of Quicken in Gifts that also has a sideboard Shatter Spree
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