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Author Topic: [Single Card Discussion] Coldsnap: Requisition  (Read 10892 times)
freakish777
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« Reply #60 on: June 03, 2006, 01:12:20 am »

having 2 bombs in a 7 card hand isn't nutty....it's statistically likely....

Having 2 game-ending bombs in 7 cards and the gas to support them (ie make them game ending that turn, or make them playable, scenario: you requisition the duress and see ritual, wheel, mox, bargain, bstorm... you obviously take the wheel because bargain needs more rituals to fuel it into play).

I'm not saying that Requisitioning a Duress is a good play, I'm saying under certain circumstances and an accurate read on your opponent it can be a good play.

Essentially, Requisitioning a Duress is:

-1 Card Advantage (you lose 3 cards, they lose 2, 3 for 2 is better than 2 for 1 if you had to use Force to protect Yawg Will or something)

+ some Card Selection (you pick all 5 of the cards "lost" here, if you pitch Gifts and Drain which you can't cast this second and get to keep Bstorm/AR because you kept a 1 land hand assuming Bstorm/AR would find you the second blue for Drain, and snag Duress and Wheel from your opponent, that's probably a pretty even trade)

+ some Tempo (your opponent potentially played a land and said go)


Additionally, I've goldfished a lot storm combo decks that have their first turn go like this:

Land Ritual, Duress, Ritual, some bomb, or DT for some bomb.
Now if your Opponent has just Ritualed into Duress, you may have a pretty good shot at breaking even on cards with him/her when they're forced to mana burn for 2 or otherwise not make the use of the Ritual they had wanted to.

If my opponent can beat me after playing Duress (which forces cards out of my hand anyway we look at it), and getting Duressed himself the very next turn, it's extremely unlikely I could beat him with any hand.


As a quick aside, this card may have some application in a constructed 2 Headed Giant format, where 1 player plays the dedicated combo-control deck, and the other player essentially plays the MUC deck with no win conditions.

As pointed out earlier, it's not a bad Cunning Wish target either even if only as a one of.   
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Hillboy
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« Reply #61 on: June 03, 2006, 11:37:23 pm »

This card has a cool looking snap to it, but having 2 blue cards to pitch means you have to be playing something like monoblue control to have a chance of having cards to pitch. This sucker could be a bomb in standard but in vintage there are too many cards I'd rather be packing instead of this one, fow, stifle, misdirection, mana leak, heck maybe even remand.

Then again the first nine times I looked at remand I thought it was crap but its turned out to be a pretty hot card maybe there's hope for this one two... but I doubt it.
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netherspirit
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« Reply #62 on: June 04, 2006, 03:13:28 am »

I've been playing around with proxies of this myself, and I've found that as long as you've got the card draw required you can really go nuts with this. The only problem is getting that level of draw, you've got to be able to hold the board early in the game.
The card could definitely see play, even if only as a sideboard card.
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Guli
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« Reply #63 on: June 04, 2006, 08:25:56 am »

the effect is absolutely powerfull no doubt, but to find the needed conditions to play it and get it through is hard
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