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TheWhiteDragon
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« on: December 28, 2009, 02:04:33 pm » |
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I wanted to start this thread as a resource for people looking to add secondary wins to their deck or as a possible bomb choice to build a deck around. There are many 2+ card combos that win (i.e. vault + key), but often those combos include cards quite dead on their own merit. I wanted to see if this community could put together a list of cards that in and of themselves are a massive threat to end the game. I feel it is fair for cards to include use of other cards in the deck that don't need to be in hand, the grave, or in play, as long as the 1 initial card can be the "must counter" threat. The viability of each card is dependent upon metagames, deck build, player preference, etc., so I will only list cards meeting the criteria without critiquing them as playable or not. That is up to the individual to determine and this list is merely a resource for "one card wins" that may be used and might not be thought of. Moxen are autoincludes for most vntage decks, so cards that utilize these can hardly be called multicard combos. For example, tezzeret is a win condition on his own and a must counter bomb, even though he utilizes time vault or moxen as a path to victory, as a tezz in hand alone is sufficient to build the win. So far, I have come up with the following and explanations of each:
Edit - cards in the library, moxen, and lands are the only acceptable resources for a stand alone bomb in regards to this list:
Test of Endurance Conditional upkeep win if you have enough life.
Battle of Wits Conditional upkeep win based on deck size.
Barren Glory If you can wipe out your hand and board while leaving this in play, you'll win.
ANY creature 10/10 or better This opens the door for insanely costed cards, but just to include the obvious and condense a huge list into one blurb, all creatures that make a 1-2 turn clock on their own power need to be included as "one card wins".
Any X direct damage/draw/token maker spell A card that lets you burn or deck your opponent in one card (without the mana limitation: like stroke of genius, decree of justice, or fireball) has to be considered in context of this thread.
Door to Nothingness Insanely expensive, but it does kill with nothing but itself and mana.
Tooth and Nail Costly, but can grab a game-winning combo when resolved. Kiki-jiki, Mirror breaker and one of several other creatures fit this purpose.
Goblin Charbelcher Can reliably kill in 1-2 turns using 4 mana and a well-built library.
Tezzeret - He can be a win con with any number of artifacts in play (often accelerants that get him in play fast) and can summon his own army before making them a force of 5/5s. Time vault is just a slot in the library that can be a win with tezzeret as the lone card in hand.
Tinker - With no more than a mox, this 1 card can grab any number of monster robots or memory jar.
Oath of Druids - Even though this is conditional, the creatures in the library are found with this card. It is a "stop all opposing creatures from being played" spell and combos with a mana producing land (which basically makes it a bomb on its own).
Yawg Bargain/Necropotence/Ad Nauseum - These cards don't necessarily "guarantee" a win, but they can very easily get you there without any grave, hand, or battlefield resources necessary with other cards. Unlike draw 7s, these cards get the majority of your library in hand (or at least enough to set up a good, fast kill).
Hermit Druid - While this card requires several cards in the library (or grave) to work, it can win the game totally on its own by exploiting it's ability. While needing card slots in the deck, it is one of the few cards that need nothing in play beyond itself and a green mana to win.
Gifts Ungiven - I would count this as a bomb, because on it's own (nothing else in hand or in play) it can set up a win with sufficient mana (i.e. yawg will, regrowth, vault, key).
Doomsday - stack the 5 cards that win the game this turn or next.
A card like tendrils or ETW I can't consider a bomb on its own because it can win only with the help of many spells in hand or hitting play on the same turn. Yawg will, while certainly a bomb, is totally dependent on a well stocked grave and does nothing when played by itself or early on like these other cards do. It also may set you far ahead in terms of CA, tempo, mana, etc, but is not a win condition necessarily. Yawg "win" is actually the fine line of this thread that I think is the card to judge on. Please add your card choices and comments with each to expound on this list. I have withdrawn bazaar of baghdad and trinisphere from the list in that they no more offer you a win than does infinite vault/key turns with no other condition.
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« Last Edit: January 06, 2010, 10:56:44 pm by TheWhiteDragon »
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"I know to whom I owe the most loyalty, and I see him in the mirror every day." - Starke of Rath
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TracerBullet
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« Reply #1 on: December 28, 2009, 03:17:19 pm » |
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I wanted to start this thread as a resource for people looking to add secondary wins to their deck with minimal card slots or as a possible bomb choice to build a deck around. There are many 2+ card combos that win (i.e. vault + key), but often those combos include cards quite dead on their own merit. I wanted to see if this community could put together a list of cards that in and of themselves are a massive threat to end the game. I feel it is fair for cards to include use of other cards in the deck that don't need to be in hand or in play, as long as the 1 initial card can be the "must counter" threat. Moxen are autoincludes for most vntage decks, so cards that utilize these can hardly be called multicard combos. For example, tezzeret is a win condition on his own and a must counter bomb, even though he utilizes time vault or moxen as a path to victory, as a tezz in hand alone is sufficient to build the win. So far, I have come up with the following and explanations of each:
Tezzeret - He can be a win con with any number of artifacts in play (often accelerants that get him in play fast) and can summon his own army before making them a force of 5/5s. Time vault is just a slot in the library that can be a win with tezzeret as the lone card in hand.
Tinker - With no more than a mox, this 1 card can grab any number of monster robots or memory jar.
Oath of Druids - Even though this is conditional, the creatures in the library are found with this card. It is a "stop all opposing creatures from being played" spell and combos with a mana producing land (which basically makes it a bomb on its own).
Yawg Bargain/Necropotence - These cards don't necessarily "guarantee" a win, but they can very easily get you there without any grave, hand, or battlefield resources necessary with other cards.
Hermit Druid - While this card requires several cards in the library (or grave) to work, it can win the game totally on its own by exploiting it's ability. While needing card slots in the deck, it is one of the few cards that need nothing in play beyond itself and a green mana to win.
Gifts Ungiven - I would count this as a bomb, because on it's own (nothing else in hand or in play) it can set up a win with sufficient mana (i.e. yawg will, regrowth, vault, key).
Bazaar of Baghdad - Only because of dredge could I consider this card a bomb, but it can single handedly win a game quickly with no other cards in play or in hand.
Trinisphere - While not "winning the game" it effectively takes away your opponent in a single card, at least for the first couple of turns in which you can freely set up a lock or a win. With any number of complimentary pieces (though not "combo" pieces) it can remove your opponent all together and allow a win at your leisure, much like vault+key, but not needing a specific secondary card to achieve its bomb effect.
A card like tendrils or ETW I can't consider a bomb on its own because it can win only with the help of many spells in hand or hitting play on the same turn. Yawg will, while certainly a bomb, is totally dependent on a well stocked grave and does nothing when played by itself or early on like these other cards do. It also may set you far ahead in terms of CA, tempo, mana, etc, but is not a win condition necessarily. Yawg "win" is actually the fine line of this thread that I think is the card to judge on. Please add your card choices and comments with each to expound on this list.
I think you're kinda turned around here. Your reasoning of "Cards that have a massive effect on the gamestate all by themselves" isn't sound, as each and every one of the cards you listed in dependent upon a minimum of 5-6 other slots in your deck to be good. You then go on to say that other bombs aren't bombs because they rely upon other conditions being true, ie Will needing good cards to be good. Not only is your logic twisted, but what's the point? How is saying "these are all really powerful cards" in any way new or helpful?
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TheWhiteDragon
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« Reply #2 on: December 28, 2009, 03:29:48 pm » |
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Following with what I said in the original post, I am not excluding the library as a resource. I am trying to compile a list of single cards that, using nothing more than what is in your library, can win the game or be an engine toward winning by itself without needing any cards already in play, hand, or grave (excluding lands/moxen). The intention is to create a list that can be a reference for viable secondary or even primary wins. It may not end up as the list to check out for deck construction, but it might help a few players with secondary options they never thought of. I'm trying to limit this list to cards needing nothing more than themselves and a library (again, excluding mana or moxen - as they are auto includes in most decks) to set up a fast win or a condition in which you virtually win and just need time to find the TKO. The cards I exclude cannot do anything for you without cards in hand, in tandem with another card in play, or an already developed graveyard. The cards I list can drastically put you in a virtual winning state, or in position to win within a turn or 2 all by themselves and independent of anything else in play, hand, or grave.
To condense and clarify my response: The library is an acceptable resource as well as lands and moxen for this list.
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"I know to whom I owe the most loyalty, and I see him in the mirror every day." - Starke of Rath
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TracerBullet
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« Reply #3 on: December 28, 2009, 04:59:44 pm » |
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Following with what I said in the original post, I am not excluding the library as a resource. I am trying to compile a list of single cards that, using nothing more than what is in your library, can win the game or be an engine toward winning by itself without needing any cards already in play, hand, or grave (excluding lands/moxen). The intention is to create a list that can be a reference for viable secondary or even primary wins. It may not end up as the list to check out for deck construction, but it might help a few players with secondary options they never thought of. I'm trying to limit this list to cards needing nothing more than themselves and a library (again, excluding mana or moxen - as they are auto includes in most decks) to set up a fast win or a condition in which you virtually win and just need time to find the TKO. The cards I exclude cannot do anything for you without cards in hand, in tandem with another card in play, or an already developed graveyard. The cards I list can drastically put you in a virtual winning state, or in position to win within a turn or 2 all by themselves and independent of anything else in play, hand, or grave.
To condense and clarify my response: The library is an acceptable resource as well as lands and moxen for this list.
Perhaps this is just a list that belongs in the Improvement forum; posting a list of cards that are really powerful doesn't accomplish anything if people already know that list, and outside of Hermit Druid, people WILL know this list of cards after their first tournament. There's no new information here, no new understanding of how these cards work, and compiling them into a list doesn't help us understand their use or their place in the format better.
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median
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« Reply #4 on: December 28, 2009, 11:49:15 pm » |
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you should put doomsday on that list. the main goal of many decks in the past was to cast a doomsday and survive a turn, similar to the oath strategy. i think your "one card bombs" title should probably read "one card wins". most of what you've listed is usually cast with the intention of it winning you the game.
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He traded goats for artifacts, artifacts for cards, cards for life. In the end, he traded life for goats.
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zeus-online
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« Reply #5 on: December 29, 2009, 06:48:20 pm » |
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you should put doomsday on that list. the main goal of many decks in the past was to cast a doomsday and survive a turn, similar to the oath strategy. i think your "one card bombs" title should probably read "one card wins". most of what you've listed is usually cast with the intention of it winning you the game. ENDING the game.
Just a little edit, since winning the game is something entirely different.
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madmanmike25
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Lord Humungus, Ruler of the Wasteland
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« Reply #6 on: January 01, 2010, 12:24:22 pm » |
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Ad Nauseam goes on the list since it's pretty deadly if it resolves.
I'm trying to decide if Goblin Charbelcher goes on this list because if that resolves I usually win, either now (if i have 3 mana) or next turn upkeep/main phase. Keep in mind thats in the context of a landless Belcher list.
If you can include Bargain and Necropotence, maybe some consideration should be given to Wheel, Twister and Jar. Sometimes 7 cards is all it takes.
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Oath of Happy
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« Reply #7 on: January 02, 2010, 01:50:26 pm » |
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Door to Nothingness
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The Atog Lord
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« Reply #8 on: January 02, 2010, 02:34:13 pm » |
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Atog. And Psychatog.
Provided, of course, that the opponent has no blockers and doesn't cast any threats for long enough. But hey, all of these cards have conditions required for them to be one card kills. And if we're allowing conditions to be placed on the one-card wins, then we can add Dwarven Pony to the list.
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The Academy: If I'm not dead, I have a Dragonlord Dromoka coming in 4 turns
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TheWhiteDragon
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« Reply #9 on: January 02, 2010, 05:17:48 pm » |
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I don't know if draw 7 can count as a one card win, because they don't necessarily get you a win and they are card parity with your opponent. Ad Nauseum i can see in that it can draw the majority of your deck many times and the library is an acceptable resource. Belcher also is a 1 card win in that it can kill on its own in 1-2 turns providing only itself and mana. Psychatog, atog, dwarven pony, targoyf, or any vanilla critters less than 10/10 usually are unacceptable as they don't provide a win on their own without 4-5 turns and do nothing disruptive to get you there. Psychatog and atog also need resources other than mana and your library to make a 1-2 turn kill. Door to nothingness, while expensive, would fit as a one card win. This thread is not meant to debate the playability of 1-card-wins moreso than to list the options. A later thread could whittle through the options to pick the best. Again, mana, the library, and the card itself are the only acceptable resources for this list.
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"I know to whom I owe the most loyalty, and I see him in the mirror every day." - Starke of Rath
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TracerBullet
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« Reply #10 on: January 02, 2010, 07:45:18 pm » |
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I don't know if draw 7 can count as a one card win, because they don't necessarily get you a win and they are card parity with your opponent. Ad Nauseum i can see in that it can draw the majority of your deck many times and the library is an acceptable resource. Belcher also is a 1 card win in that it can kill on its own in 1-2 turns providing only itself and mana. Psychatog, atog, dwarven pony, targoyf, or any vanilla critters less than 10/10 usually are unacceptable as they don't provide a win on their own without 4-5 turns and do nothing disruptive to get you there. Psychatog and atog also need resources other than mana and your library to make a 1-2 turn kill. Door to nothingness, while expensive, would fit as a one card win. This thread is not meant to debate the playability of 1-card-wins moreso than to list the options. A later thread could whittle through the options to pick the best. Again, mana, the library, and the card itself are the only acceptable resources for this list.
I think Tog's point was that you're trying to narrow this list to an arbitrary and irrelevant point. Dwarven Pony is a one card win; Yawgmoth's Will is not. Does this mean ANYTHING in regards to which should see play, when and how it should see play, or how to play against it? Would first turn Lotus Mox tinker make Belcher an autowin? If you mull to 4? Does it matter? What use is determining what cards are "one card wins" versus cards that are not? Are you trying to accomplish anything here, other than list cards in an arbitrary fashion? You're removing these cards from all context, then not only not judging them on their own power, but also judging them with only certain resources as given.
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TheWhiteDragon
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« Reply #11 on: January 02, 2010, 10:59:41 pm » |
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The intention was to find some unknown, obscure, or unthought of win conditions that could A) be a viable secondary win, B) be a win that takes minimal card slots, C) spawn a new deck type. If you want to include every vanilla 1/1 as a "one card win" then, by all means, derail the thread. If you find no use for it, just stop participating in the discusion. Several other members, however, have suggested and added cards that provide a 1-2 turn win using nothing but mana and the library. Anything that makes your opponent need to win in the next turn or otherwise stop your substantial threat would be a good judging point for what would be a "one card win". To say any card that can deal 20 damage over 20 turns is a "one card win" is really just trying to negate any positives that could come from a list for people to look at and see any possible cards they hadn't thought of.
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« Last Edit: January 02, 2010, 11:06:15 pm by TheWhiteDragon »
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"I know to whom I owe the most loyalty, and I see him in the mirror every day." - Starke of Rath
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median
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« Reply #12 on: January 02, 2010, 11:35:50 pm » |
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there are a few threads like this on The Source legacy boards. the purpose is to find the most compact and efficient win condition. i think that is the purpose here. this is actually a very useful tool as i often find myself going there to find obscure combos for fun decks. if we increased it to compact win conditions, we could add probably hundreds of two card wins. and more three card wins. one obscure one card win is tooth and nail. the creatures you go for are kiki-jiki, mirror breaker and pestermite. you copy pestermite with kiki and use the copies to untap kiki and make more copies. continue until you have enough creatures to win on your attack step. its also legal in legacy, not that its any good there either. in my opinion tooth and nail probably doesn't make the cut. it's in the same league as hard casting a progenitus, or intuition for three tutors and tutoring for will, bargain, and minds desire. one win condition that might make the cut is natural order. it fits nicely into elves and some fish lists. it also much better that tinker there. we also already have tinker on this list.
Please use capitals where appropriate in future posts. -Godder
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« Last Edit: January 12, 2010, 11:09:30 pm by Godder »
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He traded goats for artifacts, artifacts for cards, cards for life. In the end, he traded life for goats.
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TheWhiteDragon
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« Reply #13 on: January 03, 2010, 02:00:49 pm » |
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Tooth and nail makes the cut as it fits the criteria of mana + library as the only resources. Unfortunately, while obscure and awesome, natural order requires a creature in play, so it can't be listed. Median: thank you for seeing the purpose of this thread.
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"I know to whom I owe the most loyalty, and I see him in the mirror every day." - Starke of Rath
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Oath of Happy
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« Reply #14 on: January 03, 2010, 09:19:30 pm » |
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Tooth and nail makes the cut as it fits the criteria of mana + library as the only resources. Unfortunately, while obscure and awesome, natural order requires a creature in play, so it can't be listed. Median: thank you for seeing the purpose of this thread.
Dryad Arbor is a creature
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Blue Lotus
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« Reply #15 on: January 03, 2010, 09:45:27 pm » |
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scapeshift
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Tha Gunslinga
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De-Errata Mystical Tutor!
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« Reply #16 on: January 03, 2010, 10:31:47 pm » |
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Stroke of Genius.
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pierce
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« Reply #17 on: January 04, 2010, 01:50:49 am » |
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minds desire
dont bullshit me about needing storm. minds desire is more powerful than most the cards listed. it'll win more games than tooth and nail or door to nothingness
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More like Yangwill!
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vassago
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« Reply #18 on: January 04, 2010, 03:26:04 am » |
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I think this thread is a bit pointless, and counterproductive. I understand the original intent to try and make a nifty list for really good bombs, but like previously mentioned, if you are serious about playing type one, you pretty much already know these cards. Infact, you pretty much know about any card that is remotely playable, not to mention have a few favorite "jank" cards that normally arent that good. So, I would think if you really want to try and do something useful in the light of making a comprehensive type one list, I would list every card remotely playable. Unfortunately, this has been tried and since people have different opinions, things can, and probably will, get messy. What would be cool, is if there was a list of every card that was ever in a top 8. I don't know how useful it would be due to changing metagames, whether it be from regional differences or legality issues, but it would be nifty anyway. However, Stephen M does make these lists in his premium articles every so often. It may only be for a certain time frame, but he does it. If I recall, he even goes so far to list how many times that card shows up. Thanks Stephen  The direction I would have taken this would be something like the old thread in the open forum about cards you think are under rated/played.
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Bera
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« Reply #19 on: January 04, 2010, 10:50:15 am » |
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A good amount of the "bomb" cards are on the restricted list. I agree with Vagoo and think that most players know what the obvious cards are already.
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-Ben
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TheWhiteDragon
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« Reply #20 on: January 04, 2010, 08:49:16 pm » |
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It is possible that most good Vintage players will know most of the obvious cards, but this thread will flesh out the not so obvious ones. Also, being in the improvement forum, it may be useful to a new player getting into type 1 or Magic in general. Will Menendian be looking at this list to add to his decks? Most doubtfully. Will this possibly help a few newcomers and people not neck deep in Vintage knowledge? Most likely.
Mind's desire may win many games, but it is in the same boat as yawgmoth's will. Can you topdeck desire with an empty hand and win the game on nothing but itself and mana? 99% of the time, no. I know some of you may not like the mana/library only restrictions, but if I just said "good cards" I'd have a list of 1-2% of all printed cards.
Think with the mindframe of "If I had no hand, a buttload of mana, nothing but lands/moxen in play, and my opponent just tormod's crypted me, what card could I topdeck that wins me the game in the next 2 turns?"
Again, if you disagree with the thread or don't find it useful to yourself, then read it and move on to more interesting/relevant reading. You don't need to comment on every thread you read if you have nothing good to say and have no use for its content.
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« Last Edit: January 04, 2010, 09:58:22 pm by TheWhiteDragon »
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"I know to whom I owe the most loyalty, and I see him in the mirror every day." - Starke of Rath
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madmanmike25
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Lord Humungus, Ruler of the Wasteland
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« Reply #21 on: January 04, 2010, 09:14:53 pm » |
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This is a bit oldshool, but what about Decree of Justice? If you have enough mana from either lands or Drain mana, it can still be quite potent in theory. The problem is I don't see it as viable in Vintage even though it seems to fit the requirements. Would u just clasify this under the 10/10 creature category?
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Darkenslight
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« Reply #22 on: January 05, 2010, 12:18:37 pm » |
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Barren Glory. 
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Bera
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« Reply #23 on: January 05, 2010, 01:50:05 pm » |
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I suppose in topdeck mode with nothing but a bunch of mana and no yard, blaze would be pretty good.
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Killane
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I am become Death, the destroyer of Worlds
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« Reply #24 on: January 06, 2010, 01:47:27 pm » |
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I suppose in topdeck mode with nothing but a bunch of mana and no yard, blaze would be pretty good.
I see what you did there lol in all seriousness Banefire does have some fringe applications, but it sucks to get it misdirected.
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DCI Rules Advisor _____________________________ _____ Are you playing The Game?
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shroomy2dope
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« Reply #25 on: January 06, 2010, 02:56:34 pm » |
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kaervek's spite. if your first T.o.A isn't lethal it should do the job. suicide can win EOT,and a turn faster at that. it's not only a horrible vintage card that fits this list, it's a horrible vintage card that no one has ever heard of.
Please use capitals where appropriate in future. -Godder
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« Last Edit: January 12, 2010, 11:11:33 pm by Godder »
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TheWhiteDragon
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« Reply #26 on: January 06, 2010, 10:50:29 pm » |
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Barren Glory fits the list. Kaervek's Spite is a potential finisher, but not a one card win by itself anymore than a lightning bolt is. All the Red + X spells along with stroke and decree have been condensed into one slot on the list. All cards that kill directly via "X" mana are the same functionally for this threads purpose, so they all fit one slot.
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"I know to whom I owe the most loyalty, and I see him in the mirror every day." - Starke of Rath
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Ten-Ten
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Shalom Aleichem
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« Reply #27 on: January 07, 2010, 01:02:35 am » |
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Sorin Markov,Iona Shield of Emeria(obviously),Luminarch Ascencion,Hellkite Charger,Cruel Ultimatum,Brilliant Ultimatum,Telimin Performance,Magister Sphinx,...Necromancer's Covenant,Djin of Wishes,....just to name a few. At least these are some of which I have considered for type1 play at some point just never really tried them out yet.
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Colossians 2:2,3 That their hearts might be comforted, being knit together in love, and unto all riches of the full assurance of understanding, to the acknowledgement of the mystery of God, both of the Father, and of Christ; In whom are hid all the treasures of wisdom and knowledge.
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pierce
Basic User
 
Posts: 325
Part Time Vintage Guru for Hire
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« Reply #28 on: January 07, 2010, 01:28:41 am » |
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yeah, i've won on a desire for one
how about a list of "playable" bombs?
albeit circumstantial, desire is more potent than most other cards on the list.
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More like Yangwill!
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Bera
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« Reply #29 on: January 07, 2010, 02:11:54 am » |
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Grapeshot for one
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-Ben
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