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Troy_Costisick
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« on: September 09, 2010, 04:36:07 am » |
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So now we have this thing:  Personally, I believe a card that tutors someting into play is very powerful. Take Oath and Tinker for instance. THis guy's effect is very strong. Is he viable in a shop deck? Peace, -Troy
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madmanmike25
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Lord Humungus, Ruler of the Wasteland
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« Reply #1 on: September 09, 2010, 08:01:44 am » |
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Is he viable in a shop deck? Yes he is most certainly viable... The better question is: How many boxes of Scars am I going to buy? Is this thing for real? Jesus what a set. 5 mana to get out Sundering Titan/Duplicant/Platy/etc.. So far it looks like I'm taking Null Rod out of my MUD deck. MEGA EDIT: I think I just found the best use for him. Play a deck with 4 Metalworkers, 4 Foregemasters, and 1-2 Staff of Domination. Seems perfect since Staff won't have summoning sickness like a creature and DOES NOT CARE about permanents, only artifacts in hand. For all you Powder snorters, Serum Powder seems like a GREAT artifact to sacrifice....
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« Last Edit: September 09, 2010, 08:11:48 am by madmanmike25 »
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Team Lowlander: There can be only a few...
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Sextiger
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My nickname was born for these days
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« Reply #2 on: September 09, 2010, 08:17:25 am » |
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So this guy is a 3/5 for 5 who can repeatedly Tinker and can sacrifice himself for the cause when needed??? Hmm, guess we'll never get rid of maindeck Claims and Predators at this rate.
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"After these years of arguing I've conceded that Merchant Scroll in particular can be an exception to this rule because it is a card that you NEVER want to see in multiples, under any circumstances. Merchant Scroll can be seen as restricted in a way because should you have 2 in a hand, only one is really useful (that is, only one can get Ancestral)."
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TheShop
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« Reply #3 on: September 09, 2010, 08:23:47 am » |
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I don't think that this is all that utilizable...do you normally have 2 lock pieces/ moxes you actually want to sac? And repeatedly? He is really a 5 mana 1 shot tinker with a cost of sac 2(because you already had to put tinker in the yard).
So he is tinker except +2 mana, +1 additional sacrifice
maybe for MUD, or as a 1-of elsewhere or 2- of...but this is not the end all, be all.
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Troy_Costisick
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« Reply #4 on: September 09, 2010, 08:24:17 am » |
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Is he viable in a shop deck? Yes he is most certainly viable... The better question is: How many boxes of Scars am I going to buy? Is this thing for real? Jesus what a set. 5 mana to get out Sundering Titan/Duplicant/Platy/etc.. So far it looks like I'm taking Null Rod out of my MUD deck. MEGA EDIT: I think I just found the best use for him. Play a deck with 4 Metalworkers, 4 Foregemasters, and 1-2 Staff of Domination. Seems perfect since Staff won't have summoning sickness like a creature and DOES NOT CARE about permanents, only artifacts in hand. For all you Powder snorters, Serum Powder seems like a GREAT artifact to sacrifice.... I was thinking more along the lines of sacrificing my Tangle Wiresd with zero counters, my Mana Vaults and Mana Crypts that are pinging me every turn, and my Trinisphere that is redundant now b/c of all the Spheres I have in play. As for what he can grab, this set isn't fully spoiled yet, so who knows what would be optimal. Peace, -Troy
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BruiZar
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« Reply #5 on: September 09, 2010, 08:27:02 am » |
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It has summoning sickness. Won't go anywhere.
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madmanmike25
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Lord Humungus, Ruler of the Wasteland
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« Reply #6 on: September 09, 2010, 08:28:42 am » |
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I also think another good artifact to sacrifice is Clone Shell.
I'm being greedy here, but I wish Forgemaster was a little beefier on the front end. Nice to know he can trade with opposing Juggs/Lodestones though.
In regards to summoning sickness.... Play with Lightning Greaves (and sack it) or 1k Elixir.
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Team Lowlander: There can be only a few...
The dead know only one thing: it is better to be alive.
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meadbert
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« Reply #7 on: September 09, 2010, 08:47:34 am » |
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For recursion there is Myr Servitor or Pentavus/Triskelivus. Those see slow.
You could go for the Vault/Key win with this guy
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T1: Arsenal
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Troy_Costisick
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« Reply #8 on: September 09, 2010, 09:00:47 am » |
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It has summoning sickness. Won't go anywhere.
Good point. I imagine people would play with Welder and Metalworker if they didn't have summoning sickness. Too bad they do. 
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Bill Copes
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« Reply #9 on: September 09, 2010, 10:09:17 am » |
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You could go for the Vault/Key win with this guy
Rings of Brightearth lets you get both at once! 
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I'm the only other legal target, so I draw 6 cards, and he literally quits Magic. Terrorists searching in vain for these powerful weapons have the saying "Bill Copes spitteth, and he taketh away." Team TMD
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TheShop
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« Reply #10 on: September 09, 2010, 10:36:58 am » |
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So we are thinking about mud with 4 new guy 2-4 I guess targets 2 vault/key 3-4 lighning greaves
so like 10 new dead cards and will rely on metalworker???? Sounds like a great deck...time to run null rod I guess
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nineisnoone
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« Reply #11 on: September 09, 2010, 11:04:58 am » |
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Power gets played. This will get played. 3 damage is a serviceable for beat down purposes, and once it drops how many turns before you do something stupid and completely broken with it? It wins in 7 turns on it's own, but with all the assorted artifacts you are going to draw it's only a matter of time before you do something that wins the game before that. Not to mention it complements the strong aggro angle that MUD decks have been getting.
It's technically playable, and it's a must counter in a very board range of possible game states where it is playable.
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I laugh a great deal because I like to laugh, but everything I say is deadly serious.
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Razvan
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« Reply #12 on: September 09, 2010, 12:22:37 pm » |
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A lot of people complain that stax draws useless artifacts late game. Now it can make them into a bomb!  And yeah, Tinker was considered a ban worthy card once. It's not particularly cheap, not necessarily for Type 1, so it was the effect that caused people to cry out against it. Having another (more expensive) Tinker effect will be nice. I for one welcome our new inse... i mean, all these fun cards.
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Insult my mother, insult my sister, insult my girlfriend... but never ever use the words "restrict" and "Workshop" in the same sentence...
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BruiZar
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« Reply #13 on: September 09, 2010, 05:17:14 pm » |
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If this thing sees play, I'll go play stifle nought and stifle this dude and laugh
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TopSecret
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« Reply #14 on: September 09, 2010, 05:38:44 pm » |
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So he is tinker except +2 mana, +1 additional sacrifice
Seems really good to me since you can cast it off Shop.
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Ball and Chain
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FlyFlySideOfFry
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« Reply #15 on: September 09, 2010, 08:07:07 pm » |
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I think the key to this card will be not running it with lots of crap. Its good enough to just run some of these in Metalworker builds and replace stuff like multiple Staffs etc.
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Mickey Mouse is on a Magic card. Your argument is invalid.
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serracollector
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« Reply #16 on: September 09, 2010, 08:25:33 pm » |
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I am just liking the fact that they are giving colorless answers to tutors. Now we not only have expedition map to find workshop/strip, we got a guy to find Sphere/Titan/Crucible at a whim. I don't think I would add the vault key combo unless I was running some aggro variant with something like X grim monliths/metalworkers/voltaic keys. Trying to turn the 1 vault 1 key means you have to have 5 artifacts plus him, and 2 turns, making him a VERY bad version of tezz essentially. He can do better than that I think. I think it helps by making MUD less "redundant" and opens it to a "keeperish" type of MUD style. Now you can play 1 of's instead of 3-4 of's in HOPES that you find one at the right time. A tool box MUD. Like 1 trike 1 Dup 1 Platinum 1 Karn 1 Titan 1 Mindslaver 1 DSC 1 Jester's Cap 1 ???? w/e I guess. He will be mad tech in my (casual) Memnite/Frogmite/Esperzoa/Master of Etherium/Forgermaster/Inkwell Leviathan deck. 
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B/R discussions are not allowed outside of Vintage Issues, and that includes signatures.
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Delha
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« Reply #17 on: September 10, 2010, 12:29:30 pm » |
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I'm predicting he gets played successfully in Shops.
It's not at all unusual to see MUD hands with lands, a couple mana artifacts, and a couple lock pieces. This guy helps make sure you don't drop a couple lock pieces early, then only to sit around with mana but no clock. As I understand it, the problem with Juggies is that they don't help lock down while beating. Assuming you're replacing them with this guy, you're effectively turning that one turn before beating down into one turn before dropping another Golem, or one turn before nuking their lands.
That's also ignoring the fact that this makes answers like Duplicant or Sculpting Steel much more reliable.
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I suppose it's mostly the thought that this format is just one big Mistake; and not even a very sophisticated one at that.
Much like humanity itself.
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