Sextiger
Basic User
 
Posts: 338
My nickname was born for these days
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« Reply #30 on: October 19, 2010, 10:19:02 pm » |
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Aether Spellbomb, Jace, Path to Exile, etc. Sphinx can die to a lot of shit.
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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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Troy_Costisick
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« Reply #31 on: October 20, 2010, 04:16:52 am » |
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Sphinx is already the nuts when it comes to aggro and racing, however. Yes, he dies to swords but that's it.
Also Duplicant, Hurkyl's/Rebuild, Sculpting Steel, Echoing Truth, Edict... Seal of Cleansing, Chain of Vapor, Rushing River, Doom Blade...
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DubDub
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« Reply #32 on: October 20, 2010, 07:45:44 am » |
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Sphinx is already the nuts when it comes to aggro and racing, however. Yes, he dies to swords but that's it.
Also Duplicant, Hurkyl's/Rebuild, Sculpting Steel, Echoing Truth, Edict... Seal of Cleansing, Chain of Vapor, Rushing River, Doom Blade... Well, not Doom Blade.
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.
Chess really changed when they decided to stop making Queens and Bishops. I'm just glad I got my copies before the prices went crazy.
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Diakonov
Full Members
Basic User
  
Posts: 758
Hey Now
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« Reply #33 on: October 20, 2010, 08:10:38 am » |
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Sphinx is already the nuts when it comes to aggro and racing, however. Yes, he dies to swords but that's it.
Also Duplicant, Hurkyl's/Rebuild, Sculpting Steel, Echoing Truth, Edict... Seal of Cleansing, Chain of Vapor, Rushing River, Doom Blade... Tawnos' Coffin, Oubliette, Fireball + Deathlace + Misdirection...
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VINTAGE CONSOLES VINTAGE MAGIC VINTAGE JACKETS Team Hadley 
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TheBrassMan
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« Reply #34 on: October 20, 2010, 11:08:20 am » |
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Sphinx is already the nuts when it comes to aggro and racing, however. Yes, he dies to swords but that's it.
Also Duplicant, Hurkyl's/Rebuild, Sculpting Steel, Echoing Truth, Edict... Seal of Cleansing, Chain of Vapor, Rushing River, Doom Blade... Tawnos' Coffin, Oubliette, Fireball + Deathlace + Misdirection... Ghostly Flame + Rolling Earthquake, Ghostfire+Reverberate, Brass Man + Fire Whip + Diminish, 2x Myr Retriever + Krark-Clan Ironworks + Grinding Station + Clock of Omens + Coretapper + Engineered Explosives...
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Team GGs: "Be careful what you flash barato, sooner or later we'll bannano" "Demonic Tutor: it takes you to the Strip Mine Cow."
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Troy_Costisick
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« Reply #35 on: October 20, 2010, 11:20:09 am » |
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Sphinx is already the nuts when it comes to aggro and racing, however. Yes, he dies to swords but that's it.
Also Duplicant, Hurkyl's/Rebuild, Sculpting Steel, Echoing Truth, Edict... Seal of Cleansing, Chain of Vapor, Rushing River, Doom Blade... Well, not Doom Blade. Oops, you're right. I'll replace that with Tariff then 
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MULocke
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« Reply #36 on: October 20, 2010, 07:02:37 pm » |
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Well, at least he doesn't die to shivan meteor.
Yeah, exaggeration on my part. My point still stands.
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Colin
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« Reply #37 on: October 20, 2010, 11:42:13 pm » |
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Since this is my first strategy post, we'll see how this goes...
It seems to me that most responders, the very opptimistic troy to a lesser extent, in this thread are trying to compare Battle Sphere to the best of the once-and-done creatures that require special circumstances to get them in play, focusing on what it doesn't do rather than inspecting more thoroughly what it brings to the table.
DSC, sphinx, akroma and inkwell are all great creatures that are hard to kill and have to be dealt with now and people have a million bullets in mind or a response that they know to shut down each . . . Assuming that they can get around your in-hand or in play respective counter meassures. On this note, many of the staple beatsticks can only attack in one fashion, then the players slug it out via other creatures/spells/effect. Keeping in mind that I agree completely with the vunerability of sphere vs. some of the more resilient/attribute ridden monsters out there:Sphere changes some key issue's in this mix by adding a second, third and fourth element to the simple attack with: 2)tokens, 3) pumping 4)(most interesting to me anyway) the pseudo trample . . more like direct colorless damage. Not only are you forcing your opponent to respond to the attack and what you have in hand to back it up or other board pieces, but what tricks you are using or withholding, based on the sphere alone.
It's most attractive ability to me is the simple ability to be easily hardcast if your game deteriorates into some semblence of top-decking draw-go or if you feel it's a good play. Seconded by the fact that if your oppenent doesn't remove all the tokens or exile the sphere, you can bet on a bigger better version coming back around
I feel that the largest draw back to sphere has to be on the attack to function to it's fullest.
In my head, I also play with ideas or things like artifact recursion, creating many tokens and giving the sphere a much greater ability or simply playing two or more with the intent to hardcast as i would loadstone or jugs and forcing my oppentent make hard choices
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ishmoks
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« Reply #38 on: November 02, 2010, 06:22:37 am » |
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I gotta say I'm pretty much sold on this card. Let me just add to the many benefits the people here have pointed out how good this card can be. I'm going to describe some gameplay interactions that made me love this card.
1. great synergy with tolarian academy, from actual gameplay, opponent casted tim evault on turn 2. I Force of Will Time Vault. He Force of Wills my Force. I mana drain his force of will. turn three hardcast Myr Battlesphere with 5 drain mana floating and add 2 more. Play Tolarian Academy. 5 Blue open mana! Ready to cast gifts ungiven, thrist for knowledge, fact or fiction, Jace with Spell Pierce back up! If Opponent doesn't have wasteland/strip, you can even hardcast force of will to protect it at the worst. Awesome synergy with Tolarian Academy! Awesome robot to tinker in during a yawgwill turn.
2. Imagine if somebody uses sower of temptation on this card, he has a 4/7 beater, I have 4 1/1 tokens. He can't attack if I'm ahead in life or else he will lose the race. If he's ahead with life, you can chump block thus giving you lots of time to recover. In other words, cards with control magic effects dont turn the tides of battle anymore when against battlesphere. Just like spot removal as people already mentioned and edict effects as well.
3. Can kill Sphinx of the Steel Wind if blocked. Lifelink is negated since this guy deals 12 damage effectively. Kinda like DSC in this scenario. This is good since alot of people prefer using Sphinx you all know. against inkwell, it can still win the damage race.
People have mentioned its good against workshops, good with welders, good against spot removal. They are all true. Everyone should start packing their decks with this guy already. I've never been disappointed when this guy hits play. Overall it should be in the top 3 tinker robots.
Thanks for reading!
-ishmoks
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« Last Edit: November 02, 2010, 06:38:31 am by ishmoks »
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