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Author Topic: Innistrad SCD Inquisitor's Flail  (Read 10428 times)
policehq
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« on: October 04, 2011, 09:00:06 pm »

Quote
Inquisitor's Flail
2
Artifact - Equipment
If equipped creature would deal combat damage, it deals double that damage instead.
If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.
Equip {2}

I feel like this is worth at least reviewing previously released creatures (like Immolating Souleater or ones with double strike or Infect) or keeping an eye on as future sets are released. I know that it's "just a cheaper Fireshrieker," and that may indeed make it irrelevant. Still, it seems to have the best chance at being relevant in a format (or period of a format) where combat is limited such as Vintage. Where Umezawa's Jitte really pushed a creature-based deck ahead of another creature-based deck, couldn't this seal the deal for a creature deck against one without many creatures?

But then again, I've sold my cards a while ago. I just occasionally read the new spoiler lists as they are released and wish I could afford to play.
« Last Edit: October 04, 2011, 09:07:57 pm by policehq » Logged
Samite Healer
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« Reply #1 on: October 04, 2011, 10:57:09 pm »

I don't think this card could or will have any impact on Vintage.  I can't determine what card would come out of a deck for it to be replaced with this, let alone multiples.  The 4 mana to play and activate this, even spread over two turns, makes it too slow for not enough of an effect and it has poor synergy with Null Rod type effects often found in creature decks.
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« Reply #2 on: October 05, 2011, 06:09:14 am »

Probably no good in a format where four mana wins the game.  However, it is worth noting that this stacks with double strike. So, if this is on a stiker,  he's doing four damage per point of toughness. That makes a mirrian crusder with giant growth instantly lethal, for example.
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« Reply #3 on: October 05, 2011, 08:27:36 am »

Jitte is soooo much better than this card, and it's rarely played.  Jitte can at least kill Cobras, Confidants, Heirarchs, and the occaisional Welder or Clique.  Removing 2 counters can neuter a Trygon as well as bringing Lodestone into kill range.  Damn, now that I think about it why aren't more people playing with Jitte???
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« Reply #4 on: October 05, 2011, 09:11:01 am »

Jitte is soooo much better than this card, and it's rarely played.  Jitte can at least kill Cobras, Confidants, Heirarchs, and the occaisional Welder or Clique.  Removing 2 counters can neuter a Trygon as well as bringing Lodestone into kill range.  Damn, now that I think about it why aren't more people playing with Jitte???

I don't think he means to use it like Jitte.  It would be used as a combo piece, not a utility piece.
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« Reply #5 on: October 05, 2011, 12:38:59 pm »

Agreed with those saying this isn't good enough for Vintage. Cute and fun with Stuffy Doll in casual though. Maybe run it as Guilty Conscience 5-8 or if you can't run white for whatever reason?
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nineisnoone
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« Reply #6 on: October 06, 2011, 09:07:23 am »

Quote
Inquisitor's Flail
2
Artifact - Equipment
If equipped creature would deal combat damage, it deals double that damage instead.
If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.
Equip {2}

I feel like this is worth at least reviewing previously released creatures (like Immolating Souleater or ones with double strike or Infect) or keeping an eye on as future sets are released. I know that it's "just a cheaper Fireshrieker," and that may indeed make it irrelevant. Still, it seems to have the best chance at being relevant in a format (or period of a format) where combat is limited such as Vintage. Where Umezawa's Jitte really pushed a creature-based deck ahead of another creature-based deck, couldn't this seal the deal for a creature deck against one without many creatures?

But then again, I've sold my cards a while ago. I just occasionally read the new spoiler lists as they are released and wish I could afford to play.

Isn't it just better to run another creature? That would do the same effect (presuming the same damage), but overall be better by increasing flexibility (you don't need another creature) and avoiding more hate (artifact hate is common).

Unless you really want Tarmogoyf #5.
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« Reply #7 on: October 06, 2011, 09:09:13 am »

If you want Tarmogoyf #5 you should just run Metamorph.
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« Reply #8 on: October 06, 2011, 09:17:01 am »

If you want Tarmogoyf #5 you should just run MetamorphPhantasmal Image.
Fixed.
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« Reply #9 on: October 07, 2011, 08:44:46 am »

If you want Tarmogoyf #5 you should just run MetamorphPhantasmal Image.
Fixed.
Disagree. Metamorph does more work and doesn't cost colored mana.
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nineisnoone
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« Reply #10 on: October 07, 2011, 08:49:25 am »

If you want Tarmogoyf #5 you should just run MetamorphPhantasmal Image.
Fixed.
Disagree. Metamorph does more work and doesn't cost colored mana.

Agreed on Metamorph. Though I guess technically Flail would be able to give you damage a turn sooner.
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« Reply #11 on: October 07, 2011, 10:51:07 am »

Stop guessing then and actually do some field testing before making claims
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« Reply #12 on: October 07, 2011, 02:01:25 pm »

Anyone who tests this card needs a serious lesson in time management.
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« Reply #13 on: October 18, 2011, 02:26:47 am »

It works very well with cold eye selkie.
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« Reply #14 on: October 18, 2011, 11:28:22 am »

It works very well with cold eye selkie.
But not as well as Jitte, unless you get 2+ exalted guys to back it up, in which case Jitte is STILL probably better due to added utility.
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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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« Reply #15 on: October 19, 2011, 01:29:05 pm »

This is really just an observation and would probably more beneficial for legacy, but unlike jitte, the flail isnt legendary. Couple that with the fact that it makes double strikers like mirran crusader and boros swiftblade bonkers, flail *could* be considered as a four of to supplement a big damage beats deck. Throw in massive amounts of accel, some other synergies, and you have the possibility of straight aggro in eternal magic.

This is of course highly unlikely but brainstorming never hurt anyone.
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« Reply #16 on: October 19, 2011, 02:03:11 pm »

This is really just an observation and would probably more beneficial for legacy, but unlike jitte, the flail isnt legendary. Couple that with the fact that it makes double strikers like mirran crusader and boros swiftblade bonkers, flail *could* be considered as a four of to supplement a big damage beats deck. Throw in massive amounts of accel, some other synergies, and you have the possibility of straight aggro in eternal magic.

This is of course highly unlikely but brainstorming never hurt anyone.
Straight aggro will never be viable in Vintage, and just like traditional control will probably never exist in Vintage again. Win conditions have become so compact and efficient that even control decks go lethal on the spot (which in my view, turns them into control-combo).

Consider that casting and activating Key/Vault costs the exact same thing as playing and equipping this Flail on a Memnite. Alternately, land -> Crypt -> Tinker costs  {2} {U}. 2 dmg on your next attack vs infinite turns or 11 poison counters next turn: That's what you're up against. Short of god-draw dependent silliness like Spark Elemental + double Blazing Shoal, pure aggro can't begin to compare.
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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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« Reply #17 on: October 20, 2011, 03:36:18 pm »

This is really just an observation and would probably more beneficial for legacy, but unlike jitte, the flail isnt legendary. Couple that with the fact that it makes double strikers like mirran crusader and boros swiftblade bonkers, flail *could* be considered as a four of to supplement a big damage beats deck. Throw in massive amounts of accel, some other synergies, and you have the possibility of straight aggro in eternal magic.

This is of course highly unlikely but brainstorming never hurt anyone.

Every card with a unique ability "could" be considered in the right deck.  I think it's a pretty safe bet that no such deck exists yet, though.

For example, we can talk about running Flail when the print this card:

The Spell That Makes Flail Okay
2R
Flashback: Exile a card from your hand.
Search through your library for an equipment card and put it onto the battlefield equipping a creature you control.
That creature gains Double Strike and +4/+0 until end of turn.

...but I wouldn't hold your breath.

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SadDubs
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« Reply #18 on: October 22, 2011, 01:15:47 am »

This is really just an observation and would probably more beneficial for legacy, but unlike jitte, the flail isnt legendary. Couple that with the fact that it makes double strikers like mirran crusader and boros swiftblade bonkers, flail *could* be considered as a four of to supplement a big damage beats deck. Throw in massive amounts of accel, some other synergies, and you have the possibility of straight aggro in eternal magic.

This is of course highly unlikely but brainstorming never hurt anyone.
Straight aggro will never be viable in Vintage, and just like traditional control will probably never exist in Vintage again. Win conditions have become so compact and efficient that even control decks go lethal on the spot (which in my view, turns them into control-combo).

Consider that casting and activating Key/Vault costs the exact same thing as playing and equipping this Flail on a Memnite. Alternately, land -> Crypt -> Tinker costs  {2} {U}. 2 dmg on your next attack vs infinite turns or 11 poison counters next turn: That's what you're up against. Short of god-draw dependent silliness like Spark Elemental + double Blazing Shoal, pure aggro can't begin to compare.

I completely agree.
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« Reply #19 on: October 22, 2011, 05:05:50 am »

this cards suffers rod, AG and so on. Not only, it needs a creature to work. At the fair price of 4 mana.

Best case, you can equip on turn 3 (suffering every protection or removal played in the format) for doing what ? 10 damages ? make you opponent discard 2 ? Or draw 2 cards ? It's time/mana/cards loss in every single case.....
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