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Author Topic: Realmwright  (Read 5340 times)
John Jones
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« on: January 17, 2013, 06:34:13 pm »

Realmwright  {U}
Creature -Vedalken Wizard   
As Realmwright enters the battlefield, choose a basic land type.
Lands you control are the chosen type in addition to their other types.
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This guy seems to be able to maybe make blue shops viablae. It is a vedalken and a wizard which combos well if you want to run cavern and other blue dudes like Master T or Master of Etherium. Your workshops now add blue which means you may beable to support recall, walk, and force and perhaps something elsE?
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AmbivalentDuck
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« Reply #1 on: January 17, 2013, 06:54:08 pm »

There's an issue in that you need a blue source in order to make your lands tap for blue. It doesn't help you to cast Ancestral, Time Walk, etc, since casting this shares the same prerequisite as casting those. There's an exception for Cavern, but that just makes blue power more likely to be dead than running Islands instead.
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« Reply #2 on: January 17, 2013, 10:24:32 pm »

There's an issue in that you need a blue source in order to make your lands tap for blue. It doesn't help you to cast Ancestral, Time Walk, etc, since casting this shares the same prerequisite as casting those. There's an exception for Cavern, but that just makes blue power more likely to be dead than running Islands instead.

At the same time, Cavern will allow some number of uncounterable Lodestone Golems.
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MaximumCDawg
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« Reply #3 on: January 18, 2013, 01:25:52 am »

Yea, I see this guy as more of a help for Valakut in Legacy than doing anything in Vintage.

Unless someone wants to make U/B Realmwright/Scapeshift combo in Vintage.
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AmbivalentDuck
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« Reply #4 on: January 18, 2013, 08:55:40 am »

Yea, I see this guy as more of a help for Valakut in Legacy than doing anything in Vintage.

Unless someone wants to make U/B Realmwright/Scapeshift combo in Vintage.
I think it's fair to assume that Moxen are superior to land ramp. Reliance on a particular 4 cmc sorcery is also questionable.

There's an issue in that you need a blue source in order to make your lands tap for blue. It doesn't help you to cast Ancestral, Time Walk, etc, since casting this shares the same prerequisite as casting those. There's an exception for Cavern, but that just makes blue power more likely to be dead than running Islands instead.
At the same time, Cavern will allow some number of uncounterable Lodestone Golems.
Again, that increases the odds of stranding an Ancestral in your hand. Brown's draw engine is the mulligan.
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brianpk80
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« Reply #5 on: February 11, 2013, 07:56:47 am »

I've been thinking about this guy in creature decks.  It does have a lot of incremental uses for a one-drop. 

-Color Fixes, particularly with Waste/Strip heavy hands.
-Allows Cavern, Ancient Ziggurat, Maze of Ith, Bazaar of Baghdad, Mishra's Factory and more to generate general purpose colored mana.
-Gives the option to use Ancient Tomb and fetchlands in the mid-late game without incurring life loss that is often critical at that stage.
-Allows basics to function as duals without exposure to Wasteland.
-Insures mana base against opposing or own Magus of the Moon.
-Useful with cards requiring specific colored activation costs, including Stoneforge Mystic, Voidmage Prodigy, Gavony Township, and Azorius Guildmage, with which it shares a type (Wizard). 
-Enables shenanigans with Scryb/Quirion Ranger, Gush, Daze, and other peculiarities using non-basic lands. 
-Good one-drop for Ninjas, Grand Architect, and Voidmage.
-Smooths out the awkward casting cost of mid-range Wizards (Azami) which can theoretically be explored now that Cavern exists. 

Working against it is the obvious fact that the threshold for consideration is so high in this format.  Additionally, multiple copies are redundant.  Working in its favor is the fact that it meets the criteria for a good one drop creature--decreasing mulligans (here due to color screw) while providing a continuous and increasing benefit throughout the game.  I also like that it supports Azorius Guildmage, which has the distinction of being the only "Fish" creature that can respond to both a resolved Tinker and a resolved Vault + Key.  The compact solution helps shore up the archetype's weakness of bending over backwards to answer all of the format's most urgent threats, which tend to outnumber viable deck slots.  The fact that the Realmwright helps negate the drawback of Cavern, the biggest enhancement for creatures in the past two years, makes it particularly intriguing.  Any thoughts? 

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