Samoht
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« on: April 12, 2013, 01:37:59 am » |
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Finally, the goods. This is by far the best card for Vintage in the new set. I don't know how to embed it, but it's 1U Bounce a creature or 2B Target player Sacrifices, with Fuse. Instant.
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« Last Edit: April 12, 2013, 01:41:16 am by Samoht »
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Char? Char you! I like the play. -Randy Bueller
I swear I'll burn the city down to show you the light.
The best part of believe is the lie
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xouman
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« Reply #1 on: April 12, 2013, 02:07:20 am » |
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Which card would it replace? Echoing truth? Hurkyl's? Steel sabotage? Lightning bolt (in grixis)? Swords to plowshares (in bomberman and so)?
While I agree it's a playable card, now cards like this aren't being played
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Saya
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« Reply #2 on: April 12, 2013, 02:53:12 am » |
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 I found its image.Apparently this card is a good weapon against Tinker golems.
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maatn
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« Reply #3 on: April 12, 2013, 02:56:41 am » |
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Easy to miss, but 'Far' only bounces a Creature.
Also, 5 CMC for a two for one. Not sure about the speed of vintage right now, but it seems unlikely that this card will be cast with fuse.
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DubDub
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« Reply #4 on: April 12, 2013, 08:13:46 am » |
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Probably more relevant to Legacy, but this card is exactly what you want for a counterbalance deck. Flipping this lets you counter either a 2 or a 3 (not just 5s), and both modes/fused it protects your planeswalkers.
Lastly, note that when fused it happens left to right, so the bounce occurs before the player chooses a creature to sacrifice, they can't just sac the thing you targeted with Far.
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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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MaximumCDawg
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« Reply #5 on: April 14, 2013, 09:33:02 pm » |
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This card is great and awesome and has no home in Vintage. Both halves of the card currently answer the same problem - Blightsteel Colossus. Strangely enough, there are tons of non-split cards that do this and are MORE flexible than this fellow.
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Samoht
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« Reply #6 on: April 14, 2013, 11:12:34 pm » |
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This card is great and awesome and has no home in Vintage. Both halves of the card currently answer the same problem - Blightsteel Colossus. Strangely enough, there are tons of non-split cards that do this and are MORE flexible than this fellow.
Card is great against Fish, Bomberman, and Landstill. If it is fixing the BSC/Oath problem as well, it seems a lot better.
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Char? Char you! I like the play. -Randy Bueller
I swear I'll burn the city down to show you the light.
The best part of believe is the lie
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MaximumCDawg
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« Reply #7 on: April 15, 2013, 12:40:17 am » |
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I dunno... if you're looking for 2-for-1s against Fish that also answer Blightsteel, then it seems like Ashes to Ashes is doing more for your money. This costs a whopping 5 mana to get the value.
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Norm4eva
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« Reply #8 on: April 16, 2013, 12:59:59 pm » |
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I dunno... if you're looking for 2-for-1s against Fish that also answer Blightsteel, then it seems like Ashes to Ashes is doing more for your money. This costs a whopping 5 mana to get the value.
This mentality is kind of driving me nuts in regard to split cards with Fuse. Why can't it be enough for it to exist as a modal spell which could on rare occasion perform both tasks? As an example - People write off Beck // Call because Call is assy. Well yeah okay and I agree Call sucks, but Beck is Glimpse of Nature with token appreciation as well, so it plays nicely with all kinds of different stuff; Wirewood Hivemaster for starters, any *spell* that creates tokens is a draw spell now, and so on. It's literally a different card from Call, so why is Beck necessarily weighed down by Call? I mean I get that Fusing Far // Away would cost 3UB, but then again I also get that Jace's ultimate doesn't go off on a regular basis. People still play that guy. Lots of planeswalkers get played, very rarely does the ultimate matter a damn. It's all about the fateseal/brainstorm a turn technology. Why are Fuse split cards so different? It's like it's a drawback all of a sudden, instead of a potential boon. I'm not saying run out and play as many Far // Away as you can because they are redefining the nature of the game here, I'm just curious as to why it is so critical that a split card's Fuse ability be obtainable, much less (in a situation like Beck // Call) one half of the card in a deck which would not care either way if it ever cast it, because the first half of the spell is flipping sweet and enhances the strategery of decks that were playing that effect already. Far // Away has "the right tempo for the right job" written all over it, and in Vintage's strongest colors.
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vaughnbros
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« Reply #9 on: April 16, 2013, 01:08:55 pm » |
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I dunno... if you're looking for 2-for-1s against Fish that also answer Blightsteel, then it seems like Ashes to Ashes is doing more for your money. This costs a whopping 5 mana to get the value.
This mentality is kind of driving me nuts in regard to split cards with Fuse. Why can't it be enough for it to exist as a modal spell which could on rare occasion perform both tasks? As an example - People write off Beck // Call because Call is assy. Well yeah okay and I agree Call sucks, but Beck is Glimpse of Nature with token appreciation as well, so it plays nicely with all kinds of different stuff; Wirewood Hivemaster for starters, any *spell* that creates tokens is a draw spell now, and so on. It's literally a different card from Call, so why is Beck necessarily weighed down by Call? I mean I get that Fusing Far // Away would cost 3UB, but then again I also get that Jace's ultimate doesn't go off on a regular basis. People still play that guy. Lots of planeswalkers get played, very rarely does the ultimate matter a damn. It's all about the fateseal/brainstorm a turn technology. Why are Fuse split cards so different? It's like it's a drawback all of a sudden, instead of a potential boon. I'm not saying run out and play as many Far // Away as you can because they are redefining the nature of the game here, I'm just curious as to why it is so critical that a split card's Fuse ability be obtainable, much less (in a situation like Beck // Call) one half of the card in a deck which would not care either way if it ever cast it, because the first half of the spell is flipping sweet and enhances the strategery of decks that were playing that effect already. Far // Away has "the right tempo for the right job" written all over it, and in Vintage's strongest colors. For Far//Away specifically both modes do almost the exact same thing and there are far more efficient and versatile options available that do these modes as well. So really the only big benefit of the card would be if you are fusing it. So not being able to fuse it often means that the card is probably just not as good as the UB charm, edict, echoing truth and other removal spells.
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Norm4eva
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« Reply #10 on: April 16, 2013, 02:47:23 pm » |
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I dunno... if you're looking for 2-for-1s against Fish that also answer Blightsteel, then it seems like Ashes to Ashes is doing more for your money. This costs a whopping 5 mana to get the value.
This mentality is kind of driving me nuts in regard to split cards with Fuse. Why can't it be enough for it to exist as a modal spell which could on rare occasion perform both tasks? As an example - People write off Beck // Call because Call is assy. Well yeah okay and I agree Call sucks, but Beck is Glimpse of Nature with token appreciation as well, so it plays nicely with all kinds of different stuff; Wirewood Hivemaster for starters, any *spell* that creates tokens is a draw spell now, and so on. It's literally a different card from Call, so why is Beck necessarily weighed down by Call? I mean I get that Fusing Far // Away would cost 3UB, but then again I also get that Jace's ultimate doesn't go off on a regular basis. People still play that guy. Lots of planeswalkers get played, very rarely does the ultimate matter a damn. It's all about the fateseal/brainstorm a turn technology. Why are Fuse split cards so different? It's like it's a drawback all of a sudden, instead of a potential boon. I'm not saying run out and play as many Far // Away as you can because they are redefining the nature of the game here, I'm just curious as to why it is so critical that a split card's Fuse ability be obtainable, much less (in a situation like Beck // Call) one half of the card in a deck which would not care either way if it ever cast it, because the first half of the spell is flipping sweet and enhances the strategery of decks that were playing that effect already. Far // Away has "the right tempo for the right job" written all over it, and in Vintage's strongest colors. For Far//Away specifically both modes do almost the exact same thing and there are far more efficient and versatile options available that do these modes as well. So really the only big benefit of the card would be if you are fusing it. So not being able to fuse it often means that the card is probably just not as good as the UB charm, edict, echoing truth and other removal spells. In this, our modern age of cheating things into play from the proper zones, how can Far // Away ever be regarded as "two cards that do the same thing"? Depending on the technology you're sitting across from, there's a HUGE difference between putting a Tinker target back in someone's hand, versus sending it to the yard - or in a Colossus' case, sacrificing it would put it neatly back in the deck. I think Far // Away lets you determine just how hard it is for a given deck to simply restate its threats.
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Samoht
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« Reply #11 on: April 16, 2013, 03:05:39 pm » |
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I dunno... if you're looking for 2-for-1s against Fish that also answer Blightsteel, then it seems like Ashes to Ashes is doing more for your money. This costs a whopping 5 mana to get the value.
This mentality is kind of driving me nuts in regard to split cards with Fuse. Why can't it be enough for it to exist as a modal spell which could on rare occasion perform both tasks? As an example - People write off Beck // Call because Call is assy. Well yeah okay and I agree Call sucks, but Beck is Glimpse of Nature with token appreciation as well, so it plays nicely with all kinds of different stuff; Wirewood Hivemaster for starters, any *spell* that creates tokens is a draw spell now, and so on. It's literally a different card from Call, so why is Beck necessarily weighed down by Call? I mean I get that Fusing Far // Away would cost 3UB, but then again I also get that Jace's ultimate doesn't go off on a regular basis. People still play that guy. Lots of planeswalkers get played, very rarely does the ultimate matter a damn. It's all about the fateseal/brainstorm a turn technology. Why are Fuse split cards so different? It's like it's a drawback all of a sudden, instead of a potential boon. I'm not saying run out and play as many Far // Away as you can because they are redefining the nature of the game here, I'm just curious as to why it is so critical that a split card's Fuse ability be obtainable, much less (in a situation like Beck // Call) one half of the card in a deck which would not care either way if it ever cast it, because the first half of the spell is flipping sweet and enhances the strategery of decks that were playing that effect already. Far // Away has "the right tempo for the right job" written all over it, and in Vintage's strongest colors. For Far//Away specifically both modes do almost the exact same thing and there are far more efficient and versatile options available that do these modes as well. So really the only big benefit of the card would be if you are fusing it. So not being able to fuse it often means that the card is probably just not as good as the UB charm, edict, echoing truth and other removal spells. These effects are actually quite different. In once case only they are the same, dealing with 1 Tinker/Oath target. But that's not it's only use. It can be a 2 for 1 against Fish/Bomberman and pitches to FoW. The card is more than fine.
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Char? Char you! I like the play. -Randy Bueller
I swear I'll burn the city down to show you the light.
The best part of believe is the lie
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orgcandman
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« Reply #12 on: April 16, 2013, 03:24:52 pm » |
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I dunno... if you're looking for 2-for-1s against Fish that also answer Blightsteel, then it seems like Ashes to Ashes is doing more for your money. This costs a whopping 5 mana to get the value.
Ashes to Ashes does not answer Blightsteel, even a little.
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Ball and ChainCongrats to the winners, but as we all know, everyone who went to this tournament was a winner Just to clarify...people name Aaron are amazing
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MaximumCDawg
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« Reply #13 on: April 16, 2013, 03:30:59 pm » |
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I dunno... if you're looking for 2-for-1s against Fish that also answer Blightsteel, then it seems like Ashes to Ashes is doing more for your money. This costs a whopping 5 mana to get the value.
Ashes to Ashes does not answer Blightsteel, even a little. Aaaaahh nonartifact =/= nonblack Well, consider me corrected.
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BruiZar
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« Reply #14 on: April 18, 2013, 02:23:16 am » |
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Very worst case this is a Diabolic Edict that pitches to force of will.
I don't see why people complain.
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