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Author Topic: Angry Birds (aka, Vintage Superfriends)  (Read 26032 times)
mmcgeach
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« Reply #30 on: April 01, 2015, 12:02:46 pm »

This deck has been ok in some recent action; I've sometimes wished I had four preordains, except, you know, against shops.  The meta is very fixing-reliant now.

But, I did try out Narset Transcendant and Myth Realized:

+2 Narset
+2 Myth Realized

-1 vault
-1 key
-1 ral zarek
-1 supreme verdict

and found this:

On Narset Transcendant: Narset is not as good as Jace.  But, there are some situations where Narset is better.  The primary instance is if you already have a Jace in play, but also if your opponent has some kind of utility bear in play like a snapcaster - Narset is better able to survive profitably on that kind of board.  I usually used Narset's +1, which sometimes bricked but was made better by stuff like brainstorm and sensei's top.  I also used Narset's -2 on two preordains two turns in a row (against shops) and that was pretty great value.  In the control v. control matchup, Narset is a real threat to ultimate in three turns, and that ultimate just wins.  Anyway, I thought Narset would be sort of marginally playable and I still think that.

On Myth Realized: I wanted it to be a control finisher, so I played two in place of vault-key.  I envisioned playing it turn 6 after I'd established control, then dropping extra moxes, cantrips, and counters and beating for 5 every turn to close out the game.  And I did that in one game.  But, HOLY CRAP, is this card better than that.  It's a control finisher you can PLAY TURN ONE, and becomes a game-ending threat by turn 3 or 4.  This card wildly outperformed every expectation I had.  In one match against oath I played it turn one, got it to 5 counters by turn 2, and attacked for 7 with it on turn 3.  In a match against shops I traded one with a lodestone; I pumped another one up to 6 and held off more lodestones, and then hurked + time walked to attack for 9 and 11 on consecutive turns for the win.  Against Oath it was an 8/8 that didn't activate oath.  Against control it was a 6/6 that let me balance away all my opponents creatures and cards in hand, then just won on an empty board.  In some cases it also blocked for planeswalkers pretty well.  I have to say this was basically awesome every time I drew it - and I was surprised.
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