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Magic: The Gathering - Page 323

Forum Index > General Games
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Cel.erity
Profile Blog Joined September 2010
United States4890 Posts
February 28 2013 20:55 GMT
#6441
On March 01 2013 04:25 JingleHell wrote:
Show nested quote +
On March 01 2013 04:05 Brockster wrote:
its an awesome top deck, because in most situations ppl wont hold 2 cards in hand to discard. So it is great in early and in late.


I frequently hold lands once I've developed mana, to say nothing of instant and sorcery.

Holding lands is a good way to make them wonder what you have ready, I've pulled an extra turn or two out of people not swinging with everything that way before, because they were paranoid.


Yeah, most good players hold at least one land so Soul Ransom is rarely going to keep anything good long enough for you to attack with it, and if their last cards are better than what you stole, they'll just play them and kill you.
We found Dove in a soapless place.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
February 28 2013 21:26 GMT
#6442
I mean I guess the card is alright if you take something thats Enchanted so you kind of force a quicker reaction and therefore not ideal situation. Still not great, the times I have played it and against it. Its more bad than its good is my impression.
Get it by your hands...
JingleHell
Profile Blog Joined March 2011
United States11308 Posts
February 28 2013 21:32 GMT
#6443
On March 01 2013 06:26 Judicator wrote:
I mean I guess the card is alright if you take something thats Enchanted so you kind of force a quicker reaction and therefore not ideal situation. Still not great, the times I have played it and against it. Its more bad than its good is my impression.


I drafted it once. That's all I remember about it. That it was in my deck and I played it. It's kind of a "meh, that happened" filler card for Dimir colors more than anything. I could see it being a vile bitch against a bomb, but it's very situational, and you're not likely to have two for predictability.
slyboogie
Profile Blog Joined March 2011
United States3423 Posts
February 28 2013 23:03 GMT
#6444
On March 01 2013 05:55 Cel.erity wrote:
Show nested quote +
On March 01 2013 04:25 JingleHell wrote:
On March 01 2013 04:05 Brockster wrote:
its an awesome top deck, because in most situations ppl wont hold 2 cards in hand to discard. So it is great in early and in late.


I frequently hold lands once I've developed mana, to say nothing of instant and sorcery.

Holding lands is a good way to make them wonder what you have ready, I've pulled an extra turn or two out of people not swinging with everything that way before, because they were paranoid.


Yeah, most good players hold at least one land so Soul Ransom is rarely going to keep anything good long enough for you to attack with it, and if their last cards are better than what you stole, they'll just play them and kill you.


Okay, well it seems most of you disagree, but that was my observation. I mean, to be honest, most people have only played with it once or twice, so who knows.
"We dug coal together." Boyd Crowder, Justified
Judicator
Profile Blog Joined August 2004
United States7270 Posts
March 01 2013 00:21 GMT
#6445
I think of it in terms of Desecration Demon. A 4 mana card with big effect, 6/6 Flyer versus Mind Control, but with a drawback that puts the decision in the opponent's control. Like you aren't unhappy that you get one if you are in the colors, but its not a card that puts you into UB much like Demon would put you into Rakdos/Golgari. Just an alright card, not that bad but not that good either.
Get it by your hands...
Audemed
Profile Joined November 2010
United States893 Posts
March 01 2013 00:25 GMT
#6446
Does green or blue have any good ways to sac a creature? Got thinking of zameck guildmage + young wolf/strangleroot/others for sick amounts of card draw if you can sac your own stuff repeatedly, not to mention it really helps you keep the board full since your dudes should NEVER die.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." -George Orwell
Judicator
Profile Blog Joined August 2004
United States7270 Posts
March 01 2013 00:35 GMT
#6447
Rarely. Green sack isn't that great for the most part, they have access to it, but nothing worthwhile (currently). When you do have good effects, its pretty impressive or oppressive depending how you look at it.

Blue I think has moved away from sacking altogether, as in you might see the ability on older cards.
Get it by your hands...
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
March 01 2013 01:53 GMT
#6448
At last, the Gobbling Ooze / Stitcher's Apprentice deck :3
Trust in Bayes.
Serpico
Profile Joined May 2010
4285 Posts
March 01 2013 02:13 GMT
#6449
Do shock lands/dual lands last longer than regular cards when a new block is rotated in?
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 01 2013 02:16 GMT
#6450
On March 01 2013 11:13 Serpico wrote:
Do shock lands/dual lands last longer than regular cards when a new block is rotated in?

Shock lands will still be here, but checklands will be gone when M14 hits
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Serpico
Profile Joined May 2010
4285 Posts
Last Edited: 2013-03-01 02:18:22
March 01 2013 02:17 GMT
#6451
On March 01 2013 11:16 iGrok wrote:
Show nested quote +
On March 01 2013 11:13 Serpico wrote:
Do shock lands/dual lands last longer than regular cards when a new block is rotated in?

Shock lands will still be here, but checklands will be gone when M14 hits

Is there a link or something to explain the reasoning for how long shock lands stay in? Or is it up to WOTC when they go out with no set formula?
Judicator
Profile Blog Joined August 2004
United States7270 Posts
March 01 2013 02:45 GMT
#6452
No set formula really, they have been pretty good about keeping at least one set of duals in rotation for longer than one standard cycle. Usually the core set ones though.

Entirely up to Wizards but they do give consideration to cost and design. People were surprised/disappointed that the duals from M10 are still here, but they work well with the shocks so they just kept them in.
Get it by your hands...
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 01 2013 04:21 GMT
#6453
On March 01 2013 11:17 Serpico wrote:
Show nested quote +
On March 01 2013 11:16 iGrok wrote:
On March 01 2013 11:13 Serpico wrote:
Do shock lands/dual lands last longer than regular cards when a new block is rotated in?

Shock lands will still be here, but checklands will be gone when M14 hits

Is there a link or something to explain the reasoning for how long shock lands stay in? Or is it up to WOTC when they go out with no set formula?

If a card is in the Core set (M##), it will rotate out when the next Core set is released.

If a card is in a Block (Innistrad [ISD/DKA/AVR] or Return to Ravnica [RTR/GTC/DGM]), it is legal until the 2nd block after it is released. So, Innistrad, Dark Ascension, and Avacyn Restored cards will all rotate out when the "Friends" set is released in the fall.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
Last Edited: 2013-03-01 04:58:19
March 01 2013 04:57 GMT
#6454
On March 01 2013 13:21 iGrok wrote:
Show nested quote +
On March 01 2013 11:17 Serpico wrote:
On March 01 2013 11:16 iGrok wrote:
On March 01 2013 11:13 Serpico wrote:
Do shock lands/dual lands last longer than regular cards when a new block is rotated in?

Shock lands will still be here, but checklands will be gone when M14 hits

Is there a link or something to explain the reasoning for how long shock lands stay in? Or is it up to WOTC when they go out with no set formula?

If a card is in the Core set (M##), it will rotate out when the next Core set is released.

If a card is in a Block (Innistrad [ISD/DKA/AVR] or Return to Ravnica [RTR/GTC/DGM]), it is legal until the 2nd block after it is released. So, Innistrad, Dark Ascension, and Avacyn Restored cards will all rotate out when the "Friends" set is released in the fall.

Not quite. Previous block and core set rotate at the same time, which is the release of the first set of the new block. So M13 will still be legal when M14 comes out, but when the new block starts both M13 and all of Innistrad block rotate out.
[iHs]MCMcEmcee@UFO | のヮの
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
March 01 2013 05:03 GMT
#6455
Next Core set give Zendikar fetches over M10 lands and make landfall the keyword. We now have the Modern manabase in standard <333

In the real world, however. I've been thinking about WW pauper and Gatecrash and I've come to the conclusion only 2 cards are close to the cut:

Court Street Denizen and Syndic of Tithes

Both are great in decks with a ton of cheap white creatures. The problem I have is that normally WW decks stop at 4 lands or so, so Syndic will rarely extort things, and Court Street is a Grey Ogre with a relevant ability against only 3/4 of the decks in the format. I threw both of them into my deck over Aven Riftwatchers, a Guardian of the Guildpact (that went to the sideboard, still 2 main), and a Prismatic Strands (again, to the sideboard). So far results are mixed, Court Street was really relevant against monoblue, letting me get through Spire Golem all day, but was dead against Burn and mono black. Syndic I've only ever drawn when I'm manascrewed so he was pretty useless, but I think he has ridiculous potential.

What do you guys think the cards are for Pauper in GTC?
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 01 2013 05:04 GMT
#6456
On March 01 2013 13:57 MCMcEmcee wrote:
Show nested quote +
On March 01 2013 13:21 iGrok wrote:
On March 01 2013 11:17 Serpico wrote:
On March 01 2013 11:16 iGrok wrote:
On March 01 2013 11:13 Serpico wrote:
Do shock lands/dual lands last longer than regular cards when a new block is rotated in?

Shock lands will still be here, but checklands will be gone when M14 hits

Is there a link or something to explain the reasoning for how long shock lands stay in? Or is it up to WOTC when they go out with no set formula?

If a card is in the Core set (M##), it will rotate out when the next Core set is released.

If a card is in a Block (Innistrad [ISD/DKA/AVR] or Return to Ravnica [RTR/GTC/DGM]), it is legal until the 2nd block after it is released. So, Innistrad, Dark Ascension, and Avacyn Restored cards will all rotate out when the "Friends" set is released in the fall.

Not quite. Previous block and core set rotate at the same time, which is the release of the first set of the new block. So M13 will still be legal when M14 comes out, but when the new block starts both M13 and all of Innistrad block rotate out.

yeah thats right. its late haha
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
Last Edited: 2013-03-01 05:22:07
March 01 2013 05:19 GMT
#6457
Daring Skyjek looks pretty good if people play less Electrickery as a result of the Empty the Warrens ban. Turns on War Falcon, beats for 3, sometimes beats for 3 in the air.
That said... I don't think there will be less Electrickery since it's good against a bunch of random cards lol.
Syndic MIGHT be good enough for WW but I don't really think it's much better than other options. There's an article on SCG that mentions it as a potential wincon for Esper Storm, which is something to consider I guess.
[iHs]MCMcEmcee@UFO | のヮの
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
March 01 2013 05:37 GMT
#6458
On March 01 2013 14:19 MCMcEmcee wrote:
Daring Skyjek looks pretty good if people play less Electrickery as a result of the Empty the Warrens ban. Turns on War Falcon, beats for 3, sometimes beats for 3 in the air.
That said... I don't think there will be less Electrickery since it's good against a bunch of random cards lol.
Syndic MIGHT be good enough for WW but I don't really think it's much better than other options. There's an article on SCG that mentions it as a potential wincon for Esper Storm, which is something to consider I guess.



50% of the removal in the format is X/1. Piracy charm, Cumbajj Witches, Serrated Arrows, Electrickery, Icatian Javalineers, etc. The last thing I want to be doing is playing another 1 toughness creature when I don't have to. War Falcon is actually pretty terrible too, I don't think most people still play him (was just a fad). The only X/1s I have are Javalineers and Squadron Hawks because both get value even if they get removed.

Not to mention he can't swing into any creature in the format and live. I'd rather just play Porcelain Legionnaire in that slot if I was gonna play anything.
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
March 01 2013 06:20 GMT
#6459
The last WW list I saw even 3-1 a DE was playing soldiers + falcon. WW might just be bad right now, I dunno.
[iHs]MCMcEmcee@UFO | のヮの
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
March 01 2013 06:26 GMT
#6460
On March 01 2013 15:20 MCMcEmcee wrote:
The last WW list I saw even 3-1 a DE was playing soldiers + falcon. WW might just be bad right now, I dunno.



I dunno, I just don't see the point of a creature that turns on their X/1 removal in 2 ways: killing it or killing whatever else you play. It just seems like too good value. The downside without them is that you're really heavy on 2: Squadron Hawk, Kor Skyfisher, Leonin Skyhunter, and Loyal Cathar (plus Syndic if you run him). That means you don't always have a turn 1 play and your turn 3 play is usually a 2 drop which is good for Syndic but somewhat bad for you.
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