Magic: The Gathering - Page 348
| Forum Index > General Games |
|
MCMcEmcee
United States1609 Posts
| ||
|
Judicator
United States7270 Posts
The true exception to this tap land argument would Valakut, and for the Guildgates to matter, they would need Valakut's design (not necessarily impact) concept. The land itself needs to do something. Like if the Guildgates read: ~ comes into play tapped. If you control X or more Guildgates, then ~ does Y effect. The effects would reflect the guild's identity, like give something +1/+0 and haste for the Boros Guildgate. Then you can justify playing them, but right now they're just a liability. I enjoyed Zendikar lands for this very reason, the lands do something even if they come into play tapped, their effects may not always be relevant and their drawback may very well be relevant, but the benefits were the reason that they came into play tapped, that's a sweet design spot. Edit: The guildgate concept just reeks of leftover design that Wizards didn't know how to or what to do with. The support cards are exceptionally underwhelming and are all-none cards that do not really contribute in any manner on any level. Take Burning Vengeance from INN drafts/sealed, you could build a deck around that because the Flashback cards themselves aren't totally ass. Now take any of the guildgate synergy cards, it's like what the fuck is this shit and there's no incentive to ever even try it. | ||
|
Shotcoder
United States2316 Posts
On April 12 2013 07:38 Judicator wrote: Trilands are different though. I would very well play tap lands if it fixed my mana completely (assuming you are only playing shard colors). The true exception to this tap land argument would Valakut, and for the Guildgates to matter, they would need Valakut's design (not necessarily impact) concept. The land itself needs to do something. Like if the Guildgates read: ~ comes into play tapped. If you control X or more Guildgates, then ~ does Y effect. The effects would reflect the guild's identity, like give something +1/+0 and haste for the Boros Guildgate. Then you can justify playing them, but right now they're just a liability. I enjoyed Zendikar lands for this very reason, the lands do something even if they come into play tapped, their effects may not always be relevant and their drawback may very well be relevant, but the benefits were the reason that they came into play tapped, that's a sweet design spot. Edit: The guildgate concept just reeks of leftover design that Wizards didn't know how to or what to do with. The support cards are exceptionally underwhelming and are all-none cards that do not really contribute in any manner on any level. Take Burning Vengeance from INN drafts/sealed, you could build a deck around that because the Flashback cards themselves aren't totally ass. Now take any of the guildgate synergy cards, it's like what the fuck is this shit and there's no incentive to ever even try it. I agree with this. I am playing Orzhov midrange. And it's so awkward drawing a guildgate even though the deck 100% needs them for mana fixing. It may not always be game breaking but it can be. | ||
|
Judicator
United States7270 Posts
| ||
|
Shotcoder
United States2316 Posts
On April 12 2013 13:37 Judicator wrote: Putrefy reprinted...time to play BUG instead of Esper...Not really, but I would rather play BUG control than Esper colors. Except every time I want to make that switch, its like...Revelations...Verdict...too good. Come on Wizards print me a black wrath that isn't named Barter in Blood. Mutilate >.> | ||
|
Judicator
United States7270 Posts
| ||
|
cLAN.Anax
United States2847 Posts
| ||
|
Judicator
United States7270 Posts
| ||
|
Cel.erity
United States4890 Posts
On April 13 2013 01:59 Judicator wrote: Council is just a less hateful version of Augustin, aka worse version. Voice of Resurgence has some implications to survive wrath effects, but I see it in Modern Pod decks as a 1-of more than any aggro strategies. It's terrible against Wrath since it just leaves you with a 1/1. It basically just deters them from playing spells as instants, which is nice, but I'm not sure if it's a big deal in a deck like Naya where a control player can get away with main phasing everything regardless. | ||
|
MoonBear
Straight outta Johto18973 Posts
Council unplayable in Modern because it doesn't do anything worth doing. If there are spells you want to block, you may as well play Meddling Mage and there's nothing you want to be cheaper. | ||
|
Judicator
United States7270 Posts
On April 13 2013 02:45 Cel.erity wrote: It's terrible against Wrath since it just leaves you with a 1/1. It basically just deters them from playing spells as instants, which is nice, but I'm not sure if it's a big deal in a deck like Naya where a control player can get away with main phasing everything regardless. I do think the card provides more lines than it looks though, your deck would have to be built to exploit those lines which like you mentioned Naya currently does not. The card looks innocuous just glancing over it, but I think there's some play lines with it where you can put the opposing control player under a little more stress than originally thought. This is a card that I think will be played (read: need to be explored more) once Planar Cleansing rotates since that card just hoses so many of the formerly punitive lines of forcing the control player to tap on their turn and not their opponents. I think it does depend on which Green/White/Red planeswalker gets reprinted though in M14. | ||
|
Shotcoder
United States2316 Posts
+ Show Spoiler + 4 Cartel Aristocrat 1 Devour Flesh 4 Doomed Traveler 3 Knight of Infamy 4 Lingering Souls 2 Obzedat, Ghost Council 4 Orzhov Charm 3 Rhox Faithmender 2 Skirsdag High Priest 3 Sorin, Lord of Innistrad 2 Tragic Slip 4 Vampire Nighthawk 2 Vault of the Archangel 4 Orzhov Guildgate 5 Plains 5 Swamp 4 Godless Shrine 4 Isolated Chapel SB: 3 Nevermore SB: 1 Oblivion Ring SB: 3 Rest in Peace SB: 2 Underworld Connections SB: 1 Devour Flesh SB: 2 Appetite for Brains SB: 3 Duress I've been toying around with it, and didn't have a sideboard when I first built it, but it went 3-2-1 in my first 6 round FNM. Losing and drawing with decks that ran Revelation. I have yet to run into Junk Rites, but have made a few consolations in the board for it. Essentially the deck has seen BR zombies(easier match-up), UWR(easier match-up), Esper(difficult), Bant Turbo Fog(Awkward and annoying), Jund(easier if I can draw it out). | ||
|
Cel.erity
United States4890 Posts
On April 13 2013 07:20 Shotcoder wrote: I'm taking this deck to a bigger tournament at my Local store. Top 4 each get 3 boxes, and I was hoping you guys could help me out a bit. + Show Spoiler + 4 Cartel Aristocrat 1 Devour Flesh 4 Doomed Traveler 3 Knight of Infamy 4 Lingering Souls 2 Obzedat, Ghost Council 4 Orzhov Charm 3 Rhox Faithmender 2 Skirsdag High Priest 3 Sorin, Lord of Innistrad 2 Tragic Slip 4 Vampire Nighthawk 2 Vault of the Archangel 4 Orzhov Guildgate 5 Plains 5 Swamp 4 Godless Shrine 4 Isolated Chapel SB: 3 Nevermore SB: 1 Oblivion Ring SB: 3 Rest in Peace SB: 2 Underworld Connections SB: 1 Devour Flesh SB: 2 Appetite for Brains SB: 3 Duress I've been toying around with it, and didn't have a sideboard when I first built it, but it went 3-2-1 in my first 6 round FNM. Losing and drawing with decks that ran Revelation. I have yet to run into Junk Rites, but have made a few consolations in the board for it. Essentially the deck has seen BR zombies(easier match-up), UWR(easier match-up), Esper(difficult), Bant Turbo Fog(Awkward and annoying), Jund(easier if I can draw it out). Is budget an issue? I would probably want 4 Champion of the Parish and maybe some more robust creatures such as Resto/Silverblade, whereas the Rhox Faithmender/Nighthawk plan seems more like a sideboard idea with the metagame being primarily control. Overall, I would guess this deck doesn't have great matchups right now. | ||
|
Shotcoder
United States2316 Posts
Edit: Also, The deck feels like it's almost there. Maybe that's what I'm missing. When I hit cards like sorin and Obzedat I feel like I'm always in control no matter how far behind I actually am. | ||
|
Cel.erity
United States4890 Posts
| ||
|
Shotcoder
United States2316 Posts
On April 13 2013 08:35 Cel.erity wrote: I guess you could go that route, but with the amount of humans you currently have, you need either Champion or Blood Artist to take advantage. I feel like the deck doesn't have enough push without Champions, Reckoners, Angels, or Paladins. I have a playset of blood artists and I felt they were too clunky in the deck and that's where Knights came in. Idk I'm still fiddling with it. Maybe I go back to blood artists, I have no idea. | ||
|
MCMcEmcee
United States1609 Posts
| ||
|
Shotcoder
United States2316 Posts
On April 13 2013 19:13 MCMcEmcee wrote: is there a non-budget reason to not just copy either the original Aristocrats build (Sam Black/SCG from the PT, aggro with Champion) or Brad Nelson's recent version from the SCG Invitational? Or the WBR control deck that's been seeing some success in DEs lately? Nope simply a budget reason. | ||
|
Judicator
United States7270 Posts
| ||
|
Audemed
United States893 Posts
| ||
| ||