• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:41
CEST 11:41
KST 18:41
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins Maestros of the Game 226ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon415.0.16 Hotfix (June 30) - Balance + Bug Fixes40Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation0
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) 5.0.16 Hotfix (June 30) - Balance + Bug Fixes Weekly Cups (June 29-July 5): Solar Doubles MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon Is the larve respawn broken?
Tourneys
HomeStory Cup 29 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
Starcraft vs Retro Category on Twitch Data needed Snow On New ASL S22 Map, Zerg Nerf BGH Auto Balance -> http://bghmmr.eu/ ASL 22 Proposed Map Pool
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV Summer Games Done Quick 2026! ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13689 users

Magic: The Gathering - Page 460

Forum Index > General Games
Post a Reply
Prev 1 458 459 460 461 462 665 Next
Risen
Profile Blog Joined March 2010
United States7927 Posts
September 23 2013 23:38 GMT
#9181
On September 24 2013 08:30 Judicator wrote:
Show nested quote +
On September 24 2013 08:20 deth2munkies wrote:
On September 24 2013 07:49 Judicator wrote:
I don't ever want Heliod to be a creature, I have no intention of it being a creature. As for closing out a game, Assemble is worse by a large margin in a defensive deck since I only get creatures on upkeep as opposed to dodging all the sorcery speed removal. Turn 4 vs Turn 5 tapping out is a big difference. Heliod is more resistant to enchantment removal than Assemble, and gives me a chance to resolve a Jace the following turn in the relevant match ups. Heliod also has better synergy with Mutavaults making it cost 1 less mana to attack with.

There's nothing wrong with Heliod being slow, if they have to jump through hoops to deal with it, it just makes my Aetherling lines that much better. If they don't, then Aetherling becomes a much faster clock when they do deal with the Heliod.

So again, there's very little justification in playing Red in UW shell, your aggro match ups get marginally better but your control match ups get worse, along with your consistency. Plus you open yourself up to Burning Earth more.

Now are there problem cards for UW? Sure, but those I can live with.


Dodging sorcery speed removal? You get 1 attack with up to 3 (maximum...ever...) 2/1s in exchange for tapping out on EoT and giving an opponent a chance to Sphinx's, then still losing them all anyway the same you would with assemble, except that so long as you keep Assemble alive, it eventually becomes impossible to deal with short of Illness in the Ranks.


Please stop, if you are going to use the example of tapping out into opposing Sphinx's as a counter-example, this discussion is pointless.

Like I said before, that line of keeping Assemble alive is pointless one, I can use the same logic if I tap out with Aetherling and it survives I win. Let's put it this way, Heliod wins the game more consistently than Assemble. Assemble wins the game quicker, but at the cost of trading 5 mana for 3 or less. In the game of inevitability, would I rather have the card that is far more difficult to remove OR have the card that is far easier to remove?

I am not sure why you are in some rush to win the game in the control shell; at 5 mana, I would rather play a Stormbreath Dragon than an Assemble to make them Verdict.

Edit:

That's not even considering how badly you have you warp your mana base to run Assemble, opportunity cost is a thing.


If time isn't an issue... thoughts on Colossus of Akros being your finisher? Is it too expensive?
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 23 2013 23:46 GMT
#9182
On September 24 2013 08:38 Risen wrote:
Show nested quote +
On September 24 2013 08:30 Judicator wrote:
On September 24 2013 08:20 deth2munkies wrote:
On September 24 2013 07:49 Judicator wrote:
I don't ever want Heliod to be a creature, I have no intention of it being a creature. As for closing out a game, Assemble is worse by a large margin in a defensive deck since I only get creatures on upkeep as opposed to dodging all the sorcery speed removal. Turn 4 vs Turn 5 tapping out is a big difference. Heliod is more resistant to enchantment removal than Assemble, and gives me a chance to resolve a Jace the following turn in the relevant match ups. Heliod also has better synergy with Mutavaults making it cost 1 less mana to attack with.

There's nothing wrong with Heliod being slow, if they have to jump through hoops to deal with it, it just makes my Aetherling lines that much better. If they don't, then Aetherling becomes a much faster clock when they do deal with the Heliod.

So again, there's very little justification in playing Red in UW shell, your aggro match ups get marginally better but your control match ups get worse, along with your consistency. Plus you open yourself up to Burning Earth more.

Now are there problem cards for UW? Sure, but those I can live with.


Dodging sorcery speed removal? You get 1 attack with up to 3 (maximum...ever...) 2/1s in exchange for tapping out on EoT and giving an opponent a chance to Sphinx's, then still losing them all anyway the same you would with assemble, except that so long as you keep Assemble alive, it eventually becomes impossible to deal with short of Illness in the Ranks.


Please stop, if you are going to use the example of tapping out into opposing Sphinx's as a counter-example, this discussion is pointless.

Like I said before, that line of keeping Assemble alive is pointless one, I can use the same logic if I tap out with Aetherling and it survives I win. Let's put it this way, Heliod wins the game more consistently than Assemble. Assemble wins the game quicker, but at the cost of trading 5 mana for 3 or less. In the game of inevitability, would I rather have the card that is far more difficult to remove OR have the card that is far easier to remove?

I am not sure why you are in some rush to win the game in the control shell; at 5 mana, I would rather play a Stormbreath Dragon than an Assemble to make them Verdict.

Edit:

That's not even considering how badly you have you warp your mana base to run Assemble, opportunity cost is a thing.


If time isn't an issue... thoughts on Colossus of Akros being your finisher? Is it too expensive?


I'll admit it, I laughed. Good jab btw
Hark, what baseball through yonder window breaks?
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 24 2013 00:25 GMT
#9183
On September 24 2013 08:38 Risen wrote:
Show nested quote +
On September 24 2013 08:30 Judicator wrote:
On September 24 2013 08:20 deth2munkies wrote:
On September 24 2013 07:49 Judicator wrote:
I don't ever want Heliod to be a creature, I have no intention of it being a creature. As for closing out a game, Assemble is worse by a large margin in a defensive deck since I only get creatures on upkeep as opposed to dodging all the sorcery speed removal. Turn 4 vs Turn 5 tapping out is a big difference. Heliod is more resistant to enchantment removal than Assemble, and gives me a chance to resolve a Jace the following turn in the relevant match ups. Heliod also has better synergy with Mutavaults making it cost 1 less mana to attack with.

There's nothing wrong with Heliod being slow, if they have to jump through hoops to deal with it, it just makes my Aetherling lines that much better. If they don't, then Aetherling becomes a much faster clock when they do deal with the Heliod.

So again, there's very little justification in playing Red in UW shell, your aggro match ups get marginally better but your control match ups get worse, along with your consistency. Plus you open yourself up to Burning Earth more.

Now are there problem cards for UW? Sure, but those I can live with.


Dodging sorcery speed removal? You get 1 attack with up to 3 (maximum...ever...) 2/1s in exchange for tapping out on EoT and giving an opponent a chance to Sphinx's, then still losing them all anyway the same you would with assemble, except that so long as you keep Assemble alive, it eventually becomes impossible to deal with short of Illness in the Ranks.


Please stop, if you are going to use the example of tapping out into opposing Sphinx's as a counter-example, this discussion is pointless.

Like I said before, that line of keeping Assemble alive is pointless one, I can use the same logic if I tap out with Aetherling and it survives I win. Let's put it this way, Heliod wins the game more consistently than Assemble. Assemble wins the game quicker, but at the cost of trading 5 mana for 3 or less. In the game of inevitability, would I rather have the card that is far more difficult to remove OR have the card that is far easier to remove?

I am not sure why you are in some rush to win the game in the control shell; at 5 mana, I would rather play a Stormbreath Dragon than an Assemble to make them Verdict.

Edit:

That's not even considering how badly you have you warp your mana base to run Assemble, opportunity cost is a thing.


If time isn't an issue... thoughts on Colossus of Akros being your finisher? Is it too expensive?


Cute, but 10 mana in one payment seems excessive.
Get it by your hands...
Audemed
Profile Joined November 2010
United States893 Posts
September 24 2013 00:54 GMT
#9184
I don't understand how heliod is "more reliable" than assemble the legion. You have to pay at least 8 mana before you get your first dude out, and then you have to pay for each subsequent one. Assemble is just fire and forget, got my dudes, now just protect the enchantment. Ok, assemble dies to turn/burn and golgari charm, but there's going to be d-sphere and glare of heresy everywhere anyway, so what does it really matter?
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." -George Orwell
Risen
Profile Blog Joined March 2010
United States7927 Posts
September 24 2013 00:55 GMT
#9185
On September 24 2013 08:46 Thieving Magpie wrote:
Show nested quote +
On September 24 2013 08:38 Risen wrote:
On September 24 2013 08:30 Judicator wrote:
On September 24 2013 08:20 deth2munkies wrote:
On September 24 2013 07:49 Judicator wrote:
I don't ever want Heliod to be a creature, I have no intention of it being a creature. As for closing out a game, Assemble is worse by a large margin in a defensive deck since I only get creatures on upkeep as opposed to dodging all the sorcery speed removal. Turn 4 vs Turn 5 tapping out is a big difference. Heliod is more resistant to enchantment removal than Assemble, and gives me a chance to resolve a Jace the following turn in the relevant match ups. Heliod also has better synergy with Mutavaults making it cost 1 less mana to attack with.

There's nothing wrong with Heliod being slow, if they have to jump through hoops to deal with it, it just makes my Aetherling lines that much better. If they don't, then Aetherling becomes a much faster clock when they do deal with the Heliod.

So again, there's very little justification in playing Red in UW shell, your aggro match ups get marginally better but your control match ups get worse, along with your consistency. Plus you open yourself up to Burning Earth more.

Now are there problem cards for UW? Sure, but those I can live with.


Dodging sorcery speed removal? You get 1 attack with up to 3 (maximum...ever...) 2/1s in exchange for tapping out on EoT and giving an opponent a chance to Sphinx's, then still losing them all anyway the same you would with assemble, except that so long as you keep Assemble alive, it eventually becomes impossible to deal with short of Illness in the Ranks.


Please stop, if you are going to use the example of tapping out into opposing Sphinx's as a counter-example, this discussion is pointless.

Like I said before, that line of keeping Assemble alive is pointless one, I can use the same logic if I tap out with Aetherling and it survives I win. Let's put it this way, Heliod wins the game more consistently than Assemble. Assemble wins the game quicker, but at the cost of trading 5 mana for 3 or less. In the game of inevitability, would I rather have the card that is far more difficult to remove OR have the card that is far easier to remove?

I am not sure why you are in some rush to win the game in the control shell; at 5 mana, I would rather play a Stormbreath Dragon than an Assemble to make them Verdict.

Edit:

That's not even considering how badly you have you warp your mana base to run Assemble, opportunity cost is a thing.


If time isn't an issue... thoughts on Colossus of Akros being your finisher? Is it too expensive?


I'll admit it, I laughed. Good jab btw


Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 24 2013 01:23 GMT
#9186
On September 24 2013 09:54 Audemed wrote:
I don't understand how heliod is "more reliable" than assemble the legion. You have to pay at least 8 mana before you get your first dude out, and then you have to pay for each subsequent one. Assemble is just fire and forget, got my dudes, now just protect the enchantment. Ok, assemble dies to turn/burn and golgari charm, but there's going to be d-sphere and glare of heresy everywhere anyway, so what does it really matter?


Let's put it this way, you are never realistically tapping out on 5 unless you stone know they have no way of putting any kind of pressure on you and you aren't falling behind in tempo. So let's get away from that.

Secondly, I am not paying 8 mana upfront. Would I rather pay 4 then 4 or 5 straight up? Chances are, I never want to tap 5 straight up. Why? Because on 5, there are number of things that can just straight beat me before I am comfortable dealing with them even with an Assemble out. Some examples, PWs in general, another 5 drop on a board with creatures, I am just behind that point hoping that I don't die to anything. Assemble catches some additional enchantment hate intended for Detention Sphere.

Now will it kill if it is left alone? Sure. More efficient than Heliod? Definitely. Is there a pretty good chance especially post-board that you just traded terribly? Too high for me to want to play it.

Now let's look at Heliod. Right now very things answer it once it resolves, and most of them are sorcery speed, so I am ok trading 4 mana for a 3 mana spell if it means I can resolve something else later like Jace-4 especially in the control mirror. Secondly, I am more worried about my mana base, I can't afford to run a tri-color deck that cuts me off from tempo (just dying cause your lands come into play tapped), and mutavaults.

Remember, there's no rush to do anything. It's reliable in that Heliod is FAR more likely to stay on the field than Assemble is. Both will kill, just one is far safer than the other.
Get it by your hands...
slyboogie
Profile Blog Joined March 2011
United States3423 Posts
September 24 2013 02:00 GMT
#9187
I think finishers in modern Control are all basically the same thing...it's probably the least relevant part of playing the deck, right?
"We dug coal together." Boyd Crowder, Justified
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 24 2013 02:19 GMT
#9188
Well they need to be resilient if you are running a small number of them, but I don't think any control deck is relying just on a single thing. Like my UW deck has multiple avenues of winning that I am not banking on resolving and keeping an Aetherling. I think it's probably more important than what some deck builders give it credit for since you need a reliable way to just win once the game stabilizes in your favor, you can't just chain Sphinx's and have no way of winning before they draw out of it. Getting there is important sure, but you need to lay the pressure on pretty quickly.
Get it by your hands...
Audemed
Profile Joined November 2010
United States893 Posts
September 24 2013 03:23 GMT
#9189
Up until now I'd been using Aurelia, as she has great synergy with restos with just getting the damage in before they have a chance to react. Sure, if they have a doomblade in hand it kind of sucks, but she just crushed the board a good 75% of the time. Now, without the 4 drop flash flyer, I'm relying on other things to finish the game for me, namely aetherling and assemble. I think heliod is good to put in there as a 1-of, but I'm not confident in him as being as reliable of a finisher as the other two.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." -George Orwell
slyboogie
Profile Blog Joined March 2011
United States3423 Posts
September 24 2013 03:26 GMT
#9190
A few seasons ago, UW could play Colonnades and Gideon Jura and Sphinx of Jwar Isle. Those guys would seal a game right up. Mm those were the days. UB was even luckier to have Grave Titan, Consecrated Sphinx and the ultimate wincon: Drownyard.

But really, the who hasn't won a game with 10 poison off one Inkmoth Nexus?
"We dug coal together." Boyd Crowder, Justified
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 24 2013 04:15 GMT
#9191
On September 24 2013 12:23 Audemed wrote:
Up until now I'd been using Aurelia, as she has great synergy with restos with just getting the damage in before they have a chance to react. Sure, if they have a doomblade in hand it kind of sucks, but she just crushed the board a good 75% of the time. Now, without the 4 drop flash flyer, I'm relying on other things to finish the game for me, namely aetherling and assemble. I think heliod is good to put in there as a 1-of, but I'm not confident in him as being as reliable of a finisher as the other two.


Dies to a little too much. Doom Blade isn't an issue, but a Mizzium Mortars for decks with no access to Black, getting it Azorius Charmed kind of sucks too.

I wouldn't recommend playing Heliod in a tri-color deck. Assemble is better in the UWR, but its just that mana base is shakier overall.

As for the good old days. I wrap up a surprising number of games with Mutavault. If they block in a situation where I know they have no relevant cards in hand, I just charm offensively and make them draw it again.
Get it by your hands...
Risen
Profile Blog Joined March 2010
United States7927 Posts
September 24 2013 05:06 GMT
#9192
On September 24 2013 13:15 Judicator wrote:
Show nested quote +
On September 24 2013 12:23 Audemed wrote:
Up until now I'd been using Aurelia, as she has great synergy with restos with just getting the damage in before they have a chance to react. Sure, if they have a doomblade in hand it kind of sucks, but she just crushed the board a good 75% of the time. Now, without the 4 drop flash flyer, I'm relying on other things to finish the game for me, namely aetherling and assemble. I think heliod is good to put in there as a 1-of, but I'm not confident in him as being as reliable of a finisher as the other two.


Dies to a little too much. Doom Blade isn't an issue, but a Mizzium Mortars for decks with no access to Black, getting it Azorius Charmed kind of sucks too.

I wouldn't recommend playing Heliod in a tri-color deck. Assemble is better in the UWR, but its just that mana base is shakier overall.

As for the good old days. I wrap up a surprising number of games with Mutavault. If they block in a situation where I know they have no relevant cards in hand, I just charm offensively and make them draw it again.


How does mutavault work in UW? Like what do you do with it? 2 power beats over time while denying their board?
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
slyboogie
Profile Blog Joined March 2011
United States3423 Posts
September 24 2013 05:17 GMT
#9193
It doesn't come into play tapped, which is huge. It can get in value damage when your opponent stumbles. It can buy you a turn when you stumble and, yes, in some cases, it can win you the game over 15 turns. Manlands are so sweet.
"We dug coal together." Boyd Crowder, Justified
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 24 2013 05:45 GMT
#9194
On September 24 2013 14:17 slyboogie wrote:
It doesn't come into play tapped, which is huge. It can get in value damage when your opponent stumbles. It can buy you a turn when you stumble and, yes, in some cases, it can win you the game over 15 turns. Manlands are so sweet.


Never played with Mutavault--but I looks like faerie conclave on crack and that card was ridiculously good.
Hark, what baseball through yonder window breaks?
Risen
Profile Blog Joined March 2010
United States7927 Posts
September 24 2013 05:49 GMT
#9195
On September 24 2013 14:45 Thieving Magpie wrote:
Show nested quote +
On September 24 2013 14:17 slyboogie wrote:
It doesn't come into play tapped, which is huge. It can get in value damage when your opponent stumbles. It can buy you a turn when you stumble and, yes, in some cases, it can win you the game over 15 turns. Manlands are so sweet.


Never played with Mutavault--but I looks like faerie conclave on crack and that card was ridiculously good.


Conclave had evasion, though. I can see its use, though, after playing a board sweep and stabilized or as a last ditch emergency blocker.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
micronesia
Profile Blog Joined July 2006
United States24780 Posts
September 24 2013 06:16 GMT
#9196
I understand why mutavault is good in limited, especially when combined with slivers, advocate of the beast, etc. It didn't occur to me until reading this that it would be worth putting it into standard decks, and without taking advantage of the above mechanics... I will have to try it.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Shotcoder
Profile Blog Joined July 2009
United States2316 Posts
Last Edited: 2013-09-24 07:15:29
September 24 2013 07:14 GMT
#9197
Fuck it, I decided it. I'm going to be that guy trying to play Trainwreck in standard. Crypt Ghast, Chromatic Lantern, Liliana, and Debt to the Debtless here I come.

Edit: You may be asking "why the fuck would you want to do that?" Because why not that's why.
Shotcoder - C+ BW Terran, Gold LoL(ADC Main)
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 24 2013 13:39 GMT
#9198
On September 24 2013 14:49 Risen wrote:
Show nested quote +
On September 24 2013 14:45 Thieving Magpie wrote:
On September 24 2013 14:17 slyboogie wrote:
It doesn't come into play tapped, which is huge. It can get in value damage when your opponent stumbles. It can buy you a turn when you stumble and, yes, in some cases, it can win you the game over 15 turns. Manlands are so sweet.


Never played with Mutavault--but I looks like faerie conclave on crack and that card was ridiculously good.


Conclave had evasion, though. I can see its use, though, after playing a board sweep and stabilized or as a last ditch emergency blocker.


Deck space is the reason. I get to play 4 more threats for very little cost.

Alternatively, getting 4 damage in means Aetherling is 2 turn clock. Just a slow burn, protects my PWs if need be. Really hard to attack through at times.
Get it by your hands...
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 24 2013 13:48 GMT
#9199
On September 24 2013 22:39 Judicator wrote:
Show nested quote +
On September 24 2013 14:49 Risen wrote:
On September 24 2013 14:45 Thieving Magpie wrote:
On September 24 2013 14:17 slyboogie wrote:
It doesn't come into play tapped, which is huge. It can get in value damage when your opponent stumbles. It can buy you a turn when you stumble and, yes, in some cases, it can win you the game over 15 turns. Manlands are so sweet.


Never played with Mutavault--but I looks like faerie conclave on crack and that card was ridiculously good.


Conclave had evasion, though. I can see its use, though, after playing a board sweep and stabilized or as a last ditch emergency blocker.


Deck space is the reason. I get to play 4 more threats for very little cost.

Alternatively, getting 4 damage in means Aetherling is 2 turn clock. Just a slow burn, protects my PWs if need be. Really hard to attack through at times.


It also threatens enemy planeswalkers, something important to remember if you would rather save counters/removal for better targets.
Hark, what baseball through yonder window breaks?
Judicator
Profile Blog Joined August 2004
United States7270 Posts
September 24 2013 13:53 GMT
#9200
Yes, that too, but there aren't too many PWs I care about where I can swing with a Mutavault and really get them off the board in a timely manner. Its better than nothing I guess.
Get it by your hands...
Prev 1 458 459 460 461 462 665 Next
Please log in or register to reply.
Live Events Refresh
Next event in 19m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 231
ProTech107
StarCraft: Brood War
Britney 38333
PianO 627
Hyuk 518
BeSt 297
Stork 227
Mong 208
Dewaltoss 206
actioN 144
Light 140
Larva 82
[ Show more ]
Mind 62
ToSsGirL 53
Aegong 51
Sharp 27
Shuttle 22
NaDa 21
Bale 17
Sacsri 15
IntoTheRainbow 13
Rush 12
sorry 8
Dota 2
Gorgc2337
League of Legends
JimRising 592
Counter-Strike
olofmeister1258
byalli218
Other Games
Sick220
Mew2King125
RuFF_SC227
BEARDiaguz12
Organizations
Other Games
gamesdonequick22346
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• LUISG 16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota259
League of Legends
• Jankos4191
Upcoming Events
The PondCast
19m
Kung Fu Cup
1h 19m
Replay Cast
23h 19m
CrankTV Team League
1d 1h
OSC
1d 7h
Replay Cast
1d 14h
Replay Cast
1d 23h
CrankTV Team League
2 days
OSC
2 days
Replay Cast
2 days
[ Show More ]
RSL Revival
2 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
3 days
Afreeca Starleague
3 days
Snow vs Jaedong
YSC vs hero
RSL Revival
3 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
4 days
GSL
5 days
Replay Cast
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.