Oh yeah, Rolling Temblor is what I was forgetting. I feel a little safer now lol.
For those replying with Garruk/Lili/blockers, there are a lot of answers coming out in RtR that potentially nullify those ideas (e.g. Detain). While I don't believe that I'll always be under the gun of a GoST, I want a sure-fire way of killing it, and I think rolling temblor is it for me.
In a Jund midrange deck, I don't have access to creatures very early, so blocking it is not a great option for me.
I have Lilianas and Bonfires, but if they are Bant and have an Arbor Elf or Pilgrim in play, then the edict effects won't work, and Bonfire for 2 is super unreliable.
Aggro is always a few steps ahead at rotation mainly because control needs to know what its building for to stop. Control takes a week or two, to understand what its building for before it becomes good. Not to mention we are coming out of a heavy mid-range/tempo meta, changing to a heavy aggro (even for a few weeks) will be enough of a shake up to throw any kind of control builds off. The meta has to settle before control can truly build for the meta.
Gerry and Brad note that while this is generally true, the one special rotation where we lose an entire block makes control viable, since the format tends to slow down, giving control decks more of an opportunity. Zombies seems to be the top tier aggro deck, so planning for that seems like a good start for a control player.
Gerry and Brad came up with this list for their GvB video last night. Looks really fun. The Tragic Slips are there for the things you can't quite kill with your other spells, namely the new Lotleth Troll which regenerates. This spell distribution would likely shift as more decks come out to answer Zombies. I'm really hoping for a Birds reprint!!
I imagine that the Repeat Performance exploits that 4cc bounce beast from core set, with Acidic Slime, Elvish Visionary, etc. I'm nervous that it will include either a Thragtusk or a Resto Angel!
What you guys are also failing to mention in regards to SFM is its price was also inflated because of rise of the eldrazi being a stand alone draft set cutting off worldwake from draft and making the cards in that set not opened as much and worth more. Snapcaster Mage is in the first set which is heavily opened, draft format isn't weird as far as we know and Snapcaster Mage isn't a walker or a tutor. I can see him hangng around about $8-10 if his demand stays as high as his current popularity.
This point doesn't seem right. Wasn't Worldwake sold out everywhere when people were chasing for JTMS? If anything, people opened an excessive amount of WW boosters, leading to a higher supply of WW rares.
A recent simulated draft got me to be a little curious -- are players allowed to SB in lands that were not drafted from their original packs?
I play at a location that offers communal lands, so people can pretty much use whichever lands they like. I was wondering because I drafted a pool of all sorts of colors, and the deck could be transformed every game if I wanted to -- it just required a different mana base.
I haven't read all the posts, so I'm sorry if this has been said:
I can't really complain about netdecking because my faerie deck is semi-netdecked (although my deck skeleton was built before I saw the netdeck). Anyways, I think that netdecking is really detrimental to the game. It really curbs a lot of potentially creative decks from being built. I feel like a lot of players don't even attempt to make solid decks, and just wait for Pros to make decks for them.
I know that rogue decks might not be competitively the best at times, but it's kind of like potentially powerful rogue decks don't get some playtesting or attention that might prove to be helpful for the decks.
I might be completely wrong, but I always support rogue decks over netdecks!
I like the Infiltrators, but with so Nameless Inversions in the meta, he's gone as soon as he hits the board. You might want to try Snapback as a way to protect him, or just to slow your opponent's tempo. I like the idea though; looks very interesting.
But on the other hand, I can't quite imagine what else that art would be for.
For those replying with Garruk/Lili/blockers, there are a lot of answers coming out in RtR that potentially nullify those ideas (e.g. Detain). While I don't believe that I'll always be under the gun of a GoST, I want a sure-fire way of killing it, and I think rolling temblor is it for me.
In a Jund midrange deck, I don't have access to creatures very early, so blocking it is not a great option for me.
I have Lilianas and Bonfires, but if they are Bant and have an Arbor Elf or Pilgrim in play, then the edict effects won't work, and Bonfire for 2 is super unreliable.
I'm really hoping for a Pyroclasm effect...
Gerry and Brad note that while this is generally true, the one special rotation where we lose an entire block makes control viable, since the format tends to slow down, giving control decks more of an opportunity. Zombies seems to be the top tier aggro deck, so planning for that seems like a good start for a control player.
Gerry and Brad came up with this list for their GvB video last night. Looks really fun. The Tragic Slips are there for the things you can't quite kill with your other spells, namely the new Lotleth Troll which regenerates. This spell distribution would likely shift as more decks come out to answer Zombies. I'm really hoping for a Birds reprint!!
3 Dreadbore
1 Rakdos's Return
4 Thragtusk
4 Pillar of Flame
3 Bonfire of the Damned
2 Abundant Growth
4 Huntmaster of the Fells
3 Tragic Slip
2 Kessig Wolf Run
1 Olivia Voldaren
2 Garruk Relentless
2 Liliana of the Veil
4 Woodland Cemetery
4 Rootbound Crag
4 Blood Crypt
2 Overgrown Tomb
4 Farseek
2 Swamp
3 Mountain
4 Forest
2 Rakdos's Return
2 Zealous Conscripts
3 Human Frailty
1 Tragic Slip
2 Tree of Redemption
2 Witchbane Orb
3 Duress
This point doesn't seem right. Wasn't Worldwake sold out everywhere when people were chasing for JTMS? If anything, people opened an excessive amount of WW boosters, leading to a higher supply of WW rares.
I play at a location that offers communal lands, so people can pretty much use whichever lands they like. I was wondering because I drafted a pool of all sorts of colors, and the deck could be transformed every game if I wanted to -- it just required a different mana base.
So, does anyone know the official ruling on that?
I can't really complain about netdecking because my faerie deck is semi-netdecked (although my deck skeleton was built before I saw the netdeck). Anyways, I think that netdecking is really detrimental to the game. It really curbs a lot of potentially creative decks from being built. I feel like a lot of players don't even attempt to make solid decks, and just wait for Pros to make decks for them.
I know that rogue decks might not be competitively the best at times, but it's kind of like potentially powerful rogue decks don't get some playtesting or attention that might prove to be helpful for the decks.
I might be completely wrong, but I always support rogue decks over netdecks!
I mean, I would love it, but I think that those two cards are broken (even if many of the already broken enchantments are banned/rest'd).