Why the hell would you opponent have double scion on the board if you have mana to potentially cast the fallout? Sounds like your up against some bad players. To be honest at FNM last week I didnt find fallout to much more of a problem card then a pyroclasm.
Because they were all idiots and didn't see fallout coming. It was the first day it was legal.
Even if they're going to be ready for it, it's still really good. The opportunities I was given based on inexperience are not the epitome of the card's quality, if anything, it will have a huge impact on the game, and with banefire, I think it may possibly even be pushed out of tier 1.
He's gonna be better in Naya than Jund, because his abilities are pure agression, which follows the naya mindset more than jund, which seems to be some kind of strange midrange field-controller combo-ish deck.
Strange stuff, but I play Sarkhan in naya and he's great there.
Plain and simple. I couldn't believe they'd actually come up with a good answer for fae, but they really, really did.
It actually WON me 4 games against fae last friday playing RGW Walkers. It's beautiful to see them all happy about their 2 scion of oona in play, 4 3/3 tokens, and a couple 3/3 spellstutters, all untargetable, swing at you with the 4/4 mutas, and all the flyers for what would be the kill, and then WHAM.
Their entire board is EFFING gone.
Holy hell I didn't realize just how good this card was until I saw it stomp fae faces four short games in a row. Thank you wotc.
Naya Walkers runs 4 wrath, 3-4 firespout maindeck (actually, 1 volcanic fallout, 3 firespout now for me)
It's a really, REALLY good deck against aggro because it plays lifegain like Ajani Vengeant and Kitchen finks, burn and removal for both red and white decks, and mass removal for creatures.
I think it's the best anti-aggro deck.
And besides being good against these decks, it is one of the few decks that packs 8 maindeck answers for the best, and most broken card in the format, Bitterblossom
It packs O-Ring, AND Chandra (ping a 1/1 flyer every turn for 6 turns, make your opp lose life = win)
It's not that great of a card. Yes it has a good ability but it has the same problems as Elvish Piper does which is it's too slow. Aggro decks generally win by that time and control decks will destroy it or counter it. You have to find ways to protect her and shut down aggro.
Elvish piper does something significantly different, friend. Where an elvish piper might die to a terror, transmuter is an artifact. It is unaffected by terror. I think the only trick to protecting transmuter is to protect it while it has summoning sickness, which seems very possible. The fact of the matter is, piper has no inherent protections, where transmuter has a very inherent protection, which is if it would die, you can bounce and replay itself, or better yet, bounce and replay a giant-ass artifact creature.
We'll see how it goes. Giving it haste or shroud should be enough to take this card to the next level. I think thousand-year elixir is good simply because it not only gives the transmuter haste on it's ability, but also untaps it for 1 mana. So two activations for 2 mana, the turn it comes into play?
Sounds good to me.
The question is whether you go full commitment to that play or not. Do you have an esper aggro deck with transmuter built in, or do you focus hard on transmuter as the play to go with?
Easy enough to kill? I suppose. Yes, the game really could use a reprint of lightning greaves. But in all seriousness, there are some really cool things that Master Transmuter can do. For instance, if you play a tidehollow sculler, you can transmute it and make it's leaves play effect go off first, so that they never get the card you take back, and then come back into play for another card, or if it suits you better, drop sharuum into play for something back from your graveyard, e.t.c.
Also I was thinking... assuming master transmuter gets to be any good (and protectable), I would love to see Collosus Of Sardia seeing standard play. End of opp's turn colossus of sardia, next turn 9/9 trample? win.
Planeswalkers deck with path instead of condemn, and packing realm razers because Path is actually good acceleration into realm razer.
Not to mention if you're opponent floats mana in response to realm razer's ability, you can path it in response to either make them burn, or make them waste a kill spell, so that the lands NEVER come back, and you can swing with planeswalker abilities, e.t.c.
24.176.25.215:27015
I don't like these cards, but if it helps at all, I think the blue one is the best one in a control deck.
Because they were all idiots and didn't see fallout coming. It was the first day it was legal.
Even if they're going to be ready for it, it's still really good. The opportunities I was given based on inexperience are not the epitome of the card's quality, if anything, it will have a huge impact on the game, and with banefire, I think it may possibly even be pushed out of tier 1.
Strange stuff, but I play Sarkhan in naya and he's great there.
It actually WON me 4 games against fae last friday playing RGW Walkers. It's beautiful to see them all happy about their 2 scion of oona in play, 4 3/3 tokens, and a couple 3/3 spellstutters, all untargetable, swing at you with the 4/4 mutas, and all the flyers for what would be the kill, and then WHAM.
Their entire board is EFFING gone.
Holy hell I didn't realize just how good this card was until I saw it stomp fae faces four short games in a row. Thank you wotc.
It's a really, REALLY good deck against aggro because it plays lifegain like Ajani Vengeant and Kitchen finks, burn and removal for both red and white decks, and mass removal for creatures.
I think it's the best anti-aggro deck.
And besides being good against these decks, it is one of the few decks that packs 8 maindeck answers for the best, and most broken card in the format, Bitterblossom
It packs O-Ring, AND Chandra (ping a 1/1 flyer every turn for 6 turns, make your opp lose life = win)
Better luck next time!
Elvish piper does something significantly different, friend. Where an elvish piper might die to a terror, transmuter is an artifact. It is unaffected by terror. I think the only trick to protecting transmuter is to protect it while it has summoning sickness, which seems very possible. The fact of the matter is, piper has no inherent protections, where transmuter has a very inherent protection, which is if it would die, you can bounce and replay itself, or better yet, bounce and replay a giant-ass artifact creature.
We'll see how it goes. Giving it haste or shroud should be enough to take this card to the next level. I think thousand-year elixir is good simply because it not only gives the transmuter haste on it's ability, but also untaps it for 1 mana. So two activations for 2 mana, the turn it comes into play?
Sounds good to me.
The question is whether you go full commitment to that play or not. Do you have an esper aggro deck with transmuter built in, or do you focus hard on transmuter as the play to go with?
Also I was thinking... assuming master transmuter gets to be any good (and protectable), I would love to see Collosus Of Sardia seeing standard play. End of opp's turn colossus of sardia, next turn 9/9 trample? win.
also, see Thousand-Year Elixir.
Not to mention if you're opponent floats mana in response to realm razer's ability, you can path it in response to either make them burn, or make them waste a kill spell, so that the lands NEVER come back, and you can swing with planeswalker abilities, e.t.c.
I think the winning strategy with bolas is if there wer some worthwhile way to give him shroud...