Just wondering which one of the two people prefer to run mainboard. Batterskull comes out sooner and can come back down and dodge removal sometimes but Wormcoil is bigger and comes back as two. Everyone knows what they do so what are your thoughts and preferences?
I like wurmcoil main board over Batterskull. Batterskull is my sideboard option when I need more life against aggro or my Frost Titan isnt doing anything against hexproof creatures. Aside from that, in most situations wurmcoil does most things better.
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Currently Playing
Standard U// SoM/Inn Rotation Grixis Control W/L/D 22-7-2 (4-3 in 5k, Dropped 7th round)
Status: Reactivated
U// Inn/RtR Rotation Grixis Control Tournament W/L/D 3-1-0 Testing 1-0-0
Status: Active
Modern
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I run 0 of each main board and run 2 wurmcoils (which almost never get boarded in) in the sideboard.
The truth is Red isn't even a threat any more. In many cases if i don't get paired against red in the first round or 2 I won't get pared against them at all because almost all of the other aggro decks in my area just tear them apart.
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One of the main selling points of batterskull is its bounce affect.
However, bouncing the batterskull in response to artifact destruction sounds good in theory but if you play it turn 5 thats not possible. If you are gonna wait until you have 8 mana (say turn 11) to play it safely then you might as well have played a wurmcoil.
Even if you do get to re-occur Batterskull it cost cost 8 mana in total. Getting two tokens cost me nothing and I can use that mana to further advance my game.
Not true I would almost never play a big threat without the mana to back it. So turn 8 baterskull would be pretty hard to distroy, but it looses to the titans. Counters can save us from that problem tho. I love wurmie but I have to say I like batterskull better with our decks. it can be super hard to finally kill
I don't see how red not being a threat is an argument. I'm running Batterskull currently and haven't missed Wormcoil too much. He's in the board and never comes in from there.
I run Sphinx and Titan main and board in Batterskulls. They come down sooner against aggro, but I'm reconsidering it due the recent popularity surge of Mirran Crusader.
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One of the main selling points of batterskull is its bounce affect.
However, bouncing the batterskull in response to artifact destruction sounds good in theory but if you play it turn 5 thats not possible. If you are gonna wait until you have 8 mana (say turn 11) to play it safely then you might as well have played a wurmcoil.
Even if you do get to re-occur Batterskull it cost cost 8 mana in total. Getting two tokens cost me nothing and I can use that mana to further advance my game.
i have to say, actually depends on meta, with B/U control on the rise, i would prefer batterskull as B/U has no answers to artifacts except bounce/counter or Tezzeret making it an artifact and killing it.
On the other hand, Wurmcoil survives doj, spawns critters and most impt, DEATHTOUCH. I just love deathtouch. =)
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I prefer Wurmcoils as they are a lot harder for aggro/midrange decks to deal with. Batterskull has its place in equipment-esque decks like Puresteel etc. I'd just stick to Wurmcoil Engine in U/B
Both of them are good, I play one of each maindeck with an extra batterskull sideboard. If I'm sideboarding against aggro I'd rather have the option for the card that costs one less, the earlier you can start gaining life the better.
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Standard
U// SoM/Inn Rotation Grixis Control W/L/D 22-7-2 (4-3 in 5k, Dropped 7th round)
Status: Reactivated
U// Inn/RtR Rotation Grixis Control Tournament W/L/D 3-1-0 Testing 1-0-0
Status: Active
Modern
Not getting into it yet. No local modern tourneys
EDH
G Azusa W/L/D 8-2-0 Status: Back! but retired for now
The truth is Red isn't even a threat any more. In many cases if i don't get paired against red in the first round or 2 I won't get pared against them at all because almost all of the other aggro decks in my area just tear them apart.
+=+=+=+=+Thanks to Heroes of the Plane for the Sig!!!+=+=+=+=+
Currently Playing: RGBWAggro LoamWBGR ,BU Reanimator UB, RG 2 Land Belcher GR & UGW Pro Bant WGU
Author of: http://forums.mtgsalvation.com/showthread.php?t=207749 (Proven Competitive: Aggro Loam Thread)
The extra 1 cmc is not prohibitive.
One of the main selling points of batterskull is its bounce affect.
However, bouncing the batterskull in response to artifact destruction sounds good in theory but if you play it turn 5 thats not possible. If you are gonna wait until you have 8 mana (say turn 11) to play it safely then you might as well have played a wurmcoil.
Even if you do get to re-occur Batterskull it cost cost 8 mana in total. Getting two tokens cost me nothing and I can use that mana to further advance my game.
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i have to say, actually depends on meta, with B/U control on the rise, i would prefer batterskull as B/U has no answers to artifacts except bounce/counter or Tezzeret making it an artifact and killing it.
On the other hand, Wurmcoil survives doj, spawns critters and most impt, DEATHTOUCH. I just love deathtouch. =)
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I agree. The only card that you truly fear is oblivion ring, but that's why I run disperse. Also being able to shut down a shine helps to.
You have the most unkillable of threats (Batterskull) and the one that has the best gamechanging power (6 power/lifelink).
I don't see the need for more than one Batterskull, and with Buried Ruin, 1 Wurm is usually enough.