I regret getting hyped up for Monstrous Onslaught, as I ended up cutting the card from my GW deck, which only had 2 ways to get 4 power on the board. I blame that user who hyped me up, since it's much closer to my initial evaluation of "insane if you have a 6 power guy on board, okay with 4 power, and bad with 3 or less power". The green implement did a ton of work throughout the day, since it just gave a random counter for free.
I was completely blown out by that card twice this weekend, and I scored a 4-for-1 with it myself the one time I cast it in the midnight prerelease. The format seemed slow enough that it wasn't necessary to rush its deployment, yet there were enough relevant "go wide" strategies to still push an opponent into a situation in which it deals a considerable blow to their board.
Admittedly, the Tusker and Crazy Train seemed better overall, but I still can't see myself passing Onslaught P1p1 often.
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I regret getting hyped up for Monstrous Onslaught, as I ended up cutting the card from my GW deck, which only had 2 ways to get 4 power on the board. I blame that user who hyped me up, since it's much closer to my initial evaluation of "insane if you have a 6 power guy on board, okay with 4 power, and bad with 3 or less power". The green implement did a ton of work throughout the day, since it just gave a random counter for free.
I was completely blown out by that card twice this weekend, and I scored a 4-for-1 with it myself the one time I cast it in the midnight prerelease. The format seemed slow enough that it wasn't necessary to rush its deployment, yet there were enough relevant "go wide" strategies to still push an opponent into a situation in which it deals a considerable blow to their board.
Admittedly, the Tusker and Crazy Train seemed better overall, but I still can't see myself passing Onslaught P1p1 often.
I ended up taking it out of my deck because the only creatures I had with 4+ power was the Lifecraft Cavalry and Barricade Breaker. There is a huge dropoff in the card's power level between 3 and 4, so it's going to be one of these cards where you need to have a deck built for it, and deliberately put in Irontread Crusher and Cowl Prowler, etc. I think we'll have to see how the format shakes up, but I can see it being a bit too inconsistent to take P1P1 over even something like Daring Demolition
Highlight of the day: steal Defiant Salvager with Wrangle, tap him to crew Renegade Freighter, sacrifice himself to his own ability, play Vengeful Rebel to kill another creature and leave my opponent with an empty board.
A big letdown was Call for Unity. I had big expectations but turns out it's not that easy to enable revolt if you don't have enablers like Renegade Map or the implement artifacts. You can't always rely on combat to do it. I even ended up taking it out of the deck.
On a side note, my LGS always gives an extra booster for every player (like a consolation prize), opened mine and got THE THIRD Gonti's Aether Heart... sigh.
To sum up, three prerelease boxes and I got absolutely NOTHING I wanted.
I was basically in the same boat as you. Going into the release, I thought the AR rares were uninspiring but the uncommons seemed great. I was looking forward to getting some of those instead of the rares. And then I didn't even get the uncommons.
Had Metallic Mimic, which was very good in a deck with 9 humans and 5 cats.
By far the best card in my deck, however, was Lifecrafter's Bestiary. Unless you're about to die immediately, this card is just an unbeatable bomb. The Scry and the ability synergize together amazingly, ensuring that you draw gas for the rest of the game. My deck in particular had 18 creatures, and I was often drawing 2 cards per turn off it in the mid-to-late game. Do not pass this card in draft.
I regret getting hyped up for Monstrous Onslaught, as I ended up cutting the card from my GW deck, which only had 2 ways to get 4 power on the board. I blame that user who hyped me up, since it's much closer to my initial evaluation of "insane if you have a 6 power guy on board, okay with 4 power, and bad with 3 or less power". The green implement did a ton of work throughout the day, since it just gave a random counter for free.
I was completely blown out by that card twice this weekend, and I scored a 4-for-1 with it myself the one time I cast it in the midnight prerelease. The format seemed slow enough that it wasn't necessary to rush its deployment, yet there were enough relevant "go wide" strategies to still push an opponent into a situation in which it deals a considerable blow to their board.
Admittedly, the Tusker and Crazy Train seemed better overall, but I still can't see myself passing Onslaught P1p1 often.
I ended up taking it out of my deck because the only creatures I had with 4+ power was the Lifecraft Cavalry and Barricade Breaker. There is a huge dropoff in the card's power level between 3 and 4, so it's going to be one of these cards where you need to have a deck built for it, and deliberately put in Irontread Crusher and Cowl Prowler, etc. I think we'll have to see how the format shakes up, but I can see it being a bit too inconsistent to take P1P1 over even something like Daring Demolition
I think playing green and only having 2 creatures with 4+ power is extremely unusual...especially with vehicles in this format resulting in more high-power "creatures" than your average set. Your situation seems much more like a fluke to me.
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I was completely blown out by that card twice this weekend, and I scored a 4-for-1 with it myself the one time I cast it in the midnight prerelease. The format seemed slow enough that it wasn't necessary to rush its deployment, yet there were enough relevant "go wide" strategies to still push an opponent into a situation in which it deals a considerable blow to their board.
Admittedly, the Tusker and Crazy Train seemed better overall, but I still can't see myself passing Onslaught P1p1 often.
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I ended up taking it out of my deck because the only creatures I had with 4+ power was the Lifecraft Cavalry and Barricade Breaker. There is a huge dropoff in the card's power level between 3 and 4, so it's going to be one of these cards where you need to have a deck built for it, and deliberately put in Irontread Crusher and Cowl Prowler, etc. I think we'll have to see how the format shakes up, but I can see it being a bit too inconsistent to take P1P1 over even something like Daring Demolition
My promo was Freejam Regent and I pulled some awful rares like 2x Merchant's Dockhand, Gonti's Aether Heart, Fateful Showdown, Aethertide Whale and Electrostatic Pummeler. I decided to play black-red because I had a lot of removal in those colors, but the creatures were pretty mediocre besides the regent, so the deck ended up being worse than expected. 2-2.
Highlight of the day: steal Defiant Salvager with Wrangle, tap him to crew Renegade Freighter, sacrifice himself to his own ability, play Vengeful Rebel to kill another creature and leave my opponent with an empty board.
Sunday prerelease:
Awful stuff again. Another Gonti's Aether Heart, Call for Unity, Consulate Crackdown, Indomitable Creativity, Bristling Hydra, Key to the City and promo Metallic Mimic. Played UW fliers splashing red for some burn, and ended up 2-2 again.
A big letdown was Call for Unity. I had big expectations but turns out it's not that easy to enable revolt if you don't have enablers like Renegade Map or the implement artifacts. You can't always rely on combat to do it. I even ended up taking it out of the deck.
On a side note, my LGS always gives an extra booster for every player (like a consolation prize), opened mine and got THE THIRD Gonti's Aether Heart... sigh.
PS: I bought a third prerelease box and pulled promo Merchant's Dockhand, Call for Unity, Heroic Intervention, Lifecrafter's Bestiary, Quicksmith Spy, Fleetwheel Cruiser and Dubious Challenge. To sum up, three prerelease boxes and I got absolutely NOTHING I wanted.
I was basically in the same boat as you. Going into the release, I thought the AR rares were uninspiring but the uncommons seemed great. I was looking forward to getting some of those instead of the rares. And then I didn't even get the uncommons.
Had Metallic Mimic, which was very good in a deck with 9 humans and 5 cats.
By far the best card in my deck, however, was Lifecrafter's Bestiary. Unless you're about to die immediately, this card is just an unbeatable bomb. The Scry and the ability synergize together amazingly, ensuring that you draw gas for the rest of the game. My deck in particular had 18 creatures, and I was often drawing 2 cards per turn off it in the mid-to-late game. Do not pass this card in draft.
I think playing green and only having 2 creatures with 4+ power is extremely unusual...especially with vehicles in this format resulting in more high-power "creatures" than your average set. Your situation seems much more like a fluke to me.