Wow! Seige-Runner 14th! That guy is awesome. I will take it. I don't think I have a problem with any of the picks. Not sure about that Kiln Fiend at 12. It looks nice, and could actually be pretty good, but I haven't played with it, and I'm not sure that red will be more than a splash at that point. Guard Duty is fine.
Two out of these four picks are not horrible at all. Looks like R-W playables are seeping our way.
Pick 12 is debatable if we had a game plan in mind, but I'm pretty sure we don't have the aggro to support kiln or the defenders to support battle rampart, and a Guard Duty this late is really good seeing that it works as removal that our current suite of removal cards don't handle right now.
EDIT: Harmless Assault on Pick 11 is probably more playable than Realms Uncharted, so if we're drafting for pure efficiency we should be taking that card just in case we need a trick. It can work a lot like a Safe Passage can, letting our creatures live through blocks and mess up our opponents board. I'm not saying its a great card, but more playable than a Johnny Rare. Eel Umbra is also a playable card in blue and probably worth hating if we aren't sold on Harmless Assault.
I would veto Realms Uncharted and take Harmless Assault instead.
Realms Uncharted seems pretty unplayable to me in limited. It will be a very rare deck that plays four different types of land and usually at least two of those lands will represent splash colors. If the purpose of Realms Uncharted is to find those splash lands, it is thwarted completely when the opponent simply chooses to send those two lands to the graveyard.
It's more that people always overvalue removal. Really, if they make a card ":symb:: Sorcery: As an additional cost, get F'd in the A. Destroy target creature." people will say "removal is removal" and first-pick it.
Realms is not limited playable. Eel Umbra is (combat trick, response to removal, buff, umbra, interactions, etc).
I agree with the veto (see my post above) but don't you think Harmless Assault makes a better choice for us as it at least has a chance to make our deck. We seem very unlikely to be playing blue at this point.
It's more that people always overvalue removal. Really, if they make a card ":symb:: Sorcery: As an additional cost, get F'd in the A. Destroy target creature." people will say "removal is removal" and first-pick it.
Agree with Veto Realms Uncharted for Harmless Assault.
Realms doesn't even help with a splash because your opponent can just deny you the splash lands you search out. All it really does is thin your library.
...and allow you to keep dropping lands if you need that to happen...if you have 4 land types that is.
But when will we ever play Harmless Assault? well, ok, probably more likely than us playing Eel Umbra...but if we get two ridiculous blue bombs picks 1 & 2 of pack 2....:P never mind.
Would anyone want the Battle Rampart over the Guard Duty? It would go with our Overgrown Battlement and keep the G/R Ramp option open. Plus, I had many games with my G/R ramp decks in limited where the Eldrazi that came out suddenly had haste... hasted Eldrazi = ouch.
Would anyone want the Battle Rampart over the Guard Duty? It would go with our Overgrown Battlement and keep the G/R Ramp option open. Plus, I had many games with my G/R ramp decks in limited where the Eldrazi that came out suddenly had haste... hasted Eldrazi = ouch.
Its an interesting thought but would be very much a speculative pick whereas Guard Duty is much more likely to be useful to us without help from the rest of the draft. If we have another Overgrown Battlement and a Vent Sentinel in our stack at the end of pack 2 I'd be much more inclined to take a late Battle Rampart.
It's more that people always overvalue removal. Really, if they make a card ":symb:: Sorcery: As an additional cost, get F'd in the A. Destroy target creature." people will say "removal is removal" and first-pick it.
If it were my draft, I'd take the Rampart because of how well G/R ramp went for me with a few walls, but I could see where Guard Duty is safer. Also I don't see why that is going so late. It's not the best wall on the planet, but giving something haste often swings the balance of a game, even if the creature in question is not an Eldrazi.
If it were my draft, I'd take the Rampart because of how well G/R ramp went for me with a few walls, but I could see where Guard Duty is safer. Also I don't see why that is going so late. It's not the best wall on the planet, but giving something haste often swings the balance of a game, even if the creature in question is not an Eldrazi.
Rampart is stupid. A defensive creature in an offensive color that has to lay down its defenses in order to propel aggro.
Paradox much!?
That's just a critique on design, not on the card as a pick.
Battle Rampart makes sense to me in Red, although I don't understand how it would make a creature attack faster. Red has battlements like Wall of Stone, and I could see a red mage having defensive fortifications and flinging fireballs from a safe location.
I could also see a red army charging into battle with various ballistae, weaponry, and the occasional battle wall. Sword 'n' board.
Veto Realms Uncharted for Eel Umbra. Don't feel like passing playables for garbage, and I'd never play Harmless assault.
Realms Uncharted lets you make your land drops if you have 4 colors. Unless you had a splash color that you fetched out already. And it wrecks your splash colors if you have only one land, making you play horrible manabases.
I mean imagine the following:
8 Forest
5 Mountain
2 Island
2 Plains
That's the kind of manabase you need in limited to make it work. Vomit.
If this forum had Greasers, Phoenix, Commons and Semantics would be the leaders of the gang and every time they commented on something they would do a synchronized finger snap then smoke a cigarette.
Rampart is stupid. A defensive creature in an offensive color that has to lay down its defenses in order to propel aggro.
To be fair, Red isn't supposed to get awesome Walls.
Rampart is basically Lumengrid Warden early that lets you sneak in some fast beats late.
The problem is that X/3 isn't a very good wall in this set. Since 2/x creatures without evasion are more or less neutralized just because of the many walls available in all colors, most ground threats will be 3/x and larger. Rampart doesn't really help there.
So yea...it's a bad card, but I do like the design of a card that changes its role as the game progresses. Come on, you have to at least chuckle at the image of the goblins hiding behind the wall at first, and then leaping off it to attack.
To be fair, Red isn't supposed to get awesome Walls.
Rampart is basically Lumengrid Warden early that lets you sneak in some fast beats late.
The problem is that X/3 isn't a very good wall in this set. Since 2/x creatures without evasion are more or less neutralized just because of the many walls available in all colors, most ground threats will be 3/x and larger. Rampart doesn't really help there.
So yea...it's a bad card, but I do like the design of a card that changes its role as the game progresses. Come on, you have to at least chuckle at the image of the goblins hiding behind the wall at first, and then leaping off it to attack.
I don't think it's a bad card. If you ignore the body (which I don't think you have to; 1/3 isn't entirely bad), and ignore the haste-granting, it goes with our Overgrown Battlement and increases the possibility of us playing G/R ramp with walls.
And with G/R ramp comes an Eldrazi or two, and a hasted Eldrazi..... ohhhh no.
Eel Umbra is playable. Reckless Assault isn't really.
And we're so not set in colors at this point it's absurd... we could easily go and color but black right now. Only blue card we have is Narcolepsy but, man, that's a good card.
The Rampart also increases potential Vent Sentinel shenanigans if that comes our way in the other two packs. That said, I think I'd rather the Guard Duty just because we didn't grab the last one. -_- One is a lot better than zero.
At any rate, VETO Realms Uncharted. Do I have to pick one of the other cards to make my vote count on this? RU is completely unplayable in Limited, I don't care if Swamp is taken over it let alone a playable. (Well okay, RU is a better unplayable than Swamp because it's actually worth a couple bucks...)
The Rampart also increases potential Vent Sentinel shenanigans if that comes our way in the other two packs. That said, I think I'd rather the Guard Duty just because we didn't grab the last one. -_- One is a lot better than zero.
At any rate, VETO Realms Uncharted. Do I have to pick one of the other cards to make my vote count on this? RU is completely unplayable in Limited, I don't care if Swamp is taken over it let alone a playable. (Well okay, RU is a better unplayable than Swamp because it's actually worth a couple bucks...)
You pick one card to veto. Only in rare cases do we veto 2 cards.
That's not what I meant. I was asking whether I had to choose another card (i.e. "Pick Eel Umbra!") in order for my VETO to Realms Uncharted to be counted along with everyone else. That said, I think we all know what my preferred alternate would be now anyway... *ahem* *point*
Definitely VETO Realms Uncharted for Eel Umbra. If we get good blue, we'll be very happy that we did this. Besides, i can't imagine ever playing Harmless Assault if we're not in monocolored.
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Over the next month, we in the Limited forum will draft a deck and discuss picks and strategy about the new format, RoE.
Current Decklist
1 Narcolepsy
1 Emrakul's Hatcher
1 Gigantomancer (FOIL)
1 Puncturing Light
1 Brimstone Mage
1 Lone Missionary
1 Overgrown Battlement
1 Sporecap Spider
1 Kor Line-Slinger
Pick 11
Pick 12
Pick 13
Pick 14
Pick 15
You all have 24 hours to vote.
The next pick should be up between Noon and 2pm EST every day unless specified otherwise.
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Pick 12 is debatable if we had a game plan in mind, but I'm pretty sure we don't have the aggro to support kiln or the defenders to support battle rampart, and a Guard Duty this late is really good seeing that it works as removal that our current suite of removal cards don't handle right now.
EDIT: Harmless Assault on Pick 11 is probably more playable than Realms Uncharted, so if we're drafting for pure efficiency we should be taking that card just in case we need a trick. It can work a lot like a Safe Passage can, letting our creatures live through blocks and mess up our opponents board. I'm not saying its a great card, but more playable than a Johnny Rare. Eel Umbra is also a playable card in blue and probably worth hating if we aren't sold on Harmless Assault.
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Realms Uncharted seems pretty unplayable to me in limited. It will be a very rare deck that plays four different types of land and usually at least two of those lands will represent splash colors. If the purpose of Realms Uncharted is to find those splash lands, it is thwarted completely when the opponent simply chooses to send those two lands to the graveyard.
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Realms is not limited playable. Eel Umbra is (combat trick, response to removal, buff, umbra, interactions, etc).
I agree with the veto (see my post above) but don't you think Harmless Assault makes a better choice for us as it at least has a chance to make our deck. We seem very unlikely to be playing blue at this point.
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Realms doesn't even help with a splash because your opponent can just deny you the splash lands you search out. All it really does is thin your library.
But when will we ever play Harmless Assault? well, ok, probably more likely than us playing Eel Umbra...but if we get two ridiculous blue bombs picks 1 & 2 of pack 2....:P never mind.
Its an interesting thought but would be very much a speculative pick whereas Guard Duty is much more likely to be useful to us without help from the rest of the draft. If we have another Overgrown Battlement and a Vent Sentinel in our stack at the end of pack 2 I'd be much more inclined to take a late Battle Rampart.
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Rampart is stupid. A defensive creature in an offensive color that has to lay down its defenses in order to propel aggro.
Paradox much!?
That's just a critique on design, not on the card as a pick.
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I could also see a red army charging into battle with various ballistae, weaponry, and the occasional battle wall. Sword 'n' board.
Realms Uncharted lets you make your land drops if you have 4 colors. Unless you had a splash color that you fetched out already. And it wrecks your splash colors if you have only one land, making you play horrible manabases.
I mean imagine the following:
8 Forest
5 Mountain
2 Island
2 Plains
That's the kind of manabase you need in limited to make it work. Vomit.
Veto Realms Uncharted for Harmless Assault
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(finished 8-8, but beat Alexander Hayne and Ben Stark)
To be fair, Red isn't supposed to get awesome Walls.
Rampart is basically Lumengrid Warden early that lets you sneak in some fast beats late.
The problem is that X/3 isn't a very good wall in this set. Since 2/x creatures without evasion are more or less neutralized just because of the many walls available in all colors, most ground threats will be 3/x and larger. Rampart doesn't really help there.
So yea...it's a bad card, but I do like the design of a card that changes its role as the game progresses. Come on, you have to at least chuckle at the image of the goblins hiding behind the wall at first, and then leaping off it to attack.
I don't think it's a bad card. If you ignore the body (which I don't think you have to; 1/3 isn't entirely bad), and ignore the haste-granting, it goes with our Overgrown Battlement and increases the possibility of us playing G/R ramp with walls.
And with G/R ramp comes an Eldrazi or two, and a hasted Eldrazi..... ohhhh no.
And we're so not set in colors at this point it's absurd... we could easily go and color but black right now. Only blue card we have is Narcolepsy but, man, that's a good card.
Eel, please? Ugh.
At any rate, VETO Realms Uncharted. Do I have to pick one of the other cards to make my vote count on this? RU is completely unplayable in Limited, I don't care if Swamp is taken over it let alone a playable. (Well okay, RU is a better unplayable than Swamp because it's actually worth a couple bucks...)
You pick one card to veto. Only in rare cases do we veto 2 cards.
Nice avatar lol
How you should approach every game of Magic.
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Modern
UWRJeskai ControlRWU
RWGBurnGWR
Legacy
UWStonebladeWU