Rust Tick is removal that also helps your Metalcraft and can block if you really need it to. A step above the others.
I'd rather have Tumble Magnet in an Aggro deck to force through damage and just generally help in a race, and Perilous Myr in a Control deck where it can serve as a speed bump that trades up.
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The tick can lock down two things at once almost. You tap something down on your turn, it stays tapped on your opponent's turn, you untap your tick, tap something else, and they're down two blockers. Versatility like that puts it over the top for me (and a 3 butt isn't bad either). Next I probably take Tumble Magnet, but the Myr is really hard to deal with sometimes. Hard to attack into, hard to block, and just pray they don't slap something like Darksteel Axe on him or anything, or kiss your utility guys goodbye.
you can't really rank these and have it be meaningful because it will be different in every situation. but if all 3 were in the pack on p1p1 I'd take rust tick if those were the only 3 good options.
The tick can lock down two things at once almost. You tap something down on your turn, it stays tapped on your opponent's turn, you untap your tick, tap something else, and they're down two blockers. Versatility like that puts it over the top for me (and a 3 butt isn't bad either). Next I probably take Tumble Magnet, but the Myr is really hard to deal with sometimes. Hard to attack into, hard to block, and just pray they don't slap something like Darksteel Axe on him or anything, or kiss your utility guys goodbye.
Okay, so lets see. I tap tumble magnet during their turn, tap a blocker, untap tumble magnet, tap a blocker. I just locked down two things at once. Oh no, I've made the same play with blinding mage!
Yes, tappers can tap two blockers thanks to staggered untap steps.
I stand by liking Magnet better. Tick is better in control, I suppose, but I'm not sure at that.
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.
They are all pretty close for me, but I think I prefer Tick over the other two most times. If it's really that close for you, take it for the simple fact that it's an uncommon and you might not see another one during the draft. None of them will get passed very far, but at least you are more likely to crack the commons.
I think I went with myr over tick last week and the more I think about it the more that was probably the wrong choice. I ended up getting a culling dais later on so it lucked out to be in my favour but at the time the tick probably handled a lot more relevant things for me than the myr.
I'm happy to play any of these cards, it was just tough to pick between them since the factors at play are pretty low...
I did end up with 3 shatters and a revoke existence, but only 1 arrest for creatures... so at that point maybe myr or magnet are better for me to have a way to handle non-artifacts.
I guess I wasn't even sure at the time what I should be thinking about in terms of why I would take one over the other, or if one was strictly more powerful.
I mean if instead it was rust tick vs bonds of quicksilver, not many people would argue in favour of picking bonds - so some options are just plain better and not very "deck dependent"
Okay, so lets see. I tap tumble magnet during their turn, tap a blocker, untap tumble magnet, tap a blocker. I just locked down two things at once. Oh no, I've made the same play with blinding mage!
Yes, tappers can tap two blockers thanks to staggered untap steps.
I stand by liking Magnet better. Tick is better in control, I suppose, but I'm not sure at that.
or I can tap your guy down on your turn, tap your other guy down on my turn, attack. the second guy I tapped stays tapped on your turn.
if you try to do this with tumble magnet, both of the guys can untap on their turn to attack back, which is often relevant.
Rust ticks get worse in multiples, and tumble magnets get better because you can draft cards that synergize with them. So the frequency argument of common vs uncommon is bunk, as usual.
Rust ticks get worse in multiples, and tumble magnets get better because you can draft cards that synergize with them. So the frequency argument of common vs uncommon is bunk, as usual.
You'd be lucky to get multiples of Rust Tick in draft though. I'm saying it's getting 0-1 Rust Ticks or 1-2 Tumble Magnets, because they don't make it far either. Not saying you want to grab Rust Ticks because you want multiples always, just that you want one at all.
One of the interesting things about this format is how much card valuations vary depending on your deck.
P1/P1 I agree with the comments above valuing Tick highest, but there are circumstances where I'd prefer each of the three.
Tumble Magnet is extremely good if you're sure that you're going to be the aggressor. In particular, because most flyers are not artifacts it's better at getting your flyers through than Tick is. It's also good in Infect where Tick cannot tap things which can block Tel-Jilad Fallen.
Perilous Myr is the weakest of the three in general, but is the best if your opponent is playing Infect. If you're some way through the draft and can tell you're going to be weak against Infect or have seen good Infect cards going past then Perilous Myr could be the correct pick.
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Later in the draft if I'm especially aggro (infect most likely) Then the magnet gets the nod. Still I would really have to know that I'm super aggro to make this pick and it's still close.
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I was playing a draft the second week up avacyn being out and i was constructing my deck when the guy across from me spilled his cherry kool-aid all over mine and his cards, he had a griselbrand and I had a cavern of souls.
or I can tap your guy down on your turn, tap your other guy down on my turn, attack. the second guy I tapped stays tapped on your turn.
if you try to do this with tumble magnet, both of the guys can untap on their turn to attack back, which is often relevant.
If I'm double tapping blockers, it's not relevant at all.
I really don't know what you're arguing here. I don't think tick is stains, like you seem to think I do, I just think Magnet is just better in the decks I draft. Even GR, which I'm starting to fall for, Tick is just worse than magnet. I mean sure he can dome for 1 sometimes when you've shattered and sliced and replicad your way to an artifact creature free life, but sometimes you just want to shut up a colored creature, and magnet does this.
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I have lost more games to the damn Tumble Magnet than any single other card. It seems like every time my opponent plays one it just ruins me.
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Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
they are all good and if in the same pack i would have to consult my other cards if i have a good amount of artifact have such as revokes/ shatter slices scrapmelters replicas... ect magnet is going to come in. If my early game is weak the myr and if my artifact kill is lacking the tick is the pick. Sometimes my opponents threats aren't artifact based either I know in this set it's hard to believe so the tick isn't always going to be better then the magnet.
If I'm double tapping blockers, it's not relevant at all.
I really don't know what you're arguing here. I don't think tick is stains, like you seem to think I do, I just think Magnet is just better in the decks I draft. Even GR, which I'm starting to fall for, Tick is just worse than magnet. I mean sure he can dome for 1 sometimes when you've shattered and sliced and replicad your way to an artifact creature free life, but sometimes you just want to shut up a colored creature, and magnet does this.
Other times you want ANY dude you wield a Sword of body and mind or darksteel axe. Or you want to keep that mimic vat/trigon tapped permenantly.
Also it is relevant if you are double tapping blockers. As Tick and double tap blockers for more then one in arow. Something Magnet can not do.
P1P1 i like the Tick more then the other 2 cards. But its close... Really close.
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magnet gets the nod over tick imo. but then again white always seems to fall into my lap and blue does too. those 2 colors have much better synergies with the magnet. and picking the magnet also can help u draft the proliferate deck if the uncommons run by you.
Magnet (and Blinding Mage) can only doubletap blockers every other turn, and only by tapping no blockers at all on the off turns. Tick can doubletap blockers every turn, while also stopping one attacker per turn. Much better.
Yeah double-tapping with magnet is also something you only do once unless you have some glint hawk or contagion shenanigans going on. I've certainly done it a few times but always for alpha striking.
I think the evaluation above was probably the most helpful at sizing these up... in an absolute vaccuum (ie p1p1) the tick probably gets the nod, followed closely by magnet and then myr.
However if its mid-draft you need to size up where you're weakest to see if tick is still the right choice. In my case I had 3 shatters and a revoke but only 1 arrest to handle other creatures - so magnet or myr were more ideal for me, and since my early game was pretty sketch and I was light on creatures myr probably made more sense than magnet.
As mentioned magnet is nicer if you get it earlier since you can pay more attention to glint hawks and maybe even run some 12th pick steady progress or something.
In a vacuum Rust Tick seems the strongest. its performance is only the highest when your deck is controlling. Perilous Myr and Tumble Magnet, despite being apparently weaker are actually much higher performance cards in most archetypes because they are more strategically viable in the decks that play them.
P1p1 its easy enough to take the tick and count as pseudo-removal, but honestly I usually won't even make that pick. Perilous Myr is probably what I'll go for most often because it is such an exceptionally good 2 drop for so many archetypes. Alternatively if I want to be drafting Infect (which is a tough call to make P1p1, but regardless) then Tumble Magnet is what I'll pick.
if the pick comes up later than P1p1 its much easier to make. Rust Tick is easily the pick in any of the slower archetypes. Otherwise you've got a pretty straigthforward decision between 2 drop creature or 3 drop support spell, and it ought to be easy to know what you need based on previous picks.
Yeah in a vacuum Tick is stronger but that matters so little in Scars. In the context of SoM Limited the Magnet is much more powerful. It taps down nonartifact creatures (which shuts off your opponent's best equipment), doesn't die to creature kill, and doesn't have summoning sickness. The fact that it can't block is rarely relevant since you rarely block anything large with Rust Tick anyway.
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tumble magnet
rust tick
I feel like I've seen 2 of these 3 cards together in packs pretty often and always hesitated a bit in making my pick.
I would pretty much rank them:
1. myr
2. tick
3. magnet
Does that seem right or would you often want the rust tick over the myr given its bigger butt and ability to lockdown bigger dudes indefinitely?
I'd rather have Tumble Magnet in an Aggro deck to force through damage and just generally help in a race, and Perilous Myr in a Control deck where it can serve as a speed bump that trades up.
2. Tick
3. Myr
Don't really feel that Tick always does what I need it to. Magnet always does what I need it to, but never for more than 3 turns.
Obviously, magnet would be superior if it had 50 counters on it. Then it might as well not have counters. If it had 1, it would suck.
Oddly, I think that 3 is often closer to 50 than it is to 1.
Okay, so lets see. I tap tumble magnet during their turn, tap a blocker, untap tumble magnet, tap a blocker. I just locked down two things at once. Oh no, I've made the same play with blinding mage!
Yes, tappers can tap two blockers thanks to staggered untap steps.
I stand by liking Magnet better. Tick is better in control, I suppose, but I'm not sure at that.
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I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
I'm happy to play any of these cards, it was just tough to pick between them since the factors at play are pretty low...
I did end up with 3 shatters and a revoke existence, but only 1 arrest for creatures... so at that point maybe myr or magnet are better for me to have a way to handle non-artifacts.
I guess I wasn't even sure at the time what I should be thinking about in terms of why I would take one over the other, or if one was strictly more powerful.
I mean if instead it was rust tick vs bonds of quicksilver, not many people would argue in favour of picking bonds - so some options are just plain better and not very "deck dependent"
or I can tap your guy down on your turn, tap your other guy down on my turn, attack. the second guy I tapped stays tapped on your turn.
if you try to do this with tumble magnet, both of the guys can untap on their turn to attack back, which is often relevant.
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Magnet
Myr
Tick
In Control:
Myr
Tick
Magnet
Although I have yet to draft control so Tick may be better than Magnet.
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You'd be lucky to get multiples of Rust Tick in draft though. I'm saying it's getting 0-1 Rust Ticks or 1-2 Tumble Magnets, because they don't make it far either. Not saying you want to grab Rust Ticks because you want multiples always, just that you want one at all.
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P1/P1 I agree with the comments above valuing Tick highest, but there are circumstances where I'd prefer each of the three.
Tumble Magnet is extremely good if you're sure that you're going to be the aggressor. In particular, because most flyers are not artifacts it's better at getting your flyers through than Tick is. It's also good in Infect where Tick cannot tap things which can block Tel-Jilad Fallen.
Perilous Myr is the weakest of the three in general, but is the best if your opponent is playing Infect. If you're some way through the draft and can tell you're going to be weak against Infect or have seen good Infect cards going past then Perilous Myr could be the correct pick.
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Later in the draft if I'm especially aggro (infect most likely) Then the magnet gets the nod. Still I would really have to know that I'm super aggro to make this pick and it's still close.
Highest DCI Limited Rating: 2022
If I'm double tapping blockers, it's not relevant at all.
I really don't know what you're arguing here. I don't think tick is stains, like you seem to think I do, I just think Magnet is just better in the decks I draft. Even GR, which I'm starting to fall for, Tick is just worse than magnet. I mean sure he can dome for 1 sometimes when you've shattered and sliced and replicad your way to an artifact creature free life, but sometimes you just want to shut up a colored creature, and magnet does this.
Other times you want ANY dude you wield a Sword of body and mind or darksteel axe. Or you want to keep that mimic vat/trigon tapped permenantly.
Also it is relevant if you are double tapping blockers. As Tick and double tap blockers for more then one in arow. Something Magnet can not do.
P1P1 i like the Tick more then the other 2 cards. But its close... Really close.
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I think the evaluation above was probably the most helpful at sizing these up... in an absolute vaccuum (ie p1p1) the tick probably gets the nod, followed closely by magnet and then myr.
However if its mid-draft you need to size up where you're weakest to see if tick is still the right choice. In my case I had 3 shatters and a revoke but only 1 arrest to handle other creatures - so magnet or myr were more ideal for me, and since my early game was pretty sketch and I was light on creatures myr probably made more sense than magnet.
As mentioned magnet is nicer if you get it earlier since you can pay more attention to glint hawks and maybe even run some 12th pick steady progress or something.
P1p1 its easy enough to take the tick and count as pseudo-removal, but honestly I usually won't even make that pick. Perilous Myr is probably what I'll go for most often because it is such an exceptionally good 2 drop for so many archetypes. Alternatively if I want to be drafting Infect (which is a tough call to make P1p1, but regardless) then Tumble Magnet is what I'll pick.
if the pick comes up later than P1p1 its much easier to make. Rust Tick is easily the pick in any of the slower archetypes. Otherwise you've got a pretty straigthforward decision between 2 drop creature or 3 drop support spell, and it ought to be easy to know what you need based on previous picks.