This is a thread for pointing out any cool interactions you have seen that other players might want to watch out for.
A few that I actually played:
Moment of Heroism + Prey Upon is really, REALLY good. You gain a ton of life, either inflict more damage during a combat phase or save one of your dudes from dying to their blocker, and THEN you get a beefier dude to tear apart their dudes AND gain you a bunch of life. In the W/G humans/wolves deck I played at the pre-release, this combo either wrecked their board or bought me enough time to deal with whatever threat they were dropping. Usually though, nothing lived through the Prey Upon.
Moonmist with any sort of wolf token maker is really, really good. I'm specifically thinking of Garruk and Kessig Cage Breakers (I actually opened both in the same pack during my pre-release, go me), which, granted, are both rare, but with either one of those cards and a few werewolves combat becomes a very, VERY dangerous game for your opponents. I had at least 3 games that turned on me making a bunch of wolves, dropping a human who could transform, and then waiting for the right time to run in and TEAR APART their board/life total. Even playing it on the first swing with Kessig can be a blow out, because it allows him to survive a second time on a crowded board and generate you even MORE wolf tokens.
So, maybe not REALLY GOOD, but certainly a useful thing to point out. Both cards are maindeckable (albeit barely, in Moment of Heroism's case), so it's nice to see ways to get maximum use out of your least useful cards, even if it's only going to be used in desperate scenarios.
Certainly a lot more useful than those "power plays" people post all the time of stuff that's only overkill or only ever happens if you're winning. Why you gotta hate, man?
Wit's End is the PERFECT answer to your opponent's Monomania however.
Just hold on to your Wit's End when they Monomania, so you can Wit's End them on your next turn!!!
I think this is fairly reminiscent of the "Jace Battles" we have seen in past standards.. My guess is we will soon witness the great Monomania-Wit's End battles.
I mean, I thought it was implied by the word "trick" that we were mainly talking about the one-shot type of play, such as combat tricks.
But then again, I played the heck out of that combo. If those two cards are in your pool, you should see them and know exactly how good they are in combination. It might be useful information if you're trying to decide between something like this and Spare from Evil.
Galvanic Juggernaut plus instant speed removal. I did a ton of damage during the prerelease casting Rebukeon an attacker and then placing my newly untapped Jug infront of another one.
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Highest DCI Total Rating: 2041
Highest DCI Limited Rating: 2022
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.
Galvanic Juggernaut plus instant speed removal. I did a ton of damage during the prerelease casting Rebukeon an attacker and then placing my newly untapped Jug infront of another one.
yeah, that is pretty good. I will feel pretty horrible if I ever fall victim to that play, and I can certainly see it happening.
Getting blown out like that shouldn't happen too much since you should probably be playing around bellringer anyway.
Your assumption that this is easy to play around because you should be watching out for Bell Ringer is pretty far off the mark. Something as simple as a Giestflame on a spirit token will have the same result.
Honestly even my more skilled opponents had a difficult time playing around this. It's not like you can just never attack with any of your ground guys anymore because they have a Jug out.
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.
Your assumption that this is easy to play around because you should be watching out for Bell Ringer is pretty far off the mark. Something as simple as a Giestflame on a spirit token will have the same result.
Honestly even my more skilled opponents had a difficult time playing around this. It's not like you can just never attack with any of your ground guys anymore because they have a Jug out.
The specific example given was Rebuke, which you would play around in this case exactly as though they had bellringer.
Beyond that, given that there are already two instant speed untap effects in the format at common which you should be playing around whenever possible, it's not really that hard to play around the possibility of others if there's a juggernaut in play, and yes that does occasionally mean giving up some damage. I didn't say it wasn't good synergy and worth watching out for - it is definitely both of those things - I'm just saying that really, getting caught by Rebuke untapping Juggernaut should happen about as often as getting totally blown out by metalcraft dispense justice - as in, it will happen to everyone exactly once.
Galvanic Juggernautplus instant speed removal. I did a ton of damage during the prerelease casting Rebukeon an attacker and then placing my newly untapped Jug infront of another one.
Just saying.
Beyond that, given that there are already two instant speed untap effects in the format at common which you should be playing around whenever possible, it's not really that hard to play around the possibility of others if there's a juggernaut in play, and yes that does occasionally mean giving up some damage. I didn't say it wasn't good synergy and worth watching out for - it is definitely both of those things - I'm just saying that really, getting caught by Rebuke untapping Juggernaut should happen about as often as getting totally blown out by metalcraft dispense justice - as in, it will happen to everyone exactly once.
You could play around dispense with metalcraft. By attacking with one dude... you can't really do that in this case, i'm mean you can still build your board position and once your far enough ahead swing away into the negative CA regardless. But that could spew alot of damage. But took think you can tell this early in the format this is nearly always going to be the correct play is pretty ridiculous, it may end up being true but you really really don't know it. Playing scared does not = playing good.
Side note often in SoM formats i would attack into 2W metalcraft with all my beaters... non-utility guys anyways.
"I have no idea what it's like not to be a straight white male, and the experiences of others are irrelevant." -Conservative Motto
Calling someone a Commie is flaming and must be stopped, but turning the word Conservative into a loaded pejorative and using it over and over again is perfectly acceptable.
Might be kind of obvious but Grasp of the Phantoms paired with Trepanation Blade is phenomenal. Grasp becomes true removal and the blade is worth a minimum of +2.
So I've seen a bunch of people's early evaluations of M13 limited, and the apparent consensus is that blue is the set's worst colors. I have only played three events, mind you, but I consider myself a bit of a core set limited guru, and while I think it's a bit early to say that blue is the set's best color, I think it's significant;y more in the conversation than people are giving it credit for.
As I've posted elsewhere, Archaeomancer is my pick for the set's best common.
A few that I actually played:
Moment of Heroism + Prey Upon is really, REALLY good. You gain a ton of life, either inflict more damage during a combat phase or save one of your dudes from dying to their blocker, and THEN you get a beefier dude to tear apart their dudes AND gain you a bunch of life. In the W/G humans/wolves deck I played at the pre-release, this combo either wrecked their board or bought me enough time to deal with whatever threat they were dropping. Usually though, nothing lived through the Prey Upon.
Moonmist with any sort of wolf token maker is really, really good. I'm specifically thinking of Garruk and Kessig Cage Breakers (I actually opened both in the same pack during my pre-release, go me), which, granted, are both rare, but with either one of those cards and a few werewolves combat becomes a very, VERY dangerous game for your opponents. I had at least 3 games that turned on me making a bunch of wolves, dropping a human who could transform, and then waiting for the right time to run in and TEAR APART their board/life total. Even playing it on the first swing with Kessig can be a blow out, because it allows him to survive a second time on a crowded board and generate you even MORE wolf tokens.
RRRHeartless Hidetsugu: The Ogre for TrollsRRR
BBBSeizan's Perverted VicesBBB
Certainly a lot more useful than those "power plays" people post all the time of stuff that's only overkill or only ever happens if you're winning. Why you gotta hate, man?
But then again, I played the heck out of that combo. If those two cards are in your pool, you should see them and know exactly how good they are in combination. It might be useful information if you're trying to decide between something like this and Spare from Evil.
RRRHeartless Hidetsugu: The Ogre for TrollsRRR
BBBSeizan's Perverted VicesBBB
Highest DCI Limited Rating: 2022
yeah, that is pretty good. I will feel pretty horrible if I ever fall victim to that play, and I can certainly see it happening.
*DCI Rules Advisor*
Your assumption that this is easy to play around because you should be watching out for Bell Ringer is pretty far off the mark. Something as simple as a Giestflame on a spirit token will have the same result.
Honestly even my more skilled opponents had a difficult time playing around this. It's not like you can just never attack with any of your ground guys anymore because they have a Jug out.
Highest DCI Limited Rating: 2022
The specific example given was Rebuke, which you would play around in this case exactly as though they had bellringer.
Beyond that, given that there are already two instant speed untap effects in the format at common which you should be playing around whenever possible, it's not really that hard to play around the possibility of others if there's a juggernaut in play, and yes that does occasionally mean giving up some damage. I didn't say it wasn't good synergy and worth watching out for - it is definitely both of those things - I'm just saying that really, getting caught by Rebuke untapping Juggernaut should happen about as often as getting totally blown out by metalcraft dispense justice - as in, it will happen to everyone exactly once.
The nerd in me won't this one go.
Just saying.
You could play around dispense with metalcraft. By attacking with one dude... you can't really do that in this case, i'm mean you can still build your board position and once your far enough ahead swing away into the negative CA regardless. But that could spew alot of damage. But took think you can tell this early in the format this is nearly always going to be the correct play is pretty ridiculous, it may end up being true but you really really don't know it. Playing scared does not = playing good.
Side note often in SoM formats i would attack into 2W metalcraft with all my beaters... non-utility guys anyways.
Flame infraction. - Blinking Spirit
Calling someone a Commie is flaming and must be stopped, but turning the word Conservative into a loaded pejorative and using it over and over again is perfectly acceptable.
Not Tribute to Hunger though.
Traitorous Blood is a sorcery.
I prefer the Moment of Heroism in response to your prey upon play. Reverse two for one ftw.