What does Benthic Infiltrator do for you? I don't see a way to take advantage of the cards it ingests, so do you just have it in there as a 1/4 for 3 that is unblockable? I would personally change those to 2 more Ruination Guide and 2 more Eldrazi Skyspawner. Both of these hit harder than the infiltrator, but also double-up the pumping of Vile Aggregate (Ruination Guide with +1/+0, and Skyspawner with the extra colorless token).
Not to derail the thread too much, but do any of you know of an LGS that stamps cards for the prerelease?
Without calling any out, I've been to three different ones where I have either seen people cheat or had very good reason to suspect cheating. Even people walking around asking if they had <X> card they would trade, before the matches started (and not cards for other formats, things like Allies in Zendikar or Shatter in Scars of Mirrodin, etc.).
I run a few fetches in my mono blue because I am also playing Top and Jace, but I also run Scroll Rack and Future Sight, which you could consider (especially since the latter helps devotion and is just ridiculously awesome).
I agree Mono Blue is surprisingly mana-hungry, so I play Ancient Tomb to help "ramp" a little. I also play some life gain though to offset it: Wurmcoil Engine (good with Academy Ruins / Buried Ruins), Loxodon Warhammer, etc.
Serious question: How do you deal with graveyard shenanigans / repeated recursion? I'm seriously thinking about playing Arcane Laboratory to prevent people from going off.
Aether Membrane is cool for stalling, but you need as many cantripping walls as you can so you can draw into Vent Sentinel (or make the ones you have more effective).
What do you think about the likelihood of Repeal getting reprinted in Gatecrash?
- It's an answer to the back half of Thragtusk with no card disadvantage
- It's an awesome Simic tempo card
- It's a way of "buying back" creatures to pump guys with Evolve
- In block, it answers Centaur tokens
Mentor is a pretty bad card - if you play Honor of the Pure it stops working
1/1 token with +1/+1 has > 2 power?
and you often don't have the mana available to use it.
Three mana for Mentor of the Meek turn three, four mana for Lingering Souls and a card turn four? Five mana for Midnight Haunting and two cards turn five?
It's a card you have to build around to get to work
...there was a signet in every pack drafted during RRR, RRG or RGD. They don't want that sort of Standard season again. Leaving mana rocks out of Sinker will help avoid that again; conversely putting all 10 Signets into Sinker will make it worse.
So having signets in only one of three packs is worse than having signets in all three packs?
Common: (10/10 chance of each)
Auger Spree
Dead Reveler
Deviant Glee
Gore-House Chainwalker
Grim Roustabout
Rakdos Guildgate
Rakdos Shred-Freak
Skull Rend
Spawn of Rix Maadi
Splatter Thug
Seem about right?
Would be pretty interesting if we got exactly one of each guild common in each booster...
EDIT:
Nvm, seems there are too many watermarked commons for some guilds...
Seems like it should end up:
1/8 for each possible, guild rare
3/10 for each possible guild uncommon
10/11 for each possible guild common
If so, then I'm missing:
1 Selesnya Rare
3 Selesnya Uncommon
1 Golgari Common
1 Azorius Uncommon
2 Azorius Common
1 Izzet Common
2 Rakdos Uncommon
1 Rakdos Common
Mimic Vat
Phyrexian Processor
Orochi Hatchery
Pentavus
Trading Post
Throne of Empires?
Urza's Factory?
Without calling any out, I've been to three different ones where I have either seen people cheat or had very good reason to suspect cheating. Even people walking around asking if they had <X> card they would trade, before the matches started (and not cards for other formats, things like Allies in Zendikar or Shatter in Scars of Mirrodin, etc.).
Wash Out can be used on your opponents and/or yourself.
Mulldrifter is kinda good with bounce.
I run a few fetches in my mono blue because I am also playing Top and Jace, but I also run Scroll Rack and Future Sight, which you could consider (especially since the latter helps devotion and is just ridiculously awesome).
I agree Mono Blue is surprisingly mana-hungry, so I play Ancient Tomb to help "ramp" a little. I also play some life gain though to offset it: Wurmcoil Engine (good with Academy Ruins / Buried Ruins), Loxodon Warhammer, etc.
Serious question: How do you deal with graveyard shenanigans / repeated recursion? I'm seriously thinking about playing Arcane Laboratory to prevent people from going off.
Came here to say this. Also, Quicksilver Fountain. Hose their colors while ramping yourself.
Aether Membrane is cool for stalling, but you need as many cantripping walls as you can so you can draw into Vent Sentinel (or make the ones you have more effective).
- It's an answer to the back half of Thragtusk with no card disadvantage
- It's an awesome Simic tempo card
- It's a way of "buying back" creatures to pump guys with Evolve
- In block, it answers Centaur tokens
If I were to Magically Hack the Gorilla Pack naming Islands, isn't it now essentially a Manta Ray (without the evasion)?
FWIW
1/1 token with +1/+1 has > 2 power?
Three mana for Mentor of the Meek turn three, four mana for Lingering Souls and a card turn four? Five mana for Midnight Haunting and two cards turn five?
Those have never worked..
..on topic: functional reprints of cards on the reserved list. Make it more of a TCG than a CCG.
So having signets in only one of three packs is worse than having signets in all three packs?