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  • posted a message on GB Zombies, "The zoGBies"
    Bumpdate



    Really liking the Desecration Demon, he fits the aggressiveness of the deck and can be a serious beating
    Posted in: Standard Archives
  • posted a message on GB Zombies, "The zoGBies"
    I've tried using Slitherhead and it always felt underwhelming to use, no matter what I did with it, it's just not that good, and the problem with the charms is they do a lot of good but only against specific cards in specific decks
    Posted in: Standard Archives
  • posted a message on GB Zombies, "The zoGBies"
    The main card for combating enchantments at the moment is Golgari Charm, I've found them handy for getting rid of Detention Spheres, O-Rings, Intangible Virtues, etc (yet to see someone use Rest in Peace), can also be emergency weenie-wipe (great for Knight of Glory) or sweeper insurance. Obviously stopping RiP or worse before it happens is nice, though, so I'll definitely consider it (sideboard is very tight atm)

    EDIT: Oh and does anyone at all think Jarad is playable? I really wanna make him work and in some test games I've seen him do some great things (can just punch through damage if the game goes long) but he's really a 50/50 card
    Posted in: Standard Archives
  • posted a message on GB Zombies, "The zoGBies"
    Here's the deck I've been using in testing, comments and criticisms welcome, the main areas I'm unsure about are the mana base and the sideboard.



    I only include 2 Caverns because I only have 2 IRL and not sure if I want to buy more if I don't have to, not sure about including forests but I sometimes find myself short the green for Mangler and Abrupt. I feel like the sideboard doesn't really know what it wants to be doing right now.
    Posted in: Standard Archives
  • posted a message on [M13] Returning keyword mechanic
    I think I'm basically pretty close to the new guy Wizards wants to pull in, I just started getting my first cards 2 or 3 months ago and I've never seen most of these keywords and as far as colours go my favourites are green followed by white. So now I'm going to go through the list of "Good Candidates" posted on the bottom of page 2 and give my first impressions of each as a newbie:

    Champion - I dunno, this seems alright, I don't really like the idea of losing a creature to play a new one but I can see how it works for green and white, but I don't think it would be much fun to build around.
    Convoke - I can see this working but it feels kind of, I dunno, utilitarian? I'm not sure that makes sense, I guess it's like Champion, I don't wanna use creatures I already have to push out new ones, plus I feel like some of the tactical decisions of what to tap and when and how many would be beyond my skill level.
    Devour - Why do all these abilities want to use my creatures? This one doesn't even give them back when it's done D: Not to mention it feels like I would only get to use it once, maybe twice per game (and it doesn't fit in with the colours, IMO).
    Exalted - I know a lot of you guys like this one but it seems sooo boring to me, I don't want a field full of creatures and then only attack with one, I want THE BIG SWING!
    Flanking - I've actually seen this one before! Yay! I didn't like it :I I found it really annoying to play against and it made games less fun.
    Forecast - I actually like this one, it makes cards twice as useful and seems like a lot of fun! But at the same time it seems like a really blue tricky trick.
    Hellbent - I like this too because it encourages me to play my cards, which is what I want to do! The idea of playing out my last card and imagining all my critters suddenly going crazy is cool, plus it's an ability that enables other abilities!
    Provoke - Hmmm, I dunno, I can see this being useful, but also annoying...my biggest issue, however, is that it's kind of a one-trick pony, where's the fun? It only does one thing. YAWN.
    Reinforce - I dunno, maybe this could work, counters are a little fiddly but they did it with bloodthirst, but it seems kind of an expensive and un-fun way to boost my creatures by throwing cards away.
    Unearth - I can see this working, it adds a layer of excitement and makes the graveyard a more active game space, except it seems to not fit in, colour-wise, it's very black, a bit red, maybe a little blue, but not very white or green at all.

    Special mention because a lot of people seemed to talk about it:
    Cycling - Yawn yawn yawn, boring, like someone said earlier I put cards in my deck because I want to play them, not to throw them away and hope for better. I'm a newbie here, guys, I've heard terms like card advantage and milling but I don't really know what it means or why I want to do it.

    And those are my first impressions as the new guy to the game, feel free to tear me apart because really I'm not very good at the game yet and I don't understand the subtleties of some of these and how they can be used. Also feel free to suggest other abilities you like the look of that I can have a look at and give my haste-y (ha) newbie verdict on.
    Posted in: Baseless Speculation
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