That's a lot needed to make a bad card good. That's three different colors right there, and Odric needs to be attacking with multiple creatures to work. That's a lot of requisites even before you consider the possibility that the opponent may just end up sacrificing it or otherwise killing it like they would have before.
Well that is not that hard...
Its just a more aggressive Esper Control.
As long as you have lingering souls (which EVERY ESPER DECK RUNS) it would not be that hard to pull off.
Um standard storm is pretty fun.
it costs about $120 to build.
Pretty much its:
x4 Mox Opal
x4 memnite
x4 Infernal Plunge
x4 Kuldoltha Rebirth
x4 Battle Hymn
x4 Faithless Looting
x4 Dangerous Wager
x4 Flayer Husk
x3 Reforge the Soul
x3 Past in Flames
x2 Burning Vengence
x19 Mountains
More or less, you just cast the ramp spells, cast Past in Flames, repeat, casting the draw spells as you go, and win by just consistanly FLashbacking your spells to do damage as you continue the chain.
Personally I run a red deck that doesn't run Bonfire
The only miracle in the deck is Reforge the Soul.
As it turns out, "Standard Storm" is actually fun :p. I beat out my friends Mono G deck pretty consistantly. The only Problem is that Counters and Thalia makes my life MUCH more difficult -.-
Besides.. I love how all these little kids love to complain about "control"....
God could you imagine how they would react if up against cards like Force of Will???
Um.... Control is still around to some extent in legacy.
High Tide is still quite playable, you just need to Blue Sun Zenith rather than Brainfreeze.
Hivemind is a "control" deck with a combo as a wincon.
I do see stasis popping up now and then (god i hate that deck)
But over all, control is always behind Aggro.
Yes you can say "oh but control can prevent you from playing X,Y, and Z spells" but that is ONLY if they even HAVE the answers to start with. Additionally, they need to have the mana open and have enough mana.
Additionally, for the most part, control will almost always have less answers then there are threats. Control needs to dedicate slots to draw/library manipulation to ensure it keeps drawing answers. Aggro does not need to worry as much. Also there are less answers cards than aggro cards in this standard to start with. A control deck will run out of counters long before a aggro deck runs out of Prime Titans/Strangleroot Geists/Huntmaster/ ect.
2 Mana Myrs+ 2 Myr Galvanizers+1 Myr Propagator= Infinite Myrs/Mana
Heartless Summoning +Havengul Lich+ Priest of Urabrask= Infinite R mana
those are 2 infinite combos i can think of in standard
Still think stuffy with switcheroo is just funny :P.
No matter what you steal you just make a profit.
They get a stuffy doll aimed at them, so effectively lost a creature (i highly doubt they would block with stuffy doll) and you get one of their bodies. Additionally, he gives cards like Bonfire more fun
A ramp spell that costs anything more than 2 mana is irreverent in standard, if you're looking at Tier 1. I mean people might try to make it work but other than that, EDH players can buy it cheap.
Maybe before, because those ramp spells put land in tapped, or tapped for 1 mana, which left you vunerable.
This card though allows you to tap out for it, and still have enough mana to cast Ghostly flicker, mana leak, Dissipate, Murder, ect. to keep control. Additionally, it makes it so that (assuming you played no other ramp) you can play a Stormtide Leviathan turn 6 or a griselbrand turn 6. Which is pretty good.
Oh! and I have now finally found a use for those worthless Inquisitor Flails!
Stuffy Doll+ Inquisitor Flail+ Lure= PROFIT!
Well that is not that hard...
Its just a more aggressive Esper Control.
As long as you have lingering souls (which EVERY ESPER DECK RUNS) it would not be that hard to pull off.
it costs about $120 to build.
Pretty much its:
x4 Mox Opal
x4 memnite
x4 Infernal Plunge
x4 Kuldoltha Rebirth
x4 Battle Hymn
x4 Faithless Looting
x4 Dangerous Wager
x4 Flayer Husk
x3 Reforge the Soul
x3 Past in Flames
x2 Burning Vengence
x19 Mountains
More or less, you just cast the ramp spells, cast Past in Flames, repeat, casting the draw spells as you go, and win by just consistanly FLashbacking your spells to do damage as you continue the chain.
The only miracle in the deck is Reforge the Soul.
As it turns out, "Standard Storm" is actually fun :p. I beat out my friends Mono G deck pretty consistantly. The only Problem is that Counters and Thalia makes my life MUCH more difficult -.-
God could you imagine how they would react if up against cards like Force of Will???
High Tide is still quite playable, you just need to Blue Sun Zenith rather than Brainfreeze.
Hivemind is a "control" deck with a combo as a wincon.
I do see stasis popping up now and then (god i hate that deck)
But over all, control is always behind Aggro.
Yes you can say "oh but control can prevent you from playing X,Y, and Z spells" but that is ONLY if they even HAVE the answers to start with. Additionally, they need to have the mana open and have enough mana.
Additionally, for the most part, control will almost always have less answers then there are threats. Control needs to dedicate slots to draw/library manipulation to ensure it keeps drawing answers. Aggro does not need to worry as much. Also there are less answers cards than aggro cards in this standard to start with. A control deck will run out of counters long before a aggro deck runs out of Prime Titans/Strangleroot Geists/Huntmaster/ ect.
Heartless Summoning +Havengul Lich+ Priest of Urabrask= Infinite R mana
those are 2 infinite combos i can think of in standard
No matter what you steal you just make a profit.
They get a stuffy doll aimed at them, so effectively lost a creature (i highly doubt they would block with stuffy doll) and you get one of their bodies. Additionally, he gives cards like Bonfire more fun
Maybe before, because those ramp spells put land in tapped, or tapped for 1 mana, which left you vunerable.
This card though allows you to tap out for it, and still have enough mana to cast Ghostly flicker, mana leak, Dissipate, Murder, ect. to keep control. Additionally, it makes it so that (assuming you played no other ramp) you can play a Stormtide Leviathan turn 6 or a griselbrand turn 6. Which is pretty good.