Fuse cards- because you have to hit a card with lower cmc and then cast it for free this allows you to cast both halves of the fuse card for free even if one is a 2 drop and the other is a 5 drop.
You can't cast "both" sides, you have to pick one.
Fuse only works if you cast it from your hand. But you can hit the smaller side, and cast the bigger one.
I personally don't like it because of how much counterburn I am seeing in my meta. The Priest hits longer and without getting Sealed away. I see he already has it in his original decklist and I wholeheartedly agree.
Here is what I am working with. I have had pretty solid success with it so far. I keep thinking I just might want to main Wrath, but that Sulfurous Blast should suffice in it's spot. Also considering Think Twice, instad of Truth or Tale but I think I like Truth or Tale well enough as a way to get lands I need for the angel if I am having any problems pulling that third color.
You are paying RB mana for a specter's wail sometimes, other times you don't get anything, and sometimes you could wreck someone who took a mana light hand becuase.....oh wait, you can't do that. This is no hymn to tourach unfortunatley, If the deck somehow takes advantage of the other half of rise//fall I could justify playing it. The other bad thing thing about this spell is that you don't actually get to see their hand, which is where other discard spells really shine, cause then, if they have that wrath, you will know and you can play around it.
Wait. So you are telling me that even though 75% of the time you are pulling 2 random cards out of their hand that it's not a good discard card? Even if they could pick the 2 cards it would be decent at least. Even 1 at random isn't that bad if they have to show me a land so I can figure what to destroy on the board if I have some LD.
Testing a build now that drops the dragons out of the deck for + 4 blazing shoal to discard hit // run for a ton of fast damage on top of everything else.
The abilities cost 4 to activate. This is the same reason Gruul Guildmage is not played in Gruul decks.
It's unfortunate that other people don't agree with this.
This is above the curve (3) to give you an x/3 creature- 3 is the magic number of the format because of Last Gasp, Helix, etc. If you're going to push the curve of the deck for a creature, it'd better be one that is resiliant and game winning. While the Dragon can be game winning (this, of course, requires beastly amounts of mana and the Hellbent condition), it's very fragile. Too fragile to shift the curve of the deck up for.
I am not sure about that. The Dragon at T4 typically is hellbent anyways, and 4 for a 3/3 pumpable jumping doublestriker is a game ender. In my experience, my opponent doesn't have enough resources left in their hand to destroy both it and the poppet come turn 4. Not to mention that beastly amounts of mana is not required as your opponent is topdecking like mad usually to keep chumps in front of it at that point.
Will test it further tonight, but isn't typically hit // run going to deal at least 2 damage to an opponent and remove a creature? That's not worth running why?
While Confidant was ok when I tested him the first time, I didn't like him in this deck as much as I thought I would, considering that my 2 drops are fat with discard that I will typically play first anyways due to the nature of the deck, and my 3 drop goes to poppet, and if I wait until Turn 4 to play him, it is too late to make him really worth it at that point IMO.
Well, Rise//Fall LOOKS like Hymn but it not. The other thing is that POTENTIAL random discard (if you hit land cards it's a flop) dosn't help you much against control/ combo decks, or at least I think so. Maybe if they have a low land count but that's quite unlikely.
I think that's crazy talk. there are around what, 22 lands in a typical deck about now?
Most of the time, you end up with 2 lands maybe 3 in your starting hand. The chances of hitting a land if you go first isn't really that high unless your opponent topdecked a land.
Lets see here is the worst case scenerio you will run into typically.
7 cards, 2 lands starting hand. Your opponent goes first.
Plays a land, plays a 1 drop. 1 land and 4 non lands in hand.
(Your turn: Land, Seal of fire)
Turn 2, Opponent Draws a land, plays a land, plays a 2 drop (if it is a threat, it gets the holy crap Sealed out of it). Thats 1 land and 3 non land cards in hand.
(your turn, land, rise // fall. You have a 1 in 4 on the first pick and a 1 in 3 on the second pick of hitting a land.)
You ask me, that's pretty good, since you have a decent chance to leave your opponent decimated there with little to show for it.. and that's about as bad as it gets most of the time.
I have played rise/fall ALOT lately, and I have only seen 2 lands 3 times total. Most of the time I am pulling away combo pieces or counters or whatever. In fact, Rise and fall is one of the few discard cards that your opponent SHOULD counter.
After running some tests over the weekend, here is what I got.
Alot of you have the right Idea, but the wrong cards. Hit // Run is one of the best removal cards we have seen in a while, and Rise // Fall is just amazing. Best discard since Duress IMO. Here is what I am running.
Maindeck Notes:
Murky Strand is really really good for rise // fall. I have done alot of damage by bouncing a large creature back with rise and getting back a Hellhole Rats from the graveyard VS an opponent that has no cards in hand. Or alternatively, you can always go with the Ravenous Rat to merely discard it.
Note, that the synergy between Sickening Shoal and hellbent is awesome!
Also, Seal of fire is really good with the poppet, if you want to damage him just to get rid of cards in hand when he swings to beat down control, and strong with the fist/doublestrikers. On that note, the only thing better than Jitte alone is Jitte on a first striker (Augermage) or a doublestriker (Rakdos Pit Dragon).
And yes, I know it's 61 cards, but I will be dammned if I can figure out what to drop..
SB Notes:
Mindslicer gets SBed in against Burn for the poppet
You can't cast "both" sides, you have to pick one.
Fuse only works if you cast it from your hand. But you can hit the smaller side, and cast the bigger one.
How is that not "Adult Behavior"?
Seems to me that dismissing their lawsuit out of hand (which a capital "J" Judge hasn't done yet)is more childish than anything else.
They took the "less powerful" route at nearly every opportunity, but that's acceptable I suppose.
I was hoping for a reprint of some of the old Portal cards like Devastation, myself.
Let me know what you think.
1x Firemane Angel
4x Lightning Angel
Burn
4x Electrolyze
4x Lightning Helix
3x Char
4x Psionic Blast
Counter:
4x Rune Snag
4x Remand
4x Cancel
4x Browbeat
2x Truth or Tale
Lands:
4x Gemstone Mine
4x Steam Vents
4x Sacred Foundry
4x Hallowed Fountain
3x Mountain
3x Island
4x Wrath of God
4x Faith's Fetters
4x Sulfurous Blast
2x Disenchant
1x Teferi, Mage of Zhalfir
I would run Spectral Lynx over Savanna Lion, and
run the discard gargoyle (cant remember the name right now).
Wait. So you are telling me that even though 75% of the time you are pulling 2 random cards out of their hand that it's not a good discard card? Even if they could pick the 2 cards it would be decent at least. Even 1 at random isn't that bad if they have to show me a land so I can figure what to destroy on the board if I have some LD.
Testing a build now that drops the dragons out of the deck for + 4 blazing shoal to discard hit // run for a ton of fast damage on top of everything else.
I am not sure about that. The Dragon at T4 typically is hellbent anyways, and 4 for a 3/3 pumpable jumping doublestriker is a game ender. In my experience, my opponent doesn't have enough resources left in their hand to destroy both it and the poppet come turn 4. Not to mention that beastly amounts of mana is not required as your opponent is topdecking like mad usually to keep chumps in front of it at that point.
Will test it further tonight, but isn't typically hit // run going to deal at least 2 damage to an opponent and remove a creature? That's not worth running why?
While Confidant was ok when I tested him the first time, I didn't like him in this deck as much as I thought I would, considering that my 2 drops are fat with discard that I will typically play first anyways due to the nature of the deck, and my 3 drop goes to poppet, and if I wait until Turn 4 to play him, it is too late to make him really worth it at that point IMO.
I think that's crazy talk. there are around what, 22 lands in a typical deck about now?
Most of the time, you end up with 2 lands maybe 3 in your starting hand. The chances of hitting a land if you go first isn't really that high unless your opponent topdecked a land.
Lets see here is the worst case scenerio you will run into typically.
7 cards, 2 lands starting hand. Your opponent goes first.
Plays a land, plays a 1 drop. 1 land and 4 non lands in hand.
(Your turn: Land, Seal of fire)
Turn 2, Opponent Draws a land, plays a land, plays a 2 drop (if it is a threat, it gets the holy crap Sealed out of it). Thats 1 land and 3 non land cards in hand.
(your turn, land, rise // fall. You have a 1 in 4 on the first pick and a 1 in 3 on the second pick of hitting a land.)
You ask me, that's pretty good, since you have a decent chance to leave your opponent decimated there with little to show for it.. and that's about as bad as it gets most of the time.
I have played rise/fall ALOT lately, and I have only seen 2 lands 3 times total. Most of the time I am pulling away combo pieces or counters or whatever. In fact, Rise and fall is one of the few discard cards that your opponent SHOULD counter.
Alot of you have the right Idea, but the wrong cards. Hit // Run is one of the best removal cards we have seen in a while, and Rise // Fall is just amazing. Best discard since Duress IMO. Here is what I am running.
4 Blood Crypt
4 Sulfurous Springs
4 Watery Grave
1 Rix Maadi, Dungeon Palace
3 Swamp
6 Mountain
Creatures (19)
3 Jagged Poppet
3 Rakdos Augermage
4 Rakdos Pit Dragon
4 Hellhole Rats
1 Lyzolda, the Blood Witch
4 Ravenous Rats
3 Sickening Shoal
4 Seal of Fire
4 Hit // Run
4 Rise // Fall
3 Umezawa's Jitte
2 Infernal Tutors
3 Rain of Gore
4 Cranial Extraction
4 Kindle the Carnage
4 Mindslicer
Maindeck Notes:
Murky Strand is really really good for rise // fall. I have done alot of damage by bouncing a large creature back with rise and getting back a Hellhole Rats from the graveyard VS an opponent that has no cards in hand. Or alternatively, you can always go with the Ravenous Rat to merely discard it.
Note, that the synergy between Sickening Shoal and hellbent is awesome!
Also, Seal of fire is really good with the poppet, if you want to damage him just to get rid of cards in hand when he swings to beat down control, and strong with the fist/doublestrikers. On that note, the only thing better than Jitte alone is Jitte on a first striker (Augermage) or a doublestriker (Rakdos Pit Dragon).
And yes, I know it's 61 cards, but I will be dammned if I can figure out what to drop..
SB Notes:
Mindslicer gets SBed in against Burn for the poppet
What do you