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  • posted a message on Worst card in Betrayers?
    How about Kumano's Blessing? 2R for an enchant creature (sure, i guess its an instant speed one) that lets the enchanted creature remove whatever it damages instead of putting it into the graveyard if destroyed? Jank. Total jank. It's like, highly situational and card disadvantageous graveyard removal for red. What's the point? For R more you get Frostweilder who carries the same ability. Are you gonna tell me that frostweilder without the remove ability would only cost R?
    Posted in: New Card Discussion
  • posted a message on Ninja decks
    Rat-Jutsu (t2):
    4 Nezumi Cutthroat
    4 Chittering Rats
    4 Ravenous Rats
    4 Nezumi Graverobber
    4 Throatslitter
    4 Skullsnatcher
    2 Ink Eyes, Servant of Oni
    2 Patron of the Nezumi
    2 Death Cloud
    2 Marrow Gnawer
    4 Nezumi Shortfang
    24 Swamp

    Drop down a cutthroat to have an easy ninjutsu target. Chittering and Ravenous rats also provide great ninjutsu targets with the card advantage they provide. Throatslitter provides removal. Ink eyes and Night eyes provide reanimation. The patron is useful for saccing ninjas (who you play via ninjutsu for cheaper than their price). Marrow Gnawer provides a good win condition that creates hard to block tokens for ninjutsu targets. Shortfang and Patron take advantage of the death cloud by making it twice as devastating. Note that this is a casual deck, and not intended to stand up to affinity.
    Posted in: New Card Discussion
  • posted a message on Sligh in Post-BOK CHK Block?
    Hm... the only differences I see between our decks is that you have +1 Mountain +3 Cohort +2 Torrent +4 Frostling, And I have +4 Flames of teh Blood Hand +2 Yamabushi's Flame +4 Lava Spike. Other than that the decks look identical. The difference between 22 and 23 lands is probably inconsequential, the real differences here are yours is more anti-creature while mine tries to throw huge ammounts of burn into the face.


    Flames of the Blood Hand Vs. Torrent of Stone:
    They both provide 4 damage. Flames of the blood hand hits players, torrent of stone hits creatures. The biggest difference is that Torrent is too pricey. At 4, with a splice cost that is nearly impossible to manage with only 8 other arcane spells and 12 other effects that sac your own lands, there is pretty much no situation under which you could cast it. Plus it can't sac the God's eye, which makes it even weaker. Being able to remove a blocker is great, but Flames takes a sizeable chunk out of the opposition's life and can't be stopped. It can also provide card advantage/keep them in death range by trumping their lifegain.

    Lava Spike vs. Frostling:
    Originally I was all for frostling, back when it could hit creatures and players. Hitting players is vital to this deck, as the board position doesn't matter if they're already dead. And with the overall toughnesses in this block being higher (especially with the inclusion of bushido), it becomes harder to kill things with fanatic-style creatures. And when you can't hit a player, that means his effect goes to waste. Plus Lava Spike is arcane, meaning glacial ray can splice onto it for additional damage, which is always a plus.

    Cohort+1 Mountain Vs. Yamabushi's+2 FotBH:
    Bascially if it comes down to a situational creature or versatile burn, I'll go with the burn. I know you already run 2, but a full set of four gives you a very good way to deal with pesky samurai or spirits, or launches 3 at the head in a pinch. Cohorts on the other hand, can go turns at a time not attacking and then just rolls over when the opposition drops a Samurai of the pale curtain. And while another land would probably be nice (and I may end up dropping 1-2 more 3 cost burn spells for mountains) I'm going to try for the massive burn strategy right now.
    Posted in: New Card Discussion
  • posted a message on Sligh in Post-BOK CHK Block?
    Except its more like

    Genju
    Flames of the Blood Hand
    Yamabushi's Flame
    Glacial Ray
    Crack the earth
    Lava Spike

    which is 23 (only running 3 genju). 23 spells + 22 lands = 15 spaces for creatures. So a 1 in 4 chance of drawing a creature spell each turn. So out of your starting 7 cards plus your first turn draw you can expect 2 creatures. If you consider one of those is the cohort, that means that there is only one other creature to have him attack, and it could be as many as 4 turns before you draw anther creature. A 2/2 that attacks once and then does nothing for 3 turns is pretty bad in my book. I'd much rather run something that has synergy with the rest of the deck for my slots: Avalanchers, Zo-Zu (3), Raiders, Blizzard Herders. So yes, this deck is Akki Ponza/Burn I guess, but that's the way I like it.
    Posted in: New Card Discussion
  • posted a message on Heartless Hidetsugu/Overblaze combo
    Part of the point of a deck like this is redundancy. Furnace and overblaze can provide similar function for their finishing abilities. Both of these cards are also useful with cards with incredibly high power (genju of the spires for example) and cards with the ability to pump, as the pumping is basically doubled (try umezawa's jitte). Oh yeah, and gratuitous violence works as another overblaze/furnace.
    Posted in: Standard Archives
  • posted a message on Heartless Hidetsugu/Overblaze combo
    Turn one mox talisman. Turn two pain yourself with talisman and drop furnace. Turn three hitedsugu. Turn four tap to win.
    Posted in: Standard Archives
  • posted a message on Captain Soulpatch
    Anybody else think he looks quite a bit like Zorg form Fifth Element? Rather hilarious.
    Posted in: Speculation
  • posted a message on Reduce to Dreams: Worst Attempt at a Hoser EVER
    Reduce to Dreams was supposed to be an arcane instant for 3U that bounced all artifacts. Instead we find its a non-arcane SORCERY for 3UU (!!) that hits all artifacts and enchantments (whoo yeah, so now i return my own MotM when i play it... go me). Wow... wizards really doesn't want affinity to step down, do they. I mean, compare this to rebuild: it costs 1U more, is a sorcery, doesn't cycle, and its only other "beneficial" ability is the ability to bounce all enchantments. Heck, to see how this is so pointless compared to older cards, compare it to hurkyl's recall: it costs 2U more, hits all of your own stuff, and is a sorcery. Total jank. It might have been worth playing at a 4 cc instant, or maybe even sorcery, but how it is now is totally worthless.
    Posted in: New Card Discussion
  • posted a message on Sligh in Post-BOK CHK Block?
    Yeah the card is truly sick, heck, I'd even play it as a low pick in draft and a medium inclusion in sealed. I remember when it came out my friends and I originally thought you could use the ability endphase of their turn and have the bonus carry over to your turn when you could use it again. It was like, fireblast on legs. Of course, then we found out that wasn't how it worked, but it was great while it lasted. It's still a very powerful card, one of the best one drops in red in a while. Sure, its no Mogg Fanatic, or Jackal Pup, or Grim Lavamancer, but its up there.
    Posted in: New Card Discussion
  • posted a message on Bok Blue Review
    Um... the blue genju? Sickly awesome. It fits in very well in landstill decks (one drop under the standstill, then creates a good clock). Also ridiculous in limited.
    Posted in: New Card Discussion
  • posted a message on Sligh in Post-BOK CHK Block?
    You won't be scoffing at Blizzard herders when someone drops one and then cracks the earth turn three, taking out two of your lands and swinging for five with the Akki Raider they played last turn and putting a 1/1 spirit token into play. Especially if they follow up on the next turn with a Zo-Zu.
    Posted in: New Card Discussion
  • posted a message on T2 MonoBlue weenie/disruption
    Not terrible. I'd drop the Teardrop Kami, they're really not that good (wooo twiddle on legs...). In their place I'd add in another Spiketail hatchling, another Ninja of the Deep Hours, and two hinder. I'd then drop the Disrupting shoal for the other two hinder. SB I'd lose the quash (only good against TnN, and they'd just board in Boseiju anyways) to put in relic barriers, as affinity will walk all over this deck. Also drop one of the Temporal Adepts for a Ninja of the deep hours (since multiple temporal adepts are pricey and uneccessary while multiple NotDH is repeated card advantage). Maybe try to fit shuriken in there somewhere, with 8 ninjas shuriken would be a good source of reuseable spot removal, one of blue's traditional weaknesses.
    Posted in: New Card Discussion
  • posted a message on Genju of the Realm
    Yeah it'd probably be something like 2 of each of the 10 duals, 2 of each of the fetchlands, all 6 genjus. Well, maybe a few less of something and some wrath in there to take advantage of the fact that all of your creatures are "man-lands"
    Posted in: New Card Discussion
  • posted a message on An open letter to Mark Rosewater
    I dunno, it doesn't get much worse than Mudhole.
    Posted in: New Card Discussion
  • posted a message on Reduce to Dreams - will it stop affinity?
    The thing is, the metagame ISN'T 90% affinity. It's currently something like 30% affinity, 25% TnN, 20% Other Green Control (U/G or B/G cloud), 10% Big Red, and like 15% other rogue decks. (Keep in mind these are rough estimates). But affinity is nowhere near the powerhouse it once was. That's not to say it isnt a good deck, it just hasn't been showing up in the numbers it once was.
    Posted in: New Card Discussion
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