The year is 2003
Wizards print a brand new set called "Mirrodin", with a novel focus on artifacts as a card type to flesh them out in ways they haven't been done before.
Then they include this card;
The MemnaspellBB
Sorcery (R)
Any number of target artifacts lose all abilities until end of turn, then destroy them. Choose an artifact you control. Put either two +1/+1 counters or two charge counters on it for each artifact destroyed this way.
basically what this feels like
How warping can a single card be? It would be one thing if it was just a hoser, but instead its an "I win on the spot" in any planeswalker vs planeswalker matchup, encouraging you to use walkers and beat your opponents walkers, thereby creating a degenerate arms race around one card.
They did make that card, it was called arcbound ravager
Can you name another permanent type that is less likely to have multiples on the field? In what common scenario of constructed is there going to be multiple walkers for one player and that player not have already won? More often than not this is a Dreadbore that trades the (important) ability to hit creatures for adding two counters to a walker that you just played. I call it sideboard tech for when you know your opponent is running a few 'walkers.
I don't like building a deck around sacrificing your own walkers, either. If you can stick 2+ walkers for multiple turns to set it up, why not just use them to win?
I do agree that in limited you are more likely to get 2/3-for-1's, but it's a rare. That is okay. Not like you are accelerating an ult yourself in limited without another rare.
That's... a lot of potential Servos and loyalty from a 3 mana walker. This could actually fit well into a Bolas's Citadel deck, since it generates a lot of permanents and can act as a 2nd Citadel for an OTK. Probably too janky, but this still seems really strong.
So the x2 Expansion loop is pretty sweet, but can someone confirm that this works too: you minus Ral, then continue your turn. If at any point your opponent plays a instant/sorcery of cmc < 4 you Expansion it and can then use the Ral copy to start the infinite loop? In other words, once you minus Ral with two mana up your opponent can't cast spells or risk instantly losing?
Idk how reliably we're going to be able to have creatures in the graveyard on curve for these undergrowth cards in constructed, much less limited. Seems sort of inconsistent at best unless we get some Grisly Salvages and Satyr Wayfinder type cards spoiled.
We have Glowspore Shaman, but it's uncommon. Personally I'm looking for a one or two-drop that sacrifices itself.
I like how they spoil Trostani Discordant at the came time as Connive.
Me: "Oh, cool a way to steal small creatures. Anything powerful that can be grabbed? *See's anthem with 1-power* O hey that's- *keeps reading* ...nvm."
Please tell me that's not Josu, or I'll have to get this card.
And I mean, the drawback is nasty and all, but how does an Enchantment with Hexproof actually leave the battlefield in Standard? Commander has the likes of Merciless Eviction, but...
Preface: I have never actually played 2HG, so all of what I am about to say is based off of what I have heard and my own conjecture. I hope I don't end up sounding foolish.
To begin, your proposed scenario sounds rather like you don't know partners share pools, so the hypothetical W/B lifegain deck could run the other persons payoff cards while the second does something else with the other powerful cards. 2HG decks tend to be of higher power levels than normal sealed because of this.
As for specific deck combinations, the most obvious is a U/R Surge deck combined with one to trigger it; I'm thinking either a hyper-aggressive R/W deck perhaps or a more control-y U/B type. Another is a W/G support deck to go with a go-wide deck with Scions etc., though this combo looks lacking in interaction with the opposing side. Basically, an idea in 2HG is that one deck "supports" the other to make is function more like a single deck, rather than two individually powerful decks each doing their own thing. For instance, LSV was with Paul Cheon for the OGW 2HG World Premiere, and his deck apparently had no way to win on it's own, but was rather focused on helping Cheon do the dirty work (I don't know the deck specifics or the results of that event, so I can't say how well that worked).
One synergy that I think would be especially fun is an Eldrazi-ramp deck combined with a U-based control deck, the idea being that the control player covers for the ramp player until they can start landing the bombs, and then counter the removal that goes towards said bombs.
Again, I don't play the format, so take my comments with a grain of salt, but I hope you get something from them!
U/W artifcats looks terrible to me this time. I don't see the suppport for it.
Beg to differ. I ran it today and did quite well. Faerie Mechanist is as insane as ever, and Rusted Relic plus Myr Enforcer make for a solid ground. Usually I'd win with either those, or steady air pressure from the Mechanist plus Qumulox. Thoughtcast was good, but of course the whole deck gets all of it's explosiveness from Darksteel Citadel. U/W has plenty of removal besides, so I'd say the support is there. The only problem is that, since it's artifacts, some of the lower drops like the Living Weapons and mana artifacts get taken by other decks. But if anything, that just shows how much support for it there is.
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Can you name another permanent type that is less likely to have multiples on the field? In what common scenario of constructed is there going to be multiple walkers for one player and that player not have already won? More often than not this is a Dreadbore that trades the (important) ability to hit creatures for adding two counters to a walker that you just played. I call it sideboard tech for when you know your opponent is running a few 'walkers.
I don't like building a deck around sacrificing your own walkers, either. If you can stick 2+ walkers for multiple turns to set it up, why not just use them to win?
I do agree that in limited you are more likely to get 2/3-for-1's, but it's a rare. That is okay. Not like you are accelerating an ult yourself in limited without another rare.
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We have Glowspore Shaman, but it's uncommon. Personally I'm looking for a one or two-drop that sacrifices itself.
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Me: "Oh, cool a way to steal small creatures. Anything powerful that can be grabbed? *See's anthem with 1-power* O hey that's- *keeps reading* ...nvm."
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Well, Gatherer search says there is Hour of Revelation and River's Rebuke in Standard.
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To begin, your proposed scenario sounds rather like you don't know partners share pools, so the hypothetical W/B lifegain deck could run the other persons payoff cards while the second does something else with the other powerful cards. 2HG decks tend to be of higher power levels than normal sealed because of this.
As for specific deck combinations, the most obvious is a U/R Surge deck combined with one to trigger it; I'm thinking either a hyper-aggressive R/W deck perhaps or a more control-y U/B type. Another is a W/G support deck to go with a go-wide deck with Scions etc., though this combo looks lacking in interaction with the opposing side. Basically, an idea in 2HG is that one deck "supports" the other to make is function more like a single deck, rather than two individually powerful decks each doing their own thing. For instance, LSV was with Paul Cheon for the OGW 2HG World Premiere, and his deck apparently had no way to win on it's own, but was rather focused on helping Cheon do the dirty work (I don't know the deck specifics or the results of that event, so I can't say how well that worked).
One synergy that I think would be especially fun is an Eldrazi-ramp deck combined with a U-based control deck, the idea being that the control player covers for the ramp player until they can start landing the bombs, and then counter the removal that goes towards said bombs.
Again, I don't play the format, so take my comments with a grain of salt, but I hope you get something from them!
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Beg to differ. I ran it today and did quite well. Faerie Mechanist is as insane as ever, and Rusted Relic plus Myr Enforcer make for a solid ground. Usually I'd win with either those, or steady air pressure from the Mechanist plus Qumulox. Thoughtcast was good, but of course the whole deck gets all of it's explosiveness from Darksteel Citadel. U/W has plenty of removal besides, so I'd say the support is there. The only problem is that, since it's artifacts, some of the lower drops like the Living Weapons and mana artifacts get taken by other decks. But if anything, that just shows how much support for it there is.
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Back off bud...