The ultimate is pretty cringe worthy. Assuming that you play this turn 6, it won't be until turn 10 that you can actually use the ultimate (assuming both that your opponent hasn't dealt damage to him and you haven't done things to speed up counters). What is the average life total at turn 10? Even if you do get it off, your opponent can kill the creature you want to buff in response. How many PW ultimates can be countered by murder?
I really like the deck concept. Seems fun. I worry about the speed though. The first 3 turns you really can't do much. No 1 mana cards. Three 2 mana cards and they are all 1 health mana dorks. Turn 3, your enchantments have no immediate impact. Maybe if you are lucky, you can catch a player who is over extending with a radiant flames. But, just playing the odds here, your deck doesn't seem to start coming online until turn 5+ and you have very little in the way of interaction until then. Any halfway decent aggro deck should have you dead or close to it by then. Any decent control deck should have more answers than you have threats. I would still have fun running this on mtgo though. Thanks for sharing.
My main criticism would be that you have very few ways to interact with your opponent. You have 2 select for inspection, 3 aether meltdown, 1 confiscation coup, and an aethersquall ancient. That just isn't enough imho. I would strongly consider dropping the puzzleknots unless you take the deck in a different direction. Also, by my count you have 22 land cards. That is not enough with the power curve you have. Bump that up to 24 at least. Good luck with the deck.
I know it's almost mandatory to post about how each new set is the worst ever, but seriously, this set is great. I think we could skip this thread this time around.
I so badly want to harmless offering this guy to my opponent, then it triggers and gives the rest of my team to him, and then say, "I scoop".
OMFG that is hilarious!
So hilarious in how that doesn't work.
Harmless Offering targets both target permanent AND target opponent. So as it has a target other than Mirrorwing Dragon, the Dragon's ability won't trigger.
You can still scoop all you want though.
And who exactly is going to call "judge" on you if you try it? You want to give me all your creatures and then quit? ummm, okay.
The Mirrorwing Dragon was my promo card, so I forced red into my deck even though I didn't have many good red cards to go with it. I had a lot of white humans though and good equips to go with them so I made a boros build. Slayer's Plate was an all-star. Turns any creature into a beast. Kill my creature? I'll equip the token I got and continue beating face. I went 3-2 overall. Losses were primarily due to land issues (flooding or color screw). Pretty fun time overall, even with stupid eldrazi ruining my favorite plane.
Quote: "I was first amazed by the power of Gnarlwood Dryad but realized that a 1-drop must be strong the first 1-3 turns in order to have an impact and justify a 1 CMC slot. Since you won't have delirium those turns, you sit on a 1/1 deathtouch that trades with Expedition Envoy at best. We don't lack 1-drops in the deck, so I actually dropped the Dryad in my innitial build."
lol, the beautiful thing about deathtouch is that it trades with most creatures. If you are trying to go mid-range, having a 1/1 deathtouch might help buy you a turn or two to get your plan online.
4 mana is "ok". Three color is "bad".
Drawing cards (only one though) as a +1 is nice. Conditional is bad.
Tapping two permanents is fine though weak for a -2.
Ultimate is good but a bit out of reach...
Sadly I don't think she's quite there.
Seems made for a tempo weenie attacker deck, ala Edric, Spymaster of Trest style.
Could have probably cost just GWU for these effects.
It seems a lot of people are seriously misreading her +1 ability. It isn't +1 draw a card. It isn't "uninspired" as someone else said. It's actually quite clever. It's "up to two target creatures". So you can either hit your opponents creatures to dissuade them from attacking you or feeding you cards or you can proactively cast and use on your own creatures (or hit one of each and split the difference). It's also any combat damage. So whether your enemy blocks or not you get cards. If you happen to have vigilant and/or double strike creatures you can double down (or quadruple down) on the card draw. There are many interesting and subtle ways to effect the game state with this ability.
I don't see any problems with Hivemaster. Most of the time you would likely only get 1 or 2 tokens. But it still fits enough deck builds to see some play.
My card(s) are inspired from the new Innistrad lands. I'm just annoyed that this feels like such a missed opportunity. How cool would it have been if they were flip lands?! Nothing overpowering or whatever since they are uncommon. The way I would have done it would have been to basically add the previous innistrad land bonus to the flip side. So for instance Highland Lake would have looked like this:
Highland Lake
Land - Uncommon
~ enters the battlefield tapped. Whenever you discard a card, put a madness counter on ~ then if there are 3 or more madness counters transform it.
tap: R or U
Flip Side
tap: R or U
tap: draw a card and then discard a card.
I'm sorry, but this statement has been rattling around in my brain all day. You don't see a solid reason to put blue in a control deck? Really?
And who exactly is going to call "judge" on you if you try it? You want to give me all your creatures and then quit? ummm, okay.
Quote: "I was first amazed by the power of Gnarlwood Dryad but realized that a 1-drop must be strong the first 1-3 turns in order to have an impact and justify a 1 CMC slot. Since you won't have delirium those turns, you sit on a 1/1 deathtouch that trades with Expedition Envoy at best. We don't lack 1-drops in the deck, so I actually dropped the Dryad in my innitial build."
lol, the beautiful thing about deathtouch is that it trades with most creatures. If you are trying to go mid-range, having a 1/1 deathtouch might help buy you a turn or two to get your plan online.
It seems a lot of people are seriously misreading her +1 ability. It isn't +1 draw a card. It isn't "uninspired" as someone else said. It's actually quite clever. It's "up to two target creatures". So you can either hit your opponents creatures to dissuade them from attacking you or feeding you cards or you can proactively cast and use on your own creatures (or hit one of each and split the difference). It's also any combat damage. So whether your enemy blocks or not you get cards. If you happen to have vigilant and/or double strike creatures you can double down (or quadruple down) on the card draw. There are many interesting and subtle ways to effect the game state with this ability.
How do you feel about this set?
Great
Good
Okay
Poor
Terrible
I voted the top one only cause you didn't give any option between great and terrible.
These are dark times indeed when a 4/4 for 2 mana isn't playable.
My card(s) are inspired from the new Innistrad lands. I'm just annoyed that this feels like such a missed opportunity. How cool would it have been if they were flip lands?! Nothing overpowering or whatever since they are uncommon. The way I would have done it would have been to basically add the previous innistrad land bonus to the flip side. So for instance Highland Lake would have looked like this:
Highland Lake
Land - Uncommon
~ enters the battlefield tapped. Whenever you discard a card, put a madness counter on ~ then if there are 3 or more madness counters transform it.
tap: R or U
Flip Side
tap: R or U
tap: draw a card and then discard a card.