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Post Post #1700 (ISO) » Wed Jan 30, 2013 12:02 pm

Post by hitogoroshi »

I bet the pairings will be totally random because money.
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Post Post #1701 (ISO) » Wed Jan 30, 2013 12:10 pm

Post by InflatablePie »

I don't think they'll be random, but I think/hope that there won't be 5 set combinations. Like, if you pick Guild A you get Guild B as your ally, but if you pick Guild B as your primary guild, you get Guild C.
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Post Post #1702 (ISO) » Wed Jan 30, 2013 12:41 pm

Post by xRECKONERx »

In post 1699, kdowns wrote:Nope... Dragons Maze will be 6 packs of Dragons Maze

you realize this is incorrect
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Post Post #1703 (ISO) » Wed Jan 30, 2013 12:42 pm

Post by xRECKONERx »

I could see them doing "support" guilds, I guess, where Rakdos gets "support" from Orzohov, whereas Orzohov gets support from Azorius, etc.

but the way they phrased it makes it seem like pairings
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Post Post #1704 (ISO) » Wed Jan 30, 2013 12:45 pm

Post by kdowns »

Derp, I am wrong I just read an article that gave more info that Star Citys website.
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Post Post #1705 (ISO) » Wed Jan 30, 2013 2:08 pm

Post by GreyICE »

In post 1686, Sudo_Nym wrote:Why isn't tarmogoyf banned yet? Is it because a 5/6 for two is fair, or because wizards doesn't want to loss of people who spent $300 for a playset?

Tarmogoyf is a fair card.

It's a powerful card, but inherently fair.

It's really hard to make it a 5/6 on turn 3, at least without some SERIOUS nonsense-bad cards in your deck (Turn 1 Careful Study not possible), meaning it's more like a 2/3 or 3/4 for 2, and that's really not too far above power curve.

Later in the game it's obviously a lot better, but later in the game is later.
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Post Post #1706 (ISO) » Wed Jan 30, 2013 7:34 pm

Post by hitogoroshi »

read a thing so you can recognize if your opponent is cheating
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Post Post #1707 (ISO) » Thu Jan 31, 2013 2:57 am

Post by Thestatusquo »

I can't believe I'm finding myself agreeing with greyice. This is a distinction that people are missing. Fair and powerful. Tarmogoyf and BBE both find themselves in that camp. Just because a card is good doesn't make it broken. Broken has a very specific meaning in the game of magic.

The only argument I can somewhat agree with for a goyf banning has to do with removing a barrier for entry into modern due to cost, but that doesn't really work, since wizards isn't creating the cost. There will always be cards that are expensive in a format of older cards that is played competitively. Getting rid of goyf only would make some other card that much more expensive as the meta shifted around the banning, and, frankly, the fetch lands are a bigger barrier to entry anyway.
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Post Post #1708 (ISO) » Thu Jan 31, 2013 5:17 pm

Post by Fate »

I'd like some advice on this Gruul deck I'm building.

Concept: I've been playing R/B some and sometimes I look at a hand of 4 spells and 3 lands and go "well shit, its a good spread but I can't do shit with this." I'm leaning toward more creature based decks, and even RDW (besides being too meta for me) has a ton of spells that can clog up your hand.

So I want to run this, it hits fast and early. It needs to be winning by turn 4 and win on turn 5 best case scenario, and has plenty of tools to do so.

4 Experiment One
4 Burning-Tree Emissary
3 Rubblebelt Raiders
3 Ghor-Clan Rampager
4 Lightning Mauler
4 Legion Loyalist
3 Mayor of Avabruck
3 Pit Fight
2 Ground Assault
1 Gruul Charm
2 Domri Rade
3 Wild Beastmaster
4 Stomping Ground
4 Rootbound Crag
6 Mountain
6 Forest
2 Kessig Wolf Run

//Sideboard
SB: 4 Ranger's Guile
SB: 3 Searing Spear
SB: 2 Ground Assaults
SB: 2 Clan Defiance
SB: 1 Pit Fight
SB: 2 Wolfir Silverheart

Now I was wondering if there any obvious inclusions and subtractions from the deck (possible from innistrad block) that I'm missing.

What I
DON"T
want to hear is to splash white. I don't want to splash white. It ruins the deck theme into a "Naya" build, gives me mana trouble (as well as making me get an additional 8 shocklands that I don't want), and makes it less consistent. I don't care how could Champion of the parish would love this build I don't want to go tri-colored, nor do I care how insane Boros Charm is (srsly wdf).

Gruul Charm is underrated, but we can discuss that if you really hate it. Its a game winner for me. That+Rubble belt is probably lights out.

I suppose I should through in some Hellriders for my 4 drop instead? I just really like mah raiders.


Ideal Curve:
T1-Experiment 1
T2- Emissary+Mayor/Mauler, etc.
T3: Wild Beastmaster
T4: Raiders (NOPE GET SUPREME VERDICTEDZ)
T5: Legion Loyalist+BLood Rush Beastmaster+Gruul Charm (yeah you can do all 3 for 5 mana baby)=won games?

Ideas?
Last edited by Fate on Sat Feb 02, 2013 6:44 am, edited 1 time in total.
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Post Post #1709 (ISO) » Thu Jan 31, 2013 6:17 pm

Post by kdowns »

Get rid of one Domri, three is overkill
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Post Post #1710 (ISO) » Thu Jan 31, 2013 9:28 pm

Post by chamber »

In post 1709, kdowns wrote:Get rid of one Domri, three is overkill


If hes trying to be aggro that wins on turn 5, 1 is overkill.
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Post Post #1711 (ISO) » Thu Jan 31, 2013 9:44 pm

Post by bv310 »

22 land is too low if you want to consistently have 5 mana on T5. You should consider upping the count to 23 or 24.
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Post Post #1712 (ISO) » Fri Feb 01, 2013 2:59 am

Post by Thestatusquo »

I think the curve is too high in general. The deck seems to be confused.
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Post Post #1713 (ISO) » Fri Feb 01, 2013 3:20 am

Post by Fate »

Fair enough on Domri

. how about goblin hellraisers it safe to attack with them on Turn 3 because of Legion loyalist and I'm turn for my Raiders come out swinging
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Post Post #1714 (ISO) » Fri Feb 01, 2013 3:21 am

Post by Fate »

as for the high curve the rampages are only for blood rush and the Raiders are what wins me the game. what 2 or 3 drop should I stick to in your opinion Shea to make the deck still affective and a lower curve
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Post Post #1715 (ISO) » Fri Feb 01, 2013 3:27 am

Post by Fate »

Oh yeah the silverheargs might have been too greedy mana wise
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Post Post #1716 (ISO) » Fri Feb 01, 2013 3:43 am

Post by Fate »

Hmmmm

Cut Domri and Silver for... Hellraisers and? Rangers guile? I like its interaction with beastmaster if they try to remove her in response to her trigger, extra damage for all
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Post Post #1717 (ISO) » Fri Feb 01, 2013 3:44 am

Post by Fate »

Also I'll add skull cracks to the SB
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Post Post #1718 (ISO) » Fri Feb 01, 2013 3:46 am

Post by chamber »

Rubblebelt Raiders is probably the worst card in your deck, a couple silvers isn't a bad thing. They don't need to come down on turn 5 to impact the board. RUbblebelt doesn't actually do anything unless you have a lightning mauler basically.
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Post Post #1719 (ISO) » Fri Feb 01, 2013 4:10 am

Post by Nuwen »

I think we're set for life.

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Post Post #1720 (ISO) » Fri Feb 01, 2013 5:02 am

Post by Fate »

All negative no suggestions eh chamber

Raiders with hellraisers is a huge threat turn 4 and synergies with my lots of early creatures theme
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Post Post #1721 (ISO) » Fri Feb 01, 2013 5:05 am

Post by Fate »

edited cause phone lulz
Last edited by Fate on Fri Feb 01, 2013 7:22 am, edited 1 time in total.
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Post Post #1722 (ISO) » Fri Feb 01, 2013 5:11 am

Post by chamber »

In post 1720, Fate wrote:All negative no suggestions eh chamber

Raiders with hellraisers is a huge threat turn 4 and synergies with my lots of early creatures theme


I don't know how to make the kind of semi-competitive deck you are looking to make. My suggestions would probably involve adding cards like hellrider and Thundermaw Hellkite if you are just looking to make it better. And probably 2 more 1 drops of some nature
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Post Post #1723 (ISO) » Fri Feb 01, 2013 7:21 am

Post by Fate »

Hellkite's are 5 mana and too high for the curve I want

Hellriders will probably make it in, but I want to use Raiders more and I can't fit two 4 drops. Also Hellrider RR opens up potential to be color screwed (I dont own any stomping grounds yet)

I just want advice for cards that are good with the strategy I proposed. No "well youre in G/R you have to get Huntmaster trololol and Rancor's and XXX"

Huntmaster is more for midgame he isnt a game winner.

Anyway yeah I need more 1 drops thats what I dont have a great knowledge base of. Throw in wasteland vipers? Stromkirk Nobles? What? Vexing Devils?

What spells should I throw in now that I wont have Domri?

Also I like Domri still because I can't think of any decent 3 drops (Beastmaster is pretty niche and Hellraiser seems good, but thats all besides going something else), but if he's not aggro enough I'll take your word. I just like the "draw more into my creature pool that I need to win+Removal fighting"


I also have zero way to get rid of indestructible stuff, any g/r cards that do that, or is that just going to be my weakness?

I'm thinking Gruul Charms and Ground assaults on the SB to deal with heavy flyers, but other than that the only weakness I can see is Predator Ooze and even that I might be able to ignore for two turns or so?
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Post Post #1724 (ISO) » Fri Feb 01, 2013 7:40 am

Post by chamber »

In post 1723, Fate wrote:Hellkite's are 5 mana and too high for the curve I want

Hellriders will probably make it in, but I want to use Raiders more and I can't fit two 4 drops. Also Hellrider RR opens up potential to be color screwed (I dont own any stomping grounds yet)

I just want advice for cards that are good with the strategy I proposed. No "well youre in G/R you have to get Huntmaster trololol and Rancor's and XXX"

Huntmaster is more for midgame he isnt a game winner.

Anyway yeah I need more 1 drops thats what I dont have a great knowledge base of. Throw in wasteland vipers? Stromkirk Nobles? What? Vexing Devils?

What spells should I throw in now that I wont have Domri?

Also I like Domri still because I can't think of any decent 3 drops (Beastmaster is pretty niche and Hellraiser seems good, but thats all besides going something else), but if he's not aggro enough I'll take your word. I just like the "draw more into my creature pool that I need to win+Removal fighting"


I also have zero way to get rid of indestructible stuff, any g/r cards that do that, or is that just going to be my weakness?

I'm thinking Gruul Charms and Ground assaults on the SB to deal with heavy flyers, but other than that the only weakness I can see is Predator Ooze and even that I might be able to ignore for two turns or so?


The 3 mana 2/2 that makes all your dudes attack and gives them haste is probably fine, so is that undying has to be blocked by at least 2 creatures guy. There are a plethora of good red 1 drops right now. crackler and stromkirk are the 2 I'd look at first. Beastmaster isn't good at all but it+ pump seemed like the kind of gimickyness a semi-competative deck was looking for.

5 mana spells aren't too slow when they have haste or immediately effect the board in some other way(silver heart), and also help get past stuff like thragtusk (hellrikite flying over top at that point is important, the fact that it still can win the game when your early game gets murdered for w/e reason is also helpful)
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