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PostPosted: Fri May 29, 2015 2:39 am 
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Having options is good. Captain isn't better enough than blitz to be worth cutting ourselves off from the nomad option. In fact, I wonder if it's better than blitz at all.

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PostPosted: Fri May 29, 2015 2:43 am 
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we've got a fair amount of good nomads now. after the backend of last pack I think we're probably better off in Nomads than Archers, and I'm not convinced Captain is better than Blitz in archers anyway.

:duel:

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PostPosted: Fri May 29, 2015 3:24 am 
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I agree Captain seems decent, but we seems to be fairly solidly in Nomads now. We have two cards in green that are fairly easy to replace with red Archers in pack three if we want to increase Tactics usefulness. I feel like we committed to Nomads when we passed the wealth of Green combat tricks.

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PostPosted: Fri May 29, 2015 4:34 am 
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Blitz

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PostPosted: Fri May 29, 2015 6:23 pm 
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Blitz

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PostPosted: Sat May 30, 2015 11:59 am 
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Last edited by Rush_Clasic on Sat May 30, 2015 2:21 pm, edited 3 times in total.

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PostPosted: Sat May 30, 2015 12:03 pm 
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Desiccated Murmurer isnt showing anything.

This is a tough call. Herd is good, Mast is good and Earthkin is good. I think Earthkin is the right call, but I could see Mast.

Earthkin Mast

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Last edited by POSValkir on Sat May 30, 2015 4:59 pm, edited 1 time in total.

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PostPosted: Sat May 30, 2015 12:28 pm 
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I think I want the Fledgling Herd here. We have a lot of nomads already, we should build on that. Lumbering Earthkin is so sloooow, and Strike is great, but I vote for synergy this time.

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PostPosted: Sat May 30, 2015 12:50 pm 
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Strike the Mast without question.

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PostPosted: Sat May 30, 2015 1:57 pm 
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A virtually indestructible 4/4 for 5 that shuts down one combat phase is pretty damn solid in Limited. It's also a nomad which will fuel further Nomad synergies, and Herd is common.

I may switch to Mast though...it's so close. We've seen so many Mast's so far though that I think we can probably get another one...

Edit: Oh wait...it shuts down your combat phase too? That's dumb, especially for a one time ability.

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PostPosted: Sat May 30, 2015 2:22 pm 
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POSValkir wrote:
Desiccated Murmurer isnt showing anything.

This is a tough call. Herd is good, Mast is good and Earthkin is good. I think Earthkin is the right call, but I could see Mast.

Earthkin

Fixed. The Cockatrice file has it spelled incorrectly compared to raz's original spelling. You can see the difference in the text box.

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PostPosted: Sat May 30, 2015 2:25 pm 
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Ohhh, that's a tempting card, but it really doesn't compare based on what we have so far...I expected it to be black for some reason...

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PostPosted: Sat May 30, 2015 4:17 pm 
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I really want the Strike but I don't want to pass another Herd. but removal's light in this format so you gotta grab the good ones when you get the chance. Strike is the pick but I'm really sad about it.

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PostPosted: Sat May 30, 2015 5:00 pm 
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Yeah, I switched. Why does Earthkin affect you too? Thats kinda dumb.

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PostPosted: Sat May 30, 2015 5:16 pm 
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POSValkir wrote:
Yeah, I switched. Why does Earthkin affect you too? Thats kinda dumb.

because not everything has to be all-upside?

:duel:

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PostPosted: Sat May 30, 2015 5:23 pm 
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the nature of Unveil wants effects that aren't always desirable. menacing goldkin does this by scaling up in value over time. lightkin tacticians does this by being a not-particularly-aggressive body and also being more valuable later. windkin reticent does this by losing an ability. cunning embers does this by letting you wait until you're about to cast the thing you're gonna get so you have as much information as possible on what you need. grounded glow does this by counting their guys. argent instigators does this with a massive drawback. lumbering earthkin does it with a smaller but still relevant drawback. note, though, that if you're in any sort of racing situation, Earthkin isn't actually a drawback. you swing, they skip their combat, you skip yours, then they take theirs but your dudes are untapped. this puts you in a position to force a lot of advantageous blocks, especially since you probably still have a 4/4.

Unveil is designed to reward clever players. sometimes it forces you to make clever plays.

:duel:

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PostPosted: Sat May 30, 2015 7:21 pm 
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I mean...thats ok. I didn't mean to offend with "dumb", sorry. I just feel like that effect, on that body, at that cost, at that rarity is just not worth it...like ever. Maybe if there was some kind of untapped matters theme, which would make it a cool build around. Otherwise, the only time it's useful is if you're ahead in a race...at which point it just gives them another turn to stabilize over some hasty creature/removal/solid body without a semi-drawback.

In all other situations it's just weird:
Ahead...why give them time?
Behind...you have to risk your probably relevant 4/4 to make them skip, how often is it better to prevent one attack than to have a 4/4 blocker when you're behind.
Stalemate...attacking in a stalemate is generally bad...that's why its a stalemate...either have a 4/4 that breaks it or just have a 4/4.

Granted, given skill you can use this to your advantage, but I don't think it requires any cleverness or additional skill. Having it be one-sided at least tests the player's judgement.

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PostPosted: Sat May 30, 2015 7:45 pm 
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POSValkir wrote:
I mean...thats ok. I didn't mean to offend with "dumb", sorry. I just feel like that effect, on that body, at that cost, at that rarity is just not worth it...like ever. Maybe if there was some kind of untapped matters theme, which would make it a cool build around. Otherwise, the only time it's useful is if you're ahead in a race...at which point it just gives them another turn to stabilize over some hasty creature/removal/solid body without a semi-drawback.
it's relevant any time you're in a race. if you're behind it gives you some catch-up damage through a free, safe attack step and cuts them off from effective retaliation. if you're about even it helps pull you ahead through the same mechanism. if you're ahead it's risky 'cause you give them more time, but then you just don't swing and use your 4/4 blocker to control the speed of the race to your advantage.

POSValkir wrote:
Behind...you have to risk your probably relevant 4/4 to make them skip, how often is it better to prevent one attack than to have a 4/4 blocker when you're behind.
you seem to have forgotten the damage prevention ability.

POSValkir wrote:
Granted, given skill you can use this to your advantage, but I don't think it requires any cleverness or additional skill. Having it be one-sided at least tests the player's judgement.
having it be one-sided just makes it an easy swing.

bottom line is you don't play it as fomori nomad, because it's not that. it's its own thing, but that thing can make a huge difference in the right situation.

:duel:

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PostPosted: Sat May 30, 2015 9:09 pm 
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Mast and hope the herd cycles.

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PostPosted: Sun May 31, 2015 12:43 am 
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Strike. Though Herd is not wheeling, just like the first one didn't.

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