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 Post subject: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 11:53 am 
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I'm trying to theorycraft about this mechanic but I find it difficult to without looking at the deck builder, comparing to the whole library.

What cards with Revolt payoff do you feel are worth running/losing resources to? This has been a problem with mechanics in the past.. the payoff. Look no further than Ingest/Process and Delirium (in Duels).

What cards can trigger Revolt easily without a loss of tangible resources.. especially cards out of your hand. The 1/3 red Legendary pirate chick that makes the monkey seems fine.. clues.. Evolving Wilds.. and?

And finally.. are these cards even worth it when compared to other powerful options available to us? Why bother with a Revolt card and having to rely on other synergies when you can just play something stupidly powerful like Sylvan Advocate, Thalia, Gisella, Avacyn, Gearhulks, planeswalkers, etc? It's hard to penetrate the goodstuff decks..

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 12:03 pm 
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I'm trying to theorycraft about this mechanic but I find it difficult to without looking at the deck builder, comparing to the whole library.

What cards with Revolt payoff do you feel are worth running/losing resources to? This has been a problem with mechanics in the past.. the payoff. Look no further than Ingest/Process and Delirium (in Duels).

What cards can trigger Revolt easily without a loss of tangible resources.. especially cards out of your hand. The 1/3 red Legendary pirate chick that makes the monkey seems fine.. clues.. Evolving Wilds.. and?

And finally.. are these cards even worth it when compared to other powerful options available to us? Why bother with a Revolt card and having to rely on other synergies when you can just play something stupidly powerful like Sylvan Advocate, Thalia, Gisella, Avacyn, Gearhulks, planeswalkers, etc? It's hard to penetrate the goodstuff decks..


Mmmm... :sweat:

It'll depend on what ends up standing out in the meta. This is the first expansion where I've got no idea what'll dominate, my only guess is Bant something will be in the top 3 (for the 3rd time in a row...)

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 12:12 pm 
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Also Implements. Unbridled Growth. Blink spells. Attackers that trade to blocks. Crats shenanigans (including Evoleap). Sure there's gotta be more.

Not sure there's enough good Revolt to build around that entirely... haven't had a chance to really focus on every card we got. Noticed some good ones tho - the :w::g: dood who grave digs on revolt, the :b::w: token generating enchantment for example. Greenwheel Liberator and Eternal Gears dood might be good, maybe.

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 12:12 pm 
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The bright side of revolt is that permanents leave the battlefield as part of the game, far more frequently than incidents of exile and delirium happening randomly. If a revolt card is decent as-is, you can view the revolt as upside without much additional investment.

I feel that if you are playing a card only because of the revolt trigger, you'll have a hard time, especially if you play an opponent smart enough to decline trades when they suspect something. Sadly we always receive a few mechanics that exist just because WOTC needed a new mechanic, not because it is actually useful. I don't think revolt is that bad, but I think building around it doesn't compare to the raw power cards, as mega already acknowledged.

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 12:19 pm 
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Revolt might just end up in Azorious+ flashy/flicker type decks since revolt triggers on its own if they flicker, though it's still a question on being okay if you want to lose any original triggers but once the train gets going it should continue (e.g. flickering a revolt guy on board tirggers his revolt and whatever revolt you have in hand you wanted to play).
Might be the most janky version, dunno, though they'd fit right into my Bant Blink182 deck.

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Last edited by WrightJustice on Wed Jan 11, 2017 12:20 pm, edited 1 time in total.

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 12:20 pm 
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Revolt might just end up in Azorious+ flashy/flicker type decks since revolt triggers on its own if they flicker, though it's still a question on being okay if you want to lose any original triggers but once the train gets going it should continue (e.g. flickering a revolt guy on board tirggers his revolt and whatever revolt you have in hand you wanted to play).
Might be the most janky version, dunno, thought they'd fit right into my Bant Blink182 deck.


Problem there is the good revolt cards are in Black and Green.

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 12:22 pm 
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Revolt might just end up in Azorious+ flashy/flicker type decks since revolt triggers on its own if they flicker, though it's still a question on being okay if you want to lose any original triggers but once the train gets going it should continue (e.g. flickering a revolt guy on board tirggers his revolt and whatever revolt you have in hand you wanted to play).
Might be the most janky version, dunno, though they'd fit right into my Bant Blink182 deck.


Does Revolt trigger on exile effects though? A lot of the blink cards read something like, "Exile target creature, and return it blah blah blah."

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 12:26 pm 
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Yeah, revolt just asks for something to leave the battlefield and something did for a very very brief second.
True about good **** being in black though, which isn't so great with a blink deck (as far as I am aware anyway).

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 12:34 pm 
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The bright side of revolt is that permanents leave the battlefield as part of the game, far more frequently than incidents of exile and delirium happening randomly. If a revolt card is decent as-is, you can view the revolt as upside without much additional investment.

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 1:01 pm 
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felbatista wrote:
The bright side of revolt is that permanents leave the battlefield as part of the game, far more frequently than incidents of exile and delirium happening randomly. If a revolt card is decent as-is, you can view the revolt as upside without much additional investment.


Way to add to the discussion, Fel..:P

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 1:15 pm 
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Kryder wrote:
felbatista wrote:
The bright side of revolt is that permanents leave the battlefield as part of the game, far more frequently than incidents of exile and delirium happening randomly. If a revolt card is decent as-is, you can view the revolt as upside without much additional investment.


Way to add to the discussion, Fel..:P


I don't have to add to the discussion when CGB already ended it :P

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 1:17 pm 
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I don't really think I dig it. It's pretty revolting, TBH.

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 2:18 pm 
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Revolt is the new Cohort.


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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 3:56 pm 
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I don't really think I dig it. It's pretty revolting, TBH.


Stop reviling new mechanics ;-)


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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 8:41 pm 
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On my phone atm but I'll be playing revolt plus aristocrats I think that green eldrazi enchantment will be a nice free revolt trigger each turn

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 Post subject: Re: The Revolt Mechanic
PostPosted: Wed Jan 11, 2017 9:26 pm 
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Do you guys think this mechanic would make the inclusion of Evolving Wilds more worthwile in two color decks? Just using this to trigger a buffed up Fatal Push seems very appealing to me although I certainly wouldn't hold onto the land especially for that purpose if it messes up my whole curve.

In a control deck light on creatures for example I don't see too many other ways to trigger it though. Clues? Or maybe it would be an incentive for control lists to run more creatures.

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 Post subject: Re: The Revolt Mechanic
PostPosted: Thu Jan 12, 2017 3:39 pm 
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Call for Unity seems like a likely Revolt All-Star to me. A late Evolving Wilds becomes "Sacrifice, search for basic land, your creatures get +1/+1". Clues too etc..
And the counters even work immediately as an ETB effect on newly cast creatures. Can't be bad in a token deck or something, replacing Valor in Akros


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 Post subject: Re: The Revolt Mechanic
PostPosted: Thu Jan 12, 2017 8:51 pm 
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GNiels wrote:
Call for Unity seems like a likely Revolt All-Star to me. A late Evolving Wilds becomes "Sacrifice, search for basic land, your creatures get +1/+1". Clues too etc..
And the counters even work immediately as an ETB effect on newly cast creatures. Can't be bad in a token deck or something, replacing Valor in Akros

It's EOT though so doesn't effect your board straight away and really crashes if you've not got a way to trigger it the turn it comes down, then it's only a OPT trigger so it won't be until after turn 6 when the pump even surpasses Always Watching but that's without any vigilance.

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