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PostPosted: Thu Jan 05, 2017 2:06 am 
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zzmorg82 wrote:
Image

Perfect emerge target. Image


Run these with Matter Reshapers and Filigree Familiars, throw in some Reality Smashers. Emerge targets for days. A nightmare if you are playing removal as you will be losing card advantage every play.

@zzmorg Thanks for posting the picture, filters at work make it difficult to see these cards or have an idea of what is being talked about.

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Last edited by Sl33pHumper on Thu Jan 05, 2017 5:18 am, edited 1 time in total.

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PostPosted: Thu Jan 05, 2017 2:16 am 
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Wow. Hidden Herbalists slots right in with Duskwatch Recruiter/Krallenhorde Howler or Renegade Rallier. Cool card for GW Humans; also has amazing synergy with Rishkar.

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PostPosted: Thu Jan 05, 2017 2:25 am 
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Is it just me or is this set pushed harder than this guy?

Sorry if this has been covered in this thread, I read a little bit of the previous 30 odd pages. Modulo helped point me towards reading up on the spoilers and mentioned it's power in a constructed thread. The more I read the more I have no idea what this release is going to do to this game, a true revolution. I am saving coins as fast as I can for this set (still a few packs from complete on all sets but screw that I'm going scrooge McDuck at this point). Any new players unlocking old stuff will be at a massive disadvantage vs players with all sets unlocked but specifically this one.

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PostPosted: Thu Jan 05, 2017 3:16 am 
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Some very nice uncommons in this set. That's what I'm most excited about, because of the rarity restrictions.

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PostPosted: Thu Jan 05, 2017 3:38 am 
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Is it just me or is this set pushed harder than this guy?

Sorry if this has been covered in this thread, I read a little bit of the previous 30 odd pages. Modulo helped point me towards reading up on the spoilers and mentioned it's power in a constructed thread. The more I read the more I have no idea what this release is going to do to this game, a true revolution. I am saving coins as fast as I can for this set (still a few packs from complete on all sets but screw that I'm going scrooge McDuck at this point). Any new players unlocking old stuff will be at a massive disadvantage vs players with all sets unlocked but specifically this one.


3x Fatal Push is going to be hard pushed (hurr hurr) to match every threat. It does look massively pushed on the "creatures are spells" side of things, and mostly cheap ones too. It's a worrying combo of efficient things under 3cmc with 3 toughness, so the Red removal like Impulse an d Bombardment aren't going to be as helpful as they are now. But hey, we got Baral to turn Scatter to the Winds into Counterspell with upside.

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PostPosted: Thu Jan 05, 2017 3:57 am 
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Pffft, done. :bang:

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EDIT: This with Thopter Engineer, cya later sweepers!

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PostPosted: Thu Jan 05, 2017 4:58 am 
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Pffft, done. :bang:

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EDIT: This with Thopter Engineer, cya later sweepers!


Perfect with renegade rallier. Throw in an Eldrazi displacer and its game over control...

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PostPosted: Thu Jan 05, 2017 5:03 am 
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Pity it's not a reliable combo in Duels since it depends on a rare (edit: ****, Renegade Rallier is an uncommon?! Holy cow, wotc). Almost makes me want to play Standard again.

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PostPosted: Thu Jan 05, 2017 5:07 am 
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Just waiting on Amonkhet now, if we get it...Bolas better bring the goods. :waits:

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PostPosted: Thu Jan 05, 2017 5:10 am 
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Bolas still can't be cast after Hope of Ghirapur...

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PostPosted: Thu Jan 05, 2017 5:12 am 
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Modulo wrote:
Bolas still can't be cast after Hope of Ghirapur...


Stop scaring the children!

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PostPosted: Thu Jan 05, 2017 5:14 am 
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Stop scaring the children!


The children ain't scared, the children got Hope :teach:


Well, you better have precombat removal ready...

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...twice, if in doubt

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PostPosted: Thu Jan 05, 2017 5:17 am 
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Modulo wrote:
Stop scaring the children!


The children ain't scared, the children got Hope :teach:


Well, you better have precombat removal ready...

Image

...twice, if in doubt


...

You literally just put the child in a trunk and threw it off a cliff :cry:

Actually the Eldrazi Displacer one is a scarier camp fire story than Padeem, but still.

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PostPosted: Thu Jan 05, 2017 5:49 am 
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We're probably not getting any Hope anyway. It seems like an effect that could be too hard for them to code, and it stops planeswalkers which the Duels team wants to promote.

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PostPosted: Thu Jan 05, 2017 5:59 am 
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GFTL wrote:
We're probably not getting any Hope anyway. It seems like an effect that could be too hard for them to code, and it stops planeswalkers which the Duels team wants to promote.


Kinda true, they generally shy away from cards that are too openly oppressive. That being said, the effect is not too hard to code and they have coded something similar before (Reflector Mage).

Speaking of Reflector Mage (and Spell Queller, while we're at it): These could be the answers Control needs to deal with Hope. On the other hand, both of them greatly help Hope as well...

Okay, first meta prediction. If we get Hope, Bant is top tier, screw Vehicles.

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PostPosted: Thu Jan 05, 2017 6:07 am 
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Wouldn't the coding be more similar to Brisela? Since it's a type of card over an individual?

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PostPosted: Thu Jan 05, 2017 6:09 am 
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I get the idea Magic is going to get super complicated to play with all the interaction and triggering that happens with the revolt mechanic, especially if you try to play control.
I mean, removal isn't just removing a threat, its balancing the advantage of removing a threat with the disadvantage of triggering all these effects. Counter based control doesn't get as affected, but 3 mana counters are inefficient at stopping low-cost threats.
So if control tanks, what do we get? Aggro... Obviously, but there's an even uglier monster waiting to spring from a control-less meta: combo. And from what I've seen, there's a huge infinte combo potential with this set + plus cards we already have.
Why is this bad? Remember tolarian academy? Combo summer? The least fun I ever had playing Magic. In fact, I quit shortly after (for several reasons).

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PostPosted: Thu Jan 05, 2017 6:11 am 
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Revolt seems like it has a lot of possibilities. Great with aristocrats and blink decks. Thanks to the cards that make counters matter and revolt, Long Road Home gets a boost.


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PostPosted: Thu Jan 05, 2017 6:14 am 
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Haven_pt wrote:
I get the idea Magic is going to get super complicated to play with all the interaction and triggering that happens with the revolt mechanic, especially if you try to play control.
I mean, removal isn't just removing a threat, its balancing the advantage of removing a threat with the disadvantage of triggering all these effects. Counter based control doesn't get as affected, but 3 mana counters are inefficient at stopping low-cost threats.
So if control tanks, what do we get? Aggro... Obviously, but there's an even uglier monster waiting to spring from a control-less meta: combo. And from what I've seen, there's a huge infinte combo potential with this set + plus cards we already have.
Why is this bad? Remember tolarian academy? Combo summer? The least fun I ever had playing Magic. In fact, I quit shortly after (for several reasons).

Duels is not country for combo. We will miss some of these combo pieces, or they will be stopped by restrictions.

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PostPosted: Thu Jan 05, 2017 6:21 am 
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@BBB: Probably an even better example of the point I was making, yeah.

@Haven: There's no telling yet, though my guess it that the Thopter really pushes Bant. Bant is probably the deck he works in best (Selfless Spirit, Renegade Rallier) as well as the deck he hoses the least (Spell Queller, Reflector Mage, various Flash threats). If that's the case, we might be looking at an Acid-Moss meta all over again where the deck is its own best counter (similar to CoCo times in Standard).

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