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 Post subject: DLCR: Sphinx's Tutelage
PostPosted: Mon Sep 07, 2015 7:52 pm 
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|Image|
|New Rating system (RIP Greven)|
Power | Flexibility | Synergy
3.0 - Total Bomb | 3.0 - Effectively Colorless | 3.0 - Best with others
2.0 - Play this card if you can | 2.0 - Splashable, 3 color | 2.0 - Better with some decks
1.0 - Filler | 1.0 - Playable in 2 color without problem | 1.0 - No special interactions
0.0 - Unplayable | 0.0- Needs 10+ colored sources | 0.0 - Sideboard


1.0/1.0/2.0 - a better win con than Shadows of the Past, but not that much better.

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PostPosted: Tue Sep 08, 2015 1:19 am 
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I'm not really sure which one is better; Shadows deck plans on winning with damage, so Shadows have a wider range of decks where they are playable. With this one, attackers actually compete for deck space with it, which makes it harder. But it's definitely more fun :)

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PostPosted: Tue Sep 08, 2015 11:24 am 
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The difference is that both kill opponent in about 10-15 turns after you stabilize, but tutelage doesn't cost 5 to activate, and doesn't depend on you having things in your graveyard to start.

Shadows gains you life though which can help you stabilize.

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"Something that does not look good when your opponent does nothing is not a thing" -- me


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PostPosted: Tue Sep 08, 2015 2:37 pm 
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I meant that Tutelage is actually hurt by having normal win conditions in your deck (since they weaken your defense), so that deck is much more dependent on Tutelage. Shadows fits right into UB control. No need to change the deck around it.

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