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PostPosted: Mon May 18, 2015 4:36 pm 
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Sumiteers on the grounds that it kicked my but in sealed.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Mon May 18, 2015 5:56 pm 
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Zlehtnoba wrote:
You mean one aggro pick? Well, if we want to go aggro, let's pick
Sprite is also an aggro pick. and Warleader and Raft are at their best on the attack. we'd be going into a color pair by picking a bunch of cards that don't really make that color's primary deck. if we want to see if that sort of deck is viable that's cool but let's be aware that 's tribal synergies mostly revolve around turtling so we're passing up access to that.

:duel:

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PostPosted: Mon May 18, 2015 8:45 pm 
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PostPosted: Mon May 18, 2015 8:58 pm 
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Gatekeeper, it's a guaranteed 2 for 1.

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PostPosted: Tue May 19, 2015 1:57 am 
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avalanche

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PostPosted: Tue May 19, 2015 2:19 am 
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Zlehtnoba wrote:

Something screams to me that boat-gro is a trap. Not sure why, but I also though Ketch might be a good pick. In an aggro deck it might as well be a 3/3...any other deck and I feel like you're just getting half a card.

I liked Raft because you can block with it, decide to trade when it's blocked, AND threaten.

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PostPosted: Tue May 19, 2015 2:25 am 
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POSValkir wrote:
Something screams to me that boat-gro is a trap. Not sure why, but I also though Ketch might be a good pick. In an aggro deck it might as well be a 3/3...any other deck and I feel like you're just getting half a card.

it's not really a 3/3 in an aggro deck either. 3/3s help break through early board stalls by smashing up 2/3s.

the common ships are probably best left to the Pirate deck.

:duel:

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PostPosted: Tue May 19, 2015 5:10 am 
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It's a 3/3 that can't block, does not deal damage when blocked, and can't attack alone. The first and the last one should not be a problem in aggro, but the second one sure is. Also, it can't be killed by burn or creature-killing removal.

If Avalanche had haste instead of just granting haste, it would look much better. If I understand correctly the comments made by razorborne, Nomads want to be RW and aggressive. But there's nothing good for that type of deck in this pack. Maybe we should just take the best card, which is the green 4/4? This is very early to start forcing an archetype.

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PostPosted: Tue May 19, 2015 2:40 pm 
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PostPosted: Tue May 19, 2015 2:49 pm 
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Oof, tough pack. The barbarian card looks like the best, but we aren't anywhere near that. The best nomad is the bat, but it isn't amazing, playable, but not great.

I think the pick here is Soverign, we want to follow are more recent picks because those are the ones more likely to be open. I really don't know though.

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PostPosted: Tue May 19, 2015 2:53 pm 
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I like Sovereign here. None of our picks commit us that much to a tribe, and the other options aren't good.

GW is what creature type? Scouts?

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PostPosted: Tue May 19, 2015 3:13 pm 
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I still like whitewing howler.

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PostPosted: Tue May 19, 2015 4:04 pm 
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there are three good archer cards in this pack. I'm tempted to ditch the white and move on those. last pack had the Summiteers and a Treebow Deadeye. I think Archers are probably open and we just picked a pretty strong one.

I'm voting Watchman, that thing is deceptively hard to play against.

I'm gonna
felbatista wrote:
GW is what creature type? Scouts?
Monks.

:duel:

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PostPosted: Tue May 19, 2015 7:34 pm 
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Watchman is definitely a beating. Plus there are two more archers that might just wheel.
Howler is super playable and continues the nomad theme.
Lookout caught my eye, but has no connection to anything we're doing.
Sovereign is very conditional, but very good.
Tactics is removal.

I'll go watchman Tactics.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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Last edited by TPmanW on Wed May 20, 2015 3:20 am, edited 1 time in total.

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PostPosted: Wed May 20, 2015 12:58 am 
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Seems like Nomad has dried up...either that or it just has a weak showing in these packs...Howler is interesting, but not sure it's the right call.

Sovereign, Howler, and Watchman seem to support our other picks the best and nothing in this pack really screams "go a different route".

I think the call is Watchman. Howler pings Nomad and supports an aggro finish, Sovereign is a piker with a pretty decent upside if we go scouts. Watchman is a decent blocker, with an aggro ability and pump.

Watchman

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PostPosted: Wed May 20, 2015 2:07 am 
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I still like whitewing howler.


Me too.

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PostPosted: Wed May 20, 2015 2:58 am 
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Ringpeak Tactics

These packs had virtually no removal in them, so I would prioritize any burn, no matter how conditional. There were a lot of 5 mana 3/3 in the packs, and this kills them, while making a very good attacker/blocker. Also, little removal means less chance of getting two-for-oned with an Aura.

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PostPosted: Wed May 20, 2015 3:19 am 
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Dammit, basically the whole pack is pickable. Probably the biggest side of both Watchman and Tactics is that they'll inspire somebody else to move into archers.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
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PostPosted: Wed May 20, 2015 3:26 am 
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TPmanW wrote:
Dammit, basically the whole pack is pickable. Probably the biggest side of both Watchman and Tactics is that they'll inspire somebody else to move into archers.

if we're worried about that, Tactics is probably better because Watchman could also push someone into Pirates or just be a good red filler card.

also don't forget about Warcaller, that's also a very good Archer. Hunter isn't really a factor, it's much stronger in the Nomad deck that can support it (and honestly much stronger in constructed anyway) but Warcaller is great at punching its way through board stalls one 2-for-1 at a time.

:duel:

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PostPosted: Wed May 20, 2015 3:32 am 
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If I was sure we were moving into Archers, tactics would be my pick. I feel like we'll get another shot at it, but Zieht brings up some good points.

My question is: How relevant is the non-removal ability in a set with Screech, Pester, and Elude?

Feels like, outside a dedicated Archer deck, it will often be a blank card.

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