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PostPosted: Wed May 20, 2015 3:35 am 
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POSValkir wrote:
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.

you only need one Archer to drop it on.

:duel:

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PostPosted: Wed May 20, 2015 3:41 am 
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Yeah, but you need to have drawn and played that Archer. I'm asking if it's worth the slot over something else if we will almost never get the removal side active? Is it worth a speculative third color over a solid pick already in colors we have a reasonable build with?

I'd rather take the Archer now, and the next time we see Tactics re-address whether g/r is better than w/g.

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PostPosted: Wed May 20, 2015 3:50 am 
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POSValkir wrote:
Yeah, but you need to have drawn and played that Archer. I'm asking if it's worth the slot over something else if we will almost never get the removal side active? Is it worth a speculative third color over a solid pick already in colors we have a reasonable build with?

I'd rather take the Archer now, and the next time we see Tactics re-address whether g/r is better than w/g.

in that case perhaps Warcaller is the better pick, since if we do stick with GW we can still run it.

and no, if we're confident we can't turn on the burn then Tactics isn't worth anything like what it costs.

:duel:

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PostPosted: Wed May 20, 2015 4:27 am 
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Archers are red green, right?
Tacticts

I don't want to fight for white with what we have.


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PostPosted: Wed May 20, 2015 4:48 am 
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razorborne wrote:
POSValkir wrote:
Yeah, but you need to have drawn and played that Archer. I'm asking if it's worth the slot over something else if we will almost never get the removal side active? Is it worth a speculative third color over a solid pick already in colors we have a reasonable build with?

I'd rather take the Archer now, and the next time we see Tactics re-address whether g/r is better than w/g.

in that case perhaps Warcaller is the better pick, since if we do stick with GW we can still run it.

and no, if we're confident we can't turn on the burn then Tactics isn't worth anything like what it costs.

:duel:

Whoops, I forgot the card I voted for was Red also. Warcaller could be ok I guess, but it's just a body. I like speculating for Archers, but I like speculating under the current picks we have rather than the picks we'll get.

In other words: I'd rather take an always playable off-colour and speculate on a later Tactics, than take an unplayable-without-Achers card and start forcing Archers.

The first scenario seems like you're picking a 2.0 at the 2.0 level. The second option seems like your picking a 2.0 at a 3.5+ level.

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PostPosted: Wed May 20, 2015 2:40 pm 
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Last edited by Rush_Clasic on Thu May 21, 2015 12:08 pm, edited 1 time in total.

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PostPosted: Wed May 20, 2015 2:52 pm 
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I like Kneecapper here, but our recent pick makes me consider Hunter at least. I find it fun that Wilding Raft mana fixes for Abduction. Warcaller also gets a look, but I'm not sure how relevant Regrow 3 is...

KneecapperWarcaller

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Last edited by POSValkir on Thu May 21, 2015 2:12 am, edited 1 time in total.

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PostPosted: Wed May 20, 2015 2:58 pm 
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Pontification because fine removal, hoping that Ward goes back to us somehow.

STOP TRYING TO DITCH OUR BEST COLOR YOU GUYS! Can't believe we took bad Arc Lightning last pack...

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PostPosted: Wed May 20, 2015 3:15 pm 
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Tarline Warcaller. I think mono-6 drops is the way to go.


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PostPosted: Wed May 20, 2015 3:20 pm 
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the pick here is between Warcaller and Ward. Ward lets us lean back toward while Warcaller is a further push toward Archers. Pontification is also fine removal if we want it. at this point we should really be finalizing our tribe or we're gonna miss out on a lot of goodies down the road so let's take a look.

odds are strong we're either in Monks or Archers. we have a stronger pool for Monks but Archers seem wide open. then again a fair amount of that openness was passed down to the next player so who knows how much of it we'll see next pack. if we want Archers we need to start cutting so they abandon them before pack 2. Hunter is bad in Archers so it's not a major concern for us, but passing that Warcaller is a flashing neon sign. (although we can hope they see it as a pull to Druids, but coupled with the Watchman we just passed that seems unlikely.)

Kneecapper is really not that good in limited. there's just not enough non-creature stuff and most of it is perfectly playable off-curve. a 1/1 for 1 is just not good value. Pester is much more of a constructed mechanic. there are some strong bodies with it that are playable, like harrier sprite and canopy keeper, but Kneecapper just isn't worth the card.

I'm honestly not sure what the pick is here, but I'm gonna say Warcaller 'cause I feel like Monks are drying up and the longer we wait to bail the worse we are. and Warcaller's also valid filler in Monks if we need it although I will definitely miss that Ward.

Shazzeh wrote:
Tarline Warcaller. I think mono-6 drops is the way to go.
Warcaller would be our first 6-drop.

:duel:

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PostPosted: Wed May 20, 2015 3:47 pm 
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razorborne wrote:
Warcaller would be our first 6-drop.
And that's a problem.


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PostPosted: Wed May 20, 2015 4:32 pm 
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Warcaller and Abduction seem like the strongest cards here. Pontification is just below them.

I'll vote Warcaller to keep us in our two best colours.

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PostPosted: Thu May 21, 2015 2:10 am 
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razorborne wrote:
Kneecapper is really not that good in limited. there's just not enough non-creature stuff and most of it is perfectly playable off-curve.

:duel:

I was beginning to wonder about that actually. It seems a very creature driven set and the non-creatures thus far feel lackluster.

There are some strange definitions of removal being dropped here...Pontification still let's them block...it leads more to board stalls or 2-1ing yourself than "removal"...and like fel said...bad Arc Lightning (that may never be Arc Lightning).

Edit: How did I not notice Warcaller was an Archer? Updated my vote.

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PostPosted: Thu May 21, 2015 2:23 am 
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Rush, the link for the Aura we took doesn't work (misspelled).

Tireless Pontification is bad removal. You want to use it on a creature that you can't block profitably, and they get a good blocker for your trouble. razor made some very good points, which mostly boil down to, nothing good in this pack. Warcaller is a big dumb groundpounder with an ability that does not seem overly strong. You can maybe regrow it once, if the game goes very long. So I vote for Ward of the Temple. A bear is always solid, this one has an ability that can be relevant if we want to race, and it supports an aggro strategy if we want to go that way.

How is this set for fixing? I don't recall seeing any, and this should influence our picks from now on.

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PostPosted: Thu May 21, 2015 2:25 am 
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You're supposed to play 2C in this set, so not good.

Ward.

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PostPosted: Thu May 21, 2015 2:44 am 
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Can't you regrow it with 6 lands?(I'll give you that it's a risky move)
2 5/5 seems a good deal.

But I'm fine with getting ward, picking white pack 2 and green pack 3.

There's a decentish common land: :t: for :1:, :2:+ :t: +sac: to put a basic in play untapped.
And a cycle of 10 dreadful(IMHO) uncommons that tap for :1: but tap for one of three different colors if you reveal a creature of a certain race(not class) in hand, I guess they could work if you want to splash a creature and don't have too many double colored mana costs in your deck.


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PostPosted: Thu May 21, 2015 3:37 am 
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Zlehtnoba wrote:
How is this set for fixing? I don't recall seeing any, and this should influence our picks from now on.

not great. uncharted waters is it at common outside some limited stuff in Druids (a lot of their stuff taps for or so if you want either of those it's sort of fixing) and at uncommon there's the redgrass outpost cycle but they're probably not that good unless you're going hard on that race. going 3-color is not likely a good idea most of the time, although waters can support an off-curve splash if you want.

:duel:

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PostPosted: Thu May 21, 2015 8:50 am 
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PostPosted: Thu May 21, 2015 12:17 pm 
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PostPosted: Thu May 21, 2015 1:10 pm 
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Hmmm, Shorewatch is removal...but Ridgewalker is awesome. Three Archers and two packs makes me think of Tactics as removal. Waters gets an obvious look, but I don't think its the best in this pack.

I say we dump white and go Archers!

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