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 Post subject: Playtesting Unused Cards
PostPosted: Sun Nov 10, 2013 4:18 pm 
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Now, this thread is for those of you who want to know the full potential of cards you don't put in your deck.

What would it take to make this card useful
What are some tricks you can do with it that aren't obvious
Will this card combo with card X
Is this card worth putting in the deck at all
How does X card work in two headed games

Other types of things tested here

A player has a build idea but doesn't have the free time to test it
If a card is bugged
How will this combo work

All you do is name a card you want to test and I, or others, will try it out. Please give the details of what all you want us to test. I'll post a list of cards we've tested here on the first post.

Currently Testing:

Warstorm Surge:

Yes, it is very effective, especially when paired with Glory of Warfare. When creature enters the battlefield, with Glory on the field, the damage dealt is the attack of the creature + it's Glory Bonus.

Would I use this card now? Yes, I've made room for it.

It's a spot remover/game winner. Why I haven't seen this before, I'll never know.

This card alone can overcome the mass removal of zombies/demons.

Crush of Wurms:

In order to use this, you must utilize a "long game" type of deck. You will have to make the deck larger, up to 64 cards at least, to accomodate the deck.

The thing is, this deck can do it. It possesses enough stall to get the game going until you get the big creatures. Another upside is you will be able to utilize more of the bigger creatures, especially Regal Force.

You will have to use every tutor and ramp the deck has and the Regal Force for draw. You will still have to fill up with the lower mana creatures as well or you won't be able to stall anything. Plus, all 3 healing artifacts.

I've found by sheer accident testing this that the build is MORE RELIABLE than my previous builds. It actually works a lot better. I'm as shocked as you probably are.

You can even utilize, if you want, some of the other big spells in it. Just remove a chump and replace.

The card only works if you build around it and other large creatures.

Konda, Lord of Eiganjo

For late game, Give this guy serious consideration. Indestructible AND vigilant with Bushido 5. Not many can get past this 8/8 wreckin' machine.

Garruk's Horde

I like it. It may be too much mana for those of you(most) who use the method of high str/toughness/low mana creatures but for a delay/big creature build, it works very well. This build removes the tuskers, the Garruk's Companions and the cruddy spider from any consideration and you still have enough low mana creatures to actually win fast on occasion. After much testing, I got the build down to 60 cards, 22 creatures and I'm extremely pleased with the results. If asked, I'll post the Build. With all 4 ramp, the 3 healing staffs and delay, you'll reach it easily and probably be ahead on hp.

Decree of Savagery

It's too much mana for either mine or the usual builds. Yes, it could be a game winner but you have others that can do this.

Craterhoof Behemoth Yes, nobody asked me to test this, but I did anyways

An 8 mana Overrun? No, that's not what this is. This is a 8 mana Overwhelming Stampede that has a shot at being more than that and leaves you with a 5/5 creature to boot. I'm using it in my build but would never recommend this for the usual styles.

Wurmskin Forger Again, nobody asked, but I did anyways.

Take this card and put it in your digital bicycle spokes and hope it rips into pieces. Was this inclusion a sick joke? Did someone put this in on a dare? a 2/2 8 mana Oakenform.

Living Hive

I would have preferred the 5 mana Ant Queen. It's ok to play just for fun, but other than that, let it gather digital dust. I actually really like the Ant Queen and do wish it was in here. Maybe they'll do a w/g Token and include it there.

Colossal Whale

If this was somehow put in Mind Maze, I'd use it as you can protect it with counterspells. In Dimir, I wouldn't put this in unless you just want to for fun. Dimir has far better options than this and it truly doesn't fit well

Hollowborn Barghest

If this was in Lords of Darkness, I'd play it in regular build. In dimir, like the whale, it just doesn't fit right. Wish we could get the devs to consider a trade, give us Diabolic Servitude in Dimir, we give you Barghest for Lords.

Sigil of the New Dawn

With so much removal and board wipes now present, this becomes a great enchantment to include. I've made room for it.

Mirror Sigil Sergeant Again, nobody asked.

I've seen no discussions about it, nothing. It's not just a 4/4 creature that twins, its a 4/4 creature that twins, then those 2 twin to 4, then to 8, then to 16. Give it a shot at least.

Grave Betrayal

This is deadly when you team up with Mul Daya, as well as devastating against it. Nowadays, in 2hg, you would want to add this card.

Rise of the Dark Realms

In 1 vs 1, I wouldn't put it in if you held a loaded gun to my head with the trigger cocked. In 2hg, I'm definitely putting it in. This is a game winner all by itself.

Zombie Apocalypse Another one where nobody asked

If the only other deck in the game was AG, I might put it in. As it is, it's a waste. Do you really need another way to revive zombies? No way in hell. That's a big might btw.

Kilnmouth Dragon

I was wrong in earlier assessment about this card. This is one you want to save to play...maybe. Don't forget, Hellkite Hatchlings count as dragons. It's shown up 3 times, and all 3 I had another dragon in hand to amplify this up. 2 of those times, this dragon won the game. The other one, it contributed to winning the game.

Avatar of Slaughter

This sucks. Nuff' said. It MIGHT work paired with Warstorm Surge and Glory of Warfare. I still would never use it.

The Staff Artifacts

For 2hg, you will probably want to start including them all. They save you from burn strategies extremely often and always makes it harder for you to be overcome.

In Hunter's Strength, it buys you the time to build up to putting out the big death dealers. In Deadwalkers, it counters the Sign in Blood, Demonic Tutor, and Dreamborn Muse effects as well as putting your hp out of reach due to resummoning creatures over and over out of the graveyard. In Mind Maze, it buys you oodles of time and that's a big help. In Guardians, it does the same, buys you time and you don't have to rely solely on the lifelink enchants to survive. In Firewave, it can keep you at higher hp before you employ Furnace or Vortex as well as, if you go for lots of mana/larger spell acceleration, it buys you time for it to work.

Guardian of the Ages

It's too much mana for too little effect. The only use I can think of is having it 'may' prevent opponent from attacking. It's an artifact so Doom blades don't affect it....and that's it. Vs doom blades, Dimir is a deck filled with black creatures that are also immune to doom blade so even that is a stupid reason to ever add this. I haven't a clue why this was put into the Dimir deck. He would have been 'maybe' useful in GoL, SotS, or Mana maze but that's a strong maybe. I'd have left it in the dustbins of the card game.

Lord of the Pit

Cool looking relic from old days of MTG. That alone will make you try to make it work. Avoid this trap. It doesn't work right in this deck and there are many better demons to choose from. Since he's been unused for so long, maybe a makover is in order. Give him tap dancing lessons and turn him into:

Lord of the Pit of the Dance. (Michael Flatley, eat your heart out...or this guy will do it for you)

Lifeline

3 of these? 1 is 10 too many. Useful vs maybe Dodge and Burn and only in 1 vs 1. Other than that, run this only if you are enamored of losing.

Groundshaker Sliver

Why did they add this when they could have added Horned Sliver? Afraid the deck would be too powerful? No chance of that happening. Trample is good in this deck so use Unflinching Courage instead and get lifelink as well.


Omniscience

This is probably meant by the devs to work in concert with Time Reversal. Otherwise it's 10 mana with probably no cards in your hand. Sure, you may be top decking at that point, but casting spells for nothing shouldn't be much of a worry with 10 mana. It can also make the spells generated by Sphinx of Magosi instantly castable after losing the mana from activating his ability. In short, we need this in our hand/build/deck like a hen needs a flag.

Ignaeous Pouncer

A 6 mana 5/1 haste with cycling. This deck has ramp enough without it and we all know a 1 toughness isn't worth a rat's hindquarters...even if you are a cat with a mountain of rat hindquarters.

Artifact Mutation

Yay, we get to destroy an artifact and get some tokens..what? The deck already has 4 far more useful artifact destroyers and enough tokens to choke a camel? Then what in the hell is this card doing in the deck or any deck at all? Gathering dust, thats what. If we get an Artifact themed deck pack, then 'maybe' consider it.

Form of the Dragon

It become obvious in the mass testing I've done that Enter the Dracomancer is mainly designed to defeat Chant of the Mul Daya, hence this entry. This spell also helps vs Deadwalkers or any deck lacking flyers. In 1 on 1 I might consider it. In 2hg, this card will only lose you and your partner games. If your partner is a friend, he might never speak to you again if you place this out there.

Penumbra Wurm

I think there was a screw up and this was meant for Hunter's Strength. Anyways, it might be in dragon deck to counter mass removal. I don't know. It just doesn't fit EtD. 7 mana isn't hard for this deck to handle though.

Stalking Vengeance

This is what sits unused on the end of the Firewave deck, gathering dust. As well it should. It's just not cost efficient for what it does and most don't run many creatures in Firewave anyways for it's ability to matter.

Soul Bleed

Why am I seeing this show up a lot lately? Draining one point of life per turn isn't going to do much of anything. In fact, play this card and you've just filled your opponents with a ton of confidence as they know they're playing a noob.

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The Best defense is one where the attacker breaks himself upon it, allowing you to counterattack them into oblivion.

If You get an aggro player to stop attacking, you've got the match won.


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PostPosted: Sun Nov 10, 2013 4:54 pm 
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soul bleed is just terrible card design. It is a strictly worse version of curse of the pierced heart designed to make them remove their own creature..... but not really. If I can put up with moroii in a deck without life gain then I can put up with soul bleed. Bloodletting at least costs two mana and has synergy with aggro and the other curses due to it being a player enchant. I have made viable decks that use bloodletting. They involved red aggro or were a bitterheart witch/curse of misfortunes thing, but at least that was viable. soul bleed has no synergy with anything due to it being in black and what black is in magic. It isn't even viable unless you have a bunch of similar cards running at the same time (which this deck doesn't) and even then there are tons of better options for pinging people for one each turn.

Shadowcran, since you ignored me the last time I said this, people didn't need to test mirror-sigil sergeant. There was about one page in the bant deck where everyone agreed it was bonkers, and that was the end of it. No more discussion was needed, and everyone just agreed the cards was insane once it got going.


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PostPosted: Sun Nov 10, 2013 5:33 pm 
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no problem.

Just had a 2 hour match...I'm mentally drained. I was using Bounce and Boon, partner Avacyn's Glory vs Bounce and Boon and Unfinished Business. At one point we were 179hp to 125hp....They went all out attack and we managed to block enough, then swing for 234 pts of damage putting them at -109. Still, even if we had lost, that was a great game. Chess match from hell. My Cathar's Crusade was the difference maker on my side, my partners 2 mentors of the Meek on his.

Thing is the other Bounce and Boon player was a master too. He ran the same cards I did, except he didn't put out a Cathars or Light from Within. Healer of the Pride kept him in the match while mine went to graveyard early and promptly got robbed out of there. Had 29 cards left so my other one was probably in there.

Mine was a random partner but an extremely good one. Matches like this are rare but always reinspire me.

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The Best defense is one where the attacker breaks himself upon it, allowing you to counterattack them into oblivion.

If You get an aggro player to stop attacking, you've got the match won.


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PostPosted: Sun Nov 10, 2013 7:09 pm 
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Shadow, I ran Mirror-Sigil for a few days and got a couple of chances for it to pay off.
It met the chopping block. It throws the curve up when I want to top at Battlegrace and Finest but the most important reason is requirement of having a blue cost creature on board.
No thanks.
My most important creatures are white and green. Blue is a party bonus for Finest, which is my finisher.

Nice card though, just not here.

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PostPosted: Sun Nov 10, 2013 7:17 pm 
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So my "it's ok to try at least" statement holds up. That's saying, play it for fun, but don't rely on it.

I still say Stonehorn Dignitary would have fit Hall of Champions to a tee. Should have added it instead of the 2 pariah, or 2 of the Behemoth Sledges. The deck is filled with Rhox so why not this one too?

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The Best defense is one where the attacker breaks himself upon it, allowing you to counterattack them into oblivion.

If You get an aggro player to stop attacking, you've got the match won.


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PostPosted: Sun Nov 10, 2013 9:52 pm 
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I agree that it's a fun card, but I'd never lose Pariah or the Behemoth Sledges for it. The latter is great for pushing in damage, while the former is one of the most effective removal methods that deck has.


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