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 EiganjoFor 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 HordeI 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 SavageryIt'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 HiveI 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 WhaleIf 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 BarghestIf 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 DawnWith 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 BetrayalThis 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 RealmsIn 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 DragonI 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 SlaughterThis 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 AgesIt'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 PitCool 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)
Lifeline3 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 SliverWhy 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.
OmniscienceThis 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 PouncerA 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 MutationYay, 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 DragonIt 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 WurmI 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 VengeanceThis 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 BleedWhy 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.