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PostPosted: Thu Jan 05, 2017 6:23 am 
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Looking better and better.

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PostPosted: Thu Jan 05, 2017 6:25 am 
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GFTL wrote:
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Looking better and better.


That, or Skygate.

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PostPosted: Thu Jan 05, 2017 6:26 am 
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It depends on what we get. Crats and Flicker look like the most boosted so far, and Vehicles gets a lot of new toys. UB Artifacts looks like it could exist, but is nowhere near as pushed as the others. If we don't get Fatal Push, I think traditional draw-go control could very well just die a death. I'm with Haven on combo metas, it gets exciting to see it happen all of once.

@Modulo: There's too much variety now for there to be a perfect "Acid-Moss" storm scenario again, you can still play creature aggro and burn against this theoretical Bant.

@Array Artifact Idea: Skygate all the way.

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PostPosted: Thu Jan 05, 2017 6:28 am 
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Go Grixis with Skygate, Alchemist's Vial, Pacification Array to lock down early threats, Tezzeret for shenanigans, and Ghirapur Aether Grid as the wincon. Who says control is dead?

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PostPosted: Thu Jan 05, 2017 6:34 am 
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GFTL wrote:
Go Grixis with Skygate, Alchemist's Vial, Pacification Array to lock down early threats, Tezzeret for shenanigans, and Ghirapur Aether Grid as the wincon. Who says control is dead?


Control won't die, just that specific draw-go type. There's probably something in the GB camp that could be brewed, but it may end up as Ramp with 4x Black sweepers instead. As far as archetypes go, GB control was the one I enjoyed most in Origins with its emphasis on removal creatures and late game hitters. That was before the dark times, before the Planeswalkers...

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PostPosted: Thu Jan 05, 2017 7:11 am 
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Duels may be safe due to rarity restrictions and cards we don't get, but standard is going to be really strange in terms of meta.
Still, I don't play standard so its kind of irrelevant. I'm just curious about the red expertise and respective legends and about what actually makes it into duels.

Looks like a ton of johnny synergy based builds have potential and deck building is going to be... Interesting if there isn't a dominant beats-everything and is no fun to play against archtype.
We'll see, only time will tell...

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PostPosted: Thu Jan 05, 2017 7:14 am 
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"Locket of Myths"
3
Artifact
At the beginning of your upkeep, Scry 1.

Whenever you cast a creature spell, you may pay G. If you do, draw a card.


Gas for your creature spam decks? And...

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Aethersphere Harvester
3
Artifact - Vehicle
Flying

When Aethersphere Harvester enters the battlefield, you get EE (two energy counters.)

Pay E: Aethersphere Harester gains lifelink until end of turn.

Crew 1
3/5


Not sure on this one, great blocker if you have a 1 power dude, but turn 3 is a put off. We'll see.

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PostPosted: Thu Jan 05, 2017 7:33 am 
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I can see the harvester in an annoying thopter deck... Big blocker, lifegain... Should be good for hosing burn/aggro

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PostPosted: Thu Jan 05, 2017 7:46 am 
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Hey Modulo, about that Bant deck...

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"Heroic Intervention"
1G
Instant
Permanents you control gain Hexproof and Indestructible until end of turn.

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PostPosted: Thu Jan 05, 2017 7:58 am 
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Hey Modulo, about that Bant deck...

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"Heroic Intervention"
1G
Instant
Permanents you control gain Hexproof and Indestructible until end of turn.


Holy sh@t! That just kills removal!
This and Blossoming Defense together just tips the scale completely for crats/Bant Creature decks. WG humans may make a comback too. Only languish or yahenni's expertise can dodge this.
Reminds me of a game yesterday I played with my Bloodbriar deck, that I won with 2 Selfless Spirit while being very mana screwed. He drops a thought-not seer and sees I'm holding 2 Blossoming defenses, ditches 1. Then lets his timer run down as he realizes his removal is useless...

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PostPosted: Thu Jan 05, 2017 8:07 am 
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Haven_pt wrote:
Holy sh@t! That just kills removal!
This and Blossoming Defense together just tips the scale completely for crats/Bant Creature decks. WG humans may make a comback too. Only languish or yahenni's expertise can dodge this.



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PostPosted: Thu Jan 05, 2017 8:20 am 
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Heroic Intervention isn't even that good IMO. Make a Stand saw very limited play even in creature-heavy decks; this card is arguably worse since it doesn't double down as a pump. I would not run this card over stuff like Blossoming Defense or Void Grafter.

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PostPosted: Thu Jan 05, 2017 8:23 am 
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It's good to see control players get punished..

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PostPosted: Thu Jan 05, 2017 8:24 am 
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Hey Modulo, about that Bant deck...

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"Heroic Intervention"
1G
Instant
Permanents you control gain Hexproof and Indestructible until end of turn.

Looks like forced sacrifice removal is going to be a bit more relevant this season.

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PostPosted: Thu Jan 05, 2017 8:25 am 
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It's good to see control players get punished..


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PostPosted: Thu Jan 05, 2017 8:29 am 
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So far I'm liking this set; I hope we get every card with the keyword "revolt". I'd be fine with not getting any / all of the rest.


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PostPosted: Thu Jan 05, 2017 8:49 am 
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i used to complain about them but i miss the animated cut-scenes from story mode, i hope those come back


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PostPosted: Thu Jan 05, 2017 8:51 am 
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Same. They where **** but a kind of sparkling **** that at least added something to the campaign like a proper game. Now all the new stuff is just text.
Also definitely loving a lot of the new stuff shown and hoping we can get it.

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PostPosted: Thu Jan 05, 2017 8:51 am 
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I accidentally clicked past all the campaign cutscenes :(

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PostPosted: Thu Jan 05, 2017 8:52 am 
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i used to complain about them but i miss the animated cut-scenes from story mode, i hope those come back


Any hope of that died when NightHawk showed us the gem of Kytheon's "uh-oh!" face during the campaign.

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