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PostPosted: Tue Mar 21, 2017 4:48 pm 
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I dunno, isn't Ponder a bit...much? I'd love it, but it's common right? Pretty much replacing Telling Time outright, but I could also see it being a flip Jace situation where decks splash Blue just to get the sweet T1 setup for their next 3 draws. I get what you're going for with the rest in mill and discard decks.

They could play with the rarities (make it uncommon probs), but for obvious reasons, I'd love the ability for blue to be able to do something turn 1. Yes, it would basically replace Telling Time (or replace Glimmer and just be Telling Time #4,5,6), but that's not a bad thing because I would like to do other things turn 2.

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PostPosted: Tue Mar 21, 2017 4:56 pm 
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Actually that's a point, what good stuff does Blue have for T1 in Duels?

White - Kytheon, Envoy...a certain bane of CGB's existance.
Black - Fatal Push, but that overshadows most every other 1 mana card.
Red - Goblin Glory Chaser, Shock, Insolent Neonate.
Green - Dryad, Oath of Nissa, bunch of other 1 drops.

Blue doesn't have anything of note, and no I won't count Binderato's Miscreant lol.

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PostPosted: Tue Mar 21, 2017 5:03 pm 
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Dispel and Essence Flux, ok cards albeit only in certain decks.

Then you have the almighty Thriving Turtle...

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PostPosted: Tue Mar 21, 2017 5:04 pm 
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Haven_pt wrote:
Dispel and Essence Flux, ok cards albeit only in certain decks.

Then you have the almighty Thriving Turtle...

Those are 1 mana spells, but not turn 1 plays

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PostPosted: Tue Mar 21, 2017 5:06 pm 
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^ This.

Otherwise I would have put Stampy in for Green too.

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PostPosted: Tue Mar 21, 2017 5:07 pm 
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divinevert wrote:
Haven_pt wrote:
Dispel and Essence Flux, ok cards albeit only in certain decks.

Then you have the almighty Thriving Turtle...

Those are 1 mana spells, but not turn 1 plays


Ok, the turtle is though... And that's op as hell.

Actually, since counterspell bit the bullet, I don't think WotC wants blue makes to do anything until T3...

Actually, I think blue's best T1 play is play a tap-land.

whispers of the muse Anyone?

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Last edited by Haven_pt on Tue Mar 21, 2017 5:11 pm, edited 1 time in total.

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PostPosted: Tue Mar 21, 2017 5:11 pm 
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Cursecatcher and Hedron Crab would be my picks.

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PostPosted: Tue Mar 21, 2017 5:21 pm 
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Other than exhume, we could use some zombie lords to actually amke the SOI block zombies playable.


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PostPosted: Tue Mar 21, 2017 5:25 pm 
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Mausoleum Wanderer pls

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PostPosted: Tue Mar 21, 2017 5:33 pm 
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Not Zombies folks... Mummies... lots of them. lol.

And probably some Egyptian-ish creatures that operate exactly like allies, but are called something else so they have exactly 0 synergy with anything else. And then we don't get the important cards from either upcoming set - or just enough to make them solidly tier 3.

Anyhow... I think that those of you hoping for a reasonable reanimation deck to emerge after the next set, will NOT be disappointed. I just have a good feeling about this one. Might kill mill though. We shall see.

I also expect Spirits for some reason - no idea why. A few good humans. No elves :'( worth having. And at least one totally awesome uncommon that they simply don't give us, which I will spend the entire spoiler season drooling over, and be thoroughly disappointed by its lack.


Last edited by DJ0045 on Tue Mar 21, 2017 5:34 pm, edited 1 time in total.

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PostPosted: Tue Mar 21, 2017 5:34 pm 
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I would like to see Peek back as turn one play for . I think even Serum Visions is balanced for blue too.


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PostPosted: Tue Mar 21, 2017 5:36 pm 
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Probably for another thread, but what about establishing what archetypes are fringe-playable that could be saved with 1 or 2 new staples? Like Auunj said for example:

1. U/B Zombies - A lord, maybe 2 to give your critters some impact.

2. W/U Spirits - Mausoleum Wanderer, then some sort of common or uncommon for 2cmc and a relevant ability (i.e not a 1 power clue cloner)

3. G/X Ramp - 2cmc single basic land ramp spell, something else in the very top end that's worth ramping into.

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PostPosted: Tue Mar 21, 2017 5:54 pm 
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It's a bit pricey, but I wouldn't mind Rootgrapple as an additional planeswalker answer,

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PostPosted: Tue Mar 21, 2017 5:55 pm 
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Probably for another thread, but what about establishing what archetypes are fringe-playable that could be saved with 1 or 2 new staples? Like Auunj said for example:

1. U/B Zombies - A lord, maybe 2 to give your critters some impact.

2. W/U Spirits - Mausoleum Wanderer, then some sort of common or uncommon for 2cmc and a relevant ability (i.e not a 1 power clue cloner)

3. G/X Ramp - 2cmc single basic land ramp spell, something else in the very top end that's worth ramping into.


Yes, yes, naw... G/X ramp doesn't need help really. It just needs some careful thought and the realization that G/X midrange is better.

But, in that same vein... we really need a good combo to run in Duels. Maybe not a game ending one, but something. Ramp might not need help, but the other archetype that occupies the same power band, combo, really just doesn't exist right now in duels.

Edit: of course, why not both? :P


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PostPosted: Tue Mar 21, 2017 5:57 pm 
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The problem with combo is that it's one of those that will either be useless or dominate the format and rarely ever any middleground.

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PostPosted: Tue Mar 21, 2017 5:57 pm 
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For zombies I like Undead Warchief as a lord mainly because its a uncommon compared to the other lords that sit at rare or even mythic. Other support like Gray Merchant of Asphodel could really push the archetype over the edge.

For I don't really have much of a comment.

For X Ramp, I think rampant growth has been on everyone's wish list for some time now. The 4 CMC spot seems a bit naked and would actually like to see something to slow down aggro, may be a Obstinate Baloth? Would love to see the return of Oracle of Mul Daya as well. For bombs, I am digging Pelakka Wurm or a Terastodon making a comeback.


Last edited by HARBiNG3R on Tue Mar 21, 2017 6:50 pm, edited 2 times in total.

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PostPosted: Tue Mar 21, 2017 5:59 pm 
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I'd even settle for Fertile Ground at this point.

I want ramp effects that don't die to my own sweepers

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PostPosted: Tue Mar 21, 2017 6:04 pm 
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divinevert wrote:
It's a bit pricey, but I wouldn't mind Rootgrapple as an additional planeswalker answer,



Could Beast Within be too much? I think it compares favorably to Anguished Unmaking minus the rarity. Land destruction could be an issue though.


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PostPosted: Tue Mar 21, 2017 6:38 pm 
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Having Beast Within would give me goosebumps.


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PostPosted: Tue Mar 21, 2017 8:04 pm 
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DJ0045 wrote:
I guess the biggest problem with copter is that currently the best answer to copter is also a deck that runs copter. I have no idea how you avoid that... I mean what card could possibly stop that from being true? 3 mana card with reach and deathtouch/indestructible when blocking fliers? lol


Oh man, you've reminded me of Deadly Recluse in the Sealed pool in Duels '14. Everybody ran that card. Good times...


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