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PostPosted: Wed Apr 12, 2017 10:14 am 
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divinevert wrote:
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Hmmm... I've got to know how Control players could possibly not want a 3 mana flying indestructible win con? Is it just that we already have better options? Or am I missing something? From what I can tell, you basically always have a full hand by the time you want to make the turn and go aggressive.

If nothing else, explain how 4 mana draw a card could ever be worse than 4 mana make a 1/1 token, which is each card's respective bottom.

Your core problem is that this just isn't true at all. We have 7 cards if we've already taken with Jace/Sorin/Ob or something, but that point, what the hell is Kefnet adding? I'm not eager to pay 7 mana to draw a card. Otherwise he basically just sits on the battlefield. If I want to try to slam a 3 mana bomb for control from Amonkhet, right now it's Nissa at 1UG.


Yeah, okay... then g, r, u, w, b... but only the first two get any real chance of getting played in a serious deck.


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PostPosted: Wed Apr 12, 2017 10:15 am 
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I think Bontu is being undersold. There are a number of Revolt or Crats shells where he has value just as a beater/sac outlet. Those shells might not be great, but at least he'd be useful there.

The problem with Kefnet is that he doesn't fit in the exact decks he was built for.

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PostPosted: Wed Apr 12, 2017 10:15 am 
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DJ0045 wrote:
divinevert wrote:
DJ0045 wrote:
Hmmm... I've got to know how Control players could possibly not want a 3 mana flying indestructible win con? Is it just that we already have better options? Or am I missing something? From what I can tell, you basically always have a full hand by the time you want to make the turn and go aggressive.

If nothing else, explain how 4 mana draw a card could ever be worse than 4 mana make a 1/1 token, which is each card's respective bottom.

Your core problem is that this just isn't true at all. We have 7 cards if we've already taken with Jace/Sorin/Ob or something, but that point, what the hell is Kefnet adding? I'm not eager to pay 7 mana to draw a card. Otherwise he basically just sits on the battlefield. If I want to try to slam a 3 mana bomb for control from Amonkhet, right now it's Nissa at 1UG.


Yeah, okay... then g, r, u, w, b... but only the first two get any real chance of getting played in a serious deck.

I don't necessarily agree with your order, but I do generally agree that at first blush, only green and red seem to have a decent positioning in the current meta.

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PostPosted: Wed Apr 12, 2017 11:34 am 
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DJ0045 wrote:
As a weenie player/lover, Oketra does not just go into 'any' weenie deck, I'm not even sure Master Trinketeer is playable in tokens - same deal with Hanweir Militia Captain.


Mobius ran a copy of Master Trinketeer in his tourney winning WB token deck. I didn't watch all his games, but I did see it help him win as a buffer and as a producer.

I ran Militia Captain in my top 8 qualifying RW token tourney deck. I flipped it twice (iirc), and while I don't recal it hitting face, it's token production aided a win while its giant body changed the nature of my opps attacks and crushed blockers. Even when it didn't stick, it drew out removal that otherwise could have hit my Copters or Garrisons or Karl.

They aren't the best creatures as they do carry some baggage of being easy to remove - but if they stick they're quality in token decks. Feel like you're underselling them. Idk how good the W god will be yet, but I'm not ready to write off a Languish dodging double striking token producer whose partipation clause is easy to meet in the same types of decks that don't have much trouble going wide enough to flip Abbey.

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PostPosted: Wed Apr 12, 2017 12:30 pm 
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Nah I'm not underselling them, I play tokens every season, I know those decks inside and out. My saying those two cards aren't that good comes from tons of experience with both of them. I'd also rate captain higher than the god in terms of playability, I might also rate trinketeet higher too in the right deck. And both are cheaper.


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PostPosted: Wed Apr 12, 2017 12:39 pm 
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Getting to play with them will likely cause some reordering, but this is my early feelings:

1) Green god. We all know how annoying Gideon is when opps tossing an indestructible 5/5 at you every turn. This the same pain but death touches creatures with big enough butts to safely block Gideon. It's ability turns it on even if your only other creature is a bear. Might call it big and dumb, but it looks like it will do its big dumb job very well.

2) Red god. Seems great in hellbent, prob good top end in RDW. That's about it. Great late game top deck tho, which might make it attractive to more decks than it naturally belongs, due to our 1 copy of mythics restriction (more likely to be a late game top deck). Sucks Languish and grasp kill it, and that's a reason I could maybe see it drop in power rankings later.

3) Black god. Dodges Languish, has menace. Partipation clause is rough and will need some specific support cards to be worth including. Revolt, crats, and token decks might want him. I don't see him going into anything else. Maybe it doesn't deserve #3, but I don't think it's as bad as some do (mostly because there are at least 3 different archtypes to try it in - more than I see the ones ranked below it - and it has an evasive ability).

4) White god. Think it'll be good for token go wide strategies. Needing 3 other creatures on board will keep it out of most decks, and prob will only see it in token go wide. That's been my jam lately so I really want it, but in general I don't think it will see much play.

5) Blue god. This may be a function of the fact that I don't particularly like to play the types of deck that might want him, but that participation clause seems rough. 5/5 indestructible flyer with a card draw ability sounds great, but if you're in a position to be holding 7 cards steady then you could prob win with any creature/manland that could actually be useful when you're not in complete control of the board. Similar to :w: god, I only see one type of deck - draw go control. But I'm not even certain they will want it over their existing win cons. However, as stated, it's decks aren't my cup of tea so I could be way off and see this ranking changing later, but still think it will be in the bottom three.

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PostPosted: Wed Apr 12, 2017 12:47 pm 
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DJ0045 wrote:
Nah I'm not underselling them, I play tokens every season, I know those decks inside and out. My saying those two cards aren't that good comes from tons of experience with both of them. I'd also rate captain higher than the god in terms of playability, I might also rate trinketeet higher too in the right deck. And both are cheaper.


You're not the only one who plays tokens tho. I think underselling was a fair statement because you didn't think two cards that saw play (contributing to wins) in top 8+ decks in last fight club are exactly playable. They're not exactly amezeballs, but they're playable in their archetypes.

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PostPosted: Wed Apr 12, 2017 1:28 pm 
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DJ0045 wrote:
Nah I'm not underselling them, I play tokens every season, I know those decks inside and out. My saying those two cards aren't that good comes from tons of experience with both of them. I'd also rate captain higher than the god in terms of playability, I might also rate trinketeet higher too in the right deck. And both are cheaper.


You're not the only one who plays tokens tho. I think underselling was a fair statement because you didn't think two cards that saw play (contributing to wins) in top 8+ decks in last fight club are exactly playable. They're not exactly amezeballs, but they're playable in their archetypes.


That's roughly the standard I set for them, I'm not sure why that was a sticking point for you. They are okay in their archetypes - imo the white god is not. When I top 8'ed with humans a few seasons ago, I definitely regretted not running hanweir militia captain - not because it was good, but because my deck needed another 2 drop, and it was the next best 2 drop that I didn't run. It was a mistake not to run it, but not because captain was so amazingly great, rather it was simply because I needed another 2 drop, and that's the choice I'd have made given additional testing time. That said, I still would have lost the match that knocked me out. (I.e.: better than my 59/60th card).

Edit: Speaking of Möbius: his token deck ran 0 Militia Captain, and only 1 trinketeer... maybe that's why he won. :p

j/k - this really isn't how you should evaluate cards, I hope you realize that.


Last edited by DJ0045 on Wed Apr 12, 2017 1:47 pm, edited 1 time in total.

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PostPosted: Wed Apr 12, 2017 1:38 pm 
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Green>Red>White>Black>Blue

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PostPosted: Wed Apr 12, 2017 3:15 pm 
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DJ0045 wrote:
DJ0045 wrote:
Nah I'm not underselling them, I play tokens every season, I know those decks inside and out. My saying those two cards aren't that good comes from tons of experience with both of them. I'd also rate captain higher than the god in terms of playability, I might also rate trinketeet higher too in the right deck. And both are cheaper.


You're not the only one who plays tokens tho. I think underselling was a fair statement because you didn't think two cards that saw play (contributing to wins) in top 8+ decks in last fight club are exactly playable. They're not exactly amezeballs, but they're playable in their archetypes.


That's roughly the standard I set for them, I'm not sure why that was a sticking point for you. They are okay in their archetypes - imo the white god is not. When I top 8'ed with humans a few seasons ago, I definitely regretted not running hanweir militia captain - not because it was good, but because my deck needed another 2 drop, and it was the next best 2 drop that I didn't run. It was a mistake not to run it, but not because captain was so amazingly great, rather it was simply because I needed another 2 drop, and that's the choice I'd have made given additional testing time. That said, I still would have lost the match that knocked me out. (I.e.: better than my 59/60th card).

Edit: Speaking of Möbius: his token deck ran 0 Militia Captain, and only 1 trinketeer... maybe that's why he won. :p

j/k - this really isn't how you should evaluate cards, I hope you realize that.


Well, we'll see soon enough if W god is good in her deck. I think an indestructible token farm in a deck that goes wide to win anyways is fine at worst. In that type of deck, turning her on will be seamless, and she'll change the nature of opponent attack plans, threatening 6 damage to attacking creature - when otherwise the deck relies largely on chump blockers to preserve life total.

I know you're joking, but Militia Captain wouldn't make a ton of sense in Mobius' deck. Was good for mine because I had Valor to turn those 1/1 tokens into better damage sources. Also ran a pump spell to threaten trample and make opp respect open mana on his transformed attacks. Master Trinketeer was in my early versions of my deck, but I had a wide variety of tokens (many non-servo/thopter) and my take was more aggro so I couldn't make much use of his production ability. Still is playable in Boros Valor decks, and others run him in theirs. I guess you mean auto-include when you say playable, but I read playable to mean considerable, and that's why I got stuck on it.

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PostPosted: Wed Apr 12, 2017 6:36 pm 
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Actually, considering he ran weoponcraft enthusiast, it did make sense if it would make sense anywhere. The fact he chose carrier thrall instead is very telling, imo. His deck choices, as weird of a builder as he is, are not accidental. I get the inclusion of the lord, as it non-trivially affects the power of his board state, even if he never activates it for the entire tournament. Captain's non-inclusion is also meaningful.


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PostPosted: Wed Apr 12, 2017 7:04 pm 
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Re carrier thrall, not really. That had synergy (vampire) with Kalitas, and he mentioned such in a game I watched. His deck had some crats aspects that thrall is better suited for (aside from Abbey, Kalitas and improvise demon want fodder). He was also wanting :b::b: T2 for grasps. He'd have to be here to explain choices for sure tho.

I mean if your point is Militia Captain isn't an autoinclude in every deck that does Tokens, I already agreed with you.

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PostPosted: Wed Apr 12, 2017 7:51 pm 
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Loved blue when I saw him, super flashy looking but flashy not necessarily best especially in duels.

Black is clearly the worst and only one who doesn't have a simple on/off switch and stays active, instead you need to keep actively turning her on. However in crats that could be very easy but that narrows her down to 1 deck type, though BW crats could be good with her and that revolt enchantment that replaces a creature every turn basically.

In duels Blue seems 2nd worst with difficulty in keeping a full hand but maybe different kind of control can make use of it in a way not fully thought of, though that kind of control is probably too slow to be anything top tiered.

White maybe doesn't fit in everything white weenie but it'd be another difficult to remove creature and does seem pretty easy to turn on and can have a lot of power so she is in the middle here in duels.

Red at first glance looks kind of difficult to use but slots right in with typical RDW style that can easily get heckbent by the time you're casting her, even if it might not be the strongest aggro acrhetype it could push that style up there.

Green is obviously best one no matter what and just fits in any typical green deck like any other boring, strong beater.

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PostPosted: Wed Apr 12, 2017 9:35 pm 
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if i still played this game i would meme my way to the top with bontu. hes the new brain in the jar. the biggest difference is that hes actually a good card.

dont play the game anymore dont remember green midrange being great but the green god is strong as well

red one is great especially due to deck limitations in this game. if this wasnt the case he wouldnt see play

white sucks wank. crews dudes tho so thats sweet

kefnet would be another brain in the jar meme card. although i think its better than what you give credit for. the ability to bounce a land is no joke.

god tier order IMO??? i havent played this game since eldritch i think so blam
1. suntail hawk
2. dont you want to bontu
3. red guy because red mana boom boom
4. kefnet so much advantage woo unless blues not good idk. cards sweet though and artwork bias
5. green dude unless greens good idk ( clearly the best one regardless of any other card) if you pick this one you are playing safe.
6. oketra sucks wank but vehicles and infinite 1/1s probs good in this game


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PostPosted: Wed Apr 12, 2017 9:40 pm 
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Interesting thing about the gods is that they all have pretty much one deck they go into (few exceptions, like :g: god going into any creature heavy shell being able to rely on ability to insure 4 power friends - also the reason most of us rank it #1). This counteracts the single color costs (when I heard we were getting gods I assumed they'd have heavy color requirements), which would make them easily splashable into a 3 to 5 color gods.deck. Except the decks that would want one don't want the others.

Maybe you could do green god and white god in the same deck, but that's about it.

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PostPosted: Wed Apr 12, 2017 9:58 pm 
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kefnet would be another brain in the jar meme card. although i think its better than what you give credit for. the ability to bounce a land is no joke.


You realize that's a land you control, not opps land?

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PostPosted: Wed Apr 12, 2017 10:11 pm 
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kefnet would be another brain in the jar meme card. although i think its better than what you give credit for. the ability to bounce a land is no joke.


You realize that's a land you control, not opps land?

clearly


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PostPosted: Thu Apr 13, 2017 1:29 am 
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Oketra -
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Kefnet -
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Bontu -
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PostPosted: Thu Apr 13, 2017 1:46 am 
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Hazoret -
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Rhonas -
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It's interesting that 2 gods that have forms of evasion are also the most difficult to turn into swingers.

I am looking forward to building a :g::w: token deck that runs Okra and RoNo.

1. Hazoret - haste, in the right deck it attacks the turn it's played on curve. Yes it's more vulnerable than the others but not everyone will be ready with :b::b:, nor every match are you up against heavy black.
2. Rhonas - This will see a lot of play.
3. Oketra -Because of the double strike, I love that ability.
4. Bontu - will be a finishing machine in crats but that's it.
5. Keffie - Possibly has some playability in landfall decks and the much discussed control decks but I am unsure on this one.

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PostPosted: Thu Apr 13, 2017 3:52 am 
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RoNo looks custom designed to receive cartouche of strength.

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