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PostPosted: Mon Apr 17, 2017 7:18 pm 
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DJ0045 wrote:
Okay, so looking over zombies again, I'm not sure it's got the 2 drops it needs to be a real deck yet. They are really going to get pummeled t2-3-4, basically requiring a lord to stick in order to be competitive with other 2 and 3 drops. This doesn't mean they'll be bad per se, but it's worth considering when building. Right now I'm thinking a token approach will be the best option, as well as a slightly higher curve that goes more toward the direction of removal rather than early creatures. Not sure until testing, but just thinking out loud.


I am still not sure. I will admit that there is still a lack of 2 drops, as evidenced by the 2x Shambling Ghoul in my original draft (which should probably be Scrounger or Copter, but you know dat tribal).

That said I still think the abundance of 1 drops could potentially work. I get being concerned about your creatures being outclassed by your opponents because a bunch of 1/1 and 1/2 critters probably aren't going to do much without the lord there to back them up. I think having In Oketra's Name at common helps a lot though, as it is another tool (besides the lords) that can convert all that wank into a significant attack.

Beyond that, if we are able to pretty consistently stick a Binding Mummy or Wayward Servant on T2 and can activate them one or multiple times per turn afterwords then we should be able to theoretically ignore what your opponent is playing anyways (since life drain goes directly to the face and the tap effect should allow us to attack freely with wank where we normally wouldn't be able to).

The ability to have your removal suite be extremely cheap and far reaching could help too. Is having our cheap creatures outmatched stat-wise by our opponents that terrible when we can cast one or multiples of them on the same turn we can cast things like Push and Time to Reflect to cheaply answer those better value critters?

We will see. I honestly don't know where to start with my building/testing/brewing with this set. So many different things I want to be doing!

Edit: Plague Belcher helps to push the life drain angle too. Graf Harvest has potential as well, have fun blocking 8 million wank zombies with menace lmao.

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Last edited by Eonblueapocalypse on Mon Apr 17, 2017 7:32 pm, edited 1 time in total.

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PostPosted: Mon Apr 17, 2017 7:26 pm 
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Yeah, that is a valid point, I forgot about... we have 4 easy to include 2 drops for this deck. Thanks be to Scrounger and Copter. I don't know, we'll see I guess. Some of these cards may be better than I think at first glance.


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PostPosted: Mon Apr 17, 2017 7:31 pm 
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So, we mostly got what we all wanted-- which is great. Now we have to hope for a smooth release, which is much more frightening than the potential cards they could have excluded.


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PostPosted: Mon Apr 17, 2017 8:18 pm 
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I'm not a good brewer so I'll just ask. Does it look like we'll have the tools to polish off a solid MBC deck?

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PostPosted: Mon Apr 17, 2017 8:28 pm 
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sixty4half wrote:
I'm not a good brewer so I'll just ask. Does it look like we'll have the tools to polish off a solid MBC deck?


Certainly. It's one of the first things I plan to build.

I think that the addition of direct hate for walkers, and the inclusion of a couple new resilient threats including walkers has made it a real possibility. Main concern will be control matchups, and I'm trying to think about what the deck can include to make those less than auto-losses. But as far as completely dominating a board state goes, MBC can certainly do it right now. Push, Grasp, Languish, Yaheeni's, etc... are all very efficient removal, and I think the threat count has finally reached the point where it's legitimately game ending to land a few of the black mythics. Testing needs to be done though, obviously.

If we relax the MBC requirement it's probably even easier.


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PostPosted: Mon Apr 17, 2017 8:57 pm 
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Yeah I can't see not splashing for Unmaking and Sorin. The effect on the mana base is just too small not to include 2 PW/Art/Enchant removals and Sorin for PW/critter removal. Especially if you have any life gain (like Sorin.) Unmaking solves so many MBC problems by itself. Never // Return also nails a critter or PW and if it's something recursive like Scrounger, you can Return to get rid of it (if they can't respond by using it, which is the tricky part.)

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PostPosted: Mon Apr 17, 2017 9:15 pm 
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The main issue is we only have one go all black payoff, and it ain't really worth it, imo.

But can it be done, is not the same as is it wise.


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PostPosted: Mon Apr 17, 2017 9:47 pm 
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Zombies are the next Allies and Elves.


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PostPosted: Mon Apr 17, 2017 9:54 pm 
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Hmmm... so you think bad then? I can't tell because elves are 2 possibly 3 tiers higher than allies.


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PostPosted: Mon Apr 17, 2017 10:18 pm 
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I really hope people respect Scarab Feast when building decks that interact from the graveyard; that card has potential to steal games. Image

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PostPosted: Mon Apr 17, 2017 10:21 pm 
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Naya Midrange looks like the best color combination to compliment the other cards we currently have.

EDIT: Watchers of the Dead could be a better win condition in a control deck with Commit // Memory!!!
I'm taking about the type of control deck that aims at decking your opponent out and shuffling your library back. Take the first chunk of cards and exile them from your opponents grave. Drag the game out. Exile the other chunk until your opponent has perhaps 10-15 cards left and eventually ZERO.


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PostPosted: Mon Apr 17, 2017 11:21 pm 
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If Mill decks take enough of a hit from copies of Commit///Memory reseting their wincon, I could see them using Watchers to counteract it. Sure, they will choose Memory and 1 other card, but you've got an instant speed way of stopping them from beating you pretty much there and then. It also might be worth it just for GY value decks that'll have less of a problem being milled.

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PostPosted: Mon Apr 17, 2017 11:43 pm 
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Naya Midrange looks like the best color combination to compliment the other cards we currently have.

EDIT: Watchers of the Dead could be a better win condition in a control deck with Commit // Memory!!!
I'm taking about the type of control deck that aims at decking your opponent out and shuffling your library back. Take the first chunk of cards and exile them from your opponents grave. Drag the game out. Exile the other chunk until your opponent has perhaps 10-15 cards left and eventually ZERO.


Maybe if we got the new Fog, maybe you could go TurboFog and mill that way.

As it is, it just seems inefficient and trashy compared to more traditional win cons.

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PostPosted: Mon Apr 17, 2017 11:51 pm 
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w00t, 2 hour games! :V The graveyard exiling commit to memory combo sounds like soul crushing concessions. Sure you won... but at what cost?

I don't think zombies will be the new Allies/elves. They're already in that range, and getting more tribal goodstuff. Allies suck because their anthems only trigger when you cast one, and we didn't get (didn't make?) any flash ones. They disincentive non-creature spells, and want you to play at sorcery speed 1st mainphase. Zombies don't have that baggage. Elves aren't great because we don't have more lords, and they nurfed their best x/x air defense because apparently elves were too legit in Origins. Elves aren't Allies-bad tho, they're just missing some pieces. Zombies are close to elves right now, and about to get 2 lord/anthems and more tribal based removal. They may even be able to go wide faster than elves. I think it's a matter of where they'll fall between elves/humans, not allies/elves.

I do think they could be the new humans tho. Everyone gets pregame hyped about how awesome they'll be, and they just end up being aight. That I could see happening. Perhaps.

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PostPosted: Mon Apr 17, 2017 11:51 pm 
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We can officially celebrate then :party::party::party:

https://www.youtube.com/watch?v=7Uid93jUrf0 [GWAR - Zombies, March!!!

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PostPosted: Mon Apr 17, 2017 11:56 pm 
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Where is all the amazeballz artifact hate that I saw spoiled? I was really looking forward to steel boot crushing vehicle decks. I don't think the meta will change much without release the gremlins level artifact hate (blow up possibly lots of artifacts with 1 card).

Did we get anything outside of Harsh mentor that is designed to break the vice grip vehicle decks have? Mentor is a fragile damage dealing answer at best. I don't even see the green cards that seemed decent artifact hate. Am I missing it?

I really wanted to play with Dissenter's Deliverance. All the benefits of a situational card but with a :g: cycle for those games it's useless. :(

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PostPosted: Tue Apr 18, 2017 12:13 am 
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Just to be clear, we want to try to create a win con, by comboing a flimsy 2 drop with a spell that exiles itself AND costs 10 mana. Why?

Also, equating allies to elves... what are you guys smoking tonight; follow up... can I have some too?


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PostPosted: Tue Apr 18, 2017 12:17 am 
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For Hazoret's sake we didn't even get Violent Impact!

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PostPosted: Tue Apr 18, 2017 12:21 am 
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Zombies probably don't look like the tier 1 everyone wants them to be. Tell me, outside of Fatal Push what are their plans for Copter or HoK? What is their plan for Harvester? The W/B variant probably doesn't have flying blockers, it'll need to play a midrange game to grind out the Vehicles through value, which isn't going to help them if Vehicles gets a great draw. You'll then have to look at Naya midrange, which is shaping up pretty well, are those White exiles on block going to be enough to compete with it? I think those are the 2 decks more likely to come out over Zombies atm, at least the W/B version.

Zombies are still leagues above Allies though, I think the comparison to Elves is fair.

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PostPosted: Tue Apr 18, 2017 12:23 am 
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It's just awesome! Can't complain.


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