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PostPosted: Tue Sep 18, 2018 10:16 pm 
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Modulo wrote:
Finally another good Jump-Start card. Risk Factor is basically an instant-speed (targeted) Browbeat (dealing 4 instead of 5) with Jump-Start; could easily make it into any burn/aggro shell (specifically mono-R Wizards with or without Flame of Keld).


And Browbeat wasn't used when it was legal either. It's a bad card that might...might...be sideboardable in the right meta. Any card that gives your opponent the choice will choose the one that hurts them least. Even being able to recast this isn't all that great as it still cost you resources in mana and time. You cast this and they let you have the cards you were already winning. If they take the damage you just did 4 damage to their face without affecting the board state...and any non-control deck is probably winning.

divinevert wrote:
I don't know how to evaluate Camaraderie. It is one of those cards that my gut says "well, this is too expensive. It costs 6 AND it requires a strong board state? Worthless."

And then there is this other voice that says "Holy ****, that effect is amazing. If you resolve it, you'll absolutely win."

If we get another mana bug, I have a feeling this thing sees competitive play.


Comaraderie looks to be one of those cards that is win-more...but Haven brings up a good point with Song of Freyalise. I don't think you are casting this in reality prior to turn 4 and most likely not until turn 5 with some real benefit, but it is very doable. But other than to break a stalemate (in which case the Song of Freyalise isn't really helping when tapping your creatures for mana), why not just attack and win with some other cheaper and more versatile spell? Along with that, yes, you get some life, cards, and all your creatures get +1/+1, but what is the rest of your deck doing?

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PostPosted: Tue Sep 18, 2018 11:34 pm 
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Lexxx20 wrote:
What are your thought on this guys?

Image

All you need is to find a way to tutor and/or flicker her :D


Use Helm of the Host.

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PostPosted: Tue Sep 18, 2018 11:48 pm 
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Kryder wrote:
divinevert wrote:
I don't know how to evaluate Camaraderie. It is one of those cards that my gut says "well, this is too expensive. It costs 6 AND it requires a strong board state? Worthless."

And then there is this other voice that says "Holy ****, that effect is amazing. If you resolve it, you'll absolutely win."

If we get another mana bug, I have a feeling this thing sees competitive play.


Comaraderie looks to be one of those cards that is win-more...but Haven brings up a good point with Song of Freyalise. I don't think you are casting this in reality prior to turn 4 and most likely not until turn 5 with some real benefit, but it is very doable. But other than to break a stalemate (in which case the Song of Freyalise isn't really helping when tapping your creatures for mana), why not just attack and win with some other cheaper and more versatile spell? Along with that, yes, you get some life, cards, and all your creatures get +1/+1, but what is the rest of your deck doing?

Building a board that likely has a lot of 1 toughness that doesn't get wiped. The whole crux of the selesnya plan is building this in a standard with:
Settle the wreckage
cleansing nova
Urza's Ruinous Blast
Plague Mare
Phyrexian Scriptures
Golden Demise
Goblin Chainwhirler
The First Eruption
Radiating Lightning
Shake the Foundations
Fiery Cannonade
Star of Extinction (yeah its unlikely)
Path of Mettle

If the opponent allows you time to build and no mass answer to the horde...
Dorks or song of freyalise into lots of tokens/creatures then...
Image
into
Image

Profit $$

The deck needs cards like Heroic intervention

Now this on the other hand...
Image
Dawn of Hope

Enchantment
Whenever you gain life, you may pay . If you do, draw a card.

3W: Create a 1/1 white Soldier token with lifelink.

The lifegain deck has a new payoff. I think Fountain of Renewal + Dawn of hope will be pretty good. And there is some new angel making enchantment that will also like this guy... Lifegain angels. It's like wizards knows what I want to build.

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Last edited by Sl33pHumper on Wed Sep 19, 2018 12:18 am, edited 3 times in total.

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PostPosted: Wed Sep 19, 2018 12:00 am 
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Lexxx20 wrote:
What are your thought on this guys?

Image

All you need is to find a way to tutor and/or flicker her :D

A card that will win the game by itself but dies to removal oh wait there is more! It removes itself!

Perplexing card design... Helm would be a very mana expensive answer. The fact any deck built around this auto loses to control kind of dampens my urge to build it.

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PostPosted: Wed Sep 19, 2018 12:53 am 
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You got both already.
ImageImage

Oh, nice find! I totally forgot about those!

I don’t understand the last sentence of that creature. Why is that there?

To prevent you from winning game in 3 turns? :) Hey Barney!

Haven_pt wrote:
More cards:
Difundeplagas, a 3cc black 3/2 that makes everyone sac a creature or PW.

Improved Fleshbag Marauder, yay! Putting 2 or 3 copies in every Bx deck.

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PostPosted: Wed Sep 19, 2018 8:51 am 
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And then you flicker him :D


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PostPosted: Wed Sep 19, 2018 10:34 am 
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Full spoilers available!!!:-)


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PostPosted: Wed Sep 19, 2018 1:14 pm 
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All the new spoilers have been trash.

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PostPosted: Wed Sep 19, 2018 1:41 pm 
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Yeah, complete garbage.


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PostPosted: Wed Sep 19, 2018 1:45 pm 
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People are talking about using the 1 mana white enchant that stops a creature from blocking and activating abilities in white decks that are extremely aggro, and the blue x spell that bounces a bunch of creatures with the same type has some potential imho.

Plus dead weight reprint.


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PostPosted: Wed Sep 19, 2018 2:17 pm 
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People are talking about using the 1 mana white enchant that stops a creature from blocking and activating abilities in white decks that are extremely aggro, and the blue x spell that bounces a bunch of creatures with the same type has some potential imho.

Plus dead weight reprint.


Selective Snare is a restrictive Evacuation that, worst of all, isn't even an instant. Cards like Blink of an Eye are much better, since aggro will rebuild in two seconds anyway.

Demotion doesn't stop them from attacking, so it's awful at racing, doesn't add any power to the board, and doesn't deal with problematic creatures with other static or triggered abilities. I could see a scenario where that plus Chance for Glory turn 4 allows for an easy T4 kill, but generally speaking, it's just win-more.

Dead Weight is a great limited card, but I doubt you ever see it in competitive. Necrotic Wound is likely better, and that card kinda sucks also.

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PostPosted: Wed Sep 19, 2018 11:33 pm 
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So many good black cards! I missed Dead Weight and 1/1 deathtoucher for B since they were in Duels (2015 I think?) :)

That's what also made me happy:

Spoiler

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PostPosted: Thu Sep 20, 2018 3:45 am 
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Be careful with those discards against green :D


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PostPosted: Fri Sep 21, 2018 1:18 am 
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I sure will :)

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PostPosted: Fri Sep 21, 2018 2:45 am 
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Hard to psyched about ravnica when we'll all be in grinding mode and making starter decks with sub-optimal cards.

Anyway, I get a feeling muldrotha is gonna become good with all the surveil stuff and reanimation stuff.

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PostPosted: Fri Sep 21, 2018 5:19 am 
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Idk about Muldrotha; she is very slow. Seems more like a sideboard plan to me.
I'd be more inclined to try Multani, but he seems a tad too slow as well.

That said, I will get to brewing either this weekend or next week during Arena's downtime.

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PostPosted: Thu Sep 27, 2018 12:48 pm 
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divinevert wrote:
1. Chromatic Lantern
2. Jodah, Archmage Eternal
3. Random 11-drops

Amirite?

Already faced this in my third Free Play game. Luckily I could Rabid Bite him away directly :D


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PostPosted: Thu Sep 27, 2018 2:33 pm 
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I pulled a lantern and 3 jodahs from my packs (and that ballista wannabe that likes 5 Color decks), so I when get to feeling like playing jank, I'm probably gonna make a 5 color monstrosity.

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