[DGM-ICD] Wear / Tear

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would of it been too much to ask for wear to just cost R?
Beautiful.
would of it been too much to ask for wear to just cost R?


Shatter plus Erase. Guessing it was too aggressively costed at R/W
This is adorable. Split cards with Fuse are going to put sideboard building a little more onto rails (similar to charms.) I think that's actually kind of nice.
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So my guess is we have 10 uncommon fuse cards of monocolor halves, and either 10 guild cards centred on an ally colour and an enemy colour (Beck + Call is blue with ally white, enemy green; another would be blue with ally black, enemy red) or 5 with each guild represented on one half with a shared colour.
This is cool. I like this.
The art of wear is sublime.
It won't come up often, but man, Fusing this one is gonna feel GOOD.

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192884403 wrote:
surely one can't say complex conditional passive language is bad grammar ?
I feel this is an accurate description on the relationship between artifacts and enchantments.

Yxoque wrote:
This forum can't even ****ing self-destruct properly.

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Good card and good example for the Fuse cards.
Decimate
Duergar Hedge-Mage
Gleeful Sabotage
Hull Breach  
Rain of Thorns
Relic Crush
Stomp and Howl
We get it! You want us to destroy artifacts and enchantments!

Well this will be going into my Boros Giant tribal deck in place of Austere Command. Nice!
how does fuse play with sunforger?
how does fuse play with sunforger?

It doesn't. Fuse only works when casting the spell from hand. Any other way to cast it will let you cast only one side, like any other split card. Read the reminder text (ends with "from your hand"), and then go to "the mechanics of Dragon's Maze" article.



So, Fuse doesn't work with Sunforger, or Future Sight/Magus of the Future/Melek, or cascade, or Epic Experiment, or Isochron Scepter...

[<o>]
would of it been too much to ask for wear to just cost R?


Shatter plus Erase. Guessing it was too aggressively costed at R/W



Erase exiles.  The white half is more properly analogous to Demystify.
This feels like it's going to be a sideboard staple in Modern/Legacy.
This feels like it's going to be a sideboard staple in Modern/Legacy.


I have that same feeling. I can't wait to see the other fuse cards, but this here is really good tech.
A wise man on film sequels:
Watching sequels to really good films is like visiting a bollock kicking parlour, paying your money and then proceeding to get your bollocks kicked...then leaving and returning at a later date to repeat the process. -iamthehollow
Decks: :R::G: Karn Tron :R::U: Bloody Fish There Will Be Blood (movie).
An eleventh keyword for RTR? How interesting! And split cards return! This time with guild-specific mono-color halves, which is one of the things I wanted to see should they make a return. And it looks like ally-enemy color guild pairings are also in, which is the other thing I wanted to see. So I am most definitely pleased here.

I wondered how long it would take them to do a RW artifact or enchantment removal card. Rather clever way in which they finally did it.

would of it been too much to ask for wear to just cost R?


 It would just make a disenchant that costs
would of it been too much to ask for wear to just cost R?


 It would just make a disenchant that costs


No, it would be to take out an artifact and enchantment, as opposed to Disenchant's artifact or enchantment. In any case, I would have liked this so much more if it was and , but I'll still use it as is.
A wise man on film sequels:
Watching sequels to really good films is like visiting a bollock kicking parlour, paying your money and then proceeding to get your bollocks kicked...then leaving and returning at a later date to repeat the process. -iamthehollow
Decks: :R::G: Karn Tron :R::U: Bloody Fish There Will Be Blood (movie).
Good card, but not very exciting.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
Cute, it's like a Charm, but far more flexible in the manacosting.

GW

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Good card, but not very exciting.



Basically sums up what I thought.  It's a very good value card, and will definitely see some play because of it's flexability and cheap cost, but it's nothing to write home about.
Fuse doesn't work with Sunforger, but Melek does.
Fuse doesn't work with Sunforger, but Melek does.


Fuse only works if cast from hand and Melek only copies if you cast from the library.

EDIT: Though, on reading your comment again, I guess you meant that Melek works with Sunforger which I didn't realize til just now
Fuse doesn't work with Sunforger, but Melek does.


Fuse only works if cast from hand and Melek only copies if you cast from the library.

EDIT: Though, on reading your comment again, I guess you meant that Melek works with Sunforger which I didn't realize til just now



Right; Melek doubles Sunforger spells.
Not as good as the other one but still cool.
would of it been too much to ask for wear to just cost R?



I agree. Guess maybe their brains are starting to smelt :P

Eh, either way this is a nice card, too bad it's in colors I'm not using at the moment. 
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