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4 years ago ::
May 06, 2009 - 6:27PM
#31
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Date Joined:
Oct 10, 2007
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Hmmm... that's kinda bogus, since revised version Wrath of God says "all creatures in play are buried" and it wasn't a "destroy" effect.
Dauntless Escort shouldn't prevent WOG or Damnation 's effect from burying all creatures. And unfortunately it does. From the rules... [INDENT]"Indestructible If a permanent is indestructible, rules and effects can't destroy it. Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based effect (see rule 420.5c). Rules or effects may cause an indestructible permanent to be sacrificed, put into a graveyard, or removed from the game."[/INDENT]
I really feel as though indestructibility should just be regenerating automatically. Then WoG would still work. But it's simply removing the destruction in the first place. Anyway, end rules rant. :D
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4 years ago ::
May 07, 2009 - 6:56AM
#32
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Date Joined:
Jan 10, 2006
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Hmmm... that's kinda bogus, since revised version Wrath of God says "all creatures in play are buried" and it wasn't a "destroy" effect.
Dauntless Escort shouldn't prevent WOG or Damnation 's effect from burying all creatures. "Bury" is a very ambiguous term that meant several different things: sacrifice, destroy allowing regen, destroy without regeneration, etc. It had to be replaced with more specific terminology to keep the game on track.
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4 years ago ::
May 07, 2009 - 11:48AM
#33
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Hmmm... that's kinda bogus, since revised version Wrath of God says "all creatures in play are buried" and it wasn't a "destroy" effect.
Dauntless Escort shouldn't prevent WOG or Damnation 's effect from burying all creatures. Why is that bogus? This isn't revised anymore and WoG is and will continue to be a 'destroy' effect.
Why shouldn't Dauntless Escort prevent WoG? WoG in MP is overpowered, seriously overpowered. Why not have something to combat it?
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4 years ago ::
May 07, 2009 - 6:26PM
#34
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Date Joined:
Apr 21, 2009
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I really want to Enter the Dungeon with Breath of Malfegor but I LOVE Wall of Denial because no one swings my way for a little while. Wall of Denial
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4 years ago ::
May 09, 2009 - 2:45PM
#35
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"Bury" is a very ambiguous term that meant several different things: sacrifice, destroy allowing regen, destroy without regeneration, etc. It had to be replaced with more specific terminology to keep the game on track. Bury was never ambiguous at all. It never meant destroy allowing regeneration, as you state. It meant [put it directly into your graveyard pile]. That's why I think it's bogus.
WOG should still be played in the same spirit, and converting its effect to a destroy effect, rather than bury effect, defeats the purpose of the card.
I don't think my playgroup would allow the use of Dauntless Escort to prevent WOG. Particularly because the reason why "indestructible" cards are not banned from our play under "house rules" is because they are prevented from becoming overpowered by RFG and similar effects, and that's the way we currently consider bury. Since we are playing so long, we have to play the cards they way their text plainly states -- otherwise we all have to become rules lawyers, and that makes the game less fun (especially since some of us are actually lawyers...)
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4 years ago ::
May 09, 2009 - 5:21PM
#36
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Date Joined:
Oct 25, 2005
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Bury was never ambiguous at all. It never meant destroy allowing regeneration, as you state. It meant [put it directly into your graveyard pile]. That's why I think it's bogus.
WOG should still be played in the same spirit, and converting its effect to a destroy effect, rather than bury effect, defeats the purpose of the card.
I don't think my playgroup would allow the use of Dauntless Escort to prevent WOG. Particularly because the reason why "indestructible" cards are not banned from our play under "house rules" is because they are prevented from becoming overpowered by RFG and similar effects, and that's the way we currently consider bury. Since we are playing so long, we have to play the cards they way their text plainly states -- otherwise we all have to become rules lawyers, and that makes the game less fun (especially since some of us are actually lawyers...) Do you still play with the rest of the pre-sixth edition rules, like interrupts, mono- and poly-artifacts, or the wonky foul-ups like impulse pre-errata? The game has changed since then, and many cards printed today only function correctly under the premise that you're playing using the current rules. Bury no longer exists...time to move on.
As for the Alara Reborn cards with the greatest multiplayer potential, I'd have to vote...
1. Lord of Extinction (he's simply too large to ignore) 2. Dauntless Escort (creature-based strategies needed this guy to have a chance against dedicated board control) 3. Wall of Denial (it'll keep opponents' at bay without making you an obvious threat). 4. Behemoth Sledge (the love child of armadillo cloak and loxodon warhammer is bound to be at least as popular as it's predecessors) 5. Defiler of Souls (If you can protect it, this guy can dominate the board).
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4 years ago ::
May 09, 2009 - 6:34PM
#37
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Date Joined:
Apr 28, 2008
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1. Lord of Extinction (he's simply too large to ignore) Which is why everyone will turn sideways into your face once you play it.
Really. LoE is just Big Fat Dumb.
It doesn't really do anything, and lacks evasion. It accomplishes as much as every other huge butt in the game. For finishers, I think there are better options. Like Mortivore or whatever. It will huge enough a lot of the time, but can dodge a few removals. Or Magnivore after a wrath.
Everything Mown does is elegant.

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4 years ago ::
May 10, 2009 - 11:05AM
#38
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Date Joined:
Oct 25, 2005
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4 years ago ::
May 10, 2009 - 8:31PM
#39
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Date Joined:
Mar 26, 2007
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I don't understand the raving over Wall of Denial. It blocks one creature an attack phase, can't kill what it blocks (and deter attackers), and can never go on the offensive. Can someone explain how it ranks in the top ten, please? My pics: 1. Dragon Broodmother : Big, evasive creature that makes more evasive creatures? That's good, right? 2. Defiler of Souls : Big, evasive creature that will probably generate card advantage. Ranked below Dragon Broodmother simply because killing another player's stuff usually draws more attention than amassing stuff of your own. 3. Dauntless Escort : Screw waiting for my opponent, I'm playing my own Wraths with my army down! 4. Maelstrom Pulse : Versatility is nice. I can see it snagging multiple cards (nontokens, mind you) in many games. Then there's the whole 'murders tokens' thing... 5. Sphinx of the Steel Wind : Second coming of Akroma! Can be played via Master Transmuter, Copper Gnomes, or Tinker!! Vigilance + Lifelink lets you go on the offensive while detering opponents' weenie swarms. 6. Fight to the Death : It can wreck two players if the conditions are right. Most of the time you can put it to some good use, but I've seen it be a Vanquish too often to rate it higher. 7. Sigil Captain : He takes the right deck to work, but when he's at home he makes all your saprolings or whatever something significant. I've seen people use Murganda Petroglyphs with tokens, but this guy is better: he can attack himself and if he dies the counters he granted still remain.
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4 years ago ::
May 10, 2009 - 8:46PM
#40
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Date Joined:
Oct 10, 2007
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I don't understand the raving over Wall of Denial. It blocks one creature an attack phase, can't kill what it blocks (and deter attackers), and can never go on the offensive. Can someone explain how it ranks in the top ten, please? Because it's a very subtle and hard-to-remove rattlesnake card. If you've got a choice of throwing some beef at somebody's head, you're probably going to look at the guy rocking the Wall of Denial and think "hmm... ain't no way I'm getting through that. I think I'll swing at Dave instead". Of course, we can probably argue the same for Lord of Extinction as well, in a roundabout way!
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