Community

 
Jump Menu:
Post Reply
Page 7 of 7  •  Prev 1 2 3 4 5 6 7
Switch to Forum Live View Alara Reborn: Best Multiplayer Cards
4 years ago  ::  May 14, 2009 - 11:42AM #61
nastynate
Date Joined: Oct 25, 2005
Posts: 60

scumbling1 wrote:

But still, I don't see the value in WoD. I can imagine seeing a guy rocking the Wall and thinking "Cool: I can swing at this guy with a few creatures and not fear losing any." A rattlesnake card is something like No Mercy , which punishes those who attack you. Wall of Denial doesn't create any consequences for an attacking player unless they are attacking with a single creature.


I don't know if I'd call it a rattlesnake either, but it does tend to divert attacks elsewhere.

Because of shroud, wall of denial can't be killed with spot removal, and because of it's 8 toughness and flying most creatures cannot punch through it. That means that opposing players either have to commit multiple attackers to the field in order to break through your defenses (which might leave them open to counter-attacks from other players), or they have to waste a board sweeper to get rid of a wall that poses no actual threat to their life total; neither scenario is particularly optimal.

Most players will hold wrath of god until a sufficient swarm of creatures has hit the field of play to pose a threat. So by the time somebody plays a board sweeper, the wall will have lost most of its usefulness anyway. In the meantime, wall of denial has successfully neutralized the single largest threat fielded by each player at the table (assuming they don't have something with 8+ power to attack with). Post board sweeper, the wall becomes awesome all over again, foiling the attacks of large angels, dragons, and many other finishers all by it's lonesome.

Additionally, unlike plumeveil or wall of reverence , wall of denial has no potential to kill attackers or provide lifegain, so it has no obvious in-game effects that encourage people to kill it. It will prevent a bunch of damage by blocking over and over again, but that effect is subtle, and its ability to fly under the radar is a good thing, since you'll get much more mileage out of it before it dies.

Quick Reply
Cancel
4 years ago  ::  May 15, 2009 - 1:30AM #62
RedoxNL
Date Joined: Nov 22, 2007
Posts: 221
Ah, the discussion about rattlesnakes again .

Imo, WoD is not nearly as good as the other 2 defenders because it is not capable of harming the opponent. The very worst that could happen is that the opponent has just 1 creature out, that is incapable of killing WoD, and no way to remove the WoD in any other way. That sounds like a rather sucky deck to me, so I think it's safe to say that WoD is a fog-effect for 1 (non-finishing) creature at best.

Both plumeveil and WoR make the controller pull ahead (surprise blocker that kills a good sized creature / impregnable lifegain-cushion) which is way better than just stopping some damage. If it had at least 1 power, it would be way better, but then it's toughness would probably also be a bit lower.
Quick Reply
Cancel
4 years ago  ::  May 15, 2009 - 3:15AM #63
feignedfrailty
Date Joined: Feb 10, 2007
Posts: 177
I actually like WoD. Surprisingly, the flavor text on it shows its main strength: it provides you time in a very subtle way. As noted by others, it's strength lies in its apparent harmlessness. It doesn't gain you life, nor does it kill any attackers coming towards it.

So yes, it can result in getting hit mindlessly by an opponent without fear of retribution, but most likely the utility your opponent gets from swinging into you with 2+ creatures just to get past WoD is likely to be less than the utility your opponent will get swinging into a more threatening opponent.

WoD, for all sakes and purposes, buys you time to build up a good hand to do what you need to do. It's not a traditional rattlesnake in the sense that it punishes people for attacking you. Instead it creates a situation in which attacking you tends not to be the best option for your opponent. I'm actually unsure whether or not it is better than plumeveil or WoR; all I know is that people aren't going to wrath just to get rid of your WoD .
Quick Reply
Cancel
4 years ago  ::  May 15, 2009 - 4:57AM #64
watto
Date Joined: Apr 16, 2009
Posts: 949
WoD... is awesome in MP, BECAUSE it isn't a treath.

Plumeveil only blocks once in MP...maybe twice if you're lucky.
WoR is good as long as it doesn't grant you TOO much life because then it gets you a LOT of unwanted attention from the other 4+ players.

WoD deters 4 creatures from attacking you per (4+players) round.
Quick Reply
Cancel
4 years ago  ::  May 15, 2009 - 7:22AM #65
RedoxNL
Date Joined: Nov 22, 2007
Posts: 221
Those are all worst and best case scenarios. It is not unlikely that multiple players are scared of attacking into you with mana open, or even with a plumeveil already on the table, because it's 4/4 and can kill quite a lot. WoR is still 1/6 and annoying to get rid of even when it does gain you a load of life.

WoD does very little against a token swarm, for example even as simple as Goblin Assault hardly cares about WoD whereas both plumeveil and WoR basically counter the card entirely.
Quick Reply
Cancel
4 years ago  ::  May 15, 2009 - 8:46AM #66
nastynate
Date Joined: Oct 25, 2005
Posts: 60

RedoxNL]Imo, WoD is not nearly as good as the other 2 defenders because it is not capable of harming the opponent. The very worst that could happen is that the opponent has just 1 creature out, that is incapable of killing WoD, and no way to remove the WoD in any other way. That sounds like a rather sucky deck to me, so I think it's safe to say that WoD is a fog-effect for 1 (non-finishing) creature at best.


WoD is good because it's not capable of harming an opponent. Both Plumeveil and Wall of Reverence cause people to take notice, whether because they can actually kill attackers (in the case of the former) or because they're gaining you life every turn (in the case of the latter). Wall of Denial doesn't have such an obnoxious effect on the board state and is harder to kill, which means that it'll stay in play longer, block more creatures, and in doing so provide virtual lifegain that far exceeds that gained by wall of reverence.

Imo, WoD is not nearly as good as the other 2 defenders because it is not capable of harming the opponent. The very worst that could happen is that the opponent has just 1 creature out, that is incapable of killing WoD, and no way to remove the WoD in any other way. That sounds like a rather sucky deck to me, so I think it's safe to say that WoD is a fog-effect for 1 (non-finishing) creature at best.[/quote]
WoD is good because it's not capable of harming an opponent. Both Plumeveil and Wall of Reverence cause people to take notice, whether because they can actually kill attackers (in the case of the former) or because they're gaining you life every turn (in the case of the latter). Wall of Denial doesn't have such an obnoxious effect on the board state and is harder to kill, which means that it'll stay in play longer, block more creatures, and in doing so provide virtual lifegain that far exceeds that gained by wall of reverence.

RedoxNL]Both plumeveil and WoR make the controller pull ahead (surprise blocker that kills a good sized creature / impregnable lifegain-cushion) which is way better than just stopping some damage. If it had at least 1 power, it would be way better, but then it's toughness would probably also be a bit lower.


I'd rather have an innocuous, 0-power blocker that can only be killed by board sweepers than a plumeveil which is going to kill something when you flash it in (drawing the ire of the sucker that plowed into it), or a wall of reverence that is going to have a big bullseye on it once it starts to gain you life. It's funny how people get upset by gaining a few points of life each turn, but how little they care about a creature that will save you 4-7 life per turn just by blocking.

Both plumeveil and WoR make the controller pull ahead (surprise blocker that kills a good sized creature / impregnable lifegain-cushion) which is way better than just stopping some damage. If it had at least 1 power, it would be way better, but then it's toughness would probably also be a bit lower.[/quote]
I'd rather have an innocuous, 0-power blocker that can only be killed by board sweepers than a plumeveil which is going to kill something when you flash it in (drawing the ire of the sucker that plowed into it), or a wall of reverence that is going to have a big bullseye on it once it starts to gain you life. It's funny how people get upset by gaining a few points of life each turn, but how little they care about a creature that will save you 4-7 life per turn just by blocking.

Watto]WoD... is awesome in MP, BECAUSE it isn't a threat.

Plumeveil only blocks once in MP...maybe twice if you're lucky.
WoR is good as long as it doesn't grant you TOO much life because then it gets you a LOT of unwanted attention from the other 4+ players.

WoD deters 4 creatures from attacking you per (4+players) round.


My thoughts exactly.

WoD... is awesome in MP, BECAUSE it isn't a threat.

Plumeveil only blocks once in MP...maybe twice if you're lucky.
WoR is good as long as it doesn't grant you TOO much life because then it gets you a LOT of unwanted attention from the other 4+ players.

WoD deters 4 creatures from attacking you per (4+players) round.[/quote]
My thoughts exactly.

RedoxNL]Those are all worst and best case scenarios. It is not unlikely that multiple players are scared of attacking into you with mana open, or even with a plumeveil already on the table, because it's 4/4 and can kill quite a lot. WoR is still 1/6 and annoying to get rid of even when it does gain you a load of life.


And those qualities give them a very short life expectancy wrote:

Those are all worst and best case scenarios. It is not unlikely that multiple players are scared of attacking into you with mana open, or even with a plumeveil already on the table, because it's 4/4 and can kill quite a lot. WoR is still 1/6 and annoying to get rid of even when it does gain you a load of life.[/quote]
And those qualities give them a very short life expectancy; people will use removal on cards that pose a threat to them. Wall of denial is much harder to kill, less threatening, and it blocks bigger threats.

RedoxNL]WoD does very little against a token swarm, for example even something as simple as Goblin Assault hardly cares about WoD whereas both plumeveil and WoR basically counter the card entirely.


Yes, you are correct that wall of denial does little against creature swarms, but hordes of guys pose a threat to everyone at the table, not just you, and that will draw out the board sweepers. Basically, the circumstances that make the wall irrelevant, are also the circumstances under which wrath of god and the like (the only spells that actually kill it) get played.

I'm fine with people wrathing my wall away when it has lost its usefulness. I'm not cool with wall of reverence or plumeveil getting killed by spot removal when I still need them for defense. In a nut shell wall of denial lives long enough to do what it's supposed to do, while plumeveil is rarely more than a instant speed creature kill spell, and wall of reverence almost never lives long enough to block wrote:

WoD does very little against a token swarm, for example even something as simple as Goblin Assault hardly cares about WoD whereas both plumeveil and WoR basically counter the card entirely.[/quote]
Yes, you are correct that wall of denial does little against creature swarms, but hordes of guys pose a threat to everyone at the table, not just you, and that will draw out the board sweepers. Basically, the circumstances that make the wall irrelevant, are also the circumstances under which wrath of god and the like (the only spells that actually kill it) get played.

I'm fine with people wrathing my wall away when it has lost its usefulness. I'm not cool with wall of reverence or plumeveil getting killed by spot removal when I still need them for defense. In a nut shell wall of denial lives long enough to do what it's supposed to do, while plumeveil is rarely more than a instant speed creature kill spell, and wall of reverence almost never lives long enough to block at all.

Quick Reply
Cancel
4 years ago  ::  May 15, 2009 - 12:12PM #67
Nevik_Ecir
Date Joined: Nov 2, 2008
Posts: 779
While I don't think that WoD comes anywhere close to being the best MP in Alara Reborn, (it gains absolutely nothing from a duel to a MP game), I must say that I have found a deck for it and it does work extremely well. And after playing with some of the new cards my list would have to look like this.
(Keep in mind this is my list with my meta involved.)

1.) Maelstrom Pulse - Keep in mind my favorite color combo is and my meta is full of token decks atm. So a one-sided wrath effect for 3cmc = sign me up! Not to mention it gives black the ability to destroy enchantments, something Putrefy could never do.

2.) Dauntless Escort - This guy is sick. I have a Bant aggro deck with a few WoG myself and this guy is either a finisher or a WoG blocker. People in my meta have become attuned to nuking this guy as soon as he hits the board which says to me . . . awesomesauce.

3.) Lord of Extinction - Say what you will about him, but this guy is a house. No card plays in a vacuum and the deck I have him abuses him like a red-headed stepchild. *hint* Death Cloud , Pox , and Mindslicer are his friends.

4.) Deathbringer Thoctar - Now after you pick yourself up off the floor from laughing this guy is for real. After just one creature dies he says that no other 1/1 can hit the table without getting blasted. And the best thing is he stacks well. Got 2 of these uglies out? No 2/2 is safe. And the other great thing is . . . he is supported by one of my favorite tribes in Magic. ZOMBIES! This guy is banananutsbonkersauce with a Death Baron in play.

So there you go, that is my opinion. Hope you guys enjoy.
Quick Reply
Cancel
Page 7 of 7  •  Prev 1 2 3 4 5 6 7
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing