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3 years ago ::
May 21, 2010 - 9:44AM
#1
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Date Joined:
May 31, 2008
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How viable would this be?
First turn: Training Grounds
Second turn: Azorius Guildmage
From then on out, use Azorius Guildmage's blue ability to Stifle their fetchlands, Vampire Hexmages, etc...
Would this combo be too slow to be useful (as it wouldn't actually go on until your third turn, by which time they presumably have their land situation settled), or could it potentially screw your opponent by acting as a repeatable pseudo-Stifle?
"Do not concern yourself with my origin, my race, or my ancestry. Seek my record in the pits, and then make your wager." -- Arcanis the Omnipotent Who Am I?
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Before they banned the format out of existence, I was a proud supporter of Modern.
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3 years ago ::
May 24, 2010 - 2:41PM
#2
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- Volunteer Community Lead
- i can haz custom title?
Date Joined:
Nov 22, 2006
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Not. DDT will easily deal with the Guildmage or Grounds before popping the Hexmage. Zoo doesn't really need too many lands, so by the time you've got this up Zoo will already have enough lands or will have dispatched the Guildmage.
Primary problem is that Training Grounds necessitates that you run other creatures that can benefit from it. The other problem is that creatures that become quite good with Training Grounds out are quite bad without Training Grounds being out.
Ideally we'd like cards to have some functional independence; that, or be stupidly good if you ever combo out (see Hexmage -> Depths). Guildmage is pretty bad alone, and even if you do combo out it isn't that fantastic.
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3 years ago ::
May 27, 2010 - 9:00AM
#3
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Date Joined:
May 31, 2008
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Okay, thanks for answering my question.
"Do not concern yourself with my origin, my race, or my ancestry. Seek my record in the pits, and then make your wager." -- Arcanis the Omnipotent Who Am I?
Show
Before they banned the format out of existence, I was a proud supporter of Modern.
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