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1 year ago ::
May 05, 2012 - 12:12PM
#171
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Date Joined:
Jan 29, 2012
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If you look at the recent Magic history, you'll see that WOTC is pushing aggro. Think about cards like Cavern of Souls and Grafdigger's Cage . They say "F*** you, control and combo!" If aggro is the new go-to strategy of WOTC, I'm not surprised seeing a lot of aggro in DotP.
WotC doesn't care about flavor. Their forum is the only place where an ORC can kill a troll...
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1 year ago ::
May 05, 2012 - 2:08PM
#172
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My biggest problem with cheaper fatties in DOTP is that bounce and control is more expensive than it was in DOTP 09. Unsummon and boomerang were quality cards because of their cost. Aether adept and repulse cost 3 CMC, doesnt allow much tactical room to manouevre. boomeraning a threat followed by a cancel (or that 2cmc red/green canelling card which i cant remember the name of) allowed for some clever play.
The classic bounce and counter is card disadvantage though. Repulse and AEther Adept negate that in some way and it works great in Jace's Realm of Illusions tempo orientated deck. Once again, I think the slower format of '09 lead to the bounce and counter method looking more effective than it actually is. Few things were scary early game and many lategame threats are probably considered average by today's standards. One could incrementally grind out the game where you sat behind walls, EoT bounce threats they tapped out for, slowly proceeded your gameplan and continued by countering that same threat because their early game couldn't break through some of the stalls in that game easily.
Imagine utilizing that same concept in today's game. Grave Titan-esque threats laugh at the attempt because it'll have some tokens leftover and a deck with small threats like Mirran Crusader will punish you because the card disadvantage and mana inefficiency will catch up to you. Granted, not every threat is Grave Titan good, but more decks have effective small critters making the tempo cards of AEther Adept and Repulse extremely good. Plus, considering the cost between a bomb and the cost of one of a Repulse/Adept and Cancel, Realm can and will play the grindy game when necessary.
Troo dat, except from my experience with DOTP (and forgive me because my magic experience is only in DOTP) by the time you hit Aether adept or repulse, theres that many threats on the board that you have to slam creatures out. Sitting behind a spiked wall in 09 gave you the time you needed. Lets not forget the theiving magpies to fill your hand back up, something ROI misses out on big time is card drawing creatures. Yeah it has a lot of card draw cards in the deck, but again tapping yourself out leaves them free to drop big bombs on you or at least severe threats. Where as in DOTP 09, you could tap out 3 land for a divination and leave one open for an unsummon, just incase.
Its a real shame 2012 has no major defensive decks, the closest we get is DH. I hope 2013 has a defensive mill deck, man i loved/hated/hated/loved Mind of Void
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1 year ago ::
May 05, 2012 - 2:41PM
#173
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Date Joined:
Oct 13, 2010
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Thoughts of Wind isn't a great example of deck design sadly. Sitting behind a Spiked Wall was about the only thing it could do to defend itself early and fortunately aggro sucked for the most part in that game. Essentially the deck was using more resources (mana and cards) to achieve partially what an Adept and Repulse do. Thoughts being a control deck would rather have that card compression provided by these 2012 cards. AEther Adept bounces aggro's biggest threat forcing them to consume additional mana resources on the same card while you gain a blocker, who'll most likely can trade off with aggro's earlier weenies. Same thing when comparing Repulse to the Unsummon and Divination combo. Repulse is one card at three mana and cantrips. This effectively accomplishes what Unsummon and Divination do, except you're using two cards, four mana, and drawing two cards. They are just replacing themselves, except you're hoping you have the right cards together to even do this. It's terrible resource management leading to poor deck design. I don't think it has a place in DotP's future if aggro decks are actually going to playable like they are compared to 2012's standards.
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1 year ago ::
May 05, 2012 - 3:03PM
#174
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Silent Departure is good at negating the card disadvantage that you get from using bounce spells as you get extra value out of it from the flashback, it not being an instant can be annoying though. I agree with Crazy Toast in that Innistrad is my favourite Magic block, I just love the flavour and the lore, the mechanics are awesome too IMO. I really hope we get alot of Innistrad block cards in D13. @ RedRevolution: Innistrad isn't all about aggro, there's lots of other cool archetypes to play, my favourite deck to play at the moment is a self-mill deck, the list I play is: Spoiler:
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1 year ago ::
May 06, 2012 - 11:18AM
#175
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Date Joined:
Dec 11, 2010
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@MisterDubs
Nice deckidea, could be interesting in DoTP2013.
But you must be careful about cards what can Exile creatures from Graveyards, many of them are in the Innistrad block and would ruin your tactic.
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1 year ago ::
May 06, 2012 - 3:54PM
#176
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Yeah, the bane of this deck is Undead Alchemist , if that resolves it completely shuts down the deck and alot of people run that in their sideboard if they are playing  . Another card this deck hates is Thraben Heretic .
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1 year ago ::
May 07, 2012 - 4:35AM
#177
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Date Joined:
Jun 24, 2009
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Can someone explain how a werewolf deck would work, I saw someone mention it and looked up some cards and don't understend the whole transformation thing.
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1 year ago ::
May 07, 2012 - 5:33AM
#178
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Date Joined:
Apr 23, 2012
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Can someone explain how a werewolf deck would work, I saw someone mention it and looked up some cards and don't understend the whole transformation thing.
Guess I can try to explain transformation. First lets take a werewolf

Ok see the human version? Obviously he comes out like that. Now if he lives for a entire without anyone playing a spell, he flips and becomes the werewolf. Note that him coming out counts for playing a spell that turn, so he doesn't naturally flip the turn he comes out.
Now once he transforms he stays that way until 1 person plays 2 of more spells. Even if a spell is countered it's still considered played, and no he doesn't transform back if multiple players played a total of 2 spells. Example if you and I play lighting bolt, damaging each other and played nothing else for the turn the werewolf still stays transformed.
Only other thing I can think of mentioning is that when a flip card dies, it'll go to the GY as the version it's flipped on, so if you try to revive it with a Beacon of Unrest it'll come back as whatever version it died as.
Ok that's all I can think of for now, I'm sure someone can probably explain it better.
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1 year ago ::
May 07, 2012 - 5:38AM
#179
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Date Joined:
Jun 24, 2009
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Can someone explain how a werewolf deck would work, I saw someone mention it and looked up some cards and don't understend the whole transformation thing.
Guess I can try to explain transformation. First lets take a werewolf
Ok see the human version? Obviously he comes out like that. Now if he lives for a entire without anyone playing a spell, he flips and becomes the werewolf. Note that him coming out counts for playing a spell that turn, so he doesn't naturally flip the turn he comes out.
Now once he transforms he stays that way until 1 person plays 2 of more spells. Even if a spell is countered it's still considered played, and no he doesn't transform back if multiple players played a total of 2 spells. Example if you and I play lighting bolt, damaging each other and played nothing else for the turn the werewolf still stays transformed.
Only other thing I can think of mentioning is that when a flip card dies, it'll go to the GY as the version it's flipped on, so if you try to revive it with a Beacon of Unrest it'll come back as whatever version it died as.
Ok that's all I can think of for now, I'm sure someone can probably explain it better.
I see I didn't realize they were flip cards I thought they were two different cards, thanks for the explination. So what planeswalkers has domain over the werewolves? It sounds like it would make for some very interesting play if it were in 2013.
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1 year ago ::
May 07, 2012 - 7:42AM
#180
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Date Joined:
Sep 18, 2011
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@MisterDubs
Nice deckidea, could be interesting in DoTP2013.
But you must be careful about cards what can Exile creatures from Graveyards, many of them are in the Innistrad block and would ruin your tactic.
but how many such cards would be in DOTP? There's a limited number of cards that can easily and utterly destroy a strategy.
I think it'd be a great thing for the game to have vastly different style decks. Not every deck needs to be radically unusual, but consider that there was a lot more variety in the first DOTP.
The biggest benefit to such deck design would be the basic AI challenge. Skip the online rock-paper-scissors maneuvering for the "best deck" and just consider the basic game itself. It's almost like a puzzle. "how do you beat a deck that loves tossing creatures into the discard pile? Here are your decks to play, have at it!"
or how do you beat a deck that goes after your library? or a deck that has lots of discard? or even the original Duel's artifact deck with its Howling Mines giving it a different amount of speed than your other opponents. The first Duels had a lot more of that type of matchup than the second one did.
Don't get me wrong, I do like elf decks or zombie decks or so on (and I want a merfolk deck). I just would also love to see radically skewed decks in Duels just for that type of completely different challenge. How do you use a very limited set of cards to beat a deck where every creature has first strike? or a deck that regenerates everything?
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