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1 year ago ::
Apr 15, 2012 - 6:20PM
#91
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Meh. This card seems terrible in every non-casual format.
Why do I want to use his +1 on turn 2? What kind of deck am I playing, where my hand is typically so bad by turn 3 that I don't mind randomly replacing one of my cards?
If I don't want to use his +1 on turn 2, why does he cost 2? I'd must rather have a 3- or 4-mana planeswalker with more relevant abilities and more rugged starting loyalty.
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1 year ago ::
Apr 16, 2012 - 1:49AM
#92
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Date Joined:
Apr 10, 2012
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I had predicted this very thing happening, although I expected it to be a multi-colored planeswalker instead of mono-red. I'm a little taken-aback at the direction they followed with this little guy. He screams snowball, so I would expect him in big-red or as a sideboard option (or synergy with proliferate) in the current rdw. Things is, is he really capable of snowballing in this meta? You almost have to have the ability to protect yourself as a planeswalker, and hes taking up the valuable(in red decks) two-slot, where Incinerate , Stormblood Berzerker and Shrine of Burning Rage are comfortably sitting as the go-to spells. Is it time to make room for another red two-drop? I can see this in a deck with snowball vamps like Stromkirk Noble and Curse of Stalked Prey , but then it is also competing for slot with the Curse as well. The new 4/3 Vexing Devil as a 1-drop with the condition that the opponent can take 4 damage instead of leaving it on the battlefield (which the red player will say thx for the game to most of the time), is already vieing for the 1-slot, and one-mana cards are usually what leaves a deck to make room for really good two-drops that have recently arrived on the scene.
I'm not saying he wont be played (because he is amazing at trolling other creature decks, and/or the control deck that is cheating toward one side of the meta or the other), but I think players will have to re-define what red is in this meta, almost from the ground-up in order to make effective use of this fellow.
I can definitely see justifying a mono-red draft deck with him. Think about it...You WILL have a second color, and maybe even a splash third, but enough single-colored-mana spells will likely be passed that you can look toward some of the controlling aspects of black or blue to aid your deck. I'm crossing my fingers for then to print less cc spells that I will want to play, and put more fun stuff in c, 1c and 2c so I can splash more effectively in draft. Here's looking at you Killing Wave !
You appear to have one of the best perspectives in terms of where Tibalt fits into the current metagame... he is likely going to call for a deck than what is commonly played at the moment.
Now I'm pretty new to Magic, having just started with Innistrad, but I'm interested in Tibalt and tend to describe my limited experience as being a Johnny... so with that in mind, please bear with my novice deck-building skills... (and I'm strictly in a Standard or Block Constructed frame of mind due to my limitations)
In terms of looking at what we do know and can offer Tibalt, what about considering Forge Devil as the protection he needs for Turn 1? Either just play land at outset, or if you are second to start, Forge Devil easily gets rid of Delver . And then he sits in as a small protection for Tibalt as he ticks up in turn 2. Forge Devil could also be flickered if need be, but I imagine at that point you'll be wanting to pull in some bigger guns to protect Tibalt and yourself, rather than playing around with the little devil. But Forge Devil seems like a better option than Geistflame for turn 1 because you are also getting a creature for blocking. You do get hit for 1 yourself when you cast him, but that comes with the territory of devil flavor. Which also reminds me that Devil's Play has a very apt quote that I believe is important to keep in mind when building the kind of deck Tibalt wants to be built into: "A devil's hands are never idle." In otherwords, in a devil deck, you are bound to be discarding and kind of have to roll with the randomness of it maybe...?
I was also looking at Infernal Plunge as a possible contender for Tibalt's deck, but it didn't really fit an early-turn strategy I could figure out yet.
Most importantly, I'm thinking that the as-of-yet-unspoilt card mentioned in this article which Tibalt is supposed to like a lot could be Reforge the Soul , which was just spoilt in the AVR image gallery.
Reforge the Soul:
Show
 That card would pair nicely with his -4, no...? Anyway, I'm just spitballing here, maybe there's something there that someone with some more experience can tie together...?
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1 year ago ::
Apr 16, 2012 - 7:42AM
#93
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Date Joined:
Apr 14, 2012
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You know, I'm starting to think of tibalt as a better turn 6 play in a green red deck.
Here is a list (for arguments sake, I will use 4 tibalt):
4 copperline gorge 11 forest 10 mountain
4 Birds of paradise 4 charmbreaker Devils 4 Strangleroot Geist
4 Tibalt, the fiend blooded 4 Volt Charge 2 Gut shot 2 geistflame 2 Mental Misstep 2 Whipflare 2 Shrine of Burning rage 1 Chandra the Firebrand
Plan A: Turn one Birds, turn two strangleroot and maybe another bird or leave gut shot open. Turn three w/4, chandra, turn three w/5, chandra and burn mana(kill a two toughness?).W/out chandra play more geists and leave up the burn. Turn 4 will always be Charmbreakers. Turn 5, tibalt always. Begin upticking and proliferating until you can win with burn and walkers.
Plan B: Use strangleroot geist to put as much pressure on your opponent as possible as fast as possible. Charmbreakers come in to boost up their power. Keep the threats coming. Threaten the burn. How many leases on life does strangleroot need before the other guy runs out of answers?
Plan C: Lock your opponent into a vicious struggle over planeswalker loyalty, with proliferate, burn, and creatures flying back and forth. Finally, act depressed when they tap out to finally kill the walker you have. Then they look across the table and realize that that shrine you played turns ago (and they forgot about) is now an uncounterable cannon poised to kill them. Try to be gracious in victory.
You might wonder why Chandra is in the deck. Well, given the option, who would you decide to kill, her or tibalt? In some massive attack they take out chandra, then tibalt ultimates and you win (usually). And by the way, if you have some, cut a few geists and add the appropriate number of Huntmasters. The real aim of this deck is to make sure casting tibalt does not put us on defensive, which the turn 2 play does.
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1 year ago ::
Apr 16, 2012 - 7:51AM
#94
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Date Joined:
Apr 14, 2012
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I think a sideboard should look something like this: 2 Increasing savagery 2 Hunger of the howlpack 3 Contagion Clasps 4 Galvanic Blasts 2 Garruk, primal hunter 2 Garruk Relentless
Here's the why for each of them: Increasing Savagery: recurrs with the Charmbreakers, and lets us grow our threats to ridiculous sizes. Synergizes with our proliferate and grows more valuable as the game progresses. Hunger of the Howlpack: also recurs, so we can low impact early and high-impact later. We can whipflare away the board and have a geist undie, then make him angry and hungry. And, if our opponent has an undying creature on the way to the graveyard, we can keep him dead this way. Contagion Clasp: more proliferate, and can shrink down a flipped delver. Eventually, he can answer something as big as a Dungrove elder. Galvanic Blast: If we are running all our artifacts, we can achieve metalcraft pretty reliably. We can also cast a small one and then recurr it for 4 damage. Garruk, Primal Hunter: we need a way to make meatshields (the beast tokens) and he can eventually make a mess of wurms. Card draw w/ no discard is also cool. Garruk Relentless: If we are playing a similar deck (burn heavy), he gives us an edge in the removal department. Utility creature will die to him, and he'll flip often. Or, we could keep him as a remover using proliferate to keep him alive, or take down a 3/3, but if he flips, he'll tutor extra Charmbreakers/make deathtouchy walls.
Unfortunately, I don't have the budget to build this (unless I find someone who will loan me some of the cards), but if someone does build it, I'd love to hear how well it works (or doesn't). This actually seems like it would be awesome, particularly as if you have an extra Garruk or other planeswalker you can try to tibalt him away. The decks approach is to get right into the thick of things, force control to play a different game than they want, and basically try to win by being better at keeping our threats alive/kicking/bigger/coming than most other decks. Possible change: cut one of the Garruks for 2 runechanter's pike.
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1 year ago ::
Apr 16, 2012 - 8:10AM
#95
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Date Joined:
Apr 14, 2012
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Oops, my deck needs four more cards.
+2 chandra +2 mental misstep
Chandra is obvious, but the mental misstep stops people from playing delvers or trying to stick the bird. If you have to, it can also stop a late game ponder. If you have huntmasters, cut one chandra first to make room for it, then the geists.
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1 year ago ::
Apr 16, 2012 - 11:36PM
#96
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Date Joined:
Oct 28, 2006
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Meh. This card seems terrible in every non-casual format.
Why do I want to use his +1 on turn 2? What kind of deck am I playing, where my hand is typically so bad by turn 3 that I don't mind randomly replacing one of my cards?
If I don't want to use his +1 on turn 2, why does he cost 2? I'd must rather have a 3- or 4-mana planeswalker with more relevant abilities and more rugged starting loyalty.
Well, if you kept a 2-lander and haven't drawn more yet, that's a pretty good reason. Not "typical" though, I'll grant you
More likely, not all 2ccs are meant to be played on turn 2. On turn 5, being able to play him and not having to use all your mana to do so is pretty decent.
But mostly I think Zac already told us why. They didn't choose to make a random planeswalker and figure out his cost. They chose a 2cc and found fair abilities. He may in fact be hard to use, but I don't mind that so much - they've done the same for worse reasons. I would rather they occasionally take on this kind of challenge than design every card the same way. Heck, I'm hoping they'll one day attempt a common / uncommon Planeswalker I can use in Pauper(ish) formats, even though I know there will never be a top-down PW that calls for it.
Free MTGO Tournaments you should be playing: Pauper (all commons) - Tuesday Nights, prizes by MTGOTraders Peasant (Pauper + 5 uncommons, with paper rarity) - Sunday Nights, prizes by MTGOTraders Silverblack (Modern-era Commons and Uncommons - Most Wednesday nights, prizes by MTGO Bazaar Heirloom ("Cheap" cards only, e.g. rares under 20 cents) - Sunday afternoons, sponsored by MTGOTraders Check the superbly-made Gatherling site for more. Other games you should try: Spectromancer - Online card game by Richard Garfield, available cheap on Steam. DC Universe Online - action-based MMO. Free to play. Surprised me how well designed it is. Simunomics - Free-to-play economy simulation game.
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1 year ago ::
Apr 17, 2012 - 9:08AM
#97
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Date Joined:
Apr 14, 2012
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Amarsir:
I'm sorry to burst your bubble, but why would they ever have a common or uncommon walker? Part of the point of walkers is that they are so rare, the vast majority of people in the multiverse will never see one, know one, hear of one, or even know Planeswalkers exist. Planeswalkers are practically gods to the planebound, and if they were as common as say, scientists who turn themselves into freaky mutants, that would defeat their purpose. Plus, they would have to be very expensive mana-wise or just be terrible to offset their frequent draft or sealed apperance. I mean, imagine if you went to a prerelease and you drew two of them, or more. You'd either steamroll it, or they'd have to make him useless in the format.
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1 year ago ::
Apr 17, 2012 - 8:56PM
#98
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Date Joined:
Jan 12, 2012
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You know, I'm starting to think of tibalt as a better turn 6 play in a green red deck.
This! I don't see him as being turn 2 play but turn 4 or later. If you've emptied your hand of cards that are useful 'right now', and you want to dig with red consistently, then he is great. The random reduces its strength but then where's the fun/flavour in having a red 2 drop planeswalker without risk? No risk, no reward and that is one of my favourite aspects of red. It's exciting to bet it all on the next draw
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1 year ago ::
Apr 17, 2012 - 11:51PM
#99
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Date Joined:
Oct 28, 2006
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Amarsir:
I'm sorry to burst your bubble, but why would they ever have a common or uncommon walker? Part of the point of walkers is that they are so rare, the vast majority of people in the multiverse will never see one, know one, hear of one, or even know Planeswalkers exist. Planeswalkers are practically gods to the planebound, and if they were as common as say, scientists who turn themselves into freaky mutants, that would defeat their purpose. Plus, they would have to be very expensive mana-wise or just be terrible to offset their frequent draft or sealed apperance. I mean, imagine if you went to a prerelease and you drew two of them, or more. You'd either steamroll it, or they'd have to make him useless in the format.
All true, and all comparable to the challenges of a 2 mana pw. The challenge is the point!
(And actually, by nature of their 1-in-play rule, PWs are arguably less broken at lower rarities because they're easier to remove by opponents or strand duplicates in hand if you got multiples.)
Free MTGO Tournaments you should be playing: Pauper (all commons) - Tuesday Nights, prizes by MTGOTraders Peasant (Pauper + 5 uncommons, with paper rarity) - Sunday Nights, prizes by MTGOTraders Silverblack (Modern-era Commons and Uncommons - Most Wednesday nights, prizes by MTGO Bazaar Heirloom ("Cheap" cards only, e.g. rares under 20 cents) - Sunday afternoons, sponsored by MTGOTraders Check the superbly-made Gatherling site for more. Other games you should try: Spectromancer - Online card game by Richard Garfield, available cheap on Steam. DC Universe Online - action-based MMO. Free to play. Surprised me how well designed it is. Simunomics - Free-to-play economy simulation game.
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1 year ago ::
Apr 18, 2012 - 5:18PM
#100
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Date Joined:
Apr 14, 2012
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You know, I'm starting to think of tibalt as a better turn 6 play in a green red deck.
This! I don't see him as being turn 2 play but turn 4 or later. If you've emptied your hand of cards that are useful 'right now', and you want to dig with red consistently, then he is great. The random reduces its strength but then where's the fun/flavour in having a red 2 drop planeswalker without risk? No risk, no reward and that is one of my favourite aspects of red. It's exciting to bet it all on the next draw
You seem like the player who thinks every card has a use and we just have to find it. I like that. So do you think I found it?
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