we have four transmute cards. that's all we have to pump the pulverizer. and I really doubt we transmute the zeppelid, since it's so far our best (only) 5-drop. (not counting the red one we got 14th pick) the only thing we'd have to transmute it for would be, you know, the pulverizer. genes I could see going either way (there are some good 3-drops in our packs that we might want to go get, like the wind drake, but sometimes we'll just want to drop it on our wurm and crash through. the only cards that we'll be transmuting most of the time are the weavers. which means that all but two turns of the game pulverizer is an 0/6. it also doesn't have trample, so we can't even pull the transmute weaver into weaver into something, swing for 12 play very effectively. for the most part we're taking a five mana wall of earth .
hate the muse, maybe someone can do something with that.
we have four transmute cards. that's all we have to pump the pulverizer. and I really doubt we transmute the zeppelid, since it's so far our best (only) 5-drop. (not counting the red one we got 14th pick) the only thing we'd have to transmute it for
Collapse: untap some blockers for a nice surprise haze: in our colors blob: might actually be decent for black decks as a blocker+tutor engine concoction: the only pick.
Collapse: untap some blockers for a nice surprisehaze: in our colorsblob: might actually be decent for black decks as a blocker+tutor engineconcoction: the only pick.
Collapse: untap some blockers for a nice surprise haze: in our colors blob: might actually be decent for black decks as a blocker+tutor engine concoction: the only pick.
Collapse: untap some blockers for a nice surprise haze: in our colors blob: might actually be decent for black decks as a blocker+tutor engine concoction: the only pick.
Collapse: untap some blockers for a nice surprise haze: in our colors blob: might actually be decent for black decks as a blocker+tutor engine concoction: the only pick.
how many 0/1s do we need? especially since the only good combo we have with them is the eyepiece, so if we don't have that, we're just left attacking with 0/1s to get more 0/1s, which falls apart against, like, blockers.
in our colors in this pack, there's both a wind drake with vigilance and a giant growth that can almost be a might of oaks (or be even bigger). there's also a double lay of the land , and another eyepiece as well. not only is slime not the pick right now, I doubt it will be on the wheel either.
anyway, I'm taking drifter.
um. why?how many 0/1s do we need? especially since the only good combo we have with them is the eyepiece, so if we don't have that, we're just left attacking with 0/1s to get more 0/1s, which falls apart against, like, blockers.in our colors in this
Wow, this is a great pack. I would go with the Eyepiece, but I really don't want to end up with the Slime, so I'll agree with Lobster and choose Terraform.
Wow, this is a great pack. I would go with the Eyepiece, but I really don't want to end up with the Slime, so I'll agree with Lobster and choose Terraform.
we have four transmute cards. that's all we have to pump the pulverizer. and I really doubt we transmute the zeppelid, since it's so far our best (only) 5-drop. (not counting the red one we got 14th pick) the only thing we'd have to transmute it for would be, you know, the pulverizer. genes I could see going either way (there are some good 3-drops in our packs that we might want to go get, like the wind drake, but sometimes we'll just want to drop it on our wurm and crash through. the only cards that we'll be transmuting most of the time are the weavers. which means that all but two turns of the game pulverizer is an 0/6. it also doesn't have trample, so we can't even pull the transmute weaver into weaver into something, swing for 12 play very effectively. for the most part we're taking a five mana wall of earth .
that was near the end of pack 2. since then we've picked up magnetic collapse , which we'll usually probably be casting if we run it but we may go get treads or naturalize with it. we also picked up terraform and, if we can get off the ultimate, Ral. I still doubt that's enough for pulverizer, but I think it should be for scrollmites, since we don't have to actually have the mites in play. and worst comes to worst we draw it before we can search it out and we have a 1/1 for 1. that's not good but it's not a nightmare. I'm not super-happy with mites but it seems good enough, and nothing else in the pack excites me.
that was near the end of pack 2. since then we've picked up magnetic collapse , which we'll usually probably be casting if we run it but we may go get treads or naturalize with it. we also picked up terraform and, i
Orb of Epiphany. I don't think it's worthwhile to burn deck slots on Eager Cadet s in this format, even if we can fetch them from our library. In contrast, Orb of Epiphany gives us a constant stream of powerful creatures that will most likely outclass anything our opponents play, as well as the mana to slam them.
Orb of Epiphany. I don't think it's worthwhile to burn deck slots on Eager Cadet s in this format, even if we can fetch them from our library. In contrast, Orb of Epiphany gives us a constant stream of powerful crea
Orb of Epiphany. I don't think it's worthwhile to burn deck slots on Eager Cadet s in this format, even if we can fetch them from our library. In contrast, Orb of Epiphany gives us a constant stream of powerful creatures that will most likely outclass anything our opponents play, as well as the mana to slam them.
It also gives our opponents a stream of powerful creatures. It's howling mine, not jayemdae tome.
It also gives our opponents a stream of powerful creatures. It's howling mine, not jayemdae tome.
It also gives our opponents a stream of powerful creatures. It's howling mine, not jayemdae tome.
Yes, but the density of our 4-5cc threats offsets the advantage our opponent might get. It won't always be the best play, but it's definitely a better fit for our deck than the do-nothing chump-blocker Scroll Mites.
Yes, but the density of our 4-5cc threats offsets the advantage our opponent might get. It won't always be the best play, but it's definitely a better fit for our deck than the do-nothing chump-blocker Scroll Mites.
we don't have that many creatures (11, not counting the judges 'cause they're not gonna be turning sideways at faces.) so I'm not sure how the nitre will work out. Singularity is cute and helps protects our fatty-fat-fattersons. I say take that.
we don't have that many creatures (11, not counting the judges 'cause they're not gonna be turning sideways at faces.) so I'm not sure how the nitre will work out. Singularity is cute and helps protects our fatty-fat-fattersons. I say take that.:duel
also, CKY, have you tested that card? it seems pretty balls-out broken.
I've tested it, and it gets exponentially worse the more restrictive the format is (so it's really strong but not broken in Standard). That said, I imagine it would be hideously overpowered, probably banworthy, in eternal formats.
Mysteries.I've tested it, and it gets exponentially worse the more restrictive the format is (so it's really strong but not broken in Standard). That said, I imagine it would be hideously overpowered, probably banworthy, in eternal formats.
Apocalypse slime. This is a slow set with few creatures. t1 play it, t2 swing, duplicate, t3 double swing, get 4, and from that point forward do it again and again and again until infinite slimes. Then chump indefinitely until our air superiority or judges of academia get online.
Apocalypse slime. This is a slow set with few creatures. t1 play it, t2 swing, duplicate, t3 double swing, get 4, and from that point forward do it again and again and again until infinite slimes. Then chump indefinitely until our air superiority
it's only any good if you land it turn 1. and there's still two-drops. and if they don't get a block in turn 2, then you basically have an 0/1 with vigilance. the only time it really does anything is if you hit him turn 1, on the play, and they don't have a two-drop. if it's not in our opening hand in those exact situations it is hella dead.
we do have the eyepiece, so there's that, and the haze, but the haze is only good once it's already gotten going. if we don't get the eyepiece that's gonna be really hard to get going, and the eyepiece combo soaks up a crapload of mana. we have the hive, but that only nets us one slime per turn, which means it'll take forever to use it.
whereas Nitre helps us keep our creatures in this creature-light format, takes out theirs, and closes games. yes I'd rather it cost 1 since we won't be getting any good ingredients to chain with it at this point, but that doesn't make it unplayable. earthbrawn was totally playable.
it's only any good if you land it turn 1. and there's still two-drops. and if they don't get a block in turn 2, then you basically have an 0/1 with vigilance. the only time it really does anything is if you hit him turn 1, on the play, and they don't
can someone explain why in a manner that doesn't involve heavy applications of wishful thinking? or at least provide some counterargument to the claim that slime is worthless if a) it's not in your opening hand, b) you are on the draw, or c) your opponent has a 2-drop? is the eyepiece combo really that great?
can someone explain why in a manner that doesn't involve heavy applications of wishful thinking? or at least provide some counterargument to the claim that slime is worthless if a) it's not in your opening hand, b) you are on the draw, or c) your opp
can someone explain why in a manner that doesn't involve heavy applications of wishful thinking? or at least provide some counterargument to the claim that slime is worthless if a) it's not in your opening hand, b) you are on the draw, or c) your opponent has a 2-drop? is the eyepiece combo really that great?
We have Predatory Genes, Dimensional Treads, Essence of Mercury, Slimy Singularity
can someone explain why in a manner that doesn't involve heavy applications of wishful thinking? or at least provide some counterargument to the claim that slime is worthless if a) it's not in your opening hand, b) you are on the draw, or c) your opp
the genes doesn't get copied, so we'll only ever get 1 2/3, and then a single 0/1 per turn. treads helps us get one 0/1 per turn. essence is the same. and I don't even know what singularity's supposed to do. no matter how many apocalypse slimes we get, they can always just target the singularity.
the genes doesn't get copied, so we'll only ever get 1 2/3, and then a single 0/1 per turn. treads helps us get one 0/1 per turn. essence is the same. and I don't even know what singularity's supposed to do. no matter how many apocalypse slimes we ge
would you run a card that said "Flip four coins. If you win all four flips, you win the game"? because that card is about as likely to work as slime and it's a lot more guaranteed to win.
would you run a card that said "Flip four coins. If you win all four flips, you win the game"? because that card is about as likely to work as slime and it's a lot more guaranteed to win.:duel:
let's do some math. how many cards are you likely to draw in a game? here's the odds that the apocalypse slime you drew was in your opening hand, considering the amount of cards you draw.
7: 100% 10: 70% 14: 50% 15:47% 20: 35%
that's actually not as bad as I thought (when I made the coinflip claim I'd accidentally made a mistake in my calculations. you can ignore that.). that said, since this doesn't seem like a fast format, 20 cards drawn doesn't seem unrealistic, at which point it's a 2/3rds chance of being dead. and not only that, you have to cut all those percents in half because they only work on the play. (admittedly we can manipulate this by sideboarding out the slime when we're on the draw. but we can maindeck giant growth all the time, so that's a point in Nitre's favor.) and note that these odds become meaningless if your opponent has a two-drop. using our own deck as reference, we have two, meaning a 40% chance of having one on turn 2. so if we close the game after drawing 14 cards, and we're on the play, against our own deck (purely for sampling purposes) and we've drawn a slime, there's about a 10% chance it helped us win.
so yeah, actually, I'll go back to that coinflip statement. we have better odds of winning three coin flips, and assuming the game actually goes past 14 cards, we approach four-flips territory pretty quickly. (we pass the four-flips marker at 23 cards)
let's do some math. how many cards are you likely to draw in a game? here's the odds that the apocalypse slime you drew was in your opening hand, considering the amount of cards you draw.7: 100%10: 70%14: 50%15:47%20: 35%that's actually not as bad as
I just went back to count and it looks like in pack 1 alone there were 15 1- or 2-drops that could kill the slime. that means the average player got 2. if that holds true across all the packs, there are an average of 6 1/2 drops in each player's pool. not all of them are playable, but even if we assume they only run 3 of them, that still weakens the odds even more of us actually getting there with slime, since my odds were based on 2 two-drops. and that's not counting the common rain of embers variant there apparently is, which takes care of our slime army at any stage of its development.
I just went back to count and it looks like in pack 1 alone there were 15 1- or 2-drops that could kill the slime. that means the average player got 2. if that holds true across all the packs, there are an average of 6 1/2 drops in each player's pool
Ok, let's look at it another way: When you get nitre to work, you can kill off a creature slightly larger than a creature you control if it attacks into/blocks that creature while we have mana up. When you get slime to work, it's GG in our favor.
To get estimated return, you need to multiply probability by reward. The probability is not the only thing that matters.
Ok, let's look at it another way:When you get nitre to work, you can kill off a creature slightly larger than a creature you control if it attacks into/blocks that creature while we have mana up.When you get slime to work, it's GG in our favor.To get
Ok, let's look at it another way: When you get nitre to work, you can kill off a creature slightly larger than a creature you control if it attacks into/blocks that creature while we have mana up. When you get slime to work, it's GG in our favor.
To get estimated return, you need to multiply probability by reward. The probability is not the only thing that matters.
it's GG if they don't have evasion, and if they don't have any form of mass removal. (again, there is a common rain of embers variant) and that's all on top of the huge "if" of actually getting it online. (like I said, if you draw 14 cards and one is slime, it will be dead 90% of the time)
if you get to completely define the exact set of scenarios your pick is best under, then I'm swinging for 3 less than lethal and you have lethal burn in hand but you're tapped out so you can't cast it and also you have an ivory mask so my burn can't kill you. now would you rather have nitre or slime?
or are best-case scenarios perhaps not a good way to evaluate cards?
it's GG if they don't have evasion, and if they don't have any form of mass removal. (again, there is a common rain of embers variant) and that's all on top of the huge "if" of actually getting it online. (like I s