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Switch to Forum Live View DotP 2013 Act of War decklist and Strategies
7 months ago  ::  Nov 20, 2012 - 9:56PM #281
PhazedOut
Date Joined: Jul 31, 2011
Posts: 225
Hmm, I could have sworn the only 2 reasons I stated could be applied to just about every low cmc creature in this deck. Dies to spot removal, yep they all do that. Loses value as game progresses, yep that too.

Meh, nothing more to say. He has worked out great for me. Sorry he didn't for you.
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7 months ago  ::  Nov 20, 2012 - 10:03PM #282
minddrifter
Date Joined: Jun 24, 2011
Posts: 1,236
Np, I'm running a really successful build without him, gl to you as well.
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7 months ago  ::  Nov 21, 2012 - 1:17AM #283
Selaphane
Date Joined: Jul 20, 2010
Posts: 333
The Mentor is pretty much the only card that lets you keep up with the other decks in the late-game, without it, you run out of steam WAY too quickly.  If you really think him being easy to remove is a good enough reason to not run him then so be it, none of the other creatures in this deck should be ran in that case as EVERY creature in this deck can be taken out with spot removal. I'll take the only consistent card drawing mechanism this deck has while you are emptying your hand by turn 5.
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7 months ago  ::  Nov 21, 2012 - 2:55AM #284
Destruction3402
Date Joined: Nov 7, 2010
Posts: 649
Mentor of the Meek makes for some interesting decisions when casting Rise of the Hobgoblins .

For example, with four mana open:
Do I want 4 goblin tokens and 0 cards, 3 goblin tokens and 1 card, or maybe 2 goblin tokens and 2 cards?
Much depends on the situation and it's not always an easy decision how to spend the mana.
Damn the system and its hypocrites! You quit your quest and venture into the slums of the Gruul Clans!
Damn the system and its hypocrites! You quit your quest and venture into the slums of the Gruul Clans!
Take THE QUEST FOR RAVNICA today!
Created with Rum and Monkey's Personality Test Generator.

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7 months ago  ::  Nov 21, 2012 - 12:40PM #285
minddrifter
Date Joined: Jun 24, 2011
Posts: 1,236

Nov 21, 2012 -- 1:17AM, Selaphane wrote:

The Mentor is pretty much the only card that lets you keep up with the other decks in the late-game, without it, you run out of steam WAY too quickly.  If you really think him being easy to remove is a good enough reason to not run him then so be it, none of the other creatures in this deck should be ran in that case as EVERY creature in this deck can be taken out with spot removal. I'll take the only consistent card drawing mechanism this deck has while you are emptying your hand by turn 5.




Not all decks need drawing to be effective.  Take PK, I win with that deck very consistantly and it has 0 card draw.  By the time I'm hitting 5 or 6 mana I am busting out a finisher like Basandra, Battle Seraph or any number of awesome drops at the 5-6 range with this deck after pummeling them with the lower cmc creatures for a few turns.  Personally, I never use the "easy to remove" argument as any creature is typically easy to remove (this is obvious to most of us).   Mentor of the Meek isn't bad, but in my build it doesn't fit and I wouldn't think twice about changing that with the amount of success I have been having lately.

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7 months ago  ::  Nov 21, 2012 - 1:04PM #286
PhazedOut
Date Joined: Jul 31, 2011
Posts: 225
PK may not have card draw but it does have ways to gain card advantage: Squadron Hawk tutors 2 cards. Lots of cards drop mutiple creatures like Attended Knight or Geist-Honored Monk .

You are right though that a deck doesn't "need" card draw to win. But it is very powerful and one of my favorite mechanisms, which I guess is why i like so much.

Edit: I guess AoW does have other ways to generate that advantage. Fire at Will can be a mini-sweeper. Basandra can generate some advantage by forcing creatures to attack into unfavorable situations. Still, it's not very easy to achieve. Even GG has Goblin Ringleader to refill your hand with.
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7 months ago  ::  Nov 21, 2012 - 3:41PM #287
djAMPnz
Date Joined: Jul 23, 2012
Posts: 473
I agree with minddrifter and I don't run the Mentors . On turn 4 I like to drop a Glory of Warfare if I can so I don't like having to choose between playing one or the other. I know there are only two Glories in the deck, but there are also only two Mentors , so you have just as much chance of drawing one as you do the other.
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7 months ago  ::  Nov 21, 2012 - 6:34PM #288
minddrifter
Date Joined: Jun 24, 2011
Posts: 1,236
I've said this before, but I am loving me some Sunhome Enforcer now.  People don't know what to do with this guy.  They don't want to waste a destroy because they know there's worse (and if they do, that's less for the main finishers).  They hesitate to attack due to the lifelink (and self pumping when mana is untapped).  They don't want to block for the same reason.  No one wants lifelink to get going (well, technically he doesn't have LL but his description = lifelink? lol)  On top of that he has 4 toughness which takes him out of range for a majority of burn and makes him an excellent blocker.  Did I mention you can pump him up AND he has lifelink?  I think out of any one card I have switched in or switched out this guy has been the missing link I was missing in previous builds.  If you get out any one (or more) of the numerous pumping enchants/creatures out he is down right deadly.
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7 months ago  ::  Nov 21, 2012 - 8:25PM #289
PhazedOut
Date Joined: Jul 31, 2011
Posts: 225
I am a big fan of Sunhome Enforcer as well. It's a lifelinking wall that can attack when you need it to. I like to make the battle math even more unpredictable with him and a Boros Guildmage out and some open mana. And he loves Glory of Warfare making him a 4/4 on the attack.
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7 months ago  ::  Nov 21, 2012 - 8:29PM #290
megamaster125
Date Joined: Aug 5, 2004
Posts: 959

Nov 21, 2012 -- 6:34PM, minddrifter wrote:

I've said this before, but I am loving me some Sunhome Enforcer now.  People don't know what to do with this guy.  They don't want to waste a destroy because they know there's worse (and if they do, that's less for the main finishers).  They hesitate to attack due to the lifelink (and self pumping when mana is untapped).  They don't want to block for the same reason.  No one wants lifelink to get going (well, technically he doesn't have LL but his description = lifelink? lol)  On top of that he has 4 toughness which takes him out of range for a majority of burn and makes him an excellent blocker.  Did I mention you can pump him up AND he has lifelink?  I think out of any one card I have switched in or switched out this guy has been the missing link I was missing in previous builds.  If you get out any one (or more) of the numerous pumping enchants/creatures out he is down right deadly.




Seraph of Dawn s were good for CL, so it's R/W counterpart is natually good. Btw, he doesn't have lifelink. Lifelink activates with any sort of damage done (so if he had like a pinging ability similar to Gelectrode ). This actually makes him even better with Scourge of the Nobilis , because now you'll gain life equal to twice the amount of damage he does.

Duels of the Planeswalkers 2013 deck builds and analysis:
http://megamaster125.angelfire.com/dotp2013/

Another one of my websites:
http://megamaster125.angelfire.com/rationalchristianity/


I am Blue/White
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