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7 months ago ::
Dec 12, 2012 - 9:54AM
#11
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Date Joined:
Jul 13, 2008
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I've never really seen the appeal of this guy. It's really cool that he can dodge removal and ping the opponent but the cost of a creature always sounded steep to me in most situations. If it was discarding cards instead it would be nuts. If we still had old rules where combat damage went on the stack it would be nuts. I'm not crazy about it as is.
EDIT: Did council exist before that rules change?
He was quite good.
bulletd Guidelines: 5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1. Domri Rade 4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Obzedat, Ghost Council 4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Rubblehulk 3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Ground Assault 3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. Kingpin's Pet 2.5: Solid pick in-color; creatures 5-12, removal 3-5. Mugging 2.0: Creatures 10-16; removal 6-7. Act of Treason 1.5: My 23rd or 22nd card, depending on removal. Gutter Skulk 1.0: 23rd card if I don't maindeck an additional land. Mental Vapors 0.5: This card will sometimes be sideboarded in. Shattering Blow 0.0: I will shred this card for counters. Frenzied tilling
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7 months ago ::
Dec 12, 2012 - 1:51PM
#12
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I've never really seen the appeal of this guy. It's really cool that he can dodge removal and ping the opponent but the cost of a creature always sounded steep to me in most situations. If it was discarding cards instead it would be nuts. If we still had old rules where combat damage went on the stack it would be nuts. I'm not crazy about it as is.
EDIT: Did council exist before that rules change?
Combat damage stacked when Ghost dad was standard legal.
It's more Tallowisp and Shining Shoal that made the deck super awesome. Also, don't knock ghost council, it is a 4/4 for just 4 mana + at least 1 drain.
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7 months ago ::
Dec 12, 2012 - 2:21PM
#13
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Date Joined:
Apr 28, 2012
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Also, don't knock ghost council, it is a 4/4 for just 4 mana + at least 1 drain. That sounds pretty underwhelming in my opinion. Maybe I say that as a Legacy player...
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7 months ago ::
Dec 12, 2012 - 2:30PM
#14
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Date Joined:
Apr 28, 2008
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4/4 for CCDD is pretty bad, the ability to dodge removal spell certainly helped it, especially with stacking damage, since you can sack a creature that's already going to die and save another so it won't.
Everything Mown does is elegant.

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7 months ago ::
Dec 12, 2012 - 10:01PM
#15
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Date Joined:
Jul 13, 2008
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4/4 for CCDD is pretty bad, the ability to dodge removal spell certainly helped it, especially with stacking damage, since you can sack a creature that's already going to die and save another so it won't.
It was the best card in standard at the time so the cost must have been fine.
bulletd Guidelines: 5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1. Domri Rade 4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Obzedat, Ghost Council 4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Rubblehulk 3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Ground Assault 3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. Kingpin's Pet 2.5: Solid pick in-color; creatures 5-12, removal 3-5. Mugging 2.0: Creatures 10-16; removal 6-7. Act of Treason 1.5: My 23rd or 22nd card, depending on removal. Gutter Skulk 1.0: 23rd card if I don't maindeck an additional land. Mental Vapors 0.5: This card will sometimes be sideboarded in. Shattering Blow 0.0: I will shred this card for counters. Frenzied tilling
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7 months ago ::
Dec 12, 2012 - 11:07PM
#16
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Date Joined:
Sep 10, 2006
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4 for a 4/4 with a really strong power was ahead of the curve then. That's why it's priced at WWBB and it was still very good. You have to look at the card contextuall because creature power level has significantly increased over the years.
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7 months ago ::
Dec 12, 2012 - 11:18PM
#17
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Date Joined:
Mar 10, 2005
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It's a tempo deck if your definition of tempo is wasting a lot of time.
Contributions are welcomed!
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7 months ago ::
Dec 13, 2012 - 2:09AM
#18
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Date Joined:
Apr 28, 2008
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It was the best card in standard at the time so the cost must have been fine.
Yeah, no. Not that I said it wasn't.
4 for a 4/4 with a really strong power was ahead of the curve then.
I'm not saying it's weak, I'm saying a 4/4 for such a mana intensive cost is a weak card. I'm only talking about a subset of the card.
Also, don't knock ghost council, it is a 4/4 for just 4 mana + at least 1 drain.
We're in the same environment as Loxodon Hierarch, a 4/4 for CCDD is pretty lackluster.
I'm specifically saying that its ability had a lot to say for the playability of the card.
Everything Mown does is elegant.

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7 months ago ::
Dec 13, 2012 - 2:26AM
#19
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Date Joined:
Oct 23, 2010
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Back before Tempo and Midrange were considered real archetypes, it was "the first tempo deck". Today, tempo decks are aggro decks with potential nutdraws and a ton of cheap spellls that go under control decks to stop stablization entirely. The idea was simply to put Bob to work as a painful Phyrexian Arena variant that also smashed for two. The excess of cards made Shoals easy to use, which fed into profitable combat steps (at the time, combat tricks were sneered at even moreso than today)- but the Shoal cycle used a similar trick to Force of Will of cheating mana cost by costing a spare card (this is where the Spirit Council was actually most useful, as Shoaling for 4 was big enough game to smash aggro decks.) Then if Bob became too painful, you have a number of outlets to sacrifice him for profit, and you ride Tallowisp for an arguable number of auras which acted as removal or as food to shoals, which netted more auras. (though I personally like Shadow Lance variants because the Lance is a victory condition entirely on it's own.) Long story short- Magic is an everchanging game, and our new concept of tempo came about by Faeries- so GhostDad is now just a grindy midrange deck. Also, neat story bro- aWinnarisYou (one of the members of Cymbrogi- the people credited with the deck) does Magic streams.
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7 months ago ::
Dec 13, 2012 - 7:00AM
#20
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Date Joined:
Oct 12, 2010
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4 for a 4/4 with a really strong power was ahead of the curve then. That's why it's priced at WWBB and it was still very good. You have to look at the card contextuall because creature power level has significantly increased over the years.
Plus sides:
Sac outlet Avoids targeted removal. (Will still die to a sweeper, which everyone seems to forget about blinking.) Every time it blinks, you gain 1 life and your opponent loses 1 life. It also loses all auras and counters, for better or worse. (Timie Spiral had three -1/-1 counter cards, one of which was an aura.)
You'd probably have to use some tokens. It's also a legendary 4/4 for ccdd, which, while acceptable in Legends, isn't so acceptable in Modern sets. I found them the least impressive of the ccdd legend cycle after Rakdos himself (in those pre-Kaalia days).
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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