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Flag Mono789 January 18, 2013 9:50 AM PST
Assemble the Legion (or Obzedat, Ghost Council )+ Descent into Madness
You're welcome, janky combo deck builders.
Flag Weisse January 18, 2013 11:37 AM PST

Jan 18, 2013 -- 9:50AM, Mono789 wrote:

Assemble the Legion (or Obzedat, Ghost Council )+ Descent into Madness
You're welcome, janky combo deck builders.



You're a few days late; Jman has been here and done that already.

Flag Mono789 January 18, 2013 11:44 AM PST
Flag Catotheyounger January 18, 2013 11:47 AM PST
That just seems too slow.
Flag Mono789 January 18, 2013 11:49 AM PST

Jan 18, 2013 -- 11:47AM, Catotheyounger wrote:

That just seems too slow.



Did you not see the word "janky" in the title?

Flag FIRE_REIGN_2_02 January 18, 2013 11:57 AM PST
Another janky combo that cato informed me about yesterday:

Exquisite Blood + Vizkopa Guildmage


...Pretty pathetic attempts at a decent combo deck. I think Splinter Twin might have been the last of its breed.
Flag Burning_Forest January 18, 2013 12:07 PM PST
say, have you heard the latest about jace and dimir guildmage?
Flag Catotheyounger January 18, 2013 12:33 PM PST
I'm glad wotc printed these combos, because people will play them, and that's free byes.
Flag Weisse January 18, 2013 5:08 PM PST

Jan 18, 2013 -- 12:33PM, Catotheyounger wrote:

I'm glad wotc printed these combos, because people will play them, and that's free byes.



Except when they nut draw and you draw poorly, in which case you were going to lose anyways... Yeah, I share your sentiment.

I can almost see guildmage + enchant combo being competitive in a dedicated hand disruption deck. One of the reasons that deck hasn't been good is because for aggressive discard to be good you really need to devote to it, which prevents you from playing too many cards that are going to win the game (i.e. creatures). Having a reasonably in-color 2-card win combo solves that problem to a degree.

Flag Catotheyounger January 18, 2013 8:58 PM PST

Jan 18, 2013 -- 5:08PM, Weisse wrote:

Jan 18, 2013 -- 12:33PM, Catotheyounger wrote:

I'm glad wotc printed these combos, because people will play them, and that's free byes.



Except when they nut draw and you draw poorly, in which case you were going to lose anyways... Yeah, I share your sentiment.

I can almost see guildmage + enchant combo being competitive in a dedicated hand disruption deck. One of the reasons that deck hasn't been good is because for aggressive discard to be good you really need to devote to it, which prevents you from playing too many cards that are going to win the game (i.e. creatures). Having a reasonably in-color 2-card win combo solves that problem to a degree.



Yeah, but if you're spending cards forcing discard, you have no way to dig for or protect your combo.

Flag Weisse January 18, 2013 9:04 PM PST

Jan 18, 2013 -- 8:58PM, Catotheyounger wrote:

Jan 18, 2013 -- 5:08PM, Weisse wrote:

Jan 18, 2013 -- 12:33PM, Catotheyounger wrote:

I'm glad wotc printed these combos, because people will play them, and that's free byes.



Except when they nut draw and you draw poorly, in which case you were going to lose anyways... Yeah, I share your sentiment.

I can almost see guildmage + enchant combo being competitive in a dedicated hand disruption deck. One of the reasons that deck hasn't been good is because for aggressive discard to be good you really need to devote to it, which prevents you from playing too many cards that are going to win the game (i.e. creatures). Having a reasonably in-color 2-card win combo solves that problem to a degree.



Yeah, but if you're spending cards forcing discard, you have no way to dig for or protect your combo.



Yeah, and if your opponent has no cards/answers in hand they can't disrupt it very effectively. Likely they won't even have MD answers to the enchant, and if you play guildmage after it, counterspells are the only way out for them (assuming you can achieve at least 1 point of lifeloss/lifegain) Since we're in black we have a couple mediocre tutors if necessary. It's merely an idea.

Flag LunaStik January 19, 2013 8:41 AM PST

Jan 18, 2013 -- 9:04PM, Weisse wrote:

Jan 18, 2013 -- 8:58PM, Catotheyounger wrote:

Jan 18, 2013 -- 5:08PM, Weisse wrote:

Jan 18, 2013 -- 12:33PM, Catotheyounger wrote:

I'm glad wotc printed these combos, because people will play them, and that's free byes.



Except when they nut draw and you draw poorly, in which case you were going to lose anyways... Yeah, I share your sentiment.

I can almost see guildmage + enchant combo being competitive in a dedicated hand disruption deck. One of the reasons that deck hasn't been good is because for aggressive discard to be good you really need to devote to it, which prevents you from playing too many cards that are going to win the game (i.e. creatures). Having a reasonably in-color 2-card win combo solves that problem to a degree.



Yeah, but if you're spending cards forcing discard, you have no way to dig for or protect your combo.



Yeah, and if your opponent has no cards/answers in hand they can't disrupt it very effectively. Likely they won't even have MD answers to the enchant, and if you play guildmage after it, counterspells are the only way out for them (assuming you can achieve at least 1 point of lifeloss/lifegain) Since we're in black we have a couple mediocre tutors if necessary. It's merely an idea.



It seems to me like the guildmage would be a 4-of (depending on the deck); but I'd run the second piece as a 1- or 2-of. It's there if I can get it, but it won't be the main focus.

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