...Pretty pathetic attempts at a decent combo deck. I think Splinter Twin might have been the last of its breed.
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.
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.
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 :bwm: guildmage + enchant combo being competitive in a dedicated hand disruption deck. One of the reasons tha
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.
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 :bwm: guildmage + enchant combo being competitive in a dedicated hand disruption deck. One of the reasons tha
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.
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 :bwm: guildmage + enchant combo being competitive in a dedicated hand disruption deck. One of the reasons tha
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.
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 :bwm: guildmage + enchant combo being competitive in a dedicated hand disruption deck. One of the reasons tha