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Switch to Forum Live View Warning: Janky Combo Alert! (and Gatecrash spoilers for those who care)
4 months ago  ::  Jan 18, 2013 - 9:04PM #11
Weisse
Date Joined: Jun 27, 2012
Posts: 880

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.

Standard Pauper!
(play it on MTGO)
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4 months ago  ::  Jan 19, 2013 - 8:41AM #12
LunaStik
Date Joined: Oct 8, 2010
Posts: 1,073

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.

Jun 24, 2012 -- 9:44AM, Dilleux_Lepaire wrote:



As long as it's random, I really can't see where's the problem. Anyway, there's already a few standard ways for doing this. We listed them in this thread. If someone does the bogey-bogey, eats the cards, waits until they come out, look out the approximate order, place replacements in the same order, calls the president to ask him to give him a string of numbers, puts the card in the given order, then pick the cards in the order given by taking the date of birth of his opponent, reversed, and taking only every other number, then a judge can clearly declare that he's random enough.


Jan 20, 2013 -- 7:03AM, Dragon_Nut wrote:


The beauty of sarcasm is that when the person using it is totally incorrect, you can just remove the sarcasm and end up with a post that is actually correct.

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