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4 months ago ::
Jan 25, 2013 - 9:24AM
#1
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4 months ago ::
Jan 25, 2013 - 9:29AM
#2
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Date Joined:
Jul 13, 2008
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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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4 months ago ::
Jan 25, 2013 - 9:32AM
#3
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Date Joined:
Aug 10, 2012
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Sweet!
Well, there are a couple of playables here... I'm going to go medic. Both creatures have such a whallop lategame, but at least with Medic you're not trading when you attack.
EDIT:
By "both creatures" i mean the guildmage and the medic.
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4 months ago ::
Jan 25, 2013 - 9:35AM
#4
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Date Joined:
Oct 11, 2007
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Frontline medic.
I think skarrg guildmage is a good pick, too, and this is probably a play preference pick more than anything. I just feel like the medic makes a more immediate presence whereas the skargg is more late-game powerful.
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4 months ago ::
Jan 25, 2013 - 9:35AM
#5
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Date Joined:
Jun 15, 2007
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Tough call - clearly between the medic and guildmage.
I think I would take the Medic as it leaves me open to both Boros and Orzhov whereas I am pretty much committed to Gruul if I take the guildmage.
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4 months ago ::
Jan 25, 2013 - 9:40AM
#6
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Date Joined:
Oct 31, 2007
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I'd take the Skarrg Guildmage, since we're passing Smite and Ember Beast, both attractive to Boros/Orzhov.
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4 months ago ::
Jan 25, 2013 - 9:41AM
#7
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Date Joined:
Jul 13, 2008
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No shame in taking the Medic, its a really good card.
But keep in mind, I'm not "commited" to Gruul just because I picked P1P1.
For all we know Rubblehulk is waiting in the next pass for us.
My thought process is to take the bomb.
I think this guildmage is going to be a royal pain in the ass and I consider him a bomb.
The medic I consider a very solid card that is splashable.
But I like that people are thinking about their picks!
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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4 months ago ::
Jan 25, 2013 - 9:46AM
#8
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Date Joined:
Aug 10, 2012
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I'm not sure I consider skaarg a bomb. It's a damage enabler, but as with any attack you risk board position. The medic may not be an enabler, but it keeps your board position stabilized, and that's pretty sweet.
I'd rank them both as 3.5 atm. Play-testing more might change that.
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4 months ago ::
Jan 25, 2013 - 9:48AM
#9
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Taking the Medic is a decent sign to stay the eff out of white to the players on our left. That said, the Gruul guildmage is pretty boss. However, I'll note that he has a weakness of the lack of 1-CMC ramp in this set. There are no mana dorks to bring along with him, so I don't actually think there is ever a way of activating and swinging with his second ability on T3 in the GTC limited environment. He would be significantly better is there were a way to swing a 4/4 down the line on T3. However, when looking at what I expect to see wheel in this pack, the benefit goes to the guildmage again, With the monocolored    cards likely to make it around...along with a gate or two. However, there are three strong  spells at Uncommon, and a solid handful at Rare/Mythic. I think I'm going to go with the Medic here. I think it is the stronger card.
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4 months ago ::
Jan 25, 2013 - 9:49AM
#10
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Date Joined:
Jul 13, 2008
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I'm not sure I consider skaarg a bomb. It's a damage enabler, but as with any attack you risk board position. The medic may not be an enabler, but it keeps your board position stabilized, and that's pretty sweet.
I'd rank them both as 3.5 atm. Play-testing more might change that.
Early on dump your extra mana into "team trample" late game every stupid land top deck turns intoa 4/4 attacking elemental (techically you'll tap the new land toward activation because of summoning sickness but you get my drift)
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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