|
5 months ago ::
Jan 27, 2013 - 5:01PM
#1
|
Date Joined:
Sep 26, 2011
|
1. Gruul 1st Ability: C 2nd Ability: A Average: B 2. Boros 1st Ability: B 2nd Ability: C Average: C+ 3. Orzhov 1st Ability: B 2nd Ability: D Average: C 4. Simic 1st Ability: E 2nd Ability: B Average: D+ 5. Dimir 1st Ability: C 2nd ABility: E Average: D
Blocks I liked: (+1) Invasion Onslaught Mirrodin Time Spiral Lorwyn Zendikar Return to Ravnica Blocks I disliked: (-1) Oddesy Champions of Kamigawa Time Echoes Innistrad Any Released Blocks not listed in this Sig Blocks I neutralize: (+/-0) Ravnica City of Guilds Shadowmoor Shards of Alara Scars of Mirrodin http://community.wizards.com/paranoia
|
|
|
|
5 months ago ::
Jan 27, 2013 - 5:24PM
#2
|
- Unconventional Mafia Pro
- Dark Lord
Date Joined:
Jun 25, 2001
|
I'll bite. Duskmantle Guildmage Ability 1: D Ability 2: FAIL Overall: D- Skarrg Guildmage Ability 1: D Ability 2: B Overall: C Sunhome Guildmage Ability 1: B Ability 2: A Overall: B+ Vizkopa Guildmage Ability 1: B Ability 2: C Overall: C+ Zameck Guildmage Ability 1: C Ability 2: A Overall: B
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice." THE COALITION WAR GAME-Phyrexian Praetor Round 1: (4-1-2, 1 kill) Round 2: (16-8-2, 4 kills) Round 3: (18-9-2, 1 kill) Round 4: (22-10-0, 2 kills) Round 5: (56-16-3, 9 kills) Round 6: (8-7-1) [current round] Last Edited by Ralph on blank, 1920
|
|
|
|
5 months ago ::
Jan 27, 2013 - 6:28PM
#3
|
Date Joined:
Apr 27, 2012
|
Duskmantle Guildmage 1st: D 2nd: F Overall: D Skarrg Guildmage 1st: B- 2nd: A Overall: B Sunhome Guildmage 1st: B 2nd: C Overall: B Vizkopa Guildmage 1nd: C 2nd: C Overall: C Zameck Guildmage 1st: A 2nd: B Overall: A Note: I might be a bit biased with regards to Skarrg and Zameck. I played Zameck (it was awesome) and I played against Skarrg (which was worriesome).
|
|
|
|
5 months ago ::
Jan 27, 2013 - 8:06PM
#4
|
Date Joined:
Jul 13, 2008
|
Really surprised at the Gruul Guildmage evaluations by you guys:Rating his first ability (Team Trample as a C or a D????).
I'm not gonna try to convince you otherwise, you'll just have to lose to it a few times to see how powerful it is.
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
|
|
|
|
5 months ago ::
Jan 27, 2013 - 8:19PM
#5
|
Date Joined:
May 20, 2012
|
I actually was able to play either with or against all of the guild mages this prerelease so I'll give my thoughts. Duskmantle Guildmage Ability 1: C (can be devestating late game when they activated the various mill cards) Ability 2: D+ (This should have costed 3 for multiple activations a turn late game) Overall: C - Skaarg Guildmage Abiilty 1: B (Trample + Bloodrush = fun) Ability 2: C (More defense than offense as the cost prohibited bloodrush) Overall: C+ Sunhome Guildmage Ability 1: A- (Used this multiple times to put my opponent on the backfoot putting me on offense) Ability 2: B (cost prohibited but useful for activating battalion and for defense) Overall: B+ Vizkopa Guildmage Abilty 1: B+ (lifelink on evasive dudes makes for good swings in life though prohibited by extort) Abiity 2: C (not much regular lifelink so it prohibits the usefulness of this ability good for double strike like damage with the first ability though) Overall: B- Zameck Guildmage Ability 1: C (Each creature gains 2cmc for an extra +1/+1... meh) Ability 2: A+ (Card advantage in a bottle... yes thank you) Overall: B I'm a little biased as I went boros but her first ability won me a few matches. I didn't like seeing either the orzhov or simic guildmages because of their inherit abilities...
|
|
|
|
5 months ago ::
Jan 28, 2013 - 4:50PM
#6
|
Date Joined:
Mar 22, 2011
|
I am not going to comment on all the guild mages, because I haven't had a chance to play against/with any of them other than against the Sunhome Guildmage , who was not that threatening in the games I faced it. I do want to mention that Vizkopa Guildmage 's second ability is absurdly broken in 2 Headed Giant, however. I played a double Orzhov pool at a prerelease over the weekend, and my partner opened two of the guildmages. Normally, it is not that great because you do not have the mana to use the second ability multiple times and still extort, but in 2HG, your teammate can do the extorting for you, and the efficacy is doubled on both the extort triggers and the guildmage's ability. If you activate it twice and your teammate double-extorts, you gain 4 and your opponents take 20. We won a match where my partner got stuck on 3 lands and did little relevant other than play the guildmage and use it to turn my extort triggers into 8 point life swings.
|
|
|