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4 months ago ::
Feb 07, 2013 - 1:31AM
#1
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Date Joined:
Jun 15, 2007
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4 months ago ::
Feb 07, 2013 - 1:41AM
#2
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Date Joined:
Mar 12, 2011
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I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the    for those Griffins.
I'm a Rules Advisor now  "Simple questions" usually need rather complex answers, while complex questions often come down to no more than a simple "yes" or "no". Some of my favorite Flavor texts:
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4 months ago ::
Feb 07, 2013 - 6:00AM
#3
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Date Joined:
Aug 10, 2012
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I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the   for those Griffins.
Exactly this.
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4 months ago ::
Feb 07, 2013 - 6:22AM
#4
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Date Joined:
Jul 13, 2008
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Why do you only ask about the last three?
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 ::
Feb 07, 2013 - 7:11AM
#5
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Date Joined:
Jun 15, 2007
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Why do you only ask about the last three?
Because I am comfortable with the 20 other spells and I am exploring how other people would finalise their decks.
In terms of Dispel , I would always run this card. I think it is an amazingly strong card and counters all combat tricks and nearly all removal in the set all for .
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4 months ago ::
Feb 07, 2013 - 8:15AM
#6
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I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the   for those Griffins.
I would run the Courier in place of the Imposter I think. The only card it synergizes with is Voidwelder. If you are playing someone with Stab Wounds or Arrests then side the Imposter in. The Courier isn't exciting, but having a two power creature in the early game can be relevant.
Also, I like Dispel quite a bit in draft. Pretty much every deck is going to be running some instant removal and a few combat tricks and at the low cost of one mana you are at the very least likely going to come out ahead on tempo.
EDIT: And just realized as UA pointed, works with the Skyknight as well in the late game, though tougher to cast and if you want to be attacking with the Skyknight then you obviously aren't going to want to bounce it. It is another option though.
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4 months ago ::
Feb 07, 2013 - 8:42AM
#7
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Date Joined:
Aug 10, 2012
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I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the   for those Griffins.
I would run the Courier in place of the Imposter I think. The only card it synergizes with is Voidwelder. If you are playing someone with Stab Wounds or Arrests then side the Imposter in. The Courier isn't exciting, but having a two power creature in the early game can be relevant.
Also, I like Dispel quite a bit in draft. Pretty much every deck is going to be running some instant removal and a few combat tricks and at the low cost of one mana you are at the very least likely going to come out ahead on tempo.
Imposter works with Arrester.
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4 months ago ::
Feb 07, 2013 - 9:00AM
#8
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Date Joined:
Oct 11, 2007
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This deck looks like it could be weak to early aggression. You need arrestor to stay alive, courier to trade with a gorehouse chainwalker , and the 3rd could be either the imposter or the stealer.
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4 months ago ::
Feb 07, 2013 - 9:01AM
#9
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Date Joined:
Jul 13, 2008
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I would also go with Impostor, Arrester and Cancel. I really don't like Dispel as it is a too specific counterspell. I'd run the Courier in its place. I would change the land base a bit, running one more Plains instead of an Island, to make sure I have the   for those Griffins.
I would run the Courier in place of the Imposter I think. The only card it synergizes with is Voidwelder. If you are playing someone with Stab Wounds or Arrests then side the Imposter in. The Courier isn't exciting, but having a two power creature in the early game can be relevant.
Also, I like Dispel quite a bit in draft. Pretty much every deck is going to be running some instant removal and a few combat tricks and at the low cost of one mana you are at the very least likely going to come out ahead on tempo.
Imposter works with Arrester.
and with Skyknight
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 ::
Feb 07, 2013 - 9:17AM
#10
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Date Joined:
Jun 15, 2007
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This deck looks like it could be weak to early aggression. You need arrestor to stay alive, courier to trade with a gorehouse chainwalker , and the 3rd could be either the imposter or the stealer.
The final was against a very aggressive Rakdos deck and its an interesting point you make. In game one, my opponent went turn 1 Cackler into turn 2 Chainwalker and I was on 13 before I dropped my barrier. However, once I have a couple of creatures in place, I stabalised very quickly as Hussar Patrol or Sunspire Griffin, which I often had because I had them in multipes, would hold off or at least trade with most early creatures. As soon as I hit 5 mana I was generally okay as my creatures or tricks were nearly always better than theirs and the card draw from inspiration/chemister/revelation would normally pull me through (or in fact, always did as I went 6-1 and the only loss was down to a mull to 5 and I almost recovered in that game as well).
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