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Switch to Forum Live View DLCR: Stolen Identity
2 months ago  ::  Mar 24, 2013 - 3:25AM #21
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,638
@Lobster-A bit harsh to call this terrible compared to anything in gatecrash.

You are the only person to rate this below 4.0, rating it in the 2.0-2.5 range seems strange. I don't understand how you can rate it so low as it seems to win the game almost every time it is cast and six mana isn't unreasonable for a stable win condition.

Do you have bad experience using this card or you've been able to stop it easily yourself?

For example I have used MBio to good effect (yet to have it used on me very well). Master Biomancer comes out turn four (most-likely turn five) and then nothing really happens unless you happen to drop a creature the very next turn.

 It's always a scary card to block with as it would be a shame to lose it to a combat trick. 

 
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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2 months ago  ::  Mar 24, 2013 - 12:34PM #22
Lobster667
Date Joined: Sep 30, 2010
Posts: 5,341
My curve in Simic tops out on Master Biomancer or, if things go a little awry, on something like Leyline Phantasm at five. I almost never want a six-drop in Simic if I can avoid it (though Identity is one of the ones I would consider). It's better in Dimir but I almost always want Shadow Slice over it. I can't rate it 4 and I would basically never first-pick it.
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2 months ago  ::  Mar 24, 2013 - 1:56PM #23
silentbobus
Date Joined: Jun 15, 2009
Posts: 7,502

Mar 24, 2013 -- 12:34PM, Lobster667 wrote:

My curve in Simic tops out on Master Biomancer or, if things go a little awry, on something like Leyline Phantasm at five. I almost never want a six-drop in Simic if I can avoid it (though Identity is one of the ones I would consider). It's better in Dimir but I almost always want Shadow Slice over it. I can't rate it 4 and I would basically never first-pick it.




If you build decks that are 4 CMC and under you will never be able to see the value in 6 CMC cards, because the decks that you are making will have won or lost before then. You had the same issue with Chaos Imps , you ranked it low because you couldn't imagine a Rakdos or Izzet deck playing long enough to reach the point where they played it. The fact of the matter is that there are 6 CMC cards that can completely take over the game at the point they are played, and this is one of them. A double clone for 6 CMC would already be a strong card, the possibility of a free clone every turn if your opponent doesn't remove your Deathcult Rogue borders on ridiculous.

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2 months ago  ::  Mar 24, 2013 - 2:11PM #24
Lobster667
Date Joined: Sep 30, 2010
Posts: 5,341
I see the power of the card, I'm just weighing it up against its cost which led me to give it a more moderate rating. I'm not denying its power.
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2 months ago  ::  Mar 24, 2013 - 2:36PM #25
Shadowchu
  • Terminal n00b
Date Joined: Sep 10, 2006
Posts: 5,654
Why compare Master Biomancer and Stolen Identity? They're completely different cards with different functions. 

Six mana copy your bomb in Dimir is very good seeing how bad their bombs are. This is also very good because you can play it before they get their bomb if you have one of the many evasive creatures available to Dimir. This and Shadow Slice can be compared because they should both read "win the game" but obviously thy function differently. Shadow Slice is really poor when trying to catch up in board position while Stolen Identity can copy a creature and help you catch up. On the other hand Shadow Slice is a bolt that you can just kill them with. There are positives and negatives to both cards but that goes for almost any card. Personal preference is important when judging a card but this is one of the stronger Dimir cards available in draft. 
Good in EDH
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2 months ago  ::  Mar 25, 2013 - 3:05AM #26
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,638
You (and I) were both baffled that another player gave a really weak rating to master Biomancer and couldn't see his reasoning which is sort of how we are feeling here I think.

I really don't need to compare to MB though, I agree that's getting off topic a bit.

Even you like to say that Dimir is one of the guilds that wants to get to a high mana count (along with Orzhov), it's a Dimir flavored card as well so I don't see why you are taking a purely simic view of this card.

It's objectively much higher that a 2.0. A six drop that wins almost every time it's cast is a bomb. Six mana isn't that hard to get to in gatecrash. (7 mana IS)

 3.5-4.0 is perfectly reasonable.
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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