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#31 | |
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Experienced Mage
Join Date: Sep 2012
Location: Stanwood, WA
Posts: 129
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Common Bond would be an example of a +1/+1 counter combat trick which synergizes with the printed abilities on Simic cards. No drawing cards isn't an effect that is a built-in combat trick. Though it is an effect which makes +1/+1 counter based combat tricks furthermore effective. Creatures with flash are also beneficial. |
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#33 |
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Immortal One
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So, basically:
Level 1: Boros: wants to be aggressive, attacking with 3 or more creatures. Dimir: wants to connect with evasives Gruul: wants to be attacking, with lots of combat tricks making it hard to block Orzhov: wants to play the long game, never needing to attack Simic: wants to curve out perfectly or win the long game with massive dudes. Level 2: Boros: Red Gruul cards complement its strategy, but White Orzhov cards don't. Dimir: Black Orzhov cards help a bit because of the Cipher/Extort interaction. Blue Simic cards don't help much since Dimir won't be playing many creatures (especially big ones, since Dimir favors evasion over size). Gruul: Red Boros cards complements its aggressiveness. Playing lots of creatures means Green Simic cards with Evolve work well. Orzhov: White Boros cards don't complement its strategy. Black Dimir cards are a bit better, but aren't really a great fit. Simic: Green Gruul creatures complement Evolve. Blue Dimir cards don't. The winner here seems to be Gruul, with the other two guilds in its colors complementing its gain plan. Level 3: Esper: Cipher's copies are cast, which triggers Extort. There's potential here. Naya: Two aggressive decks synergizing. Gruul's high creature count makes it easy to turn Battalion on, then use any extra creatures to protect it. RBW: One guild want to be aggressive and the other doesn't. RUG: Gruul is synergistic with evolve. Blue provides evasion, which turns Bloodrush into damage. BUG: Antisynergy, since Simic wants lots of big creatures and Dimir wants a few evasive ones. Looks like the best is Naya, followed by RUG than Esper. |
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#34 | |
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Grumpy Old Man
Join Date: Jan 2005
Posts: 5,089
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Quote:
The sheer amount of tricks available to an attacking Gruul player mean that most Gruul creatures might as well say "Can't be blocked." At least unless the defending player has a trick up their sleeve. Bloodrush turns instant speed removal and bounce into blowout cards. |
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#35 |
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Wait, we can put anything we want here???
Join Date: Feb 2009
Location: Central NJ
Posts: 3,592
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Not at all. Unleash strategy is to simply beat the opponents down without regard for one's own life. Bloodrush is more calculated in choosing between continued board presence and one shot combat tricks.
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#36 | |
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Creature — Human Rat
Join Date: Aug 2006
Posts: 2,457
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Quote:
If Evolve dampens the use of combat trick, then so to will sorceries with Cipher. Interesting that Bloodrush is in a different guild.
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#37 | ||
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Roamer Wanderer Nomad Vagabond
MTGS Writer ![]() |
Quote:
I think the strength of Gruul will be more based on the fact that their creatures will be large than on Bloodrush. It's not a bad ability to have, of course, but it becomes better once you already have huge monsters in play that they can't efficiently block. If they have efficient blocks for your guys, they can just trade 1 for 1 with Bloodrush cards. I also think people will be way too eager to Bloodrush. For example on turn 3, you could attack your two-drop into theirs and use Zhur-Taa Swine to win the combat. But why would you? You should probably want to keep the 5/4 because it's the sort of creature that is by itself hard to block.
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Quote:
Last edited by Tahn; 01-01-2013 at 08:52 AM. |
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#38 |
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Grumpy Old Man
Join Date: Jan 2005
Posts: 5,089
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That's true. You've changed my thinking about it. For the most part they're still just getting 1-for-1 trades, and not the "Giant Growth tempo boost" kind.
I suppose the moral of the story is don't double block against Gruul! Then you're turning Bloodrush into a potential 2-for-1 ability. Double blocking always leaves you open to that risk, it's just that on average a Gruul deck will have many more combat tricks for attackers than we're used to. |
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#39 | |
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Creature — Human Rat
Join Date: Aug 2006
Posts: 2,457
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Quote:
Dimir and Simic creatures seem like they will be too small to reliably trade with early Gruul threats anyway and Boros doesn't want to trade since it needs to have 3 creatures for Battalion.
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– — Last edited by Crypt Rat; 01-01-2013 at 12:38 PM. |
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#40 | |
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Immortal One
Join Date: Mar 2009
Posts: 6,747
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I respectfully suggest that they might be big enough. |
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#41 |
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Wizard Mentor
Join Date: Feb 2011
Location: Maine
Posts: 600
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Do we know what the pack order will be? Triple Gatecrash?
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Spoiler:
My Decks: EDH: ![]() Trostani, Selesnya's Voice![]() , ![]() Sygg, River Cutthroat![]() , ![]() ![]() ![]() ![]() Scion of the Ur-Dragon![]() ![]() ![]() ![]() , ![]() Borborygmous Enraged![]() ![]() IRL: Progenitus Polymorph , Goblins , ![]() Werewolves![]() ![]() MTGO: ![]() Tokens![]()
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#42 | |
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Creature — Human Rat
Join Date: Aug 2006
Posts: 2,457
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Quote:
I can always be wrong, though. The 0/1 is certainly about as all-in as a common can get for the Evolve mechanic. And not all the creatures in the ![]() decks will have evolve, thereby having normal P/T as soon as they're cast...
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– — Last edited by Crypt Rat; 01-01-2013 at 06:29 PM. |
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#43 | |
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Immortal One
Join Date: Nov 2008
Posts: 7,943
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It will be triple Gatecrash until Dragon Maze comes out. Then it will be DGM/GTC/RTR.
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#44 |
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Archmage Overlord
Join Date: Feb 2012
Posts: 1,032
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I feel like from what we've seen mechanically, the guilds will have much more strategical identity in Gatecrash than they did in RtR. None of those mechanics had a pervasive effect on the game. Here, you'll be constantly leaving a blocker for dimir, keeping Boros below 3 creatures, calculating what combat tricks gruul could have, messing with simic's curve, and killing orzhov ASAP. The latest simic spoiler suggests there will be synergy between most all of the guilds too. Really looking forward to it.
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#45 |
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Wizard Mentor
Join Date: Feb 2011
Location: Maine
Posts: 600
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WE haven't seen much, but Hands of Binding looks like our token way-overpowered common. I'm seeing Simic-splash-Dimir as the go to strategy, as Cloudfin Raptor is going to be a nutso common as well.
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Spoiler:
My Decks: EDH: ![]() Trostani, Selesnya's Voice![]() , ![]() Sygg, River Cutthroat![]() , ![]() ![]() ![]() ![]() Scion of the Ur-Dragon![]() ![]() ![]() ![]() , ![]() Borborygmous Enraged![]() ![]() IRL: Progenitus Polymorph , Goblins , ![]() Werewolves![]() ![]() MTGO: ![]() Tokens![]()
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