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#16 |
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Archmage
Join Date: Jun 2012
Location: Kentucky
Posts: 894
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They really should have made new Ghost council differ more from the old one. The WB options just aren't that great yet and more variety would have been nice.
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Chainer, Dementia Master - [Primer] ![]() Azusa, Lost but Seeking ![]() ![]() Grand Arbiter Augustin IV ![]() ![]() ![]() ![]() Karador, Ghost Chieftan ![]() ![]() ![]() Korlash, Heir to Blackblade ![]() ![]() Tibor and Lumia ![]() ![]() 'He tasks me! He tasks me, and I shall have him!' - Khan Noonien Singh |
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#17 | |
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Wizard Mentor
Join Date: Jun 2011
Posts: 743
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Quote:
all of RW's legends cost 5+ except one, and they're all really (imo) boring, mostly built around attacking a lot. BW has synergistic, cheap generals that work well with the mechanics BW does already (tokens, reanimation), just how I like 'em.
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Here are some decks I made. I hope you like them. I tried real hard. Riku Uyo Toshiro *Glissa *Zirilan Lyzolda Diaochan Lin Sivvi *Geth Phelddagrif *Lazav *Wirewood Symbiote *Precon Zedruu *Precon Karador *Precon Mimeoplasm * = currently playing My Great Music Exploration Project |
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#18 |
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Just Getting Started
Join Date: Dec 2012
Posts: 20
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I think it comes down to what you want to do with it. With the old one, you were building around the sacrifice mechanic. While with ghost council 2.0, you get a black/white general that doesn't revolve around sacrificing little guys, is still a threat (if not more threatening), and keeps the feel of original card (blinking and extorting).
Overall, an awesome card and an awesome general. I would build it if I were looking to build a black/white deck that isn't just about saccing creatures for value. P.S. : Oh, and this one actually makes you want to attack with him, instead of just sitting in the background with a couple mana open. |
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#19 |
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Ascended Mage
Join Date: Dec 2012
Location: Bay Area
Posts: 376
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old school council has crazy tricks with sac outlets and have twice as many come into effects then new council.
also, old school can actually protect itself from death, while new council can still die to instant speed spells |
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#21 |
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Archmage
Join Date: May 2011
Posts: 842
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I like this new GCO. It's similar but plays really different. With the old GCO decks, you don't need to play as much exile effects or flickers, while favoring either token generation or saccing key creatures that likes to die. Don't like that plan all that much, takes too long. This new GCO is more flickering and bouncing based. Creature light decks, using that angel whose names I forget, flickerform, etc to gain that life over and over. Will it work well? Dunno, need the rest of the set to see what are my new toys gonna be.
Liking the idea so far, since it's a bit more aggressive. Legends that are just toolbox doesn't cut it for me, and this one depends on its own body to do work.
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#22 | |
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Wizard Mentor
Join Date: Jun 2011
Posts: 743
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I feel like anyone who likes the new GCO more than the old GCO never really understood the strengths of GCO to begin with. It was never really about the life drain or the 4/4 body. new GCO got better at the parts that never mattered and lost what was good.
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2 - stealing life was never the good part about GCO. If you were using him for the life drain you were doing it wrong. Plus old one could do it on multiple turns, so he could definitely drain more life than new one if desired. 3 - those decks are bad. And he dies to (almost) any instant-speed removal, which GCO was much harder to kill with. Wipes were almost always irrelevant against GCO (besides killing his minions) and he's also protected from YOUR OWN WIPES. new GCO will always be killed by your own wipes, barring another card protecting him. Plus if you want him protected, you definitely can't block with him. New GCO is WAAAAAY more killable than the OG. don't kid yourself. 4 - Sure, but both of them are crappy voltron generals so it's sort of irrelevant. They don't have evasion and, at least for the new guy, they don't have much protection either. If you want a voltron general there's way better options in other colors.
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Here are some decks I made. I hope you like them. I tried real hard. Riku Uyo Toshiro *Glissa *Zirilan Lyzolda Diaochan Lin Sivvi *Geth Phelddagrif *Lazav *Wirewood Symbiote *Precon Zedruu *Precon Karador *Precon Mimeoplasm * = currently playing My Great Music Exploration Project |
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#23 |
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Ponders his hand for 5 minutes... pass.
Join Date: Jun 2011
Location: Portland, OR
Posts: 1,338
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Yeah, I was trying to come up with a deck idea that would fit the new one better than the old one. I started working on lifegain.dec with a win off Felidar Sovereign or combo win off Exquisite Blood and Sanguine Bond, a bit of Soul Warden action.
The one benefit of the new one is you don't have to include any sac effects for the general to work. The problem is, that's one of the best features of the old one. And as mentioned, his ability gives you instant protection against removal of most kinds. As I looked at my decklist I realized it'd still be better with the original.
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Some of these decks can actually win games.
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#24 |
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Common Mage
Join Date: Dec 2011
Posts: 44
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I was pretty excited about the new Ghost Council, but this guy was such a disappointment. I doubted it would be good enough to replace the old GCO, but I didn't think it would be underpowered to the point where it is unlikely to even make the cut as one of the 99.
The loss of any kind of control over his flicker ability in exchange for an additional point of life drain just sucks. The only way you are killing someone with that ability is with an infinite combo, and which point the difference between two and one becomes zero. The additional point of power is almost completely irrelevant, the Ghost Council should not be relying on beats to win (not very flavourful either), you will find that it will almost certainly be outclassed, especially by turn five. It now dies to it's own wraths, and instant speed removal. Not great. No longer a sacrifice outlet, which was one of the best things about the original GCO. On the plus side, the art is cool, he will be a bomb in limited, and might find a place in standard, in which case I can trade him for some useful EDH cards. |
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#25 | |
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Archmage Overlord
Join Date: Jun 2011
Location: sarpadia, ravnica, jund...
Posts: 1,196
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new one is boring. he interacts poorly with you other cards
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#26 |
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Background Pony
Join Date: Mar 2010
Posts: 1,316
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Initially I was very disappointed at Obzedat for being too similar to Ghost Dad, but it hit me that while on the surface they look like they are doing nearly identical things, the two legends are in fact very very different.
Ghost Dad is an efficient creature. No evasion when it comes to combat, but almost unkillable given the right support. He prevents your creatures from being stolen, hits hard for his cost, connects with EDH mainstays like Grave Pact and Academy Rector and Blood Artist. He's flexible. He's an all-rounder, something you can take in different directions, not locked into a playstyle like Teysa, or overcosted like those other two durdles, but the price of being a jack-of-all-trades is mastery of none. Obzedat is the stax finisher from hell. This new Ghost Council dodges sorcery-speed removal, yes, but it also avoids being hit by all the recurring triggers that stax does all its damage with. All the symmetrical resource denial effects are neatly dodged by staying out of the game until you get to put upkeep triggers on the stack, so Obzedat keeps coming back every turn free from Smokestack and The Abyss and Call to the Grave and Meekstone, gaining you back all the life you paid to put and keep your lock pieces into place and grinding the table down while they're unable to do anything about it. You're not getting the same broad range of abilities as Ghost Dad, but instead something much more specialised.
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#27 | |
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Resident Planeswalker
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And to the OP, I like the new one just because it hits harder. I was never a fan of the older one but personally, I dont like either one to be honest :/
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#28 | ||
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The Leviathan
Join Date: Dec 2006
Posts: 4,187
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GCO may be only 4 mana, but usually you want to play him with 1 open and even then, the deck's not backbreaking. They can be decent if built properly, but that's about the limit. You're basically playing an evasive (relatively) small body that can double as a sac outlet if needs be. New GCO is a 5/5 attacker that drains someone for two a turn. Apart from having an altogether unimpressive body, the drain is almost completely irrelevant and he might as well have "this creature is a vanilla 5/5 if you ever want to block". He's wavering on the side of bad, and has a very similar feel. Jor Kadeen is actually very playable in an artifact ramp into MLD shell, which not many generals allow. Additionally, he's one of the best commanders for artifact-based strategies that actually want to play colored spells. When he's built properly, he can be very good. While you also often need artifact ramp to cast Gisela in a timely manner, she plays very differently than Jor. She's perhaps the only general that makes burn relevant in the format, and becomes a two-turn clock with any sort of Anthem effect. She can also be very good if built properly. Aurelia, while admittedly very much revolving around the combat phase, is perhaps the best EDH general for it, going crazy with attack triggers like Sun Titan, and while not original, Battalion triggers. I could see her heading a very interesting (and good) deck. Finally we have Brion. While perhaps not as competitive as the other three, his ability can easily become a sort of Grave Pact if you have creatures big enough. Also, if you want a life gain-based deck, he's perhaps your best guy. In conclusion, I actually see the RW commanders as much more varied than the BW commanders, who only really benefit from Teysa. I really wanted to see something playable and interesting here, and Aurelia does that much more than Obzedat can ever hope to (at least in EDH).
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Thanks to V.M.Santore for the great avvy!
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#29 | |
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Wizard Mentor
Join Date: Jun 2011
Posts: 743
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I guess the same is true for WB legends and sac, but I actually like WB strategies whereas RW ones don't interest me. The other annoyance with the RW legends - and the one that can't be explained by flavor - is that they all cost a ton. R and W are both weenie colors yet all their legends are expensive as hell. BW wins massively on that score.
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Here are some decks I made. I hope you like them. I tried real hard. Riku Uyo Toshiro *Glissa *Zirilan Lyzolda Diaochan Lin Sivvi *Geth Phelddagrif *Lazav *Wirewood Symbiote *Precon Zedruu *Precon Karador *Precon Mimeoplasm * = currently playing My Great Music Exploration Project |
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