Look at me! I can bold words and use CAPSLOCK to emphasize my point! Hopefully I can trick people into ignoring that I completely have no evidence in my post to back up my claims if I make it look fancy enough.
What's with the lands in these decks? I'm not talking about type I'm talking abotu quantity. 3 of the decks have 24 lands while 2 of them have 26. The 2 that have 26 don't really seem to need them while one of the ones with 24 seems like it needs more.
The B/G deck runs 26 lands while it's highest CC spell is 5 and there's only 1 of those in the deck.
The R/G deck runs 24 lands and has 10 spells with a CC 5 or higher.
That seem off to you guys or am I missing something? Why waste 2 card slots for land in decks that only seem to need 24 and why not give a deck that needs more land, more land?
I could see putrafax going for 8 bucks easily so the b/g will probably get your monies worth esp with the lord which most lords go for 5 bucks.
Private Mod Note
():
Rollback Post to RevisionRollBack
"On top of that, if you ever manage to T2 Lead the Stampede, fill your hand, and pitch two Vengevines on your cleanup phase, the sky rains kittens wearing tophats, each carrying a sock full of quarters. True story."
Yea, I gotta say none of these jump out at me and say "Who the heck would buy X/Y/Z box?" almost all of these are tempting me if I need to grab a few specific rares that might hold value potentially.
I am impressed! Those decks actually look pretty awesome. Poision, both the rares you'd want in your b/g poison deck? I'm kind of digging the red/blue. Sphinx and etched champion, both rares I kind of wanted (and one foil!)
From a Timmy/Johnny standpoint, in descending order of playability:
1. Phyrexian Poison. Not close. This is how you put together an Intro Pack. Flavorful and effective.
2. Myr of Mirrodin. Very straightforward, very synergistic, nice finisher in the form of KataMyri Damacy and good control in Sunblast Angel.
3. Metalcraft. Only a little worse than #2 IMO, makes it very easy to get Metalcraft and start beating down. Etched Champion is still 'meh' but the intended audience for intro packs won't realize it and inclusion of trinket mages and Riddlesmiths makes up for it. Card quality is starting to degrade somewhat-- Echo Circlet? Really?
4. Relic Breaker. Pretty bad-- lots of overcosted creatures and effects. On the margins of playable because artifact destruction is of course very relevant in this format. Deodorant Dragon gets there if you live long enough to find/cast it.
5. Deadspread. Just awful. I love Proliferate as a mechanic but I think its subtlety is going to be lost on a lot of inexperienced players, and this list proves it. 11 cards which have or distribute counters of some sort, of which 2 are rare and 4-6 are terrible (depending on your feelings about the 2x Fume Spitter). This deck makes Baby Buddha cry.
Oh man, these are so nice! The Myr and Poison decks are of course the best, hands down, and each has two sweet rares. Definitely worth the money. Red-green is blah, and the Blue-black proliferate deck surprised me by not having any poison, only charge and -1/-1 counters. Red-blue is middle-of the road, not the greatest but it has a number of solid cards. 2 Memnites, 2 Trinket Mages, and 3 Galvanic Blasts are all great tools to pick up, plus an Etched Champion and four mana Myr.
I'm definitely getting the white Myr at first opportunity, maybe two so I can get the full playset of Galvanizers and Palladium Myr. The Red-blue one is tempting me as well, if only for those other Myr and artifact-loving goodness... but it's further down my list.
Notice the much greater consistency in these decks compared to typical theme decks/intro packs. Lots of 2-ofs and 3-ofs, and comparatively few singletons. That alone dramatically brings up the usability of these decks, and means that two copies of one will get you full playsets of a lot of different cards. And these still come with a booster pack each, right? Oh I'm definitely picking up a couple of these.
"Myr of Mirrodin" -> Sunblast Angel, Myr Battlesphere
:symu:/:symr: "Metalcraft" -> Etched Champion, Argent Sphinx
:symu:/:symb: "Deadspread" -> Carnifex Demon, Contagion Engine
:symr:/:symg: "Relic Breaker" -> Hoard-smelter Dragon, Asceticism
:symg:/:symb: "Phyrexian Posion" -> Hand of Praetors, Putrefax
Images flipped and attached. Thanks!
-Car.
The Myr deck looks the coolest to me. Battlesphere and a foil Sunblast? Sign me up...
Let this great clan rest in peace (2001-2011)
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
The B/G deck runs 26 lands while it's highest CC spell is 5 and there's only 1 of those in the deck.
The R/G deck runs 24 lands and has 10 spells with a CC 5 or higher.
That seem off to you guys or am I missing something? Why waste 2 card slots for land in decks that only seem to need 24 and why not give a deck that needs more land, more land?
1v1
Talrand, the Sky Summoner
Multi
Niv-Mizzet, Dracogenius
Elesh Norn, Grand Cenobite
Thanks to PurpleD from Left Play Designs for the banner:D
Must buy two for my U/r metalcraft/counterburn deck. If only it came with Stoic Rebuttals.
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
meat's Trade Corner
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Nin's theft
Mill all decks
bruna blink
Re: People misusing the term Vanilla to describe a flying, unleash (sometimes trample) critter.
Currently looking to buy miscut Homelands, (my wife thinks I'm crazy too).
Semper Gumby (Always Flexible)
Im very cross on all of these right now, but im not getting all five lol
1. Phyrexian Poison. Not close. This is how you put together an Intro Pack. Flavorful and effective.
2. Myr of Mirrodin. Very straightforward, very synergistic, nice finisher in the form of KataMyri Damacy and good control in Sunblast Angel.
3. Metalcraft. Only a little worse than #2 IMO, makes it very easy to get Metalcraft and start beating down. Etched Champion is still 'meh' but the intended audience for intro packs won't realize it and inclusion of trinket mages and Riddlesmiths makes up for it. Card quality is starting to degrade somewhat-- Echo Circlet? Really?
4. Relic Breaker. Pretty bad-- lots of overcosted creatures and effects. On the margins of playable because artifact destruction is of course very relevant in this format. Deodorant Dragon gets there if you live long enough to find/cast it.
5. Deadspread. Just awful. I love Proliferate as a mechanic but I think its subtlety is going to be lost on a lot of inexperienced players, and this list proves it. 11 cards which have or distribute counters of some sort, of which 2 are rare and 4-6 are terrible (depending on your feelings about the 2x Fume Spitter). This deck makes Baby Buddha cry.
I'm definitely getting the white Myr at first opportunity, maybe two so I can get the full playset of Galvanizers and Palladium Myr. The Red-blue one is tempting me as well, if only for those other Myr and artifact-loving goodness... but it's further down my list.
Notice the much greater consistency in these decks compared to typical theme decks/intro packs. Lots of 2-ofs and 3-ofs, and comparatively few singletons. That alone dramatically brings up the usability of these decks, and means that two copies of one will get you full playsets of a lot of different cards. And these still come with a booster pack each, right? Oh I'm definitely picking up a couple of these.
R Citizen Cane (Feldon of the Third Path)