In a heavy Control Metagame of Fish, and Faeries, what do you guys think of this as a 2nd turn drop.
It basically acts like a "Seal of Grapeshot". Ideally your opponent lets it resolve because they do not like winning, or don't like winning and counter it, leaving them self more vulnerable to being stormed the next turn. Granted a Spellskite will stop it.
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Storm decks can be summed up to this:
We cast spells to make mana to cast spells, then we use the mana for draw spells, so we can cast those spells to draw more spells or make more mana to cast more spells. Somewhere in this quagmire... we win or lose instantly, usually this is when we stop digging.
maybe as a sideboard. But how will it get high enough to be a finnisher? storm works great b/c I can falshback ALL my draw spells to re-fuel the fire so to speak. But this only works with our red rituals.
Grapeshot is awesome because of its anti-countermagic uses, its ability to be something of a board-wiper in some match-ups, and the fact that you can play it at the end of a combo turn.
Shrine of Burning Rage is best if you draw it in an opening hand or off of a really fortunate cantrip/topdeck. So it's actually a lot more based upon your luck than your skill; based more upon just drawing things naturally than mechanically using your draw spells to properly manipulate your deck in search of outs. And it's not a finisher for a storm turn, either...it's actually only really good as a storm spell if you play it before his hand.
Plus, any controlish deck that doesn't run Spell Snare and/or Spell Pierce is probably going to just lose to Storm, and is probably also just a pile of crap.
Sadly after much testing, I found that the results are identical to what Mr. Smiles said... It was a cute idea... just only good if it is in your opening hand, and they don't counter it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Storm decks can be summed up to this:
We cast spells to make mana to cast spells, then we use the mana for draw spells, so we can cast those spells to draw more spells or make more mana to cast more spells. Somewhere in this quagmire... we win or lose instantly, usually this is when we stop digging.
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It basically acts like a "Seal of Grapeshot". Ideally your opponent lets it resolve because they do not like winning, or don't like winning and counter it, leaving them self more vulnerable to being stormed the next turn. Granted a Spellskite will stop it.
We cast spells to make mana to cast spells, then we use the mana for draw spells, so we can cast those spells to draw more spells or make more mana to cast more spells. Somewhere in this quagmire... we win or lose instantly, usually this is when we stop digging.
Maybe as an anti-control measure game 2
Grapeshot is awesome because of its anti-countermagic uses, its ability to be something of a board-wiper in some match-ups, and the fact that you can play it at the end of a combo turn.
Shrine of Burning Rage is best if you draw it in an opening hand or off of a really fortunate cantrip/topdeck. So it's actually a lot more based upon your luck than your skill; based more upon just drawing things naturally than mechanically using your draw spells to properly manipulate your deck in search of outs. And it's not a finisher for a storm turn, either...it's actually only really good as a storm spell if you play it before his hand.
Plus, any controlish deck that doesn't run Spell Snare and/or Spell Pierce is probably going to just lose to Storm, and is probably also just a pile of crap.
We cast spells to make mana to cast spells, then we use the mana for draw spells, so we can cast those spells to draw more spells or make more mana to cast more spells. Somewhere in this quagmire... we win or lose instantly, usually this is when we stop digging.