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Re: Extended: Turn 3 is too fast, but turn four is okay



Doyle did not say this.  Doyle was not here:
>>> Ancient Tomb - The life loss does not balance the mana boost.
>>> City of Traitors - With this much mana acceleration who needs more
>>> lands?
>>
>> nah... both 2-mana-lands are ok...
>
> I disagree with you here. Ancient Tombs was the most played card in
> New Orleans. Powerful? Yes. Unbalancing? Yes, if you get it early.

Only if you get what you need as well.

> City of Traitors is similarly being splashed into non-black decks just
> for the mana boost.

How exactly does one splash a land that generates only colourless mana?

>>> Chrome Mox - When you are mulliganing aggressively to get an
>>> incredible start, what's one more for better land?
>>
>> it's a land that costs you your card, a playable one - and it's JUST
>> a mana boost...
>
> So was Mox Emerald, Mox Ruby, ...

Bad comparison.  The Moxen required no other resource to be playable.

> and the card that it costs you is
> not necessarily a playable one if you are discarding a card that you
> don't have enough mana to cast anyway.

1) It's still a card.

2) There shouldn't be any such thing as an unplayable card.

3) You can't reliably use Chrome Mox in Tinker.

>>> Grim Monolith - I'm surprised that it has lasted this long. This may
>>> be the weakest of the bans since it is not nearly as useful
>>> post-Tinker, but the ability to cast it and make a profit signals
>>> danger.
>>
>> nah... voltaic key is what makes this one, metalworker and some more
>> artifacts broken...
>
> Key changes this to a colorless dark ritual. But the early game mana
> boost is still abusive. Turn 1 monolith. Turn 2 - five mana. Almost
> makes artifact casting costs meaningless, huh?

More like turn 1 Monolith, turn 2 six mana, turn 3 two mana or four mana and
you've taken six damage so far.

>>> Reanimate/Life/Death/Exhume - After Tinker is dead, reanimator is
>>> the next broken deck.
>>
>> no way!
>>
> Reanimator is another deck which when properly assembled can win turn
> two/three. If the casting cost of the reanimation spells goes up it
> opens the parameters of what decks can be played.

... and then you said ...

> Welder is somewhat problematic but not abusive until he gains haste.
> The real limiting factor is that you have to have already discarded
> the artifact for the welder to be effective.

You don't see a connection here?

-- 
I spent six months in the cheese bin!





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