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[RoE]-Review

Started by GoblinPiledriver, 13-04-2010, 05:11:24 PM

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GoblinPiledriver

There are a few cards which can be discussed:

Venerable Kor  1W
Creature - Kor Cleric    Common
When Venerable Kor enters the battlefield, you gain 4 life.
               2/1
Looks interesting 4 Life for 2 Mana and a bear. Could see this easily in WW, Boros or UW-Skies (But maybe the 4 life are not very interesting for such decks).

Wall of Omens    1W
Creature - Wall     Uncommon
Defender
When Wall of Omens enters the battlefield, draw a card.
               0/4
The new Wall of Blossom.

Student of Warfare                 W
Creature - Human Knight    Rare
Level up {W}
[Level 2-6] First strike (3/3)
[Level 7+] Double strike (4/4)
                                 1/1
A aggro card like Figure of Destiny but not for heavy red decks(like the Figure).

Transcendent Master     1WW
Creature - Human Cleric Avatar    Mythic Rare
Level up 1
[Level 6-11] Lifelink (6/6)
[Level 12+] Lifelink
Transcendent Master is indestructible. (9/9)
                                         3/3
Also very interesting, strong card but the 2 white mana, makes it hard to play in midrange or controll(but we will see).

Deprive           UU
Instant    Uncommon
As an additional cost to cast Deprive, return a land you control to its owner's hand.
Counter target spell.

The new Counterspell. Now Wizards print either such cards or Cancel.

Unified Will   1U
Instant    Uncommon
Counter target spell if you control more creatures than that spell's controller.

The second new counterspell.

Lay Bare     2UU
Instant    Common
Counter target spell. Look at its controller's hand.

Also very intereting, maybe they want the players to like Cancel by printing even worse Counter.

Sea Gate Oracle     2U
Creature - Human Wizard    Common
When Sea Gate Oracle enters the battlefield, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
                  1/3
The new mono-blue Court Husar.

Flame Slash     R   
Sorcery    Common
Flame Slash deals 4 damage to target creature.

The better Card then Magma Rift(R->4 damage > 2R,sac.Land->5damage)(From a limited point of view).

Forked Bolt       R
Sorcery    Uncommon
Forked Bolt deals 2 damage divided as you choose among one or two target creatures and/or players.

Fire from Fire/Ice, for only one Mana. Could see this easily in a few decks.

Mass Token        5R
Sorcery    Rare
Sacrifice all creatures you control, then put that many 4/4 red Hellion creature tokens onto the battlefield.

Also interesting for Naya-Tokens. Converting all tokens in 4/4 threads. But the CMC could make this a problematic plan.

Kozilek's Predator        3G
Creature - Eldrazi Drone    Common
When Kozilek's Predator enters the battlefield, put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add 1 to your mana pool."

Also interesting for Naya-Tokens. 3 creature for 4 Mana and helping casting bigger spells.

And of course there are still the 2 new Planeswalkers which would be played once in a while.
Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins.

Mythrandir

#1
Venerable kor

Seems solid in a WW, sepcially if aggro is plentiful. It reminds me of a another 2/1 that nets you 2 life if you paid with W, if i recall correctly.

Wall of omens

Wall of blossoms sees play, so will this one, although it seems off the color pie

Student warfare

i think right now, it's the best level up, but these are no FoD. you can only pump at sorcery speed, and sometimes you pump and it does nothing... IMO, these level ups, won't see very much play, but i'm having  hard trouble judging these... =/

Counterspells

HL related, i think we have better ones, although that "more creatures" is a bomb in more aggroish decks. Also LOL at the cancel comment

Flame slash

Hard to judge, can kill most of the creatures played in HL, but seems more of an aggro card, and aggro wants burn to be able to hit the player. Another one hard to judge

FOrked bolt

Better shock,, but at sorcery speed. I can also see this being played a lot.

Mass token

I don't think that CMC will be a problem for this one. tokens can easily access 5 mana. Playable.


Also i'm looking at this one very interested:

2G
Enchantment     
At the beginning of your upkeep, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."

It's no bitterblossom, but it doesn't add the pressure of damage race and it makes your spells "easier" to cast.

marchhare



*blather* @ venerable kor, good thing against the recent domain aggro assault :P

coldcrow

This one is pretty good for controllish decks:

Suffer the Past / XB
Instant     Uncommon
Exile X target cards from target player’s graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.


Mythrandir

#4
Well, full spoiler is out, so once more here goes my review of the cards (mostly regarding HLL)

Colorless

All is dust - not bad for stax. Dunno if the 7 CMC is worth it, but this helps vs PW.

Artisan of Kozilek - Not bad with reanimator or recurring nightmare. yeahh, bad! reading is tech :)

Emrakull, the aeons torn - Probably the best of the eldrazi. Extremely hard to kill, huge P/T and annihilator 6? ouch, playable in oath

Not of this world - Probably not worth, but a free counter is always a free counter. Play reanimate on a fattie and then having this on hand is actually pretty decent. But i think it's too limited.

Spawnsire of ulamog - Overkill... lol

White:

Caravan escort - i'm still not sure about the level up guys. They are great in limited. But in our format, perhaps too slow? FoD played because it was instant "level up" these aren't as good, but i think White got the better ones, IMO. playable in WW?!

Gideon jura - Probably my favourite card of the set. Well balanced. Gonna test it and see if the 5 CMC isn't too slow vs aggro. Interesting ultimate, although i'll probably laugh, when someone kills my gideon with a PtE.

Knight of cliffhaven - see caravan escort

kor spiritdancer - it's no enchantress, but intersting design.

Lightmine field - Almost a good card for control. But since it's easy to play around it i don't expect for it to see much play...

Linvala, keeper of silence - pretty good P/T for it's cost. The ability isn't really broken, but i guess it can shut down: hermit druid, glen, pridemage, etc, so it will probably see some play.

Oust - pretty decent removal, specially for limited.

Puncturing light - see above

Student of warfare - Probably one of the best with level up. Very decent in WW for mid draws.

Survival cache - I'm really considering this one if it were instant a definite yes, being sorcery i have to see. This for control probably means 2W: draw 2 cards gain 4 life, which is pretty, pretty good. Still pondering it. What do you think?

Wall of omens - already have been discussed, but i really just don't see this on White. Will see play!

Blue:

Gravitational shift - Moat has been better in our formats, so a worse one i don't think it will see play.

Guard gomazoa - This is actually quite good. Reminds me of fog bank. Good vs aggro.

Mnemonic wall - Considering we have scribe, this could have costed a little less, IMO.

Renegade doppelganger - pretty good, specially if you're playing vs oath or reanimator. Reading is tech, still interesting design, but way worse than i previous thought/read....

See beyond - not bad for some decks, although it's not lat nams legacy

Shared discovery - Uncertain about this one, in vaccum it's good in more aggroish decks, but i don't know if aggro wants to tap 4 creatures that could be dealing damage to draw 3, but drawing is always good. so, opinions?

Training grounds - breakable? i've seen some ppl, commenting on a combo for type 2... in our format, i can't rememember anything that could be abusable with this.

Unified will - Awesome in fish, skies. One of the best cards in the set, IMO.

Black

Arrogant bloodlord - playable in suicidal? (not that we see many suicidals out there...)

Consume the meek - Nice card for MBC. Although i think damnation is better.

Consuming vapors - Another nice card for black, although you'd probably need cheaper removal.

Drana, kalastria bloodchief - Not playable, but honorable mention for a very nice design.

Hellcarver demon - Interesting design.

Inquisition of kosilek - Nice card.

Suffer the past - One of the best in this set. Definitely playable!

Red

Brood birthing - the best of the tokens producer... but in our format it's bad,

Tuk-tuk the explorer - Nice design. Will give you something to think about before killed it.

Green

Ancient stirring - Not bad, at worst, you, will probably, get a land.

Awekning zone - Another card that i'm really interested in seeing in play. It's no bitterblossom, but also it's better than bitter in a more controllish deck, since you don't need to worry about damage race.

Khalni hydra - Definitely will see play in elves!

Mull daya channelers - Very nice card for elves.

Realms uncharted - Been discussed already. Great, but it's no intuition or gifts. Playable!

Vengevine - This will be annoying to get rid of. Very nice. One of the most sought cards right now, i believe. Let's hope it doesnt reach BSA price...

Multicolor

Sharkan the mad - well, not the best PW out there.

Artifact

Angelheart - interesting card, too slow to be playable.

Dreamstone hedron - Very, very good, specially if you're deck isn't colour hungry.


Well, overall. Eldrazi just seem, to me, all overkill. Annihilator is bad design IMO (bad design, because they all have it...). There's really no strategy behind them, just cast them and you don't even have to bother pondering some kind of disavantage. Also, pretty weird names...
Although i don't like eldrazi too much it's nice to see that they tried to slow down the game.

So like, always, any comments? any obvious leftouts? favorite cards7designs?






pyyhttu

QuoteArtisan of Kozilek - Not bad with reanimator or recurring nightmare.
Renegade doppelganger - pretty good, specially if you're playing vs oath or reanimator. Interesting design.

Hone those.

And what's your DCI number? I'd love to check your limited rating!

GoblinPiledriver

#6
QuoteArtisan of Kozilek - Not bad with reanimator or recurring nightmare.
Renegade doppelganger - pretty good, specially if you're playing vs oath or reanimator. Interesting design.

Well with the Artisian you will need another Eldazri in grave. So this seems very difficult
Renegade doppelganger works only with own creatures, so its not good against oath.

Gravitational shift is not a Moat its a card for a sky-deck. but with 5 mana it's really too expensive.


I think the Eldrazi design is something new never seen before. I wouldn't say that I really love(like) it much, but it's something special and well thought over. And one part of their design is the annihaltor ability, so of course every real(big) Eldrazi has it, even when it's Annihaltor 1.

There are four kinds of Eldrazi:
1.Eldrazi Spawn  (produced by cards)
2.Eldrazi Drone  (colored creatures producing E.Spawns)
3.(real)Eldrazi  (colorless big Eldrazi creatures)
4. the 3 Eldrazi Legends     (Overlords, Anchestor from the Eldrazi)

The strategy is the same strategy as before with fatties. Defend yourself accelerat your mana. Play fattie. Attack and win.
But this time you could play with your Eldrazi cards which produces Spawn to acceleret Mana and chumpblock for you.

So in limited there are two types of decks standing against each other:
The control Eldrazi Deck(playing all kinds of Eldrazi) vs aggro or Non-Eldrazi Deck(plays the first 2 kinds of Eldrazi)


My personal favorite 7 cards:

1) Consuming Vapors
2) Gideon Jura
3) Sarkhan the Mad  
4) Vengevine
5) Staggershock
6) Sea gate oracle
7) Hellion eruption

Emrakul is not on the list- it's not a mistake (I hate him already when I think about facing against Oath)(Don't need demonstration)
Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins.

Mythrandir

Quote from: pyyhttu on 19-04-2010, 10:51:04 PM
QuoteArtisan of Kozilek - Not bad with reanimator or recurring nightmare.
Renegade doppelganger - pretty good, specially if you're playing vs oath or reanimator. Interesting design.

Hone those.

And what's your DCI number? I'd love to check your limited rating!

yeahhh... misread those! =/ hehe :P, i'll edited them, thks

And regarding my DCI number, well, this isn't really the place to discuss that, but what i can say is that i haven't play ina sanctioned tournament in a long time (excluded one a couple of weeks ago, as a favor to a friend), so my DCI was "suspended" (not sure if it's the right term) for not playing for a long time. Since i have my MTG stuff at my weekend home, i can't give it to you, but if you really, really want, i can check my rating over at the weekend, although i'm not sure if they reset or if they keep my history.
What i can tell you, is when i played more often/competitively (but never really interested in my DCI rating) was from onslaught to kamigawa where i was pretty good (limited), excluding Mirrodin, which i totally sucked at drafting...

Now back on topic:

@Goblinpiledriver

I don't know much about the flavour/story behind the eldrazi, but from my point of view, it wasn't really very good design. But i believe these are one of those (types) cards that you either love or hate.

Do you like sharkan because of flavour/design? Or do you think it will see some play?

GoblinPiledriver

#8
I like Sarkhan for both design and strenght. But i really don't know if he will be played often or not. I personally think he will be played once in a while.

The seven cards sorted by probability of seeing play:

consuming vapors > staggershock > Gideon Jura > Vengevine > Sarkhan the Mad  > Sea gate oracle > Hellion eruption       







Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins.

Tiggupiru

Now that I was called to work an full hour before my shift would normally start and the place is more dead than usual, I have good time to review this set.


Colorless:


All is dust - maybe some Stax might want this, but probably not others.

Artisan of Kozilek  - could theoretically see Reanimator play even though it's not as good target as Pathrazer of Ulamog. 10/9 is a big body and annihilator 2 is relevant.

Emrakul - will see some play. I guess it's THE Oath target for now.


White:


Lightmine field - is a nice combo with humilty. Altough so is Moat and Moat actually does something alone (quite much actually) whereas this does not.

Linvala - is decent, not great stats, but combined with the ability they are okay.

Lone Missionary - UW fish (or similiar strategy) might want this. Ninjas and other ways to replay this will make this decent enough to see play. Would not put this in without any recursion. There are better creatures then.

Judging by the hype, Gideon Jura seems to be a candidate for the best card in the set. I don't agree. I could be totally off here as I've had not a single game with him, but the fact is that he is not going to fit to every white deck. If you play Gideon, you better have some creatures that can actually deal damage (rather than deck full of 0/4 walls). In standard format this gets much better, but I would feel really unsure if someone awards him the best card of the set title. I'd say he sees more play than Tezzeret, but less than Elspeth for example.

I really like Oust. In HL this is way better than in other formats as aggro tends to have near perfect curve because of the mulligan. Imagine this scenario: Opponent starts with Llanowar Elves, you play plains, Oust. They lose their first turn accelerant and will have to draw it again couple turns later unless they fetch or something. One mana non-condition removal is always something that will see play.

Student of Warfare - is a great creature, will see play in WW and WW splash something decks.

I also like Survival Cache way more than I should, but unique effect is unique. I know why I should not like this (not reliable and upside is not that great), but I still have to sleeve this up and take a stab at it. Sees very narrow play, if any.

I also think Transcendent Master is going to be played in some decks that also play Gideon Jura. Sure, it requires hefty mana investment, but once you get the ball rolling, there is not much that can stop it. Three mana 3/3 is not that bad in a heavy white deck.

Wall of Omens -

Because maybe
You're gonna be the one who saves me
And after all
You're my wonderwall

Quote from: GoblinPiledriver on 13-04-2010, 05:11:24 PMThe new Wall of Blossom.

Wrong. It's not a new Wall of Blossoms. It's better.

Green traditionally likes to attack and playing a 0/4 wall rather than acceleration/big creature is not most green decks long for. There are some green decks that like Blossoms very much, but most of them just rather drop a problematic guy that provides a way to stop the attacks and cause problems when it turns sideways.

White on the other hand has no such luxury. Turn two is either the time to play some 2/2 first strikers or artifact acceleration. Depending of the nature of the deck. White also needs to hit to like 6 mana before its creatures are big enough to stall opposing small creatures and dodge burn. Any blue-white control love to see this kind of creature.


Blue:


Coralhelm Commander - is good in fish decks (even when the side dish is not merfolk).

Enclave Cryptologist - Seems better than Merfolk looter/Thought Courier. Gets played in decks that want to loot.

Gravitational Shift - way too random to seem play.

Deprive - Ugh. Just bad. Could be playable in standard, but wouldn't count on it.

Domestication - might be playble in mono blue. Control magic is great against aggro and blue has limited ways to deal with creatures. I first tought this was looking at the CMC, which would have made this way better.

Guard gomazoa - Decks that want Fog Bank might want also this. Solid wall, but easily removed and one power is not good enough to kill pretty much anything.

Mnemonic Wall - Izzet Chronarch sees no play. This somewhat beter, but not enough. I doubt it, but I am not surprised if I turn to be wrong.

Renegade doppelganger - I thought this would be good at first, but then I noticed it was until end of turn. Might see some play in some bizarre combo, but probably not. Cute with Phyrexian Dreadnought, though.

Reality Spasm - wants home in a combo deck. Seems okay in High Tide. Either make mana, or tap down an opposing blue mage EOT.

Sea Gate Oracle - is good against WW and Black aggro, but 1/3 body rarely matter enough to stop aggro decks for attacking. It's decent, but nothing spectacular. Will see some play, far from autoinclude.

See Beyond - Woo-hoo. I likes. Especially when blue decks need to play dedicated answers to creatures and this can get rid of them cheaply. Not to be played in every blue deck. Counterspell heavy decks probably is not a place for this.

Shared Discovery - Very limited use as attacking with four creatures seems also pretty good strategy, I am not surprised to see this play however as one mana, draw three is tempting enough.

Sphinx of Magosi - is a great finisher, and will probably see some play. Cards like Keiga might just be better thoug and Keiga sees no play.

Training grounds seems bad - Better as a value card than a combo card as all the combos require a creature and a third card. And building a deck around this is probably not a good idea. I like the synergy with Lavaclaw Reaches.

Unified will - I would feel quite bad if I were playing this, but I have tendency to dislike situational cards. Memory lapse, Remand, Mana Leak are all better than this.


Black:


Arrogant Bloodlord - Monoblack aggro. Not many 1/1's in this format and black traditionally has ways to deal with them. Not a superstar, but certainly a playable.

Bloodthrone Vampire - Upgrade to Nantuko Husk/Phyrexian Ghoul/Vampire Aristocrat cycle. Weaker now that combat no longer stacks, but hey.

Consume the meek - Not good enough. Does take out manlands, but that is more relevant in standard.

Consuming Vapors - is getting seriously overhyped, but it still is quite a powerhouse. Taking one guy and then time walking is great. Just pack enough sweepers and instant removal to take out tokens and manlands. Playing around is easy, but in HL you really should not bother as it is unlikey to draw one. This fact makes it almost as good as it is hyped in HL. Could be the card in the set for HL

Drana, kalastria bloodchief - is a really nice finisher. MBC wants this. Probably even some BX control as well.

Hellcarver - demon seems hilarious in hypergenesis, so might see narrow play.

Inquisition of Kozilek - is most likely too bad to draw after first couple of turns to see play. It's really great in this format if you happen to have it in your openening seven, though.

Suffer the Past - looks decent in MBC as an instant drain life to the face. Tormod's crypt is just a bonus (or more accurately, a hinderance). Still, most likely sees some play. Awkward if you play other GY hate.

Thought Gorger - looks almost playable, discarding 3-5 cards in turn 4 is okay, when you get at least 5/5 trampling body. Mono black aggro or similiar strategy could theoretically enlist him.

Virulent Swipe - is a long shot, but with several first strikers this could be playable. Smiting a guy plus bull rushing seems fine.


Red:

Devastating Summons - is like going all-in with a small pocket pair before the flop, you might get dominated by bigger pair (WoG), or slightly favorable against suited connectors (decks with non-burn spot removal) or dominate smaller pair (red decks). Too farfetched metaphor? You bet. Too farfetched to say this might see play? Nope.

Emrakul's Hatcher - seems decent if you have recurring nightmare action going on, might still be little underwhelming, but you basically need to pay BB1 to trigger the ETB triggers of another creature in your graveyard.

Flame Slash - if you have a red deck that is not concerned to burn your opponent but needs to take out some creatures, this is good.

Forked Bolt - is probably better in decks that want to play just the fire side of Fire/Ice, but is there a deck like this? Maybe there will be.

Hellion Eruption - seems like it's a six mana glorious anthem with suspend. Even when it would give +3/+3, it's not very convincing. More accurate comparison might be overrun (with suspend) as this does nothing if you have no guys out. Making your creatures easier to remove is also relevant. I would not play this card anywhere.

Kargan Dragonlord - I don't like him that much, but it's still very much playable in mono red. I imagine this flying over some very frustrated Kor Firewalkers in type II.

Splinter Twin - EOT Pestermite, then this. Could be.

Staggershock - The other "could be the best card in the set", as three mana 4 damage without a drawback is good and splitting it to two targets is great. Taking one creature down while doming 2 is not as good as goptimal Searing Blaze, but taking two guys out is.

Tuktuk the Explorer - Warren Instigator dropping this and Siege-Gand = good times. Goblin tend to get sacrificed anyway, so this can trigger easily, but this probably won't make the cut in most decks. Goblins want to try this one out.


Green:


Ancient Stirrings - is a card I like a LOT. Finding a land is good, but can also pick up some nice artifact.

Awakening Zone - is good. Probably even great. Ramping up and/or stalling aggro is good. Repeat after me: Earthcraft. Also Opposition.

Growth Spasm - If you play this, your deck probably has several 6 drops.

Haze Frog - could be playable if there is a good way to recur him. Wouldn't hold my breath though.

Joraga Treespeaker - is great on the first turn. Elf decks will most likely want her.

Khalni Hydra - is something Day of Judgment wished for his birthday present. Probably sees play if monoG aggro is a deck, but really shouldn't.

Momentous Fall - is most likely too random to make any impact in HL enviroinment. Unless you play Awkening Zone, Growth Spasm and all the other ramp equipment along with the six mana fatties. I'd cut this for the Greater Good (See, LSV? I can also make horrible puns too!).

Mul Daya Channelers - in HL you probably need some library manipulation to make this work, but if you get the percentages right, this is potent weapon.

Pelakka Wurm - provides seven life and sizeable body, might see play in decks that can SNEAK him into play. And perhaps even ATTACK with him on the same turn.

Realms Uncharted - Not as good as I thought it was. Still very much playable. Petrified Field should also be in deck if you choose to play this.

Vengevine - is not that good in HL. You can't build your deck around it and you really should play cards that are better overall, rather than creatures that it has synergy with. Also, you can never return more than Vengevine in HL, so this is not that good. 4 mana 4/3 haste is however by itself often enough to see play in the right deck. Great before and after Wrath of God as hasted creature is something control decks don't want to see after sweeping the board.


Multicolor:


Sarkhan the Crap - is not playable. It probably sees some play early on as people are unable to correctly identify its power level. 5 mana is a lot and any Black and Red deck that would like to play Sarkhan will play cards with high CMC, thus making Sarkhan a poor card draw machine. The second ability is probably a little bit better, but nothing spectacular. Upgrading one of your own dorks is not ideal unless you have a stedy source of tokens. In this case, Goblin Bushwhacker or similiar is better.


Artifact:


Angelheart Vial - even though you can trigger this by yourself, it's not going to cut it. Fun in multiples and painlands or something.

Dreamstone Hedron - make some mana or draw some cards. Will see narrow play in Stax type of decks and is probably decent there.

Prophetic Prism - if you can abuse this somehow it's okay. Without recursion, too narrow unless you try to go from full nonbasic manabase desperately towards a deck that does not autolose to blood moon.


Land:


Evolving Wilds - is as good as Terramorphic Expanse. DUUUUUH.


I doubt any totem armor is good enough. Only one that has a shot is Bear Umbra and mayyyybe Boar Umbra, I would be somewhat surprised to see the latter though.

Every leveler is also better than they first look (well, maybe not the absolute worst). And most of them are good against blue based control as they don't cost much to be cast and are huge if slip past the wall of counterspells. Lighthouse Chronologist is flat-out hilarious in a monoblue mirror.

Tiggupiru

Couple of cards I forgot to mention:

Colorless:


Eldrazi Conscription - This set is all about trying to cheat things into play without paying and this continues the trend. If you have a way to cheat auras into play, this is the one.

It That Betrays - Cousin Itt is better reanimator target than the two I previously mentioned, and you probably don't need to play the all.


White:


Repel the Darkness - Maybe in some turbofog strategy or combo deck trying to buy some time. Long shot, but an option you might want to try out sometimes.


Blue:


Halimar Wavewatch - Reasonable Wall, if you need more than just the better ones available. Doubles as a reasonable win condition.

Narcolepsy - Nice blue removal. It's bad against creatures with tap abilities that do relevant things, but cheap and in a color that might want sometimes to have the option of removing. Creatures with relevant tap abilities are not that common and if they require mana investment, Narcolepsy makes them play little awkward if they want to use their rebels or something.


Black:


Pawn of Ulamog - If you are already sacrificing creatures for profit, this might be decent. Also cheapens the Recurring Nightmare recursion.

Sturmgott

The hidden gem imho is Kiln Fiend. I will include it in RDW and also try him out in Naya Zoo. It makes Spells like Giant Growth, Reckless Charge and even using Removal on the opponent's creatures so rewarding :)

Tiggupiru

Quote from: Sturmgott on 23-04-2010, 03:00:28 PM
The hidden gem imho is Kiln Fiend. I will include it in RDW and also try him out in Naya Zoo. It makes Spells like Giant Growth, Reckless Charge and even using Removal on the opponent's creatures so rewarding :)

Yeah. Missed that one when scouring the spoiler. Great in RDW, but I don't think I would want to play it in Naya, unless you have like 20 creatures, 32-34 lands and reserve the rest for burn and removal. Some BR aggro could also work, as black has their fair share of nice sorceries and instants as well. This makes RDW look like a combo deck sometimes.

Nastaboi

I will play: Deprive, Oust, Sea Gate, See Beyound, maybe Domesticate, Coralhelm Commander in Skies, some Eldrazis in Hypergenesis.

I would play Wall of Omens and Bloodthrone Vampire if I had a deck for them.
Quote0:13:51 [Nastaboi] Nastaboi plays Invincible Hymn from Hand
0:14:25 [Nastaboi] Nastaboi's life total is now 221 (+213)

malz77

All is dust -> MBC!