Player 1 can activate Chatterfang's second ability by sacrificing enough Squirrel tokens to deal damage to Elesh Norn equal to its toughness (4). Since Player 1 has 29 Squirrel tokens, they can sacrifice 4 of them to deal 4 damage to Elesh Norn, which would be enough to destroy it. However, Player 2's Elesh Norn will still deal damage to the rest of the 1/1 Squirrel tokens, destroying them all in the process. Player 1 can't activate Chatterfang's ability multiple times to keep Player 2's creature small because Elesh Norn's ability to boost its own toughness by +2/+2 would make it immune to being destroyed in this manner.
This is... wildly inaccurate, for multiple reasons. Previous responses are correct.
75%+ win rate with a competitive control deck vs some casual pile of cards ? Absolutely.
In the hands of a decent player, sure. But their statement was that a 3 year old child accomplished this. I.e. blue control is so easy to play that you don't need understanding of the game or even reading comprehension, you just play cards at random and win.
This is good advice. It's easy to believe the other guy's deck is unbeatably strong until you try it yourself. Then you start to see the glaring weaknesses that you didn't before. It goes the other way too, control players can sometimes be quick to dismiss aggro decks as linear and brainless.
I straight up don't believe the story about a 3 year old getting a 75% win rate. There are too many decisions to be made in a game of magic. How did they know to play a land each turn? How did they know the timing for counters? How did they know where to drag the counterspell? How did they win? Did they know to activate a planeswalker each turn?
It sounds like you guys have a preferred playstyle, probably midrange, and you are running up against the hard counter to that playstyle. If you are really running into so many control decks, switch to faster aggro and go underneath them. The vast majority of counterspella are only ever one-for-one. Just play cheaper cards and play more than one each turn.
Can we now attack things other than players or planeswalker? Why do cards now specify that instead of just saying "attack"?
Yea the wording for the "attack" triggers is quite confusing now, needs some cleaning up.
Does this wording allow the ability to trigger separately for each player or planeswalker that you are attacking? As opposed to "whenever you attack", which would only ever be one card per turn?
Have you ever heard the terms "fair" and "unfair" as applied to Magic? Fair magic is, we each play one land per turn, play some dudes and attack with them. Unfair Magic is anything that "breaks" the game: infinite combos, alt wincons, extreme ramp, etc. It sounds like you are interested in the former. I can think of two options for this:
The first is to look into midrange-style decks. You play "control" during the early game using spot removal or other tools to delay the opponents strategy. Then, around turn 4 or 5 you deploy your own threats which are bigger than anything the aggro deck can muster.
The other option would be to primarily play draft, since this is the prevalent playstyle. Unfortunately, this isn't a great option with Arena, since you have to play some type of conatructed in order to get the resources to play draft.
I would also be interested to know what tier you are on, because I have not seen many "dump your hand" aggro decks recently, definitely not 50% of the meta.
Last time I played against Worldfire, the person who played it had no follow up plan. It just became a game of "who will be able to cast something first". I finally won by drawing, casting and attacking with a Reassembling Skeleton of all things. Was it exciting? I guess? Do I ever want to do it again? Absolutely not.
Pretty sure it's common in the cyberpunk genre to refer to the warrior/soldier archetype as "samurai". It may not mean exactly the same thing it used to, but anything from corporate private soldiers to ronin mercenaries could fit the creature type. Now Bushido, that's probably gone, both mechanics and lore-wise.
Saga abilities are triggered abilities, as shown in:
714.2 A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.
Therefore, the ability has already resolved, and is no longer connected to the permanent that generated it:
611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.
Okay, get rid of Generous Gift and maybe also Chain Lightning and add one or two cards that are actually related to cats. I don't thing any of these are even valuable/sought after.
I don't think I would play a Gary deck without Whip of Erebos.
I would also prefer Blood on the Snow (with snow swamps of course) over Living Death. Yes you only get back one Gary, but your opponents get nothing, and it also hits planeswalkers just in case.
This is... wildly inaccurate, for multiple reasons. Previous responses are correct.
In the hands of a decent player, sure. But their statement was that a 3 year old child accomplished this. I.e. blue control is so easy to play that you don't need understanding of the game or even reading comprehension, you just play cards at random and win.
This is good advice. It's easy to believe the other guy's deck is unbeatably strong until you try it yourself. Then you start to see the glaring weaknesses that you didn't before. It goes the other way too, control players can sometimes be quick to dismiss aggro decks as linear and brainless.
I straight up don't believe the story about a 3 year old getting a 75% win rate. There are too many decisions to be made in a game of magic. How did they know to play a land each turn? How did they know the timing for counters? How did they know where to drag the counterspell? How did they win? Did they know to activate a planeswalker each turn?
It sounds like you guys have a preferred playstyle, probably midrange, and you are running up against the hard counter to that playstyle. If you are really running into so many control decks, switch to faster aggro and go underneath them. The vast majority of counterspella are only ever one-for-one. Just play cheaper cards and play more than one each turn.
Does this wording allow the ability to trigger separately for each player or planeswalker that you are attacking? As opposed to "whenever you attack", which would only ever be one card per turn?
Are you intending to play in a certain format, or just casually? This will determine what cards you can use.
What do you want the deck to do? Slow and controlling? Fast and aggressive? Something else?
Enerchi counters
The first is to look into midrange-style decks. You play "control" during the early game using spot removal or other tools to delay the opponents strategy. Then, around turn 4 or 5 you deploy your own threats which are bigger than anything the aggro deck can muster.
The other option would be to primarily play draft, since this is the prevalent playstyle. Unfortunately, this isn't a great option with Arena, since you have to play some type of conatructed in order to get the resources to play draft.
I would also be interested to know what tier you are on, because I have not seen many "dump your hand" aggro decks recently, definitely not 50% of the meta.
714.2 A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.
Therefore, the ability has already resolved, and is no longer connected to the permanent that generated it:
611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.
Edit: Beaten to it!
Lords
Feline Sovereign
Pride Sovereign
King of the Pride
Legendary Cats
Wasitora, Nekoru Queen
Marisi, Breaker of the Coil
Snapdax, Apex of the Hunt
I would also prefer Blood on the Snow (with snow swamps of course) over Living Death. Yes you only get back one Gary, but your opponents get nothing, and it also hits planeswalkers just in case.