Even if the author is silenced, the performance is stopped, the story will not end.
Whether it's a comedy or a tragedy, if there is cheering, the story will continue on.
Just like the many lives.
For the us who are still in it and still in the journey, send warm blessings.
- We will continue to walk down this path until eternity.
'Dies to removal' is not a valid argument. Though this seems like a the best way of doing it,since Hexmage can also stay around as 'walker-hate.
It's a valid argument when you invest 7 mana and 2 cards into this combo, and I respond either to the activation of Hexmage or you swinging by killing your 10/10. Hell, let's say you have a bit of mana ramp, and you get out Hexmage on turn 3, and your robot on turn 4. If you activate the Hexmage as soon as your robot resolves, and I Doom Blade the robot, I've set you back 2 turns and 2 cards. That's an ugly swing in tempo AND a little bit of card advantage. "Dies to removal" in and of itself is a bad argument, but dismissing the aspect of removal completely is equally silly. Tempo's important, boys and girls.
"I have no idea what it's like not to be a straight white male, and the experiences of others are irrelevant." -Conservative Motto
Calling someone a Commie is flaming and must be stopped, but turning the word Conservative into a loaded pejorative and using it over and over again is perfectly acceptable.
Or melira monstrosity, or torpor orb monstrosity. Hexmage isn't the only trick around.
Except the monstrosity enters the battlefield already having the counters on it, its not a triggered ability, they aren't placed on it, it simply has them. Melira and Torpor orb both don't stop it from getting the -1/-1 counters.
Except the monstrosity enters the battlefield already having the counters on it, its not a triggered ability, they aren't placed on it, it simply has them. Melira and Torpor orb both don't stop it from getting the -1/-1 counters.
First off, let's examine your combo. Like Hoodoo said, your investing 7 mana and 2 cards to get a vanilla 10/10 on the board. The fastest you can possibly get it on board is turn 3, 1 drop mana accel, T2 explore 2 swamps and hexmange, T3 Etched Monstrosity. On average you are getting it out on turn 4-5 depending on the deck build. Then after landing it needs to connect for 2 more turns, so the fastest this combo can win undisrupted is turn 5. In terms of combo, you want to be making something that will immediately win the game or create a condition in which winning will be greatly increased. A vanilla 10/10 isnt powerful enough. It can get chump blocked for days, espicially in a world of hawks, before it even gets a chance to connect once. This is all not even considering removal.
Once you throw removal into the mix, the combo seems pretty bad as just a single point removal spell answers it. Cards/combos that are good will still provide card advantage even after the card has been removed, ex:titans, wurmcoil engine, eldrazi. Landing a primeval titan will still put you in a position to win post removal, your 10/10 would've provided you with nothing.
What seems like the best use of EM is playing him and removing the counters through his abilitytleast you get to draw cards out of it. But you want to play hexmage, so count card draw out.
My opinion: It's a pretty weak combo. Sure, it can still be your favorite combo but there are so many more interactions from this set that is miles beyond this one. Hex parasite is better then hexmage if you want to cheat a 10/10 into play as you get a 5/1 out of it instead of losing a card. The Xenograft Turntimber Ranger combo looks like a real combo, an infinte/infinte and infinte 2/2s sounds like something to invest in when talking about combos. Sure you can say it dies to removal too, but it dies to very specific removal, pretty much wraith effects and counters. Your combo loses to wraith effects, counters , creature AND artifact point removal, bounce effects, tumble magnet, chump blocking, mind control effects, gatekeeper and C Vapors, Jace, Gideon, the list is endless. I really dislike this card and the fact that it is mythic makes me hate it even more. It wouldn't even be standard playable as an uncommon. Without removal, i consider it a bad combo. With removal considered, this is horrendus.
First off, let's examine your combo. Like Hoodoo said, your investing 7 mana and 2 cards to get a vanilla 10/10 on the board. The fastest you can possibly get it on board is turn 3, 1 drop mana accel, T2 explore 2 swamps and hexmange, T3 Etched Monstrosity. On average you are getting it out on turn 4-5 depending on the deck build. Then after landing it needs to connect for 2 more turns, so the fastest this combo can win undisrupted is turn 5. In terms of combo, you want to be making something that will immediately win the game or create a condition in which winning will be greatly increased. A vanilla 10/10 isnt powerful enough. It can get chump blocked for days, espicially in a world of hawks, before it even gets a chance to connect once. This is all not even considering removal.
Once you throw removal into the mix, the combo seems pretty bad as just a single point removal spell answers it. Cards/combos that are good will still provide card advantage even after the card has been removed, ex:titans, wurmcoil engine, eldrazi. Landing a primeval titan will still put you in a position to win post removal, your 10/10 would've provided you with nothing.
What seems like the best use of EM is playing him and removing the counters through his abilitytleast you get to draw cards out of it. But you want to play hexmage, so count card draw out.
My opinion: It's a pretty weak combo. Sure, it can still be your favorite combo but there are so many more interactions from this set that is miles beyond this one. Hex parasite is better then hexmage if you want to cheat a 10/10 into play as you get a 5/1 out of it instead of losing a card. The Xenograft Turntimber Ranger combo looks like a real combo, and infinte/infinte and infinte 2/2s sounds like something to invest in when talking about combos. Sure you can say it dies to removal too, but it dies to very specific removal, pretty much wraith effects and counters. Your combo loses to wraith effects, counters , creature AND artifact point removal, bounce effects, tumble magnet, chump blocking, mind control effects, gatekeeper and C Vapors, Jace, Gideon, the list is endless. I really dislike this card and the fact that it is mythic makes me hate it even more. It wouldn't even be standard playable as an uncommon. Without removal, i consider it a bad combo. With removal considered, this is horrendus.
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David Ochoa: "Mono-bacon!..."
Whether it's a comedy or a tragedy, if there is cheering, the story will continue on.
Just like the many lives.
For the us who are still in it and still in the journey, send warm blessings.
- We will continue to walk down this path until eternity.
It's a valid argument when you invest 7 mana and 2 cards into this combo, and I respond either to the activation of Hexmage or you swinging by killing your 10/10. Hell, let's say you have a bit of mana ramp, and you get out Hexmage on turn 3, and your robot on turn 4. If you activate the Hexmage as soon as your robot resolves, and I Doom Blade the robot, I've set you back 2 turns and 2 cards. That's an ugly swing in tempo AND a little bit of card advantage. "Dies to removal" in and of itself is a bad argument, but dismissing the aspect of removal completely is equally silly. Tempo's important, boys and girls.
The latest Comprehensive Rules are also good, and can be found here.
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)
1 Play precurser golem
2 ...
3 Profit
Flame infraction. - Blinking Spirit
Calling someone a Commie is flaming and must be stopped, but turning the word Conservative into a loaded pejorative and using it over and over again is perfectly acceptable.
Except the monstrosity enters the battlefield already having the counters on it, its not a triggered ability, they aren't placed on it, it simply has them. Melira and Torpor orb both don't stop it from getting the -1/-1 counters.
Melira does, torpor doesn't.
Once you throw removal into the mix, the combo seems pretty bad as just a single point removal spell answers it. Cards/combos that are good will still provide card advantage even after the card has been removed, ex:titans, wurmcoil engine, eldrazi. Landing a primeval titan will still put you in a position to win post removal, your 10/10 would've provided you with nothing.
What seems like the best use of EM is playing him and removing the counters through his abilitytleast you get to draw cards out of it. But you want to play hexmage, so count card draw out.
My opinion: It's a pretty weak combo. Sure, it can still be your favorite combo but there are so many more interactions from this set that is miles beyond this one. Hex parasite is better then hexmage if you want to cheat a 10/10 into play as you get a 5/1 out of it instead of losing a card. The Xenograft Turntimber Ranger combo looks like a real combo, an infinte/infinte and infinte 2/2s sounds like something to invest in when talking about combos. Sure you can say it dies to removal too, but it dies to very specific removal, pretty much wraith effects and counters. Your combo loses to wraith effects, counters , creature AND artifact point removal, bounce effects, tumble magnet, chump blocking, mind control effects, gatekeeper and C Vapors, Jace, Gideon, the list is endless. I really dislike this card and the fact that it is mythic makes me hate it even more. It wouldn't even be standard playable as an uncommon. Without removal, i consider it a bad combo. With removal considered, this is horrendus.
Once you throw removal into the mix, the combo seems pretty bad as just a single point removal spell answers it. Cards/combos that are good will still provide card advantage even after the card has been removed, ex:titans, wurmcoil engine, eldrazi. Landing a primeval titan will still put you in a position to win post removal, your 10/10 would've provided you with nothing.
What seems like the best use of EM is playing him and removing the counters through his abilitytleast you get to draw cards out of it. But you want to play hexmage, so count card draw out.
My opinion: It's a pretty weak combo. Sure, it can still be your favorite combo but there are so many more interactions from this set that is miles beyond this one. Hex parasite is better then hexmage if you want to cheat a 10/10 into play as you get a 5/1 out of it instead of losing a card. The Xenograft Turntimber Ranger combo looks like a real combo, and infinte/infinte and infinte 2/2s sounds like something to invest in when talking about combos. Sure you can say it dies to removal too, but it dies to very specific removal, pretty much wraith effects and counters. Your combo loses to wraith effects, counters , creature AND artifact point removal, bounce effects, tumble magnet, chump blocking, mind control effects, gatekeeper and C Vapors, Jace, Gideon, the list is endless. I really dislike this card and the fact that it is mythic makes me hate it even more. It wouldn't even be standard playable as an uncommon. Without removal, i consider it a bad combo. With removal considered, this is horrendus.