Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
Regrowth is the pick for me, almost always useful, if we are short on ramp targets we can get it back after removal.
There are a few others I can see arguments for.
I'm a fan of rift bolt or regrowth or the tomb. Helpful, right?
Regrowth doesn't work with our flashbackers, but is otherwise a good pick. It gets back plow under, which is nice.
Rift bolt would be the worst of our removal, but it's still removal and would make our deck more reliable against aggro.
Ancient tomb has the most upside, letting us get way ahead of the curve with turn one mana rocks. But it doesn't address the main problem of our deck, which is that we have nothing to rampo to. If we never get the ramp targets we want, it does nothing. But getting to four mana on turn two is unheard of outside a powered cube.
A vote for the ancient tomb, because I want to live the dream and make the crazy-good version of this deck. The other picks will be assets if the deck fails or succeeds, but if the deck falls apart, we're going to be in trouble whether we have a regrowth or bolt or not, and if the deck succeeds, we'll be better positioned with the tomb.
Also, it just occurred to me that welder and winter orb, plus any artifact in bin, is an incredible combo. At each endstep, we switch the orb in and out of play, turning it "on" for our opponent and "off" for us. And with gargadon dumping artifacts in the bin, and drop of honey cashing in our artifact creatures (which we'll get... one day) this is something that's pretty easy to get going.
Of course, it's an incredible fragile combo. But if the opponent is non-interactive, it can shut down an opponent very early. So early that we duck under most counterspells.
Looking ahead to our first wheel, I think there's agood chance we see either the icy manipulator, the wasteland, or the restoration angel. Any of these would be amazing (resto+FTK=value).
Ancient Tomb was one that I could see an arguement for. Although I think I like Jack in the Mox more. It accelerates the same (provided it doesn't explode) plus the mox works with metalworker and worst case if it does blow up it puts a target in our yard for the welder.
The mox does piss me off though, it seems when I play it I get at most 1 activation before taking 5, when I play againsted it my opp. gets 4+ every time.
Creating a target for the welder is an optimistic way to look at it.
You could be right that the mox is better. They both make colorless mana (basically), they both hurt you, and the mox is an artifact for metalworker. But the tomb is reliable, which I put a premium on. Also, it doesn't cost you a card like the mox does (mox+land=tomb), while it ramps at the same speed. Still, I see how the mox might be a better fit.
I realize it costs a card, meant to put that in the post. They both have their upside, while I wouldn't be upset with either of them I still like regrowth more.
I realize it costs a card, meant to put that in the post. They both have their upside, while I wouldn't be upset with either of them I still like regrowth more.
I'm always optimistic, it makes life more fun.
Wow, there are so many possible picks here. I'd say it's between the risky Jack-in-the-Mox and the safe but really effective Regrowth. Ramp, Plow Under, Regrowth and do it again!
I really wish we had wheeled that Faithless Looting now, darnit.
I'm going to go with Jack-in-the-Mox. Two activations make it worthwhile, I figure.
I explain some of my thinking for preferring the tomb above: You always know what it's going to do (reliable), and it does it on one card, requiring no other investment (efficient).
Regrowth is also awesome. Plow under x2 is the dream. It's back breaking. Brimstone Volley x2 is 10 damage to the face. But right now our biggest threats are flashback tokens and gargadon, and regrowth has poor synergy with those cards.
*sway* *sway* *sway*
P.S. Have "faith"-- the looting is three picks away and may get to us, as the red player will take the avalanche riders and the control player will want electrolyze and there is no madness player.
The reason I'm swayed more in that direction than Ancient Tomb is that, once again, I'm not seeing a whole lot of things to ramp into in these packs or in this cube.
I've never played Jack-in-the-Mox, but can see how it would be annoying. It seems good with our Metalworker/Welder theme, but...
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
Quote from votan »
:ER:, you suck as a hero
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1 Winter Orb
1 Thran Dynamo
1 Flametongue Kavu
1 Lightning Helix
1 Brimstone Volley
1 Jackal Pup
1 Metalworker
1 Blast from the Past
1 Plow Under
1 Keldon Vandals
1 Roar of the Wurm
1 Call of the Herd
1 Ashmouth Hound
1 Goblin Wardriver
1 Drop of Honey
1 Sword of Fire and Ice
1 Talisman of Unity
1 Boros Signet
1 Goblin Welder
1 Greater Gargadon
1 Stomping Ground
1 Talisman of Impulse
P2p8
Don't forget to bold your picks!
Body Count: GRRRUUUUUUUUUUU
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Level 1 Judge
My Cube for use with 6th ed. Rules
There are a few others I can see arguments for.
Draft my cube on cube tutor--------> here
Regrowth doesn't work with our flashbackers, but is otherwise a good pick. It gets back plow under, which is nice.
Rift bolt would be the worst of our removal, but it's still removal and would make our deck more reliable against aggro.
Ancient tomb has the most upside, letting us get way ahead of the curve with turn one mana rocks. But it doesn't address the main problem of our deck, which is that we have nothing to rampo to. If we never get the ramp targets we want, it does nothing. But getting to four mana on turn two is unheard of outside a powered cube.
A vote for the ancient tomb, because I want to live the dream and make the crazy-good version of this deck. The other picks will be assets if the deck fails or succeeds, but if the deck falls apart, we're going to be in trouble whether we have a regrowth or bolt or not, and if the deck succeeds, we'll be better positioned with the tomb.
Of course, it's an incredible fragile combo. But if the opponent is non-interactive, it can shut down an opponent very early. So early that we duck under most counterspells.
Looking ahead to our first wheel, I think there's agood chance we see either the icy manipulator, the wasteland, or the restoration angel. Any of these would be amazing (resto+FTK=value).
The mox does piss me off though, it seems when I play it I get at most 1 activation before taking 5, when I play againsted it my opp. gets 4+ every time.
Draft my cube on cube tutor--------> here
You could be right that the mox is better. They both make colorless mana (basically), they both hurt you, and the mox is an artifact for metalworker. But the tomb is reliable, which I put a premium on. Also, it doesn't cost you a card like the mox does (mox+land=tomb), while it ramps at the same speed. Still, I see how the mox might be a better fit.
I'm always optimistic, it makes life more fun.
Draft my cube on cube tutor--------> here
Wow, there are so many possible picks here. I'd say it's between the risky Jack-in-the-Mox and the safe but really effective Regrowth. Ramp, Plow Under, Regrowth and do it again!
I really wish we had wheeled that Faithless Looting now, darnit.
I'm going to go with Jack-in-the-Mox. Two activations make it worthwhile, I figure.
I could easily be swayed, however.
My $40 MTGO cube
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Regrowth is also awesome. Plow under x2 is the dream. It's back breaking. Brimstone Volley x2 is 10 damage to the face. But right now our biggest threats are flashback tokens and gargadon, and regrowth has poor synergy with those cards.
*sway* *sway* *sway*
P.S. Have "faith"-- the looting is three picks away and may get to us, as the red player will take the avalanche riders and the control player will want electrolyze and there is no madness player.
The reason I'm swayed more in that direction than Ancient Tomb is that, once again, I'm not seeing a whole lot of things to ramp into in these packs or in this cube.
I've never played Jack-in-the-Mox, but can see how it would be annoying. It seems good with our Metalworker/Welder theme, but...
My $40 MTGO cube
Draft my cube at Cubetutor!
Body Count: GRRRUUUUUUUUUUU
إن سرقت إسرق جمل
Level 1 Judge
My Cube for use with 6th ed. Rules