It might not be very nice but making your opponent kill you is completely reasonable imho. Presenting a boardstate from which the opponent cannot win is not enough to win a game. (Unfortunately) It's quite common on MTGO that people try to time out control players. The only way to deal with this is to play faster. As a side effect it gets less likely the faster you get. People won't try and time you out if they realize that you're not going to lose trough time unless there is a lot of salt involved.
I do get that. People will try to do what they can to win.
What is the point where you know that you have to close the game, or see the chance for closing the game?
An example, you have enough mana for colonnade, but you wont have cryptic open, only negate lets say. If they play any creature, you lose tempo and now may not be able to attack with the colonnade. or this is just the risk you have to take?
Would have loved if it was 30 min per player. Just 5 min extra would do wonders..
Dragging out the game as in not conceding, but letting the game go until a close the game. Making me use my time on killing him or ticking teferi or jayce to ult
It adds on our flicker mechanics that flickerwisp provides. Great for defence or offence for making more tokens off
blade splicer and protecting key pieces, like thalia or aunty of runes?
What do people think about this take? Question is though, what do we cut, and we need to introduce new cycle lands
Is there a place for Fallen Shinobi for us in the build?
It seems like a card that can see value. It has good punch and body, we can use ninjutsu to blink faeries, or snap
and get more value out of the graveyard?
And if it connects, we can to play with opponent cards, which could be hit or miss unfortunately.
What is the general consensus anyway on this card?
I do get that. People will try to do what they can to win.
What is the point where you know that you have to close the game, or see the chance for closing the game?
An example, you have enough mana for colonnade, but you wont have cryptic open, only negate lets say. If they play any creature, you lose tempo and now may not be able to attack with the colonnade. or this is just the risk you have to take?
Would have loved if it was 30 min per player. Just 5 min extra would do wonders..
Happened to be when Tron player just drags the game, while his tron lands are exiled to surgical, and no Karn.
I had to beat him to death with colonnades and snaps, but time run out for the round 3.
Is it just bad luck, or I need to be faster on decisions making and attack with colonnades.
Finding it hard sometimes to close out the games when this happens.
It adds on our flicker mechanics that flickerwisp provides. Great for defence or offence for making more tokens off
blade splicer and protecting key pieces, like thalia or aunty of runes?
What do people think about this take? Question is though, what do we cut, and we need to introduce new cycle lands
https://www.mtggoldfish.com/deck/1950518
It seems like a card that can see value. It has good punch and body, we can use ninjutsu to blink faeries, or snap
and get more value out of the graveyard?
And if it connects, we can to play with opponent cards, which could be hit or miss unfortunately.
What is the general consensus anyway on this card?