Plow under works wonders against those slower control decks, and said control decks are the top decks right now, so that kinda explains their choice for plow under.
I actually shot a couple of opponents with Hidetsugu's ability and comboing off with Second Rite with help from Seething Songs.
Even when opponents mana burned or you've have already dealt some beats with Hearth Kami etc, he's a 4 powered beatstick that first strikes with Shinka. Else, even if you got them at 11-12, and they mana burned below the 10 life mark, you could just use Hidetsugu and lower them down to 4-5 and finishing off with a pair of volcanic hammers and shocks.
Second Rite is just scare tactics actually. Game one is easy. They thought it's just another bad aggro/burn build (which it really is), but when it hits, you're golden.
Where do people go to find players for apprentice? Efnet's IRC #apprentice has got like 50+ people max at any one point. Anyone knows of other irc channels or other places to find people?
I also agree with mana being a problem with the deck. The spiritcrafting ways of getting mana is actually slowing down since you have a limit on playing lands per turn and most of the lands you pull out come into play tapped. Even petalman requires us to charge it before using.
The other problem with r/g spiritcrafting is we have too much overcosted stuff (Kami of Fire's Roar or Soul of Magma could be useful.. if only they're costed less) and our means of mana acceleration are slow. Heck, we're even using our lands to attack. More setbacks on our mana. meh.
The idea of spiritcrafting is bad synergy. We need one card on the table and we need another to actually start using it.
Another major aspect that is important and lacking is card draw. You need to stock your hand and continuously cast spirits and arcane spells and other than Glitterfang , most of 'em are either overcosted, or are too narrow and do too little.
Or you can try the Obliterate build. Basically it's just a toned down MUC with Hondens and March of the Machines to use with Darksteel Ingots and digging into red with Obliterate, some burn like Shock, and probably Pyroclasm.
Which is why maths play a big part in using Hidetsugu and his second rite.
You cannot leave your opponent at 10 or less on his turn. He could just mana burn himself for 1. Keep him around 12-13 at the end of his turn, throw some burn on your turn and topping it up with Second Rite.
The only ways of screwing this up is instant life gain, pain lands and opposing burn.
Kami of Ancient Law also got better.
KoAL.. targets Promise of Bunrei...
Thoughts of Ruin might be a bad idea since your alot of your beatings actually come from soilshaped lands.
Earthshaker can be a good addition with it's 4/5 body and I see it missing from alot of decks.
I also agree with mana being a problem with the deck. The spiritcrafting ways of getting mana is actually slowing down since you have a limit on playing lands per turn and most of the lands you pull out come into play tapped. Even petalman requires us to charge it before using.
The other problem with r/g spiritcrafting is we have too much overcosted stuff (Kami of Fire's Roar or Soul of Magma could be useful.. if only they're costed less) and our means of mana acceleration are slow. Heck, we're even using our lands to attack. More setbacks on our mana. meh.
The idea of spiritcrafting is bad synergy. We need one card on the table and we need another to actually start using it.
Another notable addition: Razorjaw Oni.
Ok, so you can't block. But why block when you're supposed to be attacking.
Infernal Kirin also work. You can't ask more for a 3/3 flyer for 4 mana. The discard is just gravy.
O-Naginata
{1}
Artifact -- Equipment
O-Naginata can be attached only to a creature with 3 or more power.
Equipped creature gets +3/+0 and has trample.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
* O-Naginata becomes unattached if the equipped creature's power is less than 3 as state-based effects are checked.
----------
why does everybody think celestial kirin is so good? Infernal kirin is much better and easier to use.
Cause with Celestial you know and can nail what you want, while with Infernal you don't know what's in your opponent's hand and could miss?
Furthermore, chances of Celestial nailing more cards at 1 go is much higher than Infernal. The max a normal hand can get is 7, and not the entire hand of cards have the same CMC. Chances of having multiple cards of the same cmc out on the table is higher and it gets better with each additional player.
Even when opponents mana burned or you've have already dealt some beats with Hearth Kami etc, he's a 4 powered beatstick that first strikes with Shinka. Else, even if you got them at 11-12, and they mana burned below the 10 life mark, you could just use Hidetsugu and lower them down to 4-5 and finishing off with a pair of volcanic hammers and shocks.
Second Rite is just scare tactics actually. Game one is easy. They thought it's just another bad aggro/burn build (which it really is), but when it hits, you're golden.
Another major aspect that is important and lacking is card draw. You need to stock your hand and continuously cast spirits and arcane spells and other than Glitterfang , most of 'em are either overcosted, or are too narrow and do too little.
You cannot leave your opponent at 10 or less on his turn. He could just mana burn himself for 1. Keep him around 12-13 at the end of his turn, throw some burn on your turn and topping it up with Second Rite.
The only ways of screwing this up is instant life gain, pain lands and opposing burn.
Kami of Ancient Law also got better.
KoAL.. targets Promise of Bunrei...
How about Measure of Wicknessness and tokens?
Since tokens arent cards, they dont trigger MoW?
Earthshaker can be a good addition with it's 4/5 body and I see it missing from alot of decks.
I also agree with mana being a problem with the deck. The spiritcrafting ways of getting mana is actually slowing down since you have a limit on playing lands per turn and most of the lands you pull out come into play tapped. Even petalman requires us to charge it before using.
The other problem with r/g spiritcrafting is we have too much overcosted stuff (Kami of Fire's Roar or Soul of Magma could be useful.. if only they're costed less) and our means of mana acceleration are slow. Heck, we're even using our lands to attack. More setbacks on our mana. meh.
The idea of spiritcrafting is bad synergy. We need one card on the table and we need another to actually start using it.
Ok, so you can't block. But why block when you're supposed to be attacking.
Infernal Kirin also work. You can't ask more for a 3/3 flyer for 4 mana. The discard is just gravy.
@Gandalf: Sure, go ahead.
Shape Stealer (SS for short)
When it blocks or gets blocked, copy the p/t of the blocked/blocking creature.
1/1
Scenario - It's blocking a 2/2 creature.
What happens if:
A) SS already has two +1/+1 counters? Is it a 2/2 or a 4/4?
B) Long-Forgotten Gohei is in play and SS is clean (no other pumps/counters whatsoever)
Second question:
Promise of Bunrei. Do tokens that die trigger it's ability?
It falls off.
Cause with Celestial you know and can nail what you want, while with Infernal you don't know what's in your opponent's hand and could miss?
Furthermore, chances of Celestial nailing more cards at 1 go is much higher than Infernal. The max a normal hand can get is 7, and not the entire hand of cards have the same CMC. Chances of having multiple cards of the same cmc out on the table is higher and it gets better with each additional player.