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  • posted a message on [SCD] Ooze Flux
    Quote from AwkwardSheep
    I've tried to run it a few times and haven't been very happy with it. You need to have a very high number of evolve creatures, and they need to already have been evolved 2-3 times for it to work when put on the board.

    When it works, it really works, but that's not been very often at all.


    Hmm? It doesn't matter how many times they've been evolved, as long as it was at least once. The dream is to have 2 or more evolve creatures in play (with 1 power or less with two, 2 power or less with 3, etc). This lets you make a 2/2 or bigger for 1G, as the Ooze will trigger your evolve creatures.
    Posted in: Limited Archives
  • posted a message on [SCD] Ooze Flux
    Is it also possible that the card isn't as good as we think it is, but we haven't figured it out yet?

    I for one have taken it twice, both times early in pack one. Both times I wasn't able to reach critical mass of evolve creatures. Maybe the card is too hard to make amazing?

    It really only has two modes, useless and pack rat, so if you can't usually get enough evolve creatures to feed it in the draft, it might be best to not take it early before you know what your table looks like.

    Speaking of critical mass, how many evolve creatures do you need before you can play it?
    Posted in: Limited Archives
  • posted a message on [MCD] Gatecrash Keyrunes
    All permanents have summoning sickness, but only creatures are affected by it.
    Posted in: Limited Archives
  • posted a message on [MCD] Gatecrash Keyrunes
    I'd argue that Gruul Keyrune is probably the best.

    Keyrunes are roughly important if your deck really wants 5 mana. Of the guilds, Gruul likes 5 mana just a bit more than the others, giving it an edge (it doesn't hurt that its a pretty strong topdeck on an empty board).
    Posted in: Limited Archives
  • posted a message on Dealing with a Madcap'd Bear...
    Quote from fnord
    Because doing that allows you to swing with your 5/2 and play your 3-drop on t3. It's a risk which may or may not be worth it.


    Auras having haste is a big reason why they're playable to good now (instant speed removal is more expensive/rarer than it used to be). Losing that edge really makes the card much worse.
    Posted in: Limited Archives
  • posted a message on Dealing with a Madcap'd Bear...
    On the Burning-Tree Emissary play. Why would you ever reveal an aura before you can attack with it? That is just asking to lose out.
    Posted in: Limited Archives
  • posted a message on When should you let your opponent play first?
    If your deck is comfortable being defensive, then by all means go second. When you're on the draw, you will be the defender almost all the time.
    Posted in: Limited Archives
  • posted a message on Dealing with a Madcap'd Bear...
    I said at the prerelease, with my friends, that Madcap Skills would be a format defining card. From gameplay I think I was a little generous, but its definitely great.

    I really don't have a problem with it being good. Auras have traditionally been super weak in limited, and I find it interesting when you can legitimately voltron people out of games.
    Posted in: Limited Archives
  • posted a message on [SCD] Skyknight Legionnaire
    Skyknight is pretty sweet with Battalion, for sure. Its quite a bit better this time around because of that.

    That being said, its still just a dude (albeit a good one I'd always want in a Boros deck)
    Posted in: Limited Archives
  • posted a message on DGM Prerelease ?
    well it'll probably depend on whether or not there's a serious gimick for it or not, then the format could change drastically.
    Posted in: Speculation
  • posted a message on See any neat combos yet?
    Ooze Flux and two 1 power/toughness or smaller creatures with evolve gives you a 2/2 for every 1G you have. And it grows with each extra evolve creature you have, and it allows you larger evolve creatures as you amass more.
    Posted in: Limited Archives
  • posted a message on "So how about the critical toughness concept in Gatecrash?"
    The toughness sweet spot for limited is generally 3, and I believe that gatecrash will be no different, especially considering there is a shock at common.

    The lack of Centaur tokens also helps lower the average power of creatures. That being said, I don't know how Evolve will affect this.
    Posted in: Limited Archives
  • posted a message on Colors by the numbers for Limited
    Quote from naturax
    When doing an analysis of limited, I think it's worthwhile to prioritize the commons. Every colour/guild is going to have splashy uncommons and rares, but when you are looking at averages, what's really going to matter are the commons.

    I'd therefore like to request a different set of stats that only includes the commons, please.


    There are common only averages in the OP...
    Posted in: Limited Archives
  • posted a message on Colors by the numbers for Limited
    The power/toughness stuff seems skewed in green and blue due to evolve.
    Posted in: Limited Archives
  • posted a message on Standard mill?
    Quote from Kazekirimaru
    When I first saw Mind Grind my first thought was to replace Increasing Confusion with it in Axebane Guardian infinite mana combo decks as a more efficient win condition. Though, it may be redundant until Increasing Confusion actually rotates out.


    why do you need an efficient win condition when you have infinite mana?
    (especially when you have a win condition thats resilient to countermagic due to flashback).
    Posted in: New Card Discussion
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