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[Magic The Gathering: Arena] The CCG that started it all, now F2P. New set incoming

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    discriderdiscrider Registered User regular
    Ah.
    8x Risk Factor would be great yeah.
    Never seen wizard's lightning or fanatical before either.

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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    I do like that the thef of sanety deck is pretty unique in that I basically never see anyone run even a variation of it.

    Humor can be dissected as a frog can, but dies in the process.
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    DanHibikiDanHibiki Registered User regular
    Man, thousand year storm deck is pretty crazy once it gets going.

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    Dr. FlamingoDr. Flamingo 49 Gilded Disc Perceives the Sun Registered User regular
    I finally got to live the dream last night. Someone Notion Thief'd my Trostani and cast it while I had a wide boardstate.

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    DrascinDrascin Registered User regular
    I finally got to live the dream last night. Someone Notion Thief'd my Trostani and cast it while I had a wide boardstate.

    Trostani's passive has saved my behind a lot of times.

    People reviving it with Eldest Reborn and then realizing the issue with an "oops" will never be not funny though.

    Steam ID: Right here.
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    InvictusInvictus Registered User regular
    I finally got to live the dream last night. Someone Notion Thief'd my Trostani and cast it while I had a wide boardstate.

    Yup. Gotta read the whole card, everybody, especially that last line.

    Generalísimo de Fuerzas Armadas de la República Argentina
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    HappylilElfHappylilElf Registered User regular
    edited November 2018
    DanHibiki wrote: »
    Man, thousand year storm deck is pretty crazy once it gets going.

    I mean isn't the entire thing of the Thousand Year Storm deck that once it gets going you just win but hope you can do something truly ridiculous before your opponent concedes?

    HappylilElf on
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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    edited November 2018
    discrider wrote: »
    Ah.
    8x Risk Factor would be great yeah.
    Never seen wizard's lightning or fanatical before either.

    Fanatical Firebrand is a hasty 1/1 that can ping through blockers late game, so it's not a wholly useless topdeck. Plus it can take out key creatures like Siren Stormtamer and Mistthingie Noblockie. Wizard's Lightning is just another burn spell that costs a single red for 3 damage if you have a wizard in play. Pyromancer and Lavarunner are wizards in addition to being efficient, aggressive creatures.

    Risk Factor is a decent card by itself, but when you pair it up with Sword Point Diplomacy, it gets so much better. SPD if they have more than 10 life - you'll usually get a land, and maybe a burn spell to hand while doing 3-6 damage (always give your opponent Lightning Strike if you're playing against this deck - make them pay the mana for it), so later on subsequent Sword Points and Risk Factors force them to give you cards. And because you got lands previously, despite only running 20-22 in this deck, you usually have the lands to cast the new draws immediately.

    Kay on
    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    discriderdiscrider Registered User regular
    Kay wrote: »
    discrider wrote: »
    Ah.
    8x Risk Factor would be great yeah.
    Never seen wizard's lightning or fanatical before either.

    Fanatical Firebrand is a hasty 1/1 that can ping through blockers late game, so it's not a wholly useless topdeck. Plus it can take out key creatures like Siren Stormtamer and Mistthingie Noblockie. Wizard's Lightning is just another burn spell that costs a single red for 3 damage if you have a wizard in play. Pyromancer and Lavarunner are wizards in addition to being efficient, aggressive creatures.

    Risk Factor is a decent card by itself, but when you pair it up with Sword Point Diplomacy, it gets so much better. SPD if they have more than 10 life - you'll usually get a land, and maybe a burn spell to hand while doing 3-6 damage (always give your opponent Lightning Strike if you're playing against this deck - make them pay the mana for it), so later on subsequent Sword Points and Risk Factors force them to give you cards. And because you got lands previously, despite only running 20-22 in this deck, you usually have the lands to cast the new draws immediately.

    I crafted a bit.
    Deck is now Izzet:
    dptchhz7wgge.png

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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    Is this Burn? Because it didn't have much that goes to face at all.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    EchoEcho ski-bap ba-dapModerator mod
    DanHibiki wrote: »
    Man, thousand year storm deck is pretty crazy once it gets going.

    I mean isn't the entire thing of the Thousand Year Storm deck that once it gets going you just win but hope you can do something truly ridiculous before your opponent concedes?

    I saw a Noxious video where he had something like 60+ Treasures from Treasure Map and Brass's Bounty.

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    furbatfurbat Registered User regular
    edited November 2018
    To be fair, you need to land a 6 mana enchantment, live a turn, not have the enchantment conclaved/destroyed, have a couple spells in hand, and have or draw into that treasure map spell next turn before thousand year lets you just win.

    I feel like winning with the deck requires some degree of your opponent not seeing your game plan.

    furbat on
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    nexuscrawlernexuscrawler Registered User regular
    since I got a 4th of them I'm building an Izzet deck all about Arclight Phoneixes with Niv as a finisher if necessary

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    IncindiumIncindium Registered User regular
    @Kay Can you post the full list to your burn deck?

    steam_sig.png
    Nintendo ID: Incindium
    PSN: IncindiumX
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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    Incindium wrote: »
    @Kay Can you post the full list to your burn deck?

    FROM MEMORY:

    2x Fanatical Firebrand
    4x Ghitu Lavarunner
    4x Viashino Pyromancer

    The aggressive creatures. Firebrand can ping for one through blockers and take out key 1 Toughness targets, while early game it swings in without contention. Lavarunner enables Wizard's Lightning and can be a hasty 2/2 as early as turn 2. Pyromancer also enables Wizard's Lightning and shocks the opponent on ETB. If all it does is shock plus trade for an opponent's creature, that's a good investment for R1.

    4x Electrostatic Field

    Excellent early blocker, plus incidental damage. This is one of the cards that is instrumental in winning races vs aggressive decks.

    4x Shock
    4x Lightning Strike
    4x Sovereign's Bite
    4x Wizard Lightning

    The burrrrrn. Everything but Bite can also be pointed at creatures, though to be honest most of the time you're going to go face with these. Bite is the other key card in aggressive matchups that give you a clear edge vs mono-r and mono-u.

    4x Risk Factor
    4x Sword Point Diplomacy

    The Burn/Draw package. In mono red, you'd run Experimental Frenzy, possibly Flame of Kheld. In this deck, you play these two cards. SPD is best early on, you'll get a mix of cards and 3 damage. Later you'll just get cards. Lots of opponents will look at this when you cast it, and be confused and intimidated. Also, as it does not target, Siren Stormtamer does nothing. Risk Factor is better later, as it's more of an all of nothing card. Instant Speed lets you wait until they tap out for something, or scout out their plays. Don't be afraid of playing it in your first main phase of they're low and a land drop plus shock will finish them.

    2x Lava Coil

    Big Drakes kill you fast. This kills big drakes (and a bunch of other creatures, too). The Exile aspect can be relevant in some matchups.

    4x Cinder Barrens
    4x Dragonskull Summit
    3x Swamp
    9x Mountain

    Basic landbase. Cinder Barrens suck, but the Planeswalker deck version has very nice art. The low land count doesn't matter too much, as your opponent is incentivised to give you land via Sword Point. I usually have no trouble getting up to 5-6 mana, if I haven't burned them out by then.

    Sideboard is a WIP, but currently has:

    Banefire x3
    Rekindling Phoenix x4

    For control.

    Lava Coil x2
    Goblin Chainwhirler x2
    Fiery Cannonade x2
    Fight with Fire x2

    Extra removal if needed. I'm thinking of shifting things around to make room for 2-4 Treasure Maps. They seem good with Banefire.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    IncindiumIncindium Registered User regular
    Dang don't have any Sword Point Diplomacys and missing some Dragonskill Summits. How's your success in Constructed modes with this deck on Arena? Not sure if I wanna burn my wildcards for another Burn deck.

    steam_sig.png
    Nintendo ID: Incindium
    PSN: IncindiumX
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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    Tips and Tricks and Must Burn Targets

    Goblin Electromancer.

    If a deck is running Electromancer, they're doing unfair things. Like churning through their deck to reach powerful Drakes and cheating hasty 3/2 Phoenixes into play. No one will judge you if you peel a Shock away from the enemy's face and point it at an Electromancer.

    Wildgrowth Walker.

    This is Golgari's trump card against you. It blocks all your aggressive creatures, and combined with Explore creatures, gains them life making it harder for you to win with your resources. Hold a Lightning Strike or Wizard's Lightning vs Golgari if at all possible, and remember that you can burn Wildgrowth Walker at instant speed while an Explore creature is resolving to deny them the lifegain triggers. Do not let them gain life or put counters on this elemental.

    Llanowar Elf.

    Enh. I don't rate LE in Golgari, as the best use of elves is to power out a ludicrous three drop (Steelleaf Champion) or drop a 3cmc ramp spell on turn 2 to surge ahead. Golgari does neither of these things. However, if they still have one and are going to make their 4th or 5th land drop when they untap, consider killing it via Shock or Fanatical Firebrand to prevent them playing a Vivian, Vraska or Varnage Vyrant ahead of the curve.

    Mist-Cloaked Herald and Siren Stormtamer

    These are tricky blue one drops that can make things harder for you. Herald will usually get a Curious Obsession dropped on it while protecting it with Dive Down or Spell Pierce, so it's best to kill it before they can untap and protect it, though if you have two red mana available and two Shocks, it can be worth baiting the Dive Down and then responding with Shock number 2 spending 2 cards and 2 mana to deal with 3 of their cards and effectively timewalk them. This is more tenable with a SPD or RF in hand, though. Stormtamer can counter your bigger burn spells, so it can be worth a Shock or Firebrand to remove it early.

    Adanto Vanguard.

    They attack, you block. They pay four life, you shock in response. If they really want it, they pay four more, you're down two cards, but those two cards dealt 8 total damage to your opponent. 10 if the creature was a Pyromancer. That's a good rate.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    Zombie HeroZombie Hero Registered User regular
    I put together that Rakdos burn deck. It's a lot of fun, but I need to learn to go to the face more often.

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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    Incindium wrote: »
    Dang don't have any Sword Point Diplomacys and missing some Dragonskill Summits. How's your success in Constructed modes with this deck on Arena? Not sure if I wanna burn my wildcards for another Burn deck.

    My Constructed Event (BO1) win rate is kinda good. I tracked it the last few days, and it managed 55/12. I hit 7 wins a lot. I've played a lot more games than that with it, though. These are just the ones I tracked since Friday or so.

    If you already have mono red, all you're wildcarding are the dual lands and Diplomacy, at least. I have both mono red and this deck. I prefer rakdos, it has more reach and crushes the mirror while also being better vs mono-u and mono-w thanks to the Fields and Bites.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    DarkewolfeDarkewolfe Registered User regular
    Kay wrote: »
    Tips and Tricks and Must Burn Targets

    Goblin Electromancer.

    If a deck is running Electromancer, they're doing unfair things. Like churning through their deck to reach powerful Drakes and cheating hasty 3/2 Phoenixes into play. No one will judge you if you peel a Shock away from the enemy's face and point it at an Electromancer.

    Wildgrowth Walker.

    This is Golgari's trump card against you. It blocks all your aggressive creatures, and combined with Explore creatures, gains them life making it harder for you to win with your resources. Hold a Lightning Strike or Wizard's Lightning vs Golgari if at all possible, and remember that you can burn Wildgrowth Walker at instant speed while an Explore creature is resolving to deny them the lifegain triggers. Do not let them gain life or put counters on this elemental.

    Llanowar Elf.

    Enh. I don't rate LE in Golgari, as the best use of elves is to power out a ludicrous three drop (Steelleaf Champion) or drop a 3cmc ramp spell on turn 2 to surge ahead. Golgari does neither of these things. However, if they still have one and are going to make their 4th or 5th land drop when they untap, consider killing it via Shock or Fanatical Firebrand to prevent them playing a Vivian, Vraska or Varnage Vyrant ahead of the curve.

    Mist-Cloaked Herald and Siren Stormtamer

    These are tricky blue one drops that can make things harder for you. Herald will usually get a Curious Obsession dropped on it while protecting it with Dive Down or Spell Pierce, so it's best to kill it before they can untap and protect it, though if you have two red mana available and two Shocks, it can be worth baiting the Dive Down and then responding with Shock number 2 spending 2 cards and 2 mana to deal with 3 of their cards and effectively timewalk them. This is more tenable with a SPD or RF in hand, though. Stormtamer can counter your bigger burn spells, so it can be worth a Shock or Firebrand to remove it early.

    Adanto Vanguard.

    They attack, you block. They pay four life, you shock in response. If they really want it, they pay four more, you're down two cards, but those two cards dealt 8 total damage to your opponent. 10 if the creature was a Pyromancer. That's a good rate.

    LE is tricky for removal. If all you've got is a shock you might want to use it, but generally obviously you'd rather use your removal to dunk the actual bomb LE enables.

    What is this I don't even.
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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    Darkewolfe wrote: »
    LE is tricky for removal. If all you've got is a shock you might want to use it, but generally obviously you'd rather use your removal to dunk the actual bomb LE enables.

    The main problems there is that the bombs enabled by LE are Planeswalkers and Carnage Tyrants, which RB Burn has no direct answers to. So you shock/firebrand the elves before they get to cast them.

    The best turn 2 play involving a LE is Jadelight Ranger, which either grows to a 4/3 max (and thus Lightning Strikeable) or gets a land or two (more of a problem, but you just try to race them before they can play lands into big stuff), so I think shocking them if they're going to untapped with 5-6 mana is worth it.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    DarkewolfeDarkewolfe Registered User regular
    True.

    Also, no, as someone currently maining Golgari this is all terrible advice.

    What is this I don't even.
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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    May you never resolve scary dinosaurs against me. <3

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    This is part of why a lot of Golgari lists that run Llanowar Elves are switching to Druid of the Cowl instead. Still die to Lightning, but now it takes that and not just a shock, and if they're using Lightning on those then they're not using it on your Wildgrowths.

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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    Yeah, Druid of the Cowl is just better most of the time.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    Kay wrote: »
    Yeah, Druid of the Cowl is just better most of the time.

    The thing that really drove it home for me was the point that Golgari is trying to ramp to 4 or 6 mana for their big power cards, they don't really have any huge plays on 3.

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    BizazedoBizazedo Registered User regular
    The hardest part about Rakdos Burn is knowing when to control the minions with your shocks and strikes and when to go face with them. At least, that's my biggest problem.

    I landed a perfect lethal last night due to ignoring their Rekindling Phoenixes, even though I could've striked / shock'd the egg. 6/7 damage (due to electrostatic fields) was better for face.

    XBL: Bizazedo
    PSN: Bizazedo
    CFN: Bizazedo (I don't think I suck, add me).
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    scherbchenscherbchen Asgard (it is dead)Registered User regular
    Yilias wrote: »
    Varnage Vyrant

    *chef kiss*

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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    3clipse wrote: »
    Kay wrote: »
    Yeah, Druid of the Cowl is just better most of the time.

    The thing that really drove it home for me was the point that Golgari is trying to ramp to 4 or 6 mana for their big power cards, they don't really have any huge plays on 3.

    Yeah, I brought that up in my discussion of 'to shock or not to shock' in certain matchups while playing Burn.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    NeadenNeaden Registered User regular
    Darkewolfe wrote: »
    Kay wrote: »
    Tips and Tricks and Must Burn Targets

    Goblin Electromancer.

    If a deck is running Electromancer, they're doing unfair things. Like churning through their deck to reach powerful Drakes and cheating hasty 3/2 Phoenixes into play. No one will judge you if you peel a Shock away from the enemy's face and point it at an Electromancer.

    Wildgrowth Walker.

    This is Golgari's trump card against you. It blocks all your aggressive creatures, and combined with Explore creatures, gains them life making it harder for you to win with your resources. Hold a Lightning Strike or Wizard's Lightning vs Golgari if at all possible, and remember that you can burn Wildgrowth Walker at instant speed while an Explore creature is resolving to deny them the lifegain triggers. Do not let them gain life or put counters on this elemental.

    Llanowar Elf.

    Enh. I don't rate LE in Golgari, as the best use of elves is to power out a ludicrous three drop (Steelleaf Champion) or drop a 3cmc ramp spell on turn 2 to surge ahead. Golgari does neither of these things. However, if they still have one and are going to make their 4th or 5th land drop when they untap, consider killing it via Shock or Fanatical Firebrand to prevent them playing a Vivian, Vraska or Varnage Vyrant ahead of the curve.

    Mist-Cloaked Herald and Siren Stormtamer

    These are tricky blue one drops that can make things harder for you. Herald will usually get a Curious Obsession dropped on it while protecting it with Dive Down or Spell Pierce, so it's best to kill it before they can untap and protect it, though if you have two red mana available and two Shocks, it can be worth baiting the Dive Down and then responding with Shock number 2 spending 2 cards and 2 mana to deal with 3 of their cards and effectively timewalk them. This is more tenable with a SPD or RF in hand, though. Stormtamer can counter your bigger burn spells, so it can be worth a Shock or Firebrand to remove it early.

    Adanto Vanguard.

    They attack, you block. They pay four life, you shock in response. If they really want it, they pay four more, you're down two cards, but those two cards dealt 8 total damage to your opponent. 10 if the creature was a Pyromancer. That's a good rate.

    LE is tricky for removal. If all you've got is a shock you might want to use it, but generally obviously you'd rather use your removal to dunk the actual bomb LE enables.

    Bolt the Birds.

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    furbatfurbat Registered User regular
    edited November 2018
    Ehh, everyone is still running llanowar elves over druid of the cowls. You really don't care if burn decks shock your llanowar but you don't want to play druid of the cowl on turn 2. You want to drop an explore champ or wildgrowth walker. The one really good thing would be that it can tank most things in white weeny/mono-red.

    I could see running 6 ramps and 4x copies of carnage tyrant.

    furbat on
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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    edited November 2018
    furbat wrote: »
    Ehh, everyone is still running llanowar elves over druid of the cowls. You really don't care if burn decks shock your llanowar but you don't want to play druid of the cowl on turn 2. You want to drop an explore champ or wildgrowth walker. The one really good thing would be that it can tank most things in white weeny/mono-red.

    I could see running 6 ramps and 4x copies of carnage tyrant.

    Disagree. If you're dropping elves on turn 1, you want to drop a 3-drop on turn two, otherwise why are you playing Llanowar Elves? You get more out of dropping Walker and then an Explore creature (champions? what?) on turn 3 versus a deck with bunches of removal. I honestly think Druid on 2 into Walker and Seeker's Squire/Branchwalker on 3 is better.

    There's just no Super Impactful 3-drop like a Rampant Growth or what-have-you to make Llanowar Elves good in this particular format, for Golgari. Now, Llanowar Elf on 1, Steel-Leaf Champion on 2 is another matter entirely. Stompy gets so much more out of Llanowar Elves than Golgari. Golari is honestly better off playing Druid of the Cowl. If you look at more recent Golgari lists, that's where the meta is shifting. There were decks at the pro tour that ran both, and some that ran neither. Now you're seeing a 2-4 split of Elf to Druid, or sometimes just 3-4 Druids.

    Kay on
    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    discriderdiscrider Registered User regular
    edited November 2018
    Kay wrote: »
    Is this Burn? Because it didn't have much that goes to face at all.

    Yeah, adding the blue card engine slowed it down a bit definitely.
    Basically... wanted to play Niv, because uncounterable.

    Otherwise I perhaps could craft more Banefires and a Jaya, as well as a complement of the red drawing lore, but I've found that lore doesn't do the drawing bit very well. +2 dmg is very nice, but I often wind up wanting to keep my hand over playing it.

    discrider on
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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    Kay wrote: »
    furbat wrote: »
    Ehh, everyone is still running llanowar elves over druid of the cowls. You really don't care if burn decks shock your llanowar but you don't want to play druid of the cowl on turn 2. You want to drop an explore champ or wildgrowth walker. The one really good thing would be that it can tank most things in white weeny/mono-red.

    I could see running 6 ramps and 4x copies of carnage tyrant.

    Disagree. If you're dropping elves on turn 1, you want to drop a 3-drop on turn two, otherwise why are you playing Llanowar Elves? You get more out of dropping Walker and then an Explore creature (champions? what?) on turn 3 versus a deck with bunches of removal. I honestly think Druid on 2 into Walker and Seeker's Squire/Branchwalker on 3 is better.

    There's just no Super Impactful 3-drop like a Rampant Growth or what-have-you to make Llanowar Elves good in this particular format, for Golgari. Now, Llanowar Elf on 1, Steel-Leaf Champion on 2 is another matter entirely. Stompy gets so much more out of Llanowar Elves than Golgari. Golari is honestly better off playing Druid of the Cowl. If you look at more recent Golgari lists, that's where the meta is shifting. There were decks at the pro tour that ran both, and some that ran neither. Now you're seeing a 2-4 split of Elf to Druid, or sometimes just 3-4 Druids.

    You can drop a 3 drop turn 2 or drop a one drop and a two drop (like say, another elves and a 2 drop) then turn 3 drop your five drops.

    Humor can be dissected as a frog can, but dies in the process.
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    discriderdiscrider Registered User regular
    (Frankly though, I'm not seeing competitive decks anymore in Bo1? Perhaps they only come out on the weekends?)

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    KayKay What we need... Is a little bit of PANIC.Registered User regular
    discrider wrote: »
    Kay wrote: »
    Is this Burn? Because it didn't have much that goes to face at all.

    Yeah, adding the blue card engine slowed it down a bit definitely.
    Basically... wanted to play Niv, because uncounterable.

    Otherwise I perhaps could craft more Banefires and a Jaya, as well as a complement of the red drawing lore, but I've found that lore doesn't do the drawing bit very well. +2 dmg is very nice, but I often wind up wanting to keep my hand over playing it.
    It's not burn, though. So few of those spells go to face. Burn decks burn the opponents out. You have damage based removal and card draw, s'not really burn.

    ew9y0DD.png
    3DS FCode: 1993-7512-8991
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    discriderdiscrider Registered User regular
    Kay wrote: »
    discrider wrote: »
    Kay wrote: »
    Is this Burn? Because it didn't have much that goes to face at all.

    Yeah, adding the blue card engine slowed it down a bit definitely.
    Basically... wanted to play Niv, because uncounterable.

    Otherwise I perhaps could craft more Banefires and a Jaya, as well as a complement of the red drawing lore, but I've found that lore doesn't do the drawing bit very well. +2 dmg is very nice, but I often wind up wanting to keep my hand over playing it.
    It's not burn, though. So few of those spells go to face. Burn decks burn the opponents out. You have damage based removal and card draw, s'not really burn.

    I also apparently didn't know what burn spells are :rotate:

    But yeah, too many of my cards become useless if there's no creatures to target.
    Might have to think on this some more.

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    SurfpossumSurfpossum A nonentity trying to preserve the anonymity he so richly deserves.Registered User regular
    Well, I can confirm that a 60 card deck with 24 lands in it can give you a starting hand with no lands in it.

    And then when you mull to 3 lands, a Journey to Eternity and a Tendershoot Dryad, you draw nothing but lands until you die. That sure is a way to end a constructed run.

    I'm not mad, you're mad.

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    Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    The games that make me scratch my head are where I am doing one or two damage per turn and eventually they just concede.

    Humor can be dissected as a frog can, but dies in the process.
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    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    The games that make me scratch my head are where I am doing one or two damage per turn and eventually they just concede.

    Almost certainly mana flood or screw + tilt.

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