Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Watersaw
So does this go in Belcher and co? Having something that reads "0: Scry 3. Cast this card only before your first turn. This card cannot be countered." might be okay if your gameplan hinges on drawing exactly the right cards before your opponent has a chance to interact.
EDIT: maybe Reanimator of all things. Being able to just play a 4/4 that makes your draws better could be a solid backup plan.
show and tell, reanimator? basically every combo deck that runs fow..
pretty broken card tbh
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Poor green, only gets cool creatures when they also happen to be blue.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Any deck that has to make a pivotal T1–2 play should test the Sphinx. Chalices, fast combo, Reanimator, etc. will all benefit from having some number of Scry 3s if they start the game with the better part of their combo/lock in hand.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Ronald Deuce
Any deck that has to make a pivotal T1–2 play should test the Sphinx. Chalices, fast combo, Reanimator, etc. will all benefit from having some number of Scry 3s if they start the game with the better part of their combo/lock in hand.
Sphinx Stompy with 4x Predict, let's go boys!
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Fox
Sphinx Stompy with 4x Predict, let's go boys!
It's lit. Turn 1 Chrome Mox Land Predict. Oh boy let's do it.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Megadeus
It's lit. Turn 1 Chrome Mox Land Predict. Oh boy let's do it.
Chome Mox -> Land -> Chalice on 1 ---> does it resolve, if yes Predict away Chalice #2 on top, combo :eek:
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Fox
Chome Mox -> Land -> Chalice on 1 ---> does it resolve, if yes Predict away Chalice #2 on top, combo :eek:
Blue stompy in legacy is a go. Probably broke the format
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Ronald Deuce
Any deck that has to make a pivotal T1–2 play should test the Sphinx. Chalices, fast combo, Reanimator, etc. will all benefit from having some number of Scry 3s if they start the game with the better part of their combo/lock in hand.
Multiple Scry 3s on T0 is going to be broken as fuck.
Given how much people brew with Yannifar on social media, it's probably only a matter of time until she gets broken in some way. That's something to watch out for.
E.g. Bloodlust Inciter can be used both as haste giver and combo piece as you can search for Scryb Ranger for the 2cc untap before going higher into the combo chain. That would be 5 mana and two cards to get going. Who knows what else people are going to come up with.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Barook
Multiple Scry 3s on T0 is going to be broken as fuck.
Given how much people brew with Yannifar on social media, it's probably only a matter of time until she gets broken in some way. That's something to watch out for.
E.g.
Bloodlust Inciter can be used both as haste giver and combo piece as you can search for
Scryb Ranger for the 2cc untap before going higher into the combo chain. That would be 5 mana and two cards to get going. Who knows what else people are going to come up with.
Scrying 9 when mulling to four is kinda meh
Ten on a Mulligan, but then you'll have only 3 cards for your turbo Sphinx plan.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Barook
Multiple Scry 3s on T0 is going to be broken as fuck.
Given how much people brew with Yannifar on social media, it's probably only a matter of time until she gets broken in some way. That's something to watch out for.
E.g.
Bloodlust Inciter can be used both as haste giver and combo piece as you can search for
Scryb Ranger for the 2cc untap before going higher into the combo chain. That would be 5 mana and two cards to get going. Who knows what else people are going to come up with.
Then deceiver gets you to 4. Any 4 that can untap Vannifar?
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Do we really need to go up that high, though? Sure, Protean Hulk could fetch up something that insta-kills, but we already have this:
Quote:
Originally Posted by
spirit of the wretch
The kill probably should be kept as compact as possible, with the rest being utility, search (aka GSZ), protection (like Sylvan Savekeeper, maybe even Grand Abolisher in the SB), a whole bunch of mana dorks (which double as combo starters) and some Quirion Rangers/Scryb Rangers for redundancy. Brainstorms should help to put back unwanted combo pieces. Maybe even that 4 mana Brainstorm creature as long as you have some Rangers for emergency untaps.
But the core is probably a GSZ midrange deck that also has a tutorable combo kill.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
All this is being revealed only seven months after they banned Gitaxian Probe—a card that gave (notably less) free information for a steeper cost and continues to have done nothing wrong.
I got fired around the same time for incompetence that can only be described as paltry compared to this goat show.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Intruder Alarm should be a given with this crappy pod, right?
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Ronald Deuce
All this is being revealed only seven months after they banned Gitaxian Probe—a card that gave (notably less) free information for a steeper cost and continues to have done nothing wrong.
I got fired around the same time for incompetence that can only be described as paltry compared to this goat show.
What are you going on about?
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Noctalor
i think the ideas mentioned a bit earlier in the thread allow you to go infinite without requiring intruder alarm. this would allow for 1 card combo.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Megadeus
What are you going on about?
They made a "mistake," then they corrected it, then they made precisely the same mistake a few months later.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
Ronald Deuce
All this is being revealed only seven months after they banned Gitaxian Probe—a card that gave (notably less) free information for a steeper cost and continues to have done nothing wrong.
I got fired around the same time for incompetence that can only be described as paltry compared to this goat show.
if you're saying that probe is worse than this scry 3 card....
is 2 life really a steeper cost than playing a 4 mana flyer that doesn't have a high impact on the game outside of starting hand? also notably less is about context. i'd much rather see my opponent's hand many times than seeing the first 3 cards of my deck.
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
mistercakes
if you're saying that probe is worse than this scry 3 card....
is 2 life really a steeper cost than playing a 4 mana flyer that doesn't have a high impact on the game outside of starting hand? also notably less is about context. i'd much rather see my opponent's hand many times than seeing the first 3 cards of my deck.
@mistercakes agreed, this Sphinx doesn't ramp delve mana by 1, and then replace itself to further fuel delve. It also doesn't combo with say Ponder/Fetchland after opening hands (until you're in 4 mana christmasland).
Re: [GRN] Guilds of Ravnica & [RNA] Ravnica Allegiance
Quote:
Originally Posted by
mistercakes
if you're saying that probe is worse than this scry 3 card....
is 2 life really a steeper cost than playing a 4 mana flyer that doesn't have a high impact on the game outside of starting hand? also notably less is about context. i'd much rather see my opponent's hand many times than seeing the first 3 cards of my deck.
It's not the long-game value of the Sphinx that matters, and the decks that will break it in half don't care what's in the opponent's hand. It's Scry 3–12 on your first turn in decks that have to make pivotal plays on or by turn 2.