Re Dreadhorde Arcanist:
How does this fit into existing mono r burn? Is it a straight up replacement for swiftspear or does it play alongside it and/or is there even room for this card?
"I made a Redguard that looks like Kimbo Slice. He wrecks peoples' shit. And dragons." - Bignasty197
I’m almost more interested in the new teferi in a combo shell than a control deck, or perhaps a hybrid. Being a city of solitude that is one sided and pitches to force seems pretty decent. He can also deal with problematic permanents temporarily. He does, of course, die to reb.
I was thinking of him in something along the lines of the “miracle of science” deck that popped up. He breaks the symmetry of dream halls which is cool but probably too slow (I love tempest block in general so I will probably try it).
Overall I am very happy with wotc printing a bunch of potentially powerful cards, and hope there are more to come in the modern focused set.
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There are plenty of red creatures that get attack boosts from instants, like Kiln Fiend, to play along with this. Going RG still sucks due to lack of disruption, but there should be enough red Berserk alternatives (aka double strike granters) in Modern to make this work. Slap Rancor onto it and you get a solid value engine, too.
As for Legacy, Blazing Shoal + this would be hilarious, but that's too much of Magical Christmasland.
Edit: If you can bring him to 5+ power and have at least one green mana open, it can also Double Berserk for 20+ trample damage. That's nasty.
Turn 2 - Dreadhorde Arcanist
Turn 3 - (Land + Groundswell/Vines of Vastwood)/Might of Old Krosa/Become Immense/Invigorate(assuming opponent is at 17 or less) + double Berserk
Generally, also Invigorate is fun, because you can cast a 3 CMC (assuming no ramp) turn 3, and attack Invigorate for free, and copy it. Not sure what 3 CMC spells are worth the trouble for such a combo but you can do it.
Edit - FourDogsinaHorseSuit also has a good point with discard spells. I always want to play a black red deck and that could be fun . . . a bunch of burn and discard and Dreadhorde Arcanist
If you care about the zombie typing Dread Wanderer is just better to me. I'd trade the one toughness for Menace, can replace itself, and it's return ability is almost always cheaper. (I mean, are you ever playing a zombie that costs more than 3?)
That said, this guy is reusable, but IME you just throw out the two-drop to bait them into removing it instead of a much better 3 drop.
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
Yeah, the color costs (that Hierarch doesn't make Black sucks) make it a bit awkward, but you could double Hymn on turn 3, which isn't necessarily horrible.
Bayou->Noble
Badlands->Arcanist
Whatever->Hymn, attack Hymn again.
Although, in Magical Christmas land, you could do it turn 2:
Mox Diamond, Land->Arcanist
Land-Noble, Hymn, attack Hymn again.
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
"Anyone who is capable of getting themselves made President should on no account be allowed to do the job."
"Politicians are like diapers. They should be changed often and for the same reason."
"Governing is too important to be left to people as silly as politicians."
"Politicians were mostly people who'd had too little morals and ethics to stay lawyers."
Dice box, how good is that really? You are devoting five mana to keep the opponent short on four permanents at best. I guess five is possible if you have 8 mana on the turn you cast tangle wire. My stat experience is dated, but I recall mana being at a premium.
I suppose if you have more than one permanent benefitting it gets better. Can you enlighten us exactly how you would use it? I barely know what goes on Stax anymore.
"Anyone who is capable of getting themselves made President should on no account be allowed to do the job."
"Politicians are like diapers. They should be changed often and for the same reason."
"Governing is too important to be left to people as silly as politicians."
"Politicians were mostly people who'd had too little morals and ethics to stay lawyers."
At the very least hes going to be sideboard in every UW deck to fight counter spells. It also turns off miracle cards. Resolving this against Miracles is almost a guaranteed win I would think. What are they going to do at that point? In the meantime you get to resolve everything. They can't even Terminus. If they don't have Council's Judgment ready they will lose. And they can't even fight you over that if you have a counter ready.
Re-buying a Snapcaster and drawing a card is just icing on the cake.
I don't quite understand the logic of "if they don't have Council's Judgment ready they will lose" though. I already went over this.
They can play Mentor, they can play Jace, they can play Snapcasters, still get value, Counterbalance can still counter things, even if they can't set the top. Indeed, I already agreed that if your hand is juiced when you resolve Teferi, then indeed, you will be way ahead. I'm not saying the card is bad or unplayable. I'm just saying, I don't buy this card being a default inclusion in every UW deck, de facto, or that it is a flat out house versus Miracles. It's good and will be useful, but it isn't overwhelmingly so, I don't think.
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
Your argument basically boils down that Teferi is not a win-con which is rather obvious. But just because it doesn't screw your opponents plan and directly win the game doesn't mean its not going to be a great card against control decks. Once he's on the table he allows your win-cons to resolve and avoid being removed. That's why I think resolving one will make you win the match-up. I will be interested to see how this ends up. I definitely see this at least as a main stay sideboard card in any deck that can make blue and white mana. I could be wrong.
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