Well damn you oracle text. Still feels like the card has potential to do powerful things
Printable View
Well damn you oracle text. Still feels like the card has potential to do powerful things
Mikokoro + SoL, eh? Can be cool for decks that use 4x spirit and in grindy matchups that are so common in the meta. Sweet with vial, too. Some people are catching on in other threads. Actually makes SoL have maindeck utility instead of just a meta creature.
I don't know why but I've always thought of Dash Hopes as a really high potential card. It's unplayable in the tier-decks right now, I know, but this Imprinted on an Isochron Scepter is just unfair.
How is Dash Hopes on Isochrone Scepter any better than Counterspell on Scepter? Dash Hopes is just bad.
Man I wish this were the case. It's kind of the Vexing Devil of Counterspells -- it is a punisher, sure, but neither effect is particularly desirable. 5 life is kind of a lot.
I mean if you're playing against a deck where you know they're packing dumb junk like cheap burn, maybe some dumb small hasty things and then like Fireblast, and you're at 10-11 in the first few turns and you cast something, and they cast Dash Hopes… that sucks, right? Do you force them to have Fireblast in hand? Do you really go to 6 against a deck with like 12-16 maindeck Lightning Bolts?
I can imagine lots of situations where it would be a great card, but unfortunately I can imagine a lot of situations where it's very bad too. I think mostly it is just hilarious though. I would troll the everloving shit out of a Modern tournament with Rakdos Burn featuring Vexing Devil and Dash Hopes. CHOOSE AND PERISH
I mean, you pay the life when the card being countered is more valuable to you than 5 life, and you don't pay when the card isn't. If I'm trying to resolve and protect Stoneforge into Batterskull, or Jitte, or Counterbalance or something, sure. If it's a Delver or a Tarmogoyf or a Jace, let it get countered. Of course it depends on board state sometimes but it's usually a pretty snap decision. It might fare better in modern, I dunno. I'd consider it a Boros Charm that only works when they're casting a spell that's relevant.
Does Burn want Counterspell? If the answer is no, it surely does not want strictly-worse-than-Counterspell Dash Hopes. (Dash Hopes is strictly worse, because you can never force your opponent to let it be Lava Axe – thus the only way it is Lava Axe is when the 5 damage is worse than Counterspell.)
I do agree with this. I will also pre-emptively recognize that Dash Hopes is not a great topdeck.
However, I also think any card in a burn deck which potentially becomes 5 damage for < 2 mana deserves some considering. It is interesting to explore situations where Dash Hopes is lose-lose. I realize I painted an ideal picture earlier, but consider that a burn-heavy deck should not have difficulty putting the opponent on < 11 life by turn 3. Also consider that the amount of playable Instant-speed burn is slightly higher than the Sorcery speed burn. Whereas a burn deck can only allow, say, Scavenging Ooze to resolve, one does at least have the option of putting the opponent further down the rabbit hole by forcing them to resolve the Ooze through Dash Hopes - or, they can let it hit the bin of course, but then they are letting me counter one of the only spells that I wish the hell would never hit the board against Burn.dec. In fact if they let it resolve through Dash Hopes, I may not need to try to burn the Ooze/DRS/whatever-else at all; I just pegged them for 5 life, I get to keep throwing burns at the FASE.
I mean these are all house-of-cards arguments, I know what I'm saying is a little bit silly. Dash Hopes is just one of those funny cards that I wish was a lot better than it actually is. vOv
Here are my thoughts: What is the reason that burn typically doesn't finish the game:
1. The opponent wins first
2. The opponent stabilizes through either counter magic, life gain, or threatening board control that needs burned out
3. Your hand sucks and you draw crap
Since we can't do anything about the third after our deck is constructed appropriately, we'll focus on the other two.
1. The opponent wins first:
So, you now have the ability to drop them by and potentially put them in that lethal range or, if they are already low which is likely, you now have a hard counter against them. 5 damage for 2 mana is quite efficient and worth the cost for sure. Now people always speak about the choice cards being bad because it never does what you want it to do. What if it is countering a Sphinx's Revelation in modern, or a Stoneforge Mystic on turn 2 in legacy? Outracing a batterskull can sometimes be tricky if the situation is just barely in the wrong way for you. Being able to counter that to either make it game or hold them off their tempo is a big move.
2. The opponent Stabilizes:
Potentially not anymore. Counter that countertop to put them down into lethal range from your hand, drop them 5 life (that's not damage if that matters in some cases) on T2 and most likely they're already around 10 at the end of T2 with a full grip still in your hand.
I don't think it's the beat all card, but I do think that it merits testing, specifically more in modern than legacy.
1) The opponent calculates that resolving the spell will be the difference between stabilizing/outracing you or not outracing you more than that 5 damage contributes (e.g. it is Leyline of Sanctity or Birthing Pod or Splinter Twin)
--> opponent pays 5 life to let it resolve
2) The opponent calculates that resolving the spell will not make enough of a difference and/or has other threats to try to lean on.
---> opponent lets it be countered and is happy that you wasted BB and a spell to give him another draw step+land drop to try to stabilize
3) The opponent calculates that he cannot outrace you without the spell resolving but that 5 damage will also drop him too low and you will still outrace him
--> opponent guesses which might be marginally less worse (probably let it be countered) but loses either way. it works, but a Boros Charm may have done the same or better. Win-more?
4) Opponent is bad at magic and makes the wrong choice
--> you potentially outrace/stop him from stabilizing and win
So Dash Hopes seems good if you're winning anyway or the opponent is bad at magic. I guess it is strictly better than Boros Charm if the opponent is at 5 life and trying to resolve Leyline of Sanctity or Splinter Twin.
It's a choice card, quite a good one as it is more straightforward. Not backbreaking enough still, it is quite an obscure one. Giving your opponent the burden of having to decide outside his/her gameplay can be quite heavy especially to a linear deck where both lifeloss or a well-timed countered spell is critical. In this context, it is a win-more card, but nevertheless could be quite a fancy trick to pull up as it tests gameplay tactics rather than card-for-card effect interactions.
That was my point: Burn does not want Counterspell, thus, a fortiori, it does not want Dash Hopes since Dash Hopes is ALWAYS worse than Counterspell (assuming your opponent does not mess up, which should not be too hard against a linear deck like Burn.)
I guess someone should tell all those UR Delver players they don't want their Forces anymore.
Anyway, another card I wish were a card and would be great in imaginary Sligh : Reckless Abandon
sent from phone, don't be a dick
Should they also tell the Shardless BUG players not to run Forces? I don't see the connection.
UR Delver is like a more aggressive cousin of RUG with fewer Tarmogoyfs and mana denial and more reach. Its strategy is to play a T1 threat, protect with countermagic and then finish off with burn. Clearly countermagic fits that plan.
Burn's plan is to burn. I don't even...
Oh just let me troll. Jesus.
sent from phone, don't be a dick