9 cards that cost 2R, one of them is hopefully DS replacement for mauler
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9 cards that cost 2R, one of them is hopefully DS replacement for mauler
Blood Extractor might be enough to make madness playable again. 8 free dudes now if you count him and Rootwalla.
Extractor also wants to live in Survival decks. Cause there might be some slight synergy between him, Survival, and Quirion Ranger.
Or you could just combine them and bring back the B/G madness/survival list that was run to a legacy T8 a few years back.
Extractor also really, really likes Cabal Therapy.
Also, if Valakut isn't part of a cycle (there are for example 0 hits for "Islands" in the orb), then I like it significantly less.
Chandra second ability is
-2 : all player discard their hand then draw 3.
If counterspell didn't exist, this would be sick off rituals.
RE: Burning Inquiry, Megrim, Chandra Ablaze, Underworld Dreams, Kexerdrix Parasite:
I guess Underworld Dreams is the new Land Destruction.
Under the current builds with Pit Dragon/Raiders I don't see how that would be good...? I think I might be missing something here.
Target creature gets +3/+3 until end of turn.
That would be the art for the Buy a Box promo, like they had with Honor the Pure. So maybe it is the promo art and what we saw is the regular artQuote:
As you can see, Day of Judgement's art is alot better than we first saw.
A lot of those are likely referenced on TRAP CARDS. Based off of Whiplash TRAP CARD, the templating will probably always reference some actions that your opponent has done "this turn," because otherwise you'd have to play them in response to stuff, cutting their utility down a lot.
Still seems like that's an awful lot of hits for "turn," though.
EDIT: Deleted retarded bits.
until 40
end 46
of 122
turn 62
Can't search for phrases AFAICT, but 'until the end of turn' seems plausible to me. "begging of end step" stuff is for end of turn triggers like sacrificing ball lightning. Giant growth still is until end of turn (check gatherer).
A couple of reasons why she could be very nice:
1. One of Dragon Stompy's biggest weaknesses is that it starts drawing dead very quickly. Drawing a Seething Song or a Spirit Guide a couple of turns into the game is just miserably awful and her first ability ability turns them into 4 damage each. Not amazing, but certainly not awful either.
2. Dragon Stompy dumps tons of cards very quickly, accelerating her out and then breaking the mini-wheel effect sets you on a more even card-count with your opponent.
3. It has the random "oops, I win" factor that the deck loves. Turn one Blood Moon & Chalice @ 1 just utterly wrecks some decks. Same thing for Chandra, if she hits on turn one or two, telling them to pitch their hand and draw 3 could easily end the game on the spot.
4. She can always be Chrome Moxed at the worst (okay this works for every other red card ever printed, but it's still worth saying).
On the other hand:
1. She's six mana. Even for Dragon Stompy, that's pushing it. Their next most expensive card below that is Arc-Slogger, who pretty much reads, "Untap: Win the game." Chandra is certainly interesting and could fill a niche, but she'll have to be really good at it.
2. Her +1 doesn't kill most of the key dudes in the format. It can't touch Goose, Stalker, or Dreadnaught and it's unlikely to get Goyfs for long, especially considering that you need to discard to use it. It still snags Bobs, Merfolk, Zoo's critters, things you shot once with Slogger, etc, but that's not incredibly special.
I expect people will try her and pretty quickly ditch her due to that last point. For six mana I really don't think that you can afford to have something that scoops to a 4/5 Goyf.
So I take it she is 3RRR with +1: discard deal 4. -1: each player discards and draws three. I'm going off that here...
1. Is this worth 3RRR? Even getting 3RR or 2RR is difficult sometimes.
2. The problem I have with this is that our lock piece will often shut down an opponent's hand, and they will play out the cards they can. When we activate Chandra -1 we give them more chances to get cards that aren't affected by moon, chalice, etc. Reminds me sort of like diminishing returns on a force of will deck.
3. Same as point 2
4. Yes
On the other hand...
1. From my experiences 3RRR is more than pushing it. 3RR is pushing it, sometimes even 2RR.
2. It feels like a control card at that point and I don't really think there is a deck that is more "aggro" (in a sense of the role) than dragon stompy, considering the deck is a bunch of questions. Adding answers seems to dilute the deck's fundamental strategy.
So yeah I have to agree with you Otter. I guess it is testable but I really am not seeing her being awesome in the deck.
Yeah, almost. No idea why I didn't post the pic in the first place, sorry about that, here it is:
http://photos-a.ak.fbcdn.net/hphotos..._3913441_n.jpg
I'll test it, seems hard to cast. 1st Ability is fantastic in DS, 2nd, is perhaps nuts. Competes with Arc Slogger. Its hard to say. I'm not sure if it shores up anything, or is just generically good. But if I have learned anything it's not to dismiss planes walkers without testing.
I actually think the "red card" thing is going to hurt, because cards like trinisphere and extra land are often the cards you can't ditch in your hand for hellbent. It is still worth testing though, it just seems like the card is a little too controllish for the deck. I dunno we'll see (and of course it depends on the last ability).
The card looks "hit or miss". More "miss" than "hit" because of her mana cost.
Now, does Dragon Stompy need more hit or miss cards? I think everyone knows that DS' worst enemy is itself.
Add Chandra Ablaze?
More dead topdecks (you don't want her before you have 6 mana in deck with no draw/dig).
More mulligans ('cause you don't want her in your starting 7).
Now, her 1st ability doesn't kill beaters (on that stage of the game Goyf is almost always 4+/5+).
Arc-Slogger already kills Bob, tribal dudes, costs 1 less mana and can carry equips. So why run new Chandra?
Oh, and that art suxx hard.