Uh, how often does Dreadstill actually have a turn 2 Dreadnought? Generally they have to spend a turn or two of sculpting their hand before that And even then, you can hardcast it, take one hit and be in time even on the draw. Also, being able to keep Countertop-decks replaying their Top is very handy in conjuction with Wasteland and Port.
Oh, and killing Vial from Merfolk or the mirror is pretty huge. And while not that omnipresent, Jitte is still around and kicks your arse if it gets going - better kill it. And breaking Moxes of the Diamond-variety is often a key to beating Aggro Loam and Stax, while the Chrome-variety is often integral to the Stompy-decks. And Chalice at 1 bones you if it comes out turn 1; breaking it and dropping Vial is a lifesaver.
And Factory can definitely be relevant when you can't get Vial to stick and thus have to run your card advantage Goblins through counters. Sure, Gempalm is preferable, but lacking that, Tinkerer is a lifesaver. Also deals with the whole Crucible-nonsense if the game goes midgame.
I definitely disagree with your assessment here; I've found Tinkerer quite useful quite often. Hell, I've even won games because of 0/1 Tinkerer swinging with Pile under Plague (of course, that only makes him better than X/1s, but still).
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