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Thread: Hour of Devastation [HOU]

  1. #241

    Re: Hour of Devastation [HOU]

    Quote Originally Posted by Finn View Post
    Don't bother, Ingo. While I completely agree with the sentiment of your argument, I looked into it just now. The rules people have determined that "put on" includes "enters the battlefield with" no matter how odd it seems. Here, look at this from Vizier of Remedies.
    Alright, I'll let it go , although I still feel like Bloodmoon and Solemnity are ruleswise treated differently here.

  2. #242
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    Re: Hour of Devastation [HOU]

    Quote Originally Posted by Ingo View Post
    Alright, I'll let it go , although I still feel like Bloodmoon and Solemnity are ruleswise treated differently here.
    They are, because they are different types of abilities. While they look similar as written on a card, they are not in game rules fashion.

    So, where Blood Moon is a type changing ability, this means it does not modify how something enters play, or more succinctly, it doesn't change how things would modify themselves entering play, it just changes things while they are in play. At the point of which Blood Moon removes the ability, it has already "done it's job."

    Solemnity is a static ability, that changes the rules of the game, so if you'd put counters on something, you just can't.

    While these things are confusing in plain English, they have concrete, non-interpretive meaning in game terms.
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  3. #243

    Re: Hour of Devastation [HOU]

    Quote Originally Posted by Ingo View Post
    Thanks for the answer H.

    But if BloodMoon removes Depths abilities after it is in play (and already has the counters), isn't it logical this is similar for Solemnity as well? That the effect of Solemnity 'comes too late', to deny the counters being put on Dark Depths?
    Think about it this way: you can stop the EFFECT of entering the battlefield with counters, but (generally) not the CAUSE, i.e. the card text.

    A card cannot have counters on it while it's in your hand. At some point, those counters have to be "put" or "placed" on it. How the card is going to enter the battlefield is determined as it's going from the stack to the field, basically.
    That happens at the same time as it enters the battlefield, but it still has to happen. So, you have a CAUSE - the card has text telling you to put it onto the battlefield with counters - and an EFFECT - the counters getting placed or put on the card.

    Other cards can mess with the EFFECT by prohibiting it or changing it. That's how Melira and Vizier work.

    However, what about cards like Blood Moon? They don't address the EFFECT. They address the CAUSE, namely, the text on the card. But, by the time they affect the card text, the permanent is already entering the battlefield and experiencing the EFFECT of having counters on it.

    This is NOT the way Rules talk about this issue, I do not think, but this is an intuitive way to understand why they work the way they do.

  4. #244

    Re: Hour of Devastation [HOU]

    I'd be interested if we see a new WG Not-Stacks Stompy deck.

    Solemnity
    Elightened Tutor
    Crop Rotation
    Halls of Mist (lol)
    Glacial Chasm
    Knight of the Reliquary
    Tornado
    Ritual of Subdual
    Energy Storm
    Force Bubble
    Elephant Grass
    Crucible
    Poryphory Nodes for good measure since Drop of Honey is priced out the whazzo.
    New Mirror

    Obviously a lot of it falls apart without the key card, but so does Enchantress. I think cards either in the board or tune the deck to what actually is useful.

    And Tornado becomes 2G: Vindicate, which seems pretty cool.
    Quote Originally Posted by Acclimation View Post
    I about died from laughter when I was watching my feature match and the commentators called Tinfins a difficult and challenging deck.

    I'm not saying it's the easiest deck to play, but the plan is so linear that I could probably get white girl wasted and still beat people with the deck.
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  5. #245
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    Re: Hour of Devastation [HOU]

    Quote Originally Posted by Cire View Post
    My hope is that the next guildwatch cards aregoing to be wildly different than their other cards because of their defeat. . . Jace is apparently a castaway in Ixian doing illusion magic; maybe Gideon will no longer turn into an indestructible fighter; maybe Chandra's fire has gone out; etc.
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  6. #246

    Re: Hour of Devastation [HOU]

    Quote Originally Posted by Claymore View Post
    I'd be interested if we see a new WG Not-Stacks Stompy deck.

    Solemnity
    Elightened Tutor
    Crop Rotation
    Halls of Mist (lol)
    Glacial Chasm
    Knight of the Reliquary
    Tornado
    Ritual of Subdual
    Energy Storm
    Force Bubble
    Elephant Grass
    Crucible
    Poryphory Nodes for good measure since Drop of Honey is priced out the whazzo.
    New Mirror

    Obviously a lot of it falls apart without the key card, but so does Enchantress. I think cards either in the board or tune the deck to what actually is useful.

    And Tornado becomes 2G: Vindicate, which seems pretty cool.
    Man, I really like that. How about:

    4x Solemnity
    4x Starfield of Nyx
    4x Elephant Grass
    1x Energy Storm
    1x Tornado
    3x Sylvan Library
    2x Mirri's Guile

    3x Crucible of Worlds

    4x Enlightened Tutor
    4x Crop Rotation
    4x Swords to Plowshares
    2x Orim's Chant
    2x Realms Uncharted

    4x Ancient Tomb
    2x Dark Depths
    2x Thespian's Stage
    1x Glacial Chasm
    1x Halls of Mist
    2x Flagstones of Trokair
    1x Forest
    1x Plains
    3x Savannah
    4x Windswept Heath
    1x Riftstone Portal

    (I just threw in the Chant and Uncharted because I had no idea what to put there.) Obviously, as currently built, it dies in a fire to fast combo since it's combo/prison, but maybe with a mix of GSZ, the new dude Crucible/Dryad Arbor/KotR and some hatebears that becomes a solvable problem? GSZ means you can Teeg game 1, and Tutor means you can throw in a few other pieces of combo hate MD at little cost. (hello singleton 3sphere?)

    Maybe you could combine Solemnity with some cards with Vanishing? Lost Auramancers, and.. oh snap Reality Acid. I think Chronozoa might just draw the game if you cast it with Solemnity out, since it's an eternal loop of token creation.

  7. #247

    Re: Hour of Devastation [HOU]

    Quote Originally Posted by morgan_coke View Post
    Man, I really like that. How about:

    4x Solemnity
    4x Starfield of Nyx
    4x Elephant Grass
    1x Energy Storm
    1x Tornado
    3x Sylvan Library
    2x Mirri's Guile

    3x Crucible of Worlds

    4x Enlightened Tutor
    4x Crop Rotation
    4x Swords to Plowshares
    2x Orim's Chant
    2x Realms Uncharted

    4x Ancient Tomb
    2x Dark Depths
    2x Thespian's Stage
    1x Glacial Chasm
    1x Halls of Mist
    2x Flagstones of Trokair
    1x Forest
    1x Plains
    3x Savannah
    4x Windswept Heath
    1x Riftstone Portal

    (I just threw in the Chant and Uncharted because I had no idea what to put there.) Obviously, as currently built, it dies in a fire to fast combo since it's combo/prison, but maybe with a mix of GSZ, the new dude Crucible/Dryad Arbor/KotR and some hatebears that becomes a solvable problem? GSZ means you can Teeg game 1, and Tutor means you can throw in a few other pieces of combo hate MD at little cost. (hello singleton 3sphere?)

    Maybe you could combine Solemnity with some cards with Vanishing? Lost Auramancers, and.. oh snap Reality Acid. I think Chronozoa might just draw the game if you cast it with Solemnity out, since it's an eternal loop of token creation.
    Wouldn't this work better running a dual-engine with Replenish, so you could hard-lock (more or less) with Decree of Silence + Solemnity?

  8. #248
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    Re: Hour of Devastation [HOU]

    Quote Originally Posted by BenBleiweiss View Post
    Wouldn't this work better running a dual-engine with Replenish, so you could hard-lock (more or less) with Decree of Silence + Solemnity?
    Since Solemnity is weak to Abrupt Decay, it's only a hardlock against certain decks.

  9. #249
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    Re: Hour of Devastation [HOU]

    Quote Originally Posted by morgan_coke View Post
    Obviously, as currently built, it dies in a fire to fast combo since it's combo/prison, but maybe with a mix of GSZ, the new dude Crucible/Dryad Arbor/KotR and some hatebears that becomes a solvable problem? GSZ means you can Teeg game 1, and Tutor means you can throw in a few other pieces of combo hate MD at little cost. (hello singleton 3sphere?)
    .
    Yeah my first brainstorm tried to include an enlightened tutor package, a GSZ package, a solemnity/glacial/DD/crop rotation, wasteland/cruclibe/new green crucible, accelaration . . . and yeah it's hard to fit everything in.

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    Re: Hour of Devastation [HOU]

    Quote Originally Posted by morgan_coke View Post
    I think Chronozoa might just draw the game if you cast it with Solemnity out, since it's an eternal loop of token creation.
    It shouldn't. It says "When the last counter is removed, sacrifice it". There are no counters to be removed, so you won't have to sacrifice it. You'll need an outlet to keep sacrificing Chronozoas so you'll end up with an infinite number of Chronozoas. No draw there, just a very likely victory.
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    Re: Hour of Devastation [HOU]

    The new spoiled manland is pretty interesting, as it double as a sort of grave-hate. If the activation cost was i would've tried it for sure. At it seems a bit steep.



    It's 2, exile a land from target graveyard: 3/4 until EOT

    EDIT: nvm it's your graveyard, that's way worse.

  12. #252
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    Re: Hour of Devastation [HOU]

    Quote Originally Posted by BenBleiweiss View Post
    Wouldn't this work better running a dual-engine with Replenish, so you could hard-lock (more or less) with Decree of Silence + Solemnity?
    unless you win on the spot replenish is not a good deck. AND even then its questionable, since its expensive, and requires cards in grave.
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  13. #253

    Re: Hour of Devastation [HOU]



    Seems like a possible player in Modern, but I don't think it's good enough for Legacy. Definitely a powerful card, though.

  14. #254

    Re: Hour of Devastation [HOU]

    The vanishing cards can't trigger themselves, but they would activate once they died normally.

    A graveyard deck based on enchantments wouldn't be terrible. The big grave hate now is DRS and surgical, not debilitating stuff like RIP.

    Also, I don't think Crucible would be completely necessary. Just a nice combo with Dark Depths, and if you have Exploration/Wasteland then it helps on that angle too. Part of Crucible's charm in these decks is the combo with Smokestacks, which won't work here.

    Something like Wheel of Sun and Moon could work to counteract Gurmag, Snapcaster, Storm as well as give you an out to recycle your combo pieces eventually. Plus act as the mana advancement for Serra's Sanctum or Nykthos.
    Quote Originally Posted by Acclimation View Post
    I about died from laughter when I was watching my feature match and the commentators called Tinfins a difficult and challenging deck.

    I'm not saying it's the easiest deck to play, but the plan is so linear that I could probably get white girl wasted and still beat people with the deck.
    Quote Originally Posted by maharis View Post
    Imagine the trauma of a man who has seen Mom into Crusader enough to mainboard three Cabal Pits.

  15. #255

    Re: Hour of Devastation [HOU]

    OMG. Totally forgot about Sanctum and Nykthos. Yeah, those should totally be in there.

    Driven to Despair in like, an Azban token deck deck is insane. Honestly if you just connect with 2 creatures it's still probably worth it. 3-4 and it's pretty much a win on the spot.

    (Driven) 1G
    Your dudes get trample and curiosity

    (Despair) 1B
    Your dudes get bad hypnotic specter and menace

  16. #256

    Re: Hour of Devastation [HOU]

    Quote Originally Posted by morgan_coke View Post
    ...
    Driven to Despair in like, an Azban token deck deck is insane. ...
    It smacks of 'loose more' in the sense that it only helps you when you're already on the board. That said, it doesn't cost that much to cast and allows go-wide aggro decks to close the door pretty hard. I think you're looking more at stuff like affinity, elves or dredge than something like a grindy abzan value plan.

  17. #257

    Re: Hour of Devastation [HOU]

    Quote Originally Posted by rufus View Post
    It smacks of 'loose more' in the sense that it only helps you when you're already on the board. That said, it doesn't cost that much to cast and allows go-wide aggro decks to close the door pretty hard. I think you're looking more at stuff like affinity, elves or dredge than something like a grindy abzan value plan.
    I see it as more of an Anthem/Equipment type thing. If you're already full of tokens, this makes them close out the game.

  18. #258
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    Re: Hour of Devastation [HOU]



    I mean I know skullclamp can be broken much easier than with this . . . . but I really want to use skullclamp with this

  19. #259

    Re: Hour of Devastation [HOU]

    Quote Originally Posted by morgan_coke View Post
    I see it as more of an Anthem/Equipment type thing. If you're already full of tokens, this makes them close out the game.
    Right, the question is how often does Abzan tokens lose where it 'got full of tokens', but then failed to close out the game?

  20. #260
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    Re: Hour of Devastation [HOU]

    honestly, it doesn't take much to make the card usable. If you hit with the same guy twice (maybe a 1/1 flyer) it'll pay off as a 2-for-1 (or if you cast both halves the same turn and hit once.) Putting that next to Blossom or Lingering Souls could easily turn the card into a 4-for-1.

    I think it's worth noting that it's combo disruption (discard) and resistant to discard so it has potential to be quite usable. It's not amazing disruption, but I know there have been many times where I'm swinging with 3 guys for like.. 3-4 damage in DGA or something and this card giving you something relevant to do seems ok.

    Lastly, it combines really well with Collective Brutality since a T1 DRS, T2 Brutality + Mom pitching this, T3 swing for 2 discard two isn't bad. Not amazing, but in the same way Brutality is OK for fair games and ok for combo games, this card sits in between as a possibly relevant card.

    My guess is probably not, but it's a pretty huge effect.
    EDIT: It could be good in BUG Faeries,
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