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Thread: [SCD] True-Name Nemesis

  1. #241
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    Re: [SCD] Identity Nemesis

    I think this card is really really good. The problem is that it has to enter the battlefield before turn 3. At that point unless you are a control deck the game it's almost decided.
    I feel a Bant deck with this guy and Tarmogoyf has a lot of potential. Maybe a counter-top deck? Maybe with Stoneforge? One thing it's clear for me, by it's own he doesn't win games, it's not like you can include it in any deck with blue and hope it will be unbeatable.

  2. #242

    Re: [SCD] Identity Nemesis

    Lets see which decks play nice with TNN:

    - Tempo decks are probably a no-go since they don't like to have to have more than 2 mana.
    - Control decks and Combo deck most likely not.
    - Decks without blue obviously can't use him.
    + Merfolk decks obviously.
    + Any of the mid-range blue decks can use him (Shardless, Bant, Deathblade, StoneBlade)
    + Misc blue decks.

    I think the BEST home would be Bant or merfolks. Nobles get him out on turn 2 and boost his power while SFM can give him good equips. Merfolks can boost him, can run Caverns/aether vial to make him uncounterable.

    EDIT: Merfolk decks are going to take a shit on RUG decks. Basic lands that don't care about Wasteland and Stifle, Aether Vial/Caverns for counter immune TNN, and lords to ensure they are too big for bolts AND a creature that can chump Gofy all day long? Poor RuG.

  3. #243

    Re: [SCD] Identity Nemesis

    Quote Originally Posted by DragoFireheart View Post
    Poor RuG.
    I never want to read something like that again. Shame.

    Also, can't you Stifle it's Protection ability? It's a CIP effect to choose a player. Can Leyline of Sanctity stop it? If so, it makes it a way worse Clique. I'm also excited to see Baleful Strix getting a bit more common now, at least it's in one of the decks (the one with TNN, no less).

    -ABC

  4. #244
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    Re: [SCD] Identity Nemesis

    Quote Originally Posted by Secretly.A.Bee View Post
    I never want to read something like that again. Shame.

    Also, can't you Stifle it's Protection ability? It's a CIP effect to choose a player. Can Leyline of Sanctity stop it? If so, it makes it a way worse Clique. I'm also excited to see Baleful Strix getting a bit more common now, at least it's in one of the decks (the one with TNN, no less).

    -ABC
    No you cannot Stifle him, it is not a CIP ability, it says "As it enters the battlefield" and as such, does not use the stack, ergo you can't respond to it.

    Additionally it does not target, so Leyline will not help, it only tells you to "choose a player."
    "The Ancients teach us that if we can but last, we shall prevail."
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  5. #245

    Re: [SCD] Identity Nemesis

    Quote Originally Posted by Secretly.A.Bee View Post
    I never want to read something like that again. Shame.
    Heh, the hate is strong with you!

    WotC seems to like giving Tribal decks love lately. I don't think they intended to make blue more overpowered and wanted to help Merfolk with this guy. Then again, it is WotC...

  6. #246

    Re: [SCD] Identity Nemesis

    Quote Originally Posted by DragoFireheart View Post
    Lets see which decks play nice with TNN:

    - Tempo decks are probably a no-go since they don't like to have to have more than 2 mana.
    - Control decks and Combo deck most likely not.
    - Decks without blue obviously can't use him.
    + Merfolk decks obviously.
    + Any of the mid-range blue decks can use him (Shardless, Bant, Deathblade, StoneBlade)
    + Misc blue decks.

    I think the BEST home would be Bant or merfolks. Nobles get him out on turn 2 and boost his power while SFM can give him good equips. Merfolks can boost him, can run Caverns/aether vial to make him uncounterable.

    EDIT: Merfolk decks are going to take a shit on RUG decks. Basic lands that don't care about Wasteland and Stifle, Aether Vial/Caverns for counter immune TNN, and lords to ensure they are too big for bolts AND a creature that can chump Gofy all day long? Poor RuG.
    I wasn't very hot on TNN in Merfolk but this actually seems pretty good since RUG is a huge part of most metas.
    "We are goblinkind, heirs to the mountain empires of chieftains past. Rest is death to us, and arson is our call to war."

  7. #247

    Re: [SCD] Identity Nemesis

    It's their Jace IMHO. If it's not AT LEAST a 3-of in every merrow build I ever see, I will honestly not be sure if anything I believe is true ever again.

    -ABC

  8. #248
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    Re: [SCD] Identity Nemesis

    It is a perfect card for Faerie Stompy. Not a four-of, but still it's powerful. Guaranteed connections of Jitte/SOXY is what the deck always wanted and this dude is more serious than any Drake ever.

  9. #249

    Re: [SCD] Identity Nemesis

    I think it's going to do well in any deck playing Deathrite Shaman, Stoneforge Mystic is just icing on the cake. Uwb seems like a pretty obvious house right now.

  10. #250

    Re: [SCD] Identity Nemesis

    Quote Originally Posted by Bed Decks Palyer View Post
    It is a perfect card for Faerie Stompy. Not a four-of, but still it's powerful. Guaranteed connections of Jitte/SOXY is what the deck always wanted and this dude is more serious than any Drake ever.
    Not quite perfect. It does have UU in its casting cost, after all.
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  11. #251
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    Re: [SCD] Identity Nemesis

    Quote Originally Posted by Goaswerfraiejen View Post
    Not quite perfect. It does have UU in its casting cost, after all.
    My thoughts exactly, how could anything without 2 colorless be perfect for Faerie Stompy?

  12. #252
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    Re: [SCD] Identity Nemesis

    Believe it or not, I won’t be playing this guy in my Merfolk deck anytime soon. I played a great deal of Merfolk last week, including going 4-0 at a small tournament, so what I am going to say is not simply theory crafting.

    When I was playing last week, I tried to make a mental note of whether Coralhelm Commander would have been better off as TNN. The answer was… not in a single game. Having flying, costing 2 mana (the sweet spot for Vial), being an awesome mana-sink, and being an additional lord were always far superior in my testing.

    Some of Coralhelm’s key plays last week were blocking Geist’s angel token when I was below 5 life, blocking an Insectile Aberration that was quickly threatening to run away with the game, and finishing off multiple combo opponents by going ultimate and pumping the whole team. I also found the security of knowing that I should almost always keep Vial at 2 extremely helpful.

    Trust me; 1UU is just not worth it in Merfolk. If I would cut anything for TNN, it might be Reejerey, but the fact that Reejerey only costs one blue mana and acts like a combined Goblin Warchief and Chieftain (minus giving haste) make me very skeptical about cutting him. TNN may turn out to be an all-star in some other deck, but I predict that it will not be Merfolk. I say this knowing that I may have to eat my words in the future, but that risk is some of the fun in making predictions anyway.

  13. #253
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    Re: [SCD] Identity Nemesis

    Nemesis feels far more of a multicolor midrange / midrange-leaning tempo (TA, Patriot) card to me than a Merfolk card.
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  14. #254
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    Re: [SCD] Identity Nemesis

    This it - its really worth.

  15. #255

    Re: [SCD] Identity Nemesis

    You just posted a list in merfolk that had at least 3 TN in the main, fatal. Did I miss something?

    -ABC

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  16. #256
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    Re: [SCD] Identity Nemesis

    Quote was missing ;)

    I wasn't very hot on TNN in Merfolk but this actually seems pretty good since RUG is a huge part of most metas.
    Merfolks with SFM is probably one of the best home for TNN, Deathrite Blade is probably second one, but it missing important part which merfolks has - pumping to dodge Golgari Charms/E.Plague.

  17. #257

    Re: [SCD] Identity Nemesis

    Actually, we do have pump in the form of Zealous Persecution, which is pretty good, and was used in Esperblade (which will see a comeback of drastic proportions imo due to the TNN) along with Lingering Souls, which I'm guessing is even more useless now that we have this. It's still good at generating tempo, but I think TNN surpasses that need for some much needed win-condition.

    I am not sure which blade list is going to be best, but I do feel that SoFI is gonna make a lot more lists now. 7 damage guarunteed a turn plus a card draw? Yes, please.

    -ABC

  18. #258
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    Re: [SCD] Identity Nemesis

    I wrote a short article about TNN and its questioned impact for Legacy. As much as I was on the "sky will fall" side, after some thought favored by valid points in this topic I came to conclude that, because of it being a creature essentially just devoted to combat phase, it won't shake things upside down so deeply.

    Here
    (In italian, easily understandable by english and french imo// use a proper translator as BabelFish or Google)
    Quote Originally Posted by Pastorofmuppets View Post
    you just want us to do that because of your Silences, you sly dog.
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  19. #259

    Re: [SCD] Identity Nemesis

    Quote Originally Posted by Piceli89 View Post
    I wrote a short article about TNN and its questioned impact for Legacy. As much as I was on the "sky will fall" side, after some thought favored by valid points in this topic I came to conclude that, because of it being a creature essentially just devoted to combat phase, it won't shake things upside down so deeply.

    Here
    (In italian, easily understandable by english and french imo// use a proper translator as BabelFish or Google)
    Thanks for the write-up

    I tried to read it in English and it's really difficult to understand.

    Nemesis would give it an excellent weapon to resist in those matchup where the large number of removal on his knees during the initial assault of Men Muscle Blue, allowing you to tuck the last lethal damage before the incremental benefit dell'opponent

  20. #260
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    Re: [SCD] Identity Nemesis

    From the translation I was able to make out most of it. I agree with your assertion that most natural choices for TNN will be Team America (BUG Delver) and Patriot. Team America is a good home because it can reliably disrupt opponents long enough for TNN to finish them off, doesn't have a weak combo matchup (assuming combo could get a boost from the introduction of TNN to the format) and can cast it turn 2 with Shaman. I think TNN fits right in to the plan. Same with Patriot. Patriot doesn't really need the 6dmg clock from Geist, it is mainly interested in the untargetability and TNN does a better job in that slot. In addition to what Geist does, TNN can also block Tarmogoyfs, attack through Strix and Tarmogoyf and can really carry that Jitte home through anything. Also, like you mention in your article, it is easier to cast than Geist. If I were to play Patriot now I think I would just slam 3 TNN in there.
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