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Thread: [DTK] Dragons of Tarkir spoiler thread

  1. #221
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by maharis View Post
    I know, right?

    Does Elves play this card?
    no, 4 mana is too much to not win the game...plus it increases fails on glimpse
    Play 4 Card Blind!

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  2. #222

    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by maharis View Post
    I know, right?

    Does Elves play this card?
    I doubt Elves will want it, but there's gotta be some combo that wins the game either on the spot, or on the next turn. With Worldly Tutor, Brainstorm, Top, hell, even Congregation at Dawn, there could be something here.

    The big IF here is if there exists a win that is just two CMC >= 3 creatures.

  3. #223
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by maharis View Post
    I know, right?

    Does Elves play this card?
    GW Maverick? Is that still a thing?

  4. #224
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    Re: [DTK] Dragons of Tarkir spoiler thread

    I like the GW edh Dromoka. I like also the old Dromoka. I thing I'll build something. For now I'm considering simply a 300 cards GW tower deck.
    Because fuck deck-building.

    edit:
    Also, seeing all those amazing new cards makes me want to play Standard. While there are people that simply rotate in-and-out the burn spells and thus keep themselves in Type II without spending much money, I'd love to be That GW Guy. It really looks like the nowadays Standard might be funny with GW, as there are amazing lands available*, lots of removal** and quite some nice creatures.
    *) temples and fetches? Count me in!
    **) It's amazing that it took fifteen years until WotC made a good white removal (PtE), but ever since then they made a few more, and this Standard is quite full of it. Heck, a format where rake is legal? I must play that...

  5. #225
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by iamajellydonut View Post


    Hrngggggg
    4+ Mana is **insane** in Legacy. We are talking Jace mana, in a format full of Stifle, Daze, Wasteland and Spell Pierce. Any Green deck that would max out on 4x Green Sun's Zenith (which is simply a better, more flexible version of this card) and *still* want more search would just play Natural Order, since it basically wins upon resolution. I just can't think of any deck that would play a card like this without first maxing out on the other options.

    edit: maybe I am confusing Standard-excitement for Legacy considerations, sorry if I rained on anyone's parade

  6. #226

    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by wcm8 View Post
    4+ Mana is **insane** in Legacy. We are talking Jace mana, in a format full of Stifle, Daze, Wasteland and Spell Pierce. Any Green deck that would max out on 4x Green Sun's Zenith (which is simply a better, more flexible version of this card) and *still* want more search would just play Natural Order, since it basically wins upon resolution. I just can't think of any deck that would play a card like this without first maxing out on the other options.

    edit: maybe I am confusing Standard-excitement for Legacy considerations, sorry if I rained on anyone's parade
    Maybe in gw junk. Finding a goyf and a knight seems good. Prolly just for the SB when you side out teeg for card advantage.
    “Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

  7. #227

    Re: [DTK] Dragons of Tarkir spoiler thread

    Collected Company seems good it's banworthy in Modern. If it were sorcery speed it would've been unplayable. Definitely legacy playable, it's splashable too.

  8. #228

    Re: [DTK] Dragons of Tarkir spoiler thread

    Wow instant. I didnt even read the card type, it was obvious for me that this is a sorcery...

    2 surprise blocker to make it a 4 for 1 and you gain tempo xD. Or just the ideal card you want after a mass removal!
    But banworthy I dont think so, you still could turn up 6 noncreatures, your opponent will expect something if you leave 4 mana open and it limits your deckbuilding (bad with tasigur too much cantrips ect...).

    Im kinda hyped since I know its an instant but I still consider it as a "fair" card.
    “Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by death View Post
    Collected Company seems good it's banworthy in Modern. If it were sorcery speed it would've been unplayable. Definitely legacy playable, it's splashable too.
    I quite like this card with Lim Dul's Vault.
    Pretty serious requirements though: UBG and the winner costs 4 mana.
    Maybe just Jace or Brainstorm Emry on top and then cast Collected Co.

  10. #230
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    Re: [DTK] Dragons of Tarkir spoiler thread

    What can you realistically pull to make it worth it? 4 mana is NO territory, instant or not.

  11. #231

    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by Barook View Post
    What can you realistically pull to make it worth it? 4 mana is NO territory, instant or not.
    Instant or not changes everything. So much easier to resolve. With an ethersworn canonist out its like 100% sure you resolve it. What can you pull? Thats the fun nobody knows so your opponent cant really prepare for it.
    If you get something slightly better then a goyf, like a goyf and mother of runes, or a stoneforge + something its wroth it, isnt it?
    Its not like NO its more like a Maverick Ringleader!
    “Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

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    Quote Originally Posted by T-101 View Post
    I doubt Elves will want it, but there's gotta be some combo that wins the game either on the spot, or on the next turn. With Worldly Tutor, Brainstorm, Top, hell, even Congregation at Dawn, there could be something here. The big IF here is if there exists a win that is just two CMC >= 3 creatures.
    It's sort of like Glimpse, except you can do it at their EOT and you don't accidentally draw your Hoof -- in fact you can bury it for that NO you have in hand.

    Quote Originally Posted by Mr.C View Post
    GW Maverick? Is that still a thing?
    Its been top-8ing a lot... I could see an even more creature-dense GW hate bear deck using this too. The creatures don't have to be green!

    Quote Originally Posted by Barook View Post
    What can you realistically pull to make it worth it? 4 mana is NO territory, instant or not.
    EOT SFM-TNN seems good. Even if one of those creatures is the only target in your top 6 it's insane as it's basically a GSZ for them. That's just off the top of my head.

    Quote Originally Posted by death View Post
    Collected Company seems good it's banworthy in Modern. If it were sorcery speed it would've been unplayable. Definitely legacy playable, it's splashable too.
    Well, it's comparable to GSZ, Glimpse, and Pod, which are all banned, so yeah. Hopefully it's the tiniest bit less broken. I guess it doesn't do anything with a Rhino, but who cares when you hit Ewit and x value creature then do it again?

  13. #233
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by HdH_Cthulhu View Post
    Instant or not changes everything. So much easier to resolve. With an ethersworn canonist out its like 100% sure you resolve it. What can you pull? Thats the fun nobody knows so your opponent cant really prepare for it.
    If you get something slightly better then a goyf, like a goyf and mother of runes, or a stoneforge + something its wroth it, isnt it?
    Its not like NO its more like a Maverick Ringleader!
    Except Ringleader can be cheated into play for free, while you always have to pay for this.

    Are there any game-winning combos with two 3cc or less creatures that you can set up with Congregation at Dawn?

    There's the Cephalid Breakfast combo, but that is rather meh. Anything else?

  14. #234

    Re: [DTK] Dragons of Tarkir spoiler thread

    In Bant colors there would be a winning stack, given your opponent has nothing, but since you resolved these spells this should be the case:

    EOT get Painter's Servant and Trinket Mage, search for Grindstone, on your turn play and activate Grindstone.

    I know this is bad, but it was the only thing I came up with off top of my head...

  15. #235
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    Re: [DTK] Dragons of Tarkir spoiler thread

    I mean, I get that it's 4 mana and that it searches for creatures, but even skipping over that the card is an instant, Collected Company has SUCH different functionally as compared to GSZ or Natural Order.

    It is not an all-in. It does not try to go one-for-one. It is not limited to green creatures. It is discounted card advantage at instant speed. Whether it revolutionizes Legacy or not, it is still the strongest card with the most potential that has been spoiled thus far.

    Edit: Sent from shit phone.

    Quote Originally Posted by Barook View Post
    Except Ringleader can be cheated into play for free, while you always have to pay for this.
    TANSTAAFL

    And how do you get goblins into play after?
    Quote Originally Posted by sdematt View Post
    tits.

  16. #236

    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by iamajellydonut View Post
    The best card will always be the best card. It's been this way for almost twenty-two years. There's no reason True-Name Nemesis should be treated as a vile anomaly.
    The reason TNN should be treated as a vile anomaly is that it was pushed in a format that would never impact any other formats than Legacy and Vintage. It was designed to be broken and in the process to further break already broken eternal formats.

    That's kind of the definition of a vile anomaly.

  17. #237

    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by Asthereal View Post
    I quite like this card with Lim Dul's Vault.
    Pretty serious requirements though: UBG and the winner costs 4 mana.
    Maybe just Jace or Brainstorm Emry on top and then cast Collected Co.
    Emrakul isn't a target for Collected Company. The best you could probably do is a 2 card combo of some cheap creatures that wins the game the following turn. I can't really think what that would be but I'm sure it's out there somewhere.

  18. #238

    Re: [DTK] Dragons of Tarkir spoiler thread

    So I've been pondering Collected Company after seeing that my shopping carts containing Congregation at Dawns are mysteriously empty upon waking up...

    I haven't come up with anything that screams "ZOMG so busted," but there are 3 that seem noteworthy.

    1) Quillspike + Devoted Druid combo. If you EOT it, you can untap and make an arbitrarily large dude. Still folds to 1 removal spell, and you have to actually untap with the Druid for this to work, but it IS Modern legal.
    2) Happy83's Painter + Trinket Mage for Grindstone. You can EOT it, and on your turn you should have 4 mana to cast + activate Stone. Kills on a different axis than attacking, which can be nice. Can replace Painter with Welder in some situations.
    3) Old school Cephalid Illusionist + Kor Damage Redirection Dude. Mill yourself, get Narcomoebas for Dread Return on Lab Man. Note that since you get to find 3 guys with Congregation, you can find Emrakul in addition to Caphalid and Kor Dude. C.C. will put the Emrakul directly on the bottom of your library, and there is probably a reason that is helpful, but I cannot think of it.

  19. #239

    Re: [DTK] Dragons of Tarkir spoiler thread

    What about Collected Company as a supplemental card Aluren or Food Chain combo decks? Fire out a Sea Gate Oracle and a Raven Familiar eot and then combo out on the following turn.

  20. #240
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    Re: [DTK] Dragons of Tarkir spoiler thread

    Quote Originally Posted by T-101 View Post
    So I've been pondering Collected Company after seeing that my shopping carts containing Congregation at Dawns are mysteriously empty upon waking up...

    I haven't come up with anything that screams "ZOMG so busted," but there are 3 that seem noteworthy.

    1) Quillspike + Devoted Druid combo. If you EOT it, you can untap and make an arbitrarily large dude. Still folds to 1 removal spell, and you have to actually untap with the Druid for this to work, but it IS Modern legal.
    2) Happy83's Painter + Trinket Mage for Grindstone. You can EOT it, and on your turn you should have 4 mana to cast + activate Stone. Kills on a different axis than attacking, which can be nice. Can replace Painter with Welder in some situations.
    3) Old school Cephalid Illusionist + Kor Damage Redirection Dude. Mill yourself, get Narcomoebas for Dread Return on Lab Man. Note that since you get to find 3 guys with Congregation, you can find Emrakul in addition to Caphalid and Kor Dude. C.C. will put the Emrakul directly on the bottom of your library, and there is probably a reason that is helpful, but I cannot think of it.
    Off the top of my head, I can add a few more creature combos:

    Laboratory Maniac / Divining Witch (Upkeep activate witch for a card not in your deck)
    KotR (or Weathered Wayfarer) / Vampire Hexmage (With a depths in the deck)

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