"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
Just for the heck of it...
The inclusion of dwarves feels like a bait-n-switch in a similar manner to the minotaurs in Theros block, but worst. Why are these dwarves in white?
Balthor did not die for this.
/vorthos
P.S. - to stay on topic, have most of what's needed for Solidarity, except for the obvious Candels. Aetherworks looks so fun and stupid, I'm contemplating spending $1200 on a playset. If I refi my house...
I bought some Dwarven Recruiters just in case. I felt $2 was a reasonable cost.
Just had an idea, Aetherflux Reservoir plus Lich in a Mono-Black "Storm" deck! So bad you won't even believe it!
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
Intervention Pact + Madcap Experiment into aetherflux reservoir can kill them in one hit?
I texted this to a friend earlier.
You have to flip a lot of cards, which you unfortunately can't control, but wouldn't it be so worth it?
Intervention Pact gains you life equal to the damage it prevents.
So you have Reservoir on the bottom of your library and are at 20 (for example). You cast Madcap, hold priority, Intervention Pact choosing Madcap. You flip ~ 40 cards and Reservoir hits the field. 40 damage assigned and prevented, 40 life gained, pay 50, gg
Been loving all this Aetherowks Reservoir talk, the card is just cool. Realized it's also good in multiples to get you to 50 just that much faster. I'm surprised they didn't make it lengendary.
Yeah. . . umm best I can come up with is to play a lot of:
Ancient Stirrings
Fertile Thicket
Hideaway lands
Scry Duals
Oath of Nissa
Preordain
Serum's Visions
?
Yeah - there a lot better things to do with Madcap.
That said regarding - the Reservoir:
Look at it this way:
Turn 1 - Land
Turn 2 - Fetch - Instant (removal/draw/whatever)(7 cards in hand) (lets assume you lose 4 life every other turn so, every other due to the fact that you will be removing cards every now and then . . . 15 life)
Turn 3 - Fetch - Instant (removal/draw/whatever)(6 cards in hand) (14 life)
Turn 4 - Fetch - Aetherwork (5 cards in hand)(10 life)
Turn 5 - Cast 3 instants, assume one is a draw (4 cards in hand)(Gain 9 life + 10 from turn before = 19 life)
Turn 7 - Cast 3 instants, assume one is a draw (3 cards in hand)(Gain 9 life - 4 + 19 from turn before = 24 life)
Turn 8 - Cast 3 instants, assume one is a draw (2 cards in hand)(Gain 9 life + 24 from turn before = 33 life)
Turn 9 - You can afford to slow down . . you up a lot of life, you cast a crap ton of instant, you might have removed a bunch of cards. . . build you hand up and repeat this process until you have 50 life and then win. . .
Really you just need a deck that is:
4 Aetherwork
20-24 lands
32-36 Instants.
That's it really.
Not really surprised, it's price was almost all hype really. Did you ever see it played in a real deck outside Standard?
If you go that route though, I think you want to play some way to give your chosen dude Haste. I'd say Faithless Looting with Anger but he isn't Modern legal. Or are we thinking Legacy?
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
E.g. combo with Enlightened Tutor.
If you're hitting 3 spells per turn, the difference between instant and sorcery speed is relatively small (6 life or 9 life). I think you're better off with the free-cycling cards at that rate.That said regarding - the Reservoir:
....
It's obviously a Glimpse of Nature combo piece, duh
You play Glimpse, free cantrip things, and like Kobolds or Thopters or w/e is hipster. You draw your deck, you gain a stupid asston of life, you 1-shot your opponent. Hell, it might be sideboard tech for Elves! if they're in a match where they can get all the doods in play but can't swing with them, because... Moat? Or Terminus fear, or something?
I still like the Soulfire plan. 2 mana for a useful dork who is a 2/2 lifelinker in the early game to trade with opponent's threats or at least slow them down in a race. Midgame, it combos with Madcap. Late game, it doubles your lightning bolts and swords. Seems like a terribly decent thing.
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