Diablo ha scritto:Damping Matrix si riferisce solo ai permanenti, e non impedisce di ciclare una creatura.
109.02 Se una magia o abilità usa una descrizione di un oggetto che include un tipo di carta o sottotipo ma non include la parola “carta”, “magia”, “fonte” o “intrigo”, si riferisce ad un permanente di quel tipo di carta o sottotipo sul campo di battaglia.
generalezargon ha scritto:per guanto riguarda la matrice secondo me una di main ci può stare ma non di più semmai un altra in side..io gioco 4 caovalcatori per massimizzare il land denial
Magisternox ha scritto:Se provassimo a focalizzarci su carte tra i 4/5 mana che l'oppo piange non appena le vede , cose del tipo che danno enormi vantaggi magari anche a 6 mana , cosicchè , se pescate al turno 5+ , sono molto buone e giustificano la monocopia (particolarmente indicata più per lo slow playing che il fast killing) .
Joel Calafell ha scritto:Why was Living End such a good choice for Grand Prix Antwerp?
Let me say it clearly: the real reason why Living End was such a good choice is because NO ONE was prepared for it. I felt this was the case when looking through a lot of sideboards that were being played before the Grand Prix.
Jund Charms, Rakdos Charms, Rest in Peace, Relic of Progenitus, Ethersworn Canonist were almost nowhere to be seen, and it looked like Living End was in nobody’s mind, really.
Joel Calafell ha scritto:Isn’t Deathrite Shaman or Scavenging Ooze a real problem for the deck?
In fact, I think the existence of those two creatures is what has helped the most, it helped the deck to stay under the radar… But are they really that much of a problem?
If you think of it, Deathrite Shaman can’t even stop you from going off when you are on the play. When cycling once per turn + Street Wraith shenanigans, there's no way they can race you while spending one mana every turn on doing literally nothing. Moreover, you don’t need to have a lot of creatures to turn a lethal Living End: Sometimes getting one Street Wraith and one Monstrous Carabid into play on turn 3 while killing Deathrite Shaman and Tarmogoyf on the way can be enough to end the game.
And that’s not even considering plan B: You are on the draw and they have managed to put multiple Deathrite Shamans/Scavenging Oozes into play? Just Cascade into your first Living End to clean up the board and hold your cycle cards for a while. After that, start cycling again and go for your second Living End: Sure, they might have some 1/2s and 2/2s on board after that, but your side of the table will be MUCH bigger regardless. But there’s more: You have Dismember and Beast Within to deal with any of those if required as well.
I must say multiple Thoughtseizes were far more scary than any Deathrite Shaman start.
Joel Calafell ha scritto:2 Dismember – There are a lot of reasons to include it in the maindeck. First of all, the deck never does anything on turn 1 or 2 other than cycling, so it is always good to have some “curve” after all. Deathrite Shaman, Scavenging Ooze or even Birds of Paradise/Noble Hierarch into Birthing Pod could be a real problem while on the draw, so this solves all those situations as well. But that’s not all: UWR will also have a hard time killing you without that Vendilion Clique or Restoration Angel they managed to sneak up before you had Violent Outburst… If you kill their first threat, they will be probably too afraid to tap out again…
Joel Calafell ha scritto:0 Simian Spirit Guide – I never liked this card in the first place, but in this deck I don’t think it makes any sense at all. This deck wants to “break the symmetry” with a big effect that kills some creatures on the other side of the board while building a decent graveyard on our side at the same time. A turn 2 Living End will accomplish none of the aforementioned, because it will be just too early for that. Some other reasons like “it allows you to cast Violent Outburst by surprise”, or “it lets you pay for that Mana Leak by surprise”, or even just “It helps you to cycle faster”, seem just quite clunky to me.
I wanted the deck to be as much solid as possible, and that’s why I would recommend you to not play them: They are, by no means, necessary at all.
Joel Calafell ha scritto:Ricochet Trap.The card works wonders against to combat countermagic against UWR and Splinter Twin overall, but it has a lot of hidden uses in those matchups as well. The less obvious one is that it virtually annuls any Snapcaster Mage into Lightning Bolt, which is the easiest way you have to lose if they ever enter the race mode against you.
Joel Calafell ha scritto:3 Sudden Death – This card is pretty much self-explanatory. What is the best possible card against Splinter Twin you can think of? Yes, I guess that has to be Torpor Orb, but now think of something you don’t really want to cascade into and lose to a single Ancient Grudge in game three.
In my testing, Sudden Death was just game breaking. Not only was it savage when they just fell into it with multiple counters in hand, but even when playing around it, you would eventually have a big edge in the long game, as it permits you to get plenty of turns. After all, Twin is not a deck precisely known for its consistency in the long game (it has a lot of clunky draws; repeated combo pieces, etc.). Meanwhile, the Living End deck can cycle through many cards and find multiple Cascade spells and Ricochet Traps, which will end up being game defining given enough time.
Jonathan Livingston ha scritto:Il mazzo è economico ma mica tanto... sono solo 120 di fetch, 80 di fulminatore, 40 di cliffs... alla fine giocare competitivo ha comunque e senza discussioni un costo importante.
P(L)AY TO WIN
Jonathan Livingston ha scritto:Il mazzo è economico ma mica tanto... sono solo 120 di fetch, 80 di fulminatore, 40 di cliffs... alla fine giocare competitivo ha comunque e senza discussioni un costo importante.
P(L)AY TO WIN
BlackBonesBong ha scritto:Come si comporta pero Fulminator Mage con Blood Moon in campo ? Possiamo comunque distruggere le terre non base diventate montagne giusto ?
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