Flame Dragon Posted January 27, 2013 Report Share Posted January 27, 2013 After my first prerelease I must say this was a very scary card. Also stupidly annoying to deal with if its on a Armored Transport Link to comment Share on other sites More sharing options...
Dementuo Posted January 27, 2013 Report Share Posted January 27, 2013 I put these on Spire Tracers instead. Unblockable 4/1s are scary, and it makes Bloodrushing for lethal damage even easier. Link to comment Share on other sites More sharing options...
Flame Dragon Posted January 27, 2013 Author Report Share Posted January 27, 2013 Yea, putting these on any form of evasive guy is annoying. Thank goodness I open unreal amounts of removal. Link to comment Share on other sites More sharing options...
Dementuo Posted January 28, 2013 Report Share Posted January 28, 2013 Were you that round 1 opponent I had who opened 5 or his 6 removal cards both games? =< Link to comment Share on other sites More sharing options...
Miror B Posted January 28, 2013 Report Share Posted January 28, 2013 Ohey you wanna block? Well you better be willing to lose 2 guys for it. Link to comment Share on other sites More sharing options...
Simping For Hina Posted January 28, 2013 Report Share Posted January 28, 2013 If this is one of the bigger threats there is and the others are more manageable, then I say, "Two for one is worth it." It is a great card, but still easy to take care of if you play the right hate. Got me stuck before in one game. Mind if you post your limited decklist? Link to comment Share on other sites More sharing options...
Flame Dragon Posted January 28, 2013 Author Report Share Posted January 28, 2013 I would never keep an opening hand of mono removal so no. I did keep a double removal, double enchanment, no creatures hand once but that was vs Boros and you need it there. Assuming your asking for my deck list. Don't remember the full Simic one (I remember 2 Simic Charms, Ætherize, Hands of Binding, Rapid Hybridization, Totally Lost, and splashed for Clan Defiance). Orzhov one was Land Orzhov Guildgate x1 Swamp x9 Plains x7 Creatures Thrull Parasite x1 Dutiful Trull x1 Basilica Screecher x1 Syndic of Tithes x1 Basilica Guards x1 Cout Street Denizen x1 Undercity Informer x1 Deathcult Rogue x2 Assult Griffin x2 Syndicate Enforcer x2 Alms Beast x1 Treasury Thrull x1 Other Spells Executioner's Swing x1 Murder Investigation x1 Gift of Orzhov x2 Arrows of Justice x1 Giddeon, Champion of Justice x1 Killing Glare x1 Angelic Edict x1 Link to comment Share on other sites More sharing options...
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