Marvel's Spider Man
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Registered: 30-May-2010 16:01
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22-Jan-2013 17:18 (Last edited: 22-Jan-2013 17:20)
31
toranaga wrote:Nu stiu cum au fost seturile trecute, power-ul cartilor comune si necomune punandu-si amprenta. In setul asta cred insa ca 3/5 e o carte care mie personal imi va face cu ochiul, iar basilica ma va atrage mai mult decat Boros Elite (notata cu 2.5), care merge doar intr)o strategie...agressive.
Daca tot ai inceput cu orzhov, cum de nu mergi pe negru, si dimir, apoi albastru si simic, green si gruul, red si boros?

Boros Elite poate trebuie notata cu 2.0 dar am zis ca e un 1 drop cu potential si poate va fi jucata in mai mult de atat. O data cu aparitia DGM va putea fi jucat si in selesnya sau alte arhetipuri. Plus, daca vad un Boros Elite first pick si nimic altceva bun voi fi tentat sa il aleg - deci ma atrage in culoarea sa.

Am inceput cu Alb (prima culoare in ordinea WUBRG stabilita de Wizards si am ales cate o ghilda care sa cuprinda culorea prezentata in acea zi - plus, aveam chef sa comentez Orzhov. Imi place foarte mult cum se prezinta deckul in limited. E genial sa poti sa faci stall atat de mult timp si in acelasi timp sa scazi viata adversarului pas cu pas.
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Registered: 13-Jul-2009 18:15
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Tocmai de asta ti-am zis negru si dimir. Ce vei alege pentru negru daca nu orzhov sau dimir? :P
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Registered: 15-Oct-2009 12:54
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TudorGrigoroaia wrote:Boros Elite poate trebuie notata cu 2.0 dar am zis ca e un 1 drop cu potential si poate va fi jucata in mai mult de atat. O data cu aparitia DGM va putea fi jucat si in selesnya sau alte arhetipuri. Plus, daca vad un Boros Elite first pick si nimic altceva bun voi fi tentat sa il aleg - deci ma atrage in culoarea sa.

Nu esti consistent. Notezi dupa limited sau notezi dupa standard? Cum adica ai ridicat nota pentru ca dupa ce iese DGM va putea fi jucata in alte arhetipuri? Nu cred ca asta are vreun efect asupra notei de limited (actual).
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vikirosen wrote:
TudorGrigoroaia wrote:Boros Elite poate trebuie notata cu 2.0 dar am zis ca e un 1 drop cu potential si poate va fi jucata in mai mult de atat. O data cu aparitia DGM va putea fi jucat si in selesnya sau alte arhetipuri. Plus, daca vad un Boros Elite first pick si nimic altceva bun voi fi tentat sa il aleg - deci ma atrage in culoarea sa.

Nu esti consistent. Notezi dupa limited sau notezi dupa standard? Cum adica ai ridicat nota pentru ca dupa ce iese DGM va putea fi jucata in alte arhetipuri? Nu cred ca asta are vreun efect asupra notei de limited (actual).

Discutia de aici e strict legata de Limited.
De cativa ani in Limited se poate vorbi de arhetipuri specifice. Cred ca se si chinuie mai mult sa le faca viabile.
Vorbeam de Boros Elite ca va fi bun in limited si alaturi de selesnya cand iese Dragon's Maze pentru ca se va drafta DGM-GTC-RTR.

@Ovi: Am inteles cum ziceai tu sa le cuplez insa am preferat sa merg pe color wheel. Da, negru il voi cupla cu Dimir miercuri.
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TudorGrigoroaia wrote:Vorbeam de Boros Elite ca va fi bun in limited si alaturi de selesnya cand iese Dragon's Maze pentru ca se va drafta DGM-GTC-RTR.

DGM nu influenteaza momentan valoarea cartii in limited. Actualmente nu exista DGM deci nu ar trebui sa-ti influenteze decizia. Cand o sa iasa, atunci poti sa revii si sa comentezi ca i-a crescut nota, dar pana atunci nu ai ce comenta la adresa setului urmator.
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vikirosen wrote:
TudorGrigoroaia wrote:Vorbeam de Boros Elite ca va fi bun in limited si alaturi de selesnya cand iese Dragon's Maze pentru ca se va drafta DGM-GTC-RTR.

DGM nu influenteaza momentan valoarea cartii in limited. Actualmente nu exista DGM deci nu ar trebui sa-ti influenteze decizia. Cand o sa iasa, atunci poti sa revii si sa comentezi ca i-a crescut nota, dar pana atunci nu ai ce comenta la adresa setului urmator.


Cred ca pot spune ce vreau despre o carte. Speculatiile cu privire la un format de draft despre care stim ca va fi folosit si va cuprinde GTC si RTR sunt cat de poate de bine primite in general. Discutia oricum era daca Boros Elite ar fi sau n-ar fi mai bun decat Basilica Guards ca sa merita 2.5. Am luat in vedere si draftul din primavara pentru a arata ca s-ar putea sa aiba o arie mai larga de arhetipuri decat Basilica Guards care nu cred ca va fi bun nici cu Azorius si nici cu Selesnya. Oricum ceea ce scriu eu aici e propria mea speculatie, poti sa o crezi sau nu, tu alegi.






UPDATE LA PRIMUL POST CU BLUE + SIMIC !
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Being a sorcery is the reason this card is only 2 mana but making this card an instant would not be all that important since the effect is best played as a sorcery since it gets tapped for a longer period of time. => no it doesn't :)
daca ar fi instant ai putea tine creatura tapat practic 4 ture (tura adversarului dat pe upkeep - deci nu ataca, tura ta, tura lui in care nu se untapeaza, iarasi tura ta)

Incursion Specialist - sunt de acord cu a doua propozitie, care cred ca se contrazice cu prima....deci nu cred ca "it is actually a good reliable card" -poate e bun dar nu "realiable" :)

Simic Manipulator: "I would suggest going Simic only if you draft this guy" ori invers :) ori cu cratima intre Simic si only.. sa nu inteleaga lumea gresit


Mi se pare ca este Knightly Valor all over again.. si este under-rated....again... intr-adevar nu da un 2/2...dar este mai ieftin. Daca pui pe o creatura cu evasion (si blue are destul) este excelent si adversarul are probleme....daca creatura nu are evasion dar ai un gate...gues what... oponentul probabil are probleme si mai mari (sa nu zic de o situatie frumoasa cand pui pe un flyer...dai damage in timp ce oponentul cauta disperat sa puna un flyer/reach sa te opreasca si tu joci un gate....gg). Eu personal as da 2.5 fara ezitare.

Urban Evolution - I will first pick this one if nothing else seems better. => Thank you Captain Obvious! (sry.. just had to do it :) )

Articol fain in continuare.. asteptam partea a 3-a
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Spoook wrote:
Mi se pare ca este Knightly Valor all over again.. si este under-rated....again... intr-adevar nu da un 2/2...dar este mai ieftin. Daca pui pe o creatura cu evasion (si blue are destul) este excelent si adversarul are probleme....daca creatura nu are evasion dar ai un gate...gues what... oponentul probabil are probleme si mai mari (sa nu zic de o situatie frumoasa cand pui pe un flyer...dai damage in timp ce oponentul cauta disperat sa puna un flyer/reach sa te opreasca si tu joci un gate....gg). Eu personal as da 2.5 fara ezitare.
Asta cu orice hexproof si e cam GG.
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23-Jan-2013 12:33 (Last edited: 23-Jan-2013 12:35)
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Partea proasta e ca nu prea sunt multe creaturi cu hexproof in format. Am vazut o creatura negra la 5 mana, 3/4 care necesita U pentru activare. Plus, sa nu uitam ca trebuie minim un gate in play. Trebuie luate in calcul mai multe.
Este o carte buna si in anumite circumstante foarte buna insa luata in a vacuum nu e extraordinara.

@ Gyula: Nu cred ca poate fi comparata cu Knightly Valor. Valor are Vigilance si oferea un blocker care putea fi populat. Unblockable e relevant dar condiionat. Ramane sa vedem cum va functiona.
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23-Jan-2013 12:37 (Last edited: 23-Jan-2013 12:37)
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TudorGrigoroaia wrote:Partea proasta e ca nu prea sunt multe creaturi cu hexproof in format. Am vazut o creatura negra la 5 mana, 3/4 care necesita U pentru activare. Plus, sa nu uitam ca trebuie minim un gate in play. Trebuie luate in calcul mai multe.
Este o carte buna si in anumite circumstante foarte buna insa luata in a vacuum nu e extraordinara.
Fair enough...probabil au stat cu morcov sa nu faca dimirul prea OP, dar mi se pare destul de buna cartea incat sa se renteze sa poti forta(cel putin sa incerc o data sa vada cum iese).
daca formatul e la fel de incet pe cat pare, atunci cred ca e legitim un asemenea combo.
EDIT: poate's eu prea mare fan de manafixing( == gates) si de'asta mi se pare fain
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Corect.. si oricum nu vreau eu sa conving pe nimeni de ce zic eu. Dar eu asa simt ca Knightly Valor castiga mai multe meciuri prin simplu fapt ca puneai pe un flyer un +2/+2 decat din cauza ca are vigilance. Normal vigilance ajute... si token pt populate ajuta...normal.

@Silviu...nici nu iti trebuie hexproof.. doar vreo 3-4 ture ca sa nu aiba adversarul un raspuns :)
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Spoook wrote:Corect.. si oricum nu vreau eu sa conving pe nimeni de ce zic eu. Dar eu asa simt ca Knightly Valor castiga mai multe meciuri prin simplu fapt ca puneai pe un flyer un +2/+2 decat din cauza ca are vigilance. Normal vigilance ajute... si token pt populate ajuta...normal.

@Silviu...nici nu iti trebuie hexproof.. doar vreo 3-4 ture ca sa nu aiba adversarul un raspuns :)
Asa e...in felul cum am zis eu ii vezi suferinta si dupa aia incepe sa se enerveze ca e broken..cum mai fac eu uneori :lol::
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Silviu wrote:
Spoook wrote:Corect.. si oricum nu vreau eu sa conving pe nimeni de ce zic eu. Dar eu asa simt ca Knightly Valor castiga mai multe meciuri prin simplu fapt ca puneai pe un flyer un +2/+2 decat din cauza ca are vigilance. Normal vigilance ajute... si token pt populate ajuta...normal.

@Silviu...nici nu iti trebuie hexproof.. doar vreo 3-4 ture ca sa nu aiba adversarul un raspuns :)
Asa e...in felul cum am zis eu ii vezi suferinta si dupa aia incepe sa se enerveze ca e broken..cum mai fac eu uneori :lol::

Did anyone populate that token? asa de curiozitate, ca eu nu tin minte sa o fi facut vreodata
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TehAuthor wrote:
Silviu wrote:
Spoook wrote:Corect.. si oricum nu vreau eu sa conving pe nimeni de ce zic eu. Dar eu asa simt ca Knightly Valor castiga mai multe meciuri prin simplu fapt ca puneai pe un flyer un +2/+2 decat din cauza ca are vigilance. Normal vigilance ajute... si token pt populate ajuta...normal.

@Silviu...nici nu iti trebuie hexproof.. doar vreo 3-4 ture ca sa nu aiba adversarul un raspuns :)
Asa e...in felul cum am zis eu ii vezi suferinta si dupa aia incepe sa se enerveze ca e broken..cum mai fac eu uneori :lol::

Did anyone populate that token? asa de curiozitate, ca eu nu tin minte sa o fi facut vreodata
am vazut o data cred...in rest era prea ocupata lumea cu centaurii aia
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TehAuthor wrote:hijack for this https://plus.google.com/u/0/events/cvsthjfvnag2lcgc4n0n7duh584?cfem=1
Sam Jarvis
8:56 PM - Public
my question is: would you say your penis is like a Reiver Demon or Juzam Djinn?

:lol: :lol: :lol: :lol: :lol:
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23-Jan-2013 23:52 (Last edited: 24-Jan-2013 00:45)
48
Part 3 UP!
Nu mai pot adauga la primul post (am atins maximul de caractere)


Also, post-ul lui Conley de astazi cuprinde, ca sa vezi Alb si Orzhov. Ne potrivim in mare parte, eu am fost mai darnic cu 0.5 in plus la cele mai multe dintre carti insa sunt si cateva carti la care se observa diferente mai mari (Blind Obediance, Boros Elite, Smite, Immortal Servitude etc)
LINK : http://magic.tcgplayer.com/db/article.asp?ID=10975


PART 3 - BLACK & DIMIR
-----------------------------------------------------------------------------------------------------------------------------------------------


[u]BLACK[/u]

Basilica Screecher


1.5 – I know that this bat is trying to act Orzhov but I feel he is at home in Dimir decks. Evasion is all that Dimir decks hope to have. They’ve got plenty in blue and dimir cards but a few black cards here and there with evasion are welcomed any time. Unlike the Sprite, this flyer can’t turn on the aggressive mode and we’ll just have to be ok with Extort on it which can act as a +1/+1 from time to time. Sadly he is pretty bad at blocking, all 1 / 2’s are. The best thing about the bat is that he will carry enchantments and be encoded a lot so that he becomes from a semi-unplayable card, a sought after one. Still, there are many better 2 drops out there, even for Dimir and Orzhov.

Balustrade Spy


2.5 – I believe that this flyer is a solid one since with its 2/3 stats he can block 2/2’s all day long. Besides blocking, he is a very good attacker by having evasion and 2 power. Its other ability is there just to grind the opponent some more in a grind centric deck (Grind is a mechanic that never got to print – Mark Rosewater intended on having it the Dimir mechanic for Gatecrash but he designed Cipher in the end – still tough, a lot of cards with the grind mechanic were printed in this set)

Contaminated Ground



0.5 – Some enchant lands are actually good but this one is a bad one. It reminds me of Chronic Flooding, a card that punished new players for thinking only the best case scenario. In truth, Chronic Flooding turned out to be a constructed plant that enabled self mill deck but this this ain’t worth it even in constructed. It is merely a sideboard card at best against 4-5 color decks. Sadly, those decks will run Black and therefore having only the 2 life loss for maybe once in a match but here I’m being optimistic.

Corpse Blockade

2,0 – Only now did I notice there might be a common Defender cycle of 1 / 4’s in GTC. The white one had extort and was good in Orzhov, the blue one was underpowered but had evolve to grow a little and now we have this defender which I think, it will turn out to be pretty good. Blocking 3/3, 2/3, 2/4 etc and being able to kill those creatures from time to time is relevant enough to play these guys in the most grindiest decks out there (looking at Orzhov but Dimir isn’t known for its short games either)


Crypt Ghast


1.5 – This guy is good but don’t be fooled by its power in constructed. In limited is not where his playground lies. He’s just a bear that ramps you a bit. Not sure if he can be on par with other for drops in the format that have better stats for limited. His ramp will only be relevant from time to time and since you won’t be playing mono-black any time soon then maybe he will just ramp with just 2-3 mana at most. I don’t think I would play this card if my deck doesn’t have at least one or two 6-7 drop.

Death's Approach


1.0 – Bad enchantment is bad. He may cost just one mana but sometimes and that’s maybe a lot of times he will just be a blank card. The best deck for him might be one with a lot of removal and when I say a lot I mean over 8-9 pieces. It always wants you to already be in the drivers seat by having already casted a bunch of removal. Not recommended for decks even if your removal is slim.
2.0 – Now I know I have criticized it a lot in the last paragraph but I think I found its place. If you play it with at least 5-6 mill cards it will be viable even though you do not play a ton of removal. Therefore, in a mill deck it will be an all-star and guess what? It will come as a 11th -12th pick so if you go the mill route some bonus cards will be awaiting you at the end of the pack, it seems.


Devour Flesh


3.0 – Devour Flesh is awesome. An edict is an edict and should be treated with respect. The lifegain won’t be that relevant since Dimir wants to win with incremental advantage (mostly card advantage but it can also mill the opponent pretty well) and Orzhov tends to be the grindiest deck of them all. This card should be picked till 4 pack at most so be sure to pick them up for your slow deck.

Dying Wish


0.0 – Trappy trap card is trap. If you change the T with a C in all instances you get the same thing. We are not in AVR where you would have a big loner out there and once you get that Essence Harvest you just cast it for lethal. That was possible but it did not happen that often. In GTC there aren’t so many big boys surrounding black cards so this one Is just a trap card since it also requires you to have that creature dead. If it would be too big than it might just win the game on its own and it is very possible that your opponent won’t be able to block it to death. It is a really bad card. Thank God it’s uncommon and will not come that often in limited. I wouldn’t want my dying wish to be this card.

Gateway Shade


2.5 – The shade is good. Almost any shade is good in limited and this one makes no exception. It is one of the first shades I have seen that can be activated with something other than black, and even for more power. This card will make every 4-5 color deck feel strong. It has the ability to let that player get into the late game with ease. It’s also good in Dimir or Orzhov where you can encode it on get to the late game and tap a lot of lands to give it boost.

Grisly Spectacle


3.0 – Grisly Spectacle is a solid removal card. For just 4 mana you get an instant speed removal that gets rid of almost any creature on the battlefield. As a bonus, you get to mill some cards too. As far as I can see, black seems to get a lot of removal this time around, and at common too so maybe it will regain its true power as the best removal color. In the last sets it kinda lacked that since removal was scarce overall and long lasting games weren’t that often played. I would play this card in all my black decks.

Gutter Skulk


1.0 – Nothing cool about this card to tell. He is a 2/2 bear in a format where black decks are the slowest of them all. I would not play this card in this format unless I don’t have any other ok card to put in that 2 drop slot.

Horror of the Dim


1.0 – Seems like that Rubbleback Rhino we had a set ago wasn’t ok leveled in power and Wizards decided to make a black one that requires activation cost for hexproof. I don’t think I would play this card because of its not so great stats on a 5 drop. He can just fill some role from time to time. Best thing to do with it is to enchant it with some ridiculous enchantment because he is I think, the only hexproof-er of the set. Hexproof on demand that is, for one U.

Illness in the Ranks


0.5 – Sideboard for limited but not in GTC. There aren’t so many relevant token generators in GTC to make it playable or even sideboard worthy. It will be good in the spring just against Eyes in the skies and shrinking centaur and knight tokens but I don’t think anyone would love to have this in his/her deck.

Killing Glare


4.0 – Another great removal spell. Maybe the best in the set. I would play this card even in non-black decks. It reminds me of Death Wind but It is a shame it’s an uncommon. It is a very much needed removal spell in a limited and it will not come around so often.

Lord of the Void


4.0 – Ridiculous bomb it is. 7/7 flyers for 7 mana would be good on its own but it also mills the opponent and almost always nets you another creature. I’ve found the reason to play Crypt Ghast in limited, seriously (yep, rare and mythic...quite possible indeed). Play this in every black deck you make because 7 mana isn’t something you will never get to . This time around, black is paired with white and blue and has a lot of defensive cards.

Mental Vapors


0.5 – Weak card in limited. Even repeatable discard is something that is worthless in 50% of the game. Some opponents will just drop anything they have by turn 4-5 and leave you with a 4-mana do nothing. Of course it is great against other controlish decks that try to win by gaining card advantage. I would definitely use after sideboard against those strategies but I’m not sure is worth mainboarding it that often. It feels like Mind Rot at most.

Midnight Recovery


3.0 – Now this is one cipher card I’m eager to try. It is some sort of combo enabler, I feel. It is a Disentomb a turn if played on the correct creature and in a deck with the 1 / 4 defender than can get deathtouch for sacrificing a creature or with other “sacrifice a creature:do that” it seems like a good card. As I said, repeatable graveyard recursion feels powerful enough to mainboard.

Ogre Slumlord


3.5 – It’s very powerful in a black deck. You’ve seen how many removal spells black holds and this one plays well with black deck strategies. You will slow the game so much that your opponent will feel it’s impossible for them to win. It’s that incremental advantage that counts for black decks and this a fantastic card for that. It needs support but it is also good on its own. 3/3 for 5 is good enough to be played and that fact that any creature that dies transforms into a token on your side of the field is great.

Sepulchral Primordial


4.0 – Each of these primordials are great in Limited. Even though they were made for EDH they are actually great value in limited too. The black one has the advantage of being in the grindiest color of them all and having one of the most powerful abilities out there for limited. Besides Intimidate with almost guarantees a 5/4 unblockable, it also revives a creature from your opponent’s graveyard and puts it directly onto the battlefield under your control. Very good seven drop

Shadow Alley Denizen


1.0 – A one-drop that does not impress at all. Gaining intimidate is relevant but I don’t feel is good for the black decks this time around. Maybe in another environment would make more sense.

Shadow Slice


2.0 –Bump in the Nightvariant that feels much more powerful overall. This can turn your black unblockable 1/3’s , 2/2’s into fantastic beaters and can change your game plan all together. It will have its role in an evasion deck. But it only feels good for Dimir decks so it doesn’t pass the 2.5 test.

Slate Street Ruffian


2.0 – The Ruffian is a bear with a certain upside. He feels like an unblockable card for the first few turns of the game when your opponent will prefer 2 damage instead of discarding a card. After some time though, he will just be a 2/2 like any other bear out there. Still, he does fill a 3-drop spot in the Dimir Deck and will be playe accordingly. Do not play this in Orzhov decks because it doesn’t seem to fit there that well.

Smog Elemental


2.5 – 6 mana for 3/3 flyer is definitely worth it when it ensure that your opponents flyers are smaller and can trade or get eaten by the Smog. The flavor seems fantastic on this card and its power in limited cannot be denied. Play it in your black decks as often as possible, you will not be disappointed.

Syndicate Enforcer


1.5 – A 3/2 extorter for 4 mana. I’m not sure where he works best. It is somewhere between Orzhov and Dimir but for the moment I cannot find that spot where he’s good. But I guess he does wonders in an all Extort deck. That’s right, Orzhov will thrive best when you will assemble a board full of extorters. Having a minimum of 4-5 on the table seems like powerful extortions.

Thrull Parasite


1.0 – If this card gets played in anything it will only be in Extort centred decks that I talked about earlier. Unless you play him in that deck he does not seem too powerful. The pay 2 life ability will very rarely be useful in limited since that’s a Simic thing and Simic has evolve and can just get the counters back pretty 'easy. Also, paying 2 life is not worth it. Maybe in constructed it can be ridiculous against some artifact or Planeswalkers but in Limited he is good only in Extort.deck

Undercity Informer


2.0 – The stats are already great for a 3 drop. What else does it do? It grinds for 1 mana and a creature. The creature cost is kind of steep but it is actually the mana cost that makes it not broken in constructed. Therefore, they had to double cost it like this, otherwise it would have made some infinite combo’s in modern and mill the opponent out with 2-3 pieces assembled. The creature cost, as I said, in limited feels kind of bad but with that “ 3-mana return to hand when dies creature ” you can assemble a 4-mana combo grind, out of a common and an uncommon. It also works good with the cipher card that returns a creature from graveyard to hand. I feel he will be a good piece for the mill deck and will table a lot of the times, making the mill deck much more appealing for draft, unless it will be the deck to beat in the format and everyone will try drafting it which could dilute its power overall.

Undercity Plague


2.0 – This card is good only because it has “target player sacrifices a permanent on it”. Repeatable sacrifice a permanent in limited is very powerful but it does not deserve a better grade because in limited, players tend to mana flood a lot of the times and they will sacrifice their lands most of the time. The lose 1 life isn’t all that relevant and the discard a card clause can come in handy but I wouldn’t count on it, just like with the other cipher card that discards a card every turn.

Wight of Precinct Six


2.0 – This guy is ideal for Mill decks as a secondary plan if the grind cards fail to win you the game. He can get gigantic if you get to mill at least 5-6 creatures which in limited isn’t that impossible. In a mill oriented deck he will be like a 3.5 because of the great boost that he can get. And by the way, everyone plays at least 9-10 creatures in limited so he can find enough creatures when the opponent is milled.


DIMIR


The secretive guild is back and it has got a lot of power since its last appearence.. There aren’t many guilds in RTR block that can play two strategies and play them both well. Dimir is one of those. Whether you go for the evasion route which Dimir loves a lot by surprising the opponent with unblockable threats that are encoded with some good spells and try gaining as much knowledge as possible (drawing cards, making tokens) or try ripping the opponent out of his clothes (discard his cards, sacrifice his permanents, making him lose life) or go for the milling route with the so many grind and mill cards that are available in GTC is just a matter of choice. Dimir loves to enter the opponent’s mind and reach for as much information as possible and it does that through milling and library manipulation (ex. Dimir Charm). It is a guild of knowledge after all.

Going Dimir requires some alternative pieces:

A) good evasive creatures (at least 5-6 of them)
B) at least 3-4 cipher cards
C) a lot of removal to defend yourself
D) one – three finishers of choice (6+ mana creatures)


OR

A) good defensive creatures (with defender or with high toughness)
B) at least 6-7 mill / grind cards
C) a lot of removal to defend yourself
D) a few card advantage cards ( cards that draw cards, cards that make opponent discard cards)



Bane Alley Broker


3.0 – I would play this card in Dimir, BUG or Esper decks so that I can find the best cards in my deck . It is not exactly the best card advantage machine but it does have the option of you getting back the cards you exiled with it as long as the Broker doesn’t die. It is very good for exiling extra lands for more value. This card is a great Dimir tool. Don’t get fooled by its silly stats. It can also attack in a BUG deck by activating Bloodrush on one of the monsters in the deck.

Call of the Nightwing


2.5 – Sweet flying tokens are sweet. There is a card that deals with tokens, especially with 1/1 tokens and if a player does draft 2-3 of this card then maybe playing that sideboard card is a legit thing to do. But, in normal games, this card will gain you a lot of advantage once you encode it onto an evasive creature. It provides both a blocker and another great creature for the Encoding process. It enables the first type of Dimir Deck.

Consuming Aberration


4.0 – This thing is crazy good in the mill deck. You can have a 20/20 gigantic aberration out there that’s still growing everytime you play a spell. That just does not feel right. Since there is no “exile all cards in a graveyard” card in GTC, this will not ungrow unless you deal with it mano-a-mano. Blocking and trading with it seems impossible after a certain point so there remains kill spells. Be careful to actually kill it because if you just enchant it with something and stop its aggressiveness it will devour your deck with its triggered ability. This is no joke. It will consume you very fast if not dealt with it immediately.

Dimir Charm


0.5 – The Dimir Charm is very bad for Limited. I’ve looked at all abilities a couple of times but they just don’t seem to click for limited. There aren’t many sorceries around in limited, Creatures with power 2 or less that are relevant for the long game are already in Dimir’s colors so playing a mirror is not a real chance in draft and in Sealed you will just prefer to play a better card. Also, selecting one of the 4 cards in either yours or your opponents library does not seem that good because it does not cantrip. You will hate it that its card disadvantage. I feel this card is worse than Rakdos Charm in limited.

Dinrova Horror


3.5 – This card takes an effect of an instant/sorcery from old ravnica and tapes it onto a creature. That is fantastic for limited, I must add. You get double value by playing just one card. 6 mana is the right price for this card and it will be a very good card in many limited decks, not only Dimir ones. It is card advantage in a beast form.

Duskmantle Guildmage


1.0 – This Guildmage is much more better in constructed where it can be build around him, just like Vizkopa Guildmage of the Orzhov Guild. His abilities are really underwhelming in limited and they are overcosted for what a limited player can afford. It seems silly for a mill strategy to start chopping the opponents life total but if that’s how you decided to settle for your strategy then good luck. Maybe with grind cards his first ability can finish the opponent much faster but that’s a matter of chance and not of skill. I won’t play this mage in limited that often. If he would have granted unblockability for UB it would have been good for limited. His second ability is just too expensive for what it does…8 mana – mill 4 every turn.(too slow)

Duskmantle Seer


3.5 – The ratio between mana cost and stats is perfect. I know it can kill you if you reveal too many expensive spells but you can build your deck accordingly. My advice is to not play him in the mill deck because he is very good at racing and that requires fast evasive creatures in a Dimir deck.

Lazav, Dimir Mastermind


3.5 – Lazav, on the other hand, is a mythic that fits best in the milling deck. He loves to copy those pesky bombs your opponent has in his/her deck. Without playing mill as a main strategy he will just be an ok card with Hexproof which is relevant because you can play some enchantments on him and ruin the day for your opponent.

Mind Grind


3.5 – The supreme mill card. Pay 5-6 for the X and watch your opponent sigh a lot. It can win games on its own but with a little help from other mill cards it can win the games much faster. Play it accordingly with your strategy.

Mortus Strider


2.5 – This card will never die, as a matter of fact. In limited, paying mana is not that horrible for such a great recursion-er. He will come back and block each and every turn that 7/6 vanilla your opponent has in play. This guy is good at enabling some combos and can block indefinitely as long as he doesn’t face tramplers. Will play him most of the time I go either Dimir of Esper.

Paranoid Delusions


2.0 – Mill support card at its best. If you play mill, play this. It will not disappoint. It is cheap, it is effective and does wonders by flushing your opponent’s cards very fast from the top of their library. If you do not play mill however, do not even think of maindecking this card. I don’t think it can win on its own while dissipating your strategy.

Psychic Strike


2.0 – I think this card is the best counterspell for limited that we have in GTC. Maindeck it every time you play mill but is fairly good when you play evasive too.

Soul Ransom


2.0– Soul Ransom is weaker than Mind Control in Limited because it gives your opponent the chance to get his creature back much more easier. Even if his hand is empty when you steal his creature, he will get to draw two cards (most of the time lands) and dump them in the grave as fast as lightning just to get his/her bomb back. I’m afraid this ain’t gonna be a good maindeck card. I requires a lot of discard and the opponent to play enough bombs to be relevant.

Whispering Madness


2.5 – Madness is what this card will stir among players because of its powerful effect that sort of resets the hands. It is a mill machine on its own. Getting your opponent for 4-5 cards a turn is fantastic while also playing powerful mill spells. If that’s your strategy then pick this card. If your opponent plays more card drawing cards, play this card so that you can get advantage out of it. It is situational but it is powerful where it needs to be.


--------------------------------------------------------------------------------------------------------------------------------------------------------------END OF PART 3
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24-Jan-2013 08:02 (Last edited: 24-Jan-2013 08:02)
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Soul ransom doesn't make the opponent get the creature back, it's just sacced and the opponent loses 2 cards while you get 2 cards. I feel it's great card advantage while dealing with the biggest threat on the table macar un 3 merita.
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24-Jan-2013 08:47 (Last edited: 24-Jan-2013 09:04)
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Chiar nu inteleg de ii da la Treasury Thrull 4.5. acum serios, un 4/4 la 6 mana nu-i chiar atat de bun. mi se pare cea mai slaba carte de promo din cei 5 :(.

Edit:
@Tudor: nu esti foarte consistent la evaluarea de removal.
1. Orzhov Charm - destroy target creature w/ minuscule drawback - 3.5
2. Smite - destroy target creature, but with a serious condition - 4.0
3. Angelic Edict - exil, mana cost mare - 3.5
4. Rapid Hybridization - destroy target creature w/ minuscule drawback - 1 manna - U - 2.0
5. Death's Approach - tricky to play, but recurrable w/ orzhov thrull - 1.0-2.0
6. Devour Flesh - sac, not targeted - 3.0
7. Grisly Spectacle - destroy target creature w/ huge upside - 3.0
8. Dimir Charm - destroy target creature, condition: power 2 or less - 2.0
9. Killing Glare - destroy target creature, but with a serious condition - 4.0 - best removal?
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TehAuthor wrote:Soul ransom doesn't make the opponent get the creature back, it's just sacced and the opponent loses 2 cards while you get 2 cards. I feel it's great card advantage while dealing with the biggest threat on the table macar un 3 merita.

the owner of the sacrificed creature gets the 2 cards.
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I'm sorry to say but i think you undervalued a few cards. Allow me to make a few changes.



Corpse Blockade


2,0 – Only now did I notice there might be a common Defender cycle of 1 / 4’s in GTC. The white one had extort and was good in Orzhov, the blue one was underpowered but had evolve to grow a little and now we have this defender which I think, it will turn out to be pretty good. Blocking 3/3, 2/3, 2/4 etc and being able to kill those creatures from time to time is relevant enough to play these guys in the most grindiest decks out there (looking at Orzhov but Dimir isn’t known for its short games either)
This is an easy 2.5/3. This card is a must have in any dimir deck that wants to survive against aggro, or extort deck that plays cheap extort creatures useless in endgame. This card increases the value of all your shitty 1 drops in late game.
Crypt Ghast


1.5 – This guy is good but don’t be fooled by its power in constructed. In limited is not where his playground lies. He’s just a bear that ramps you a bit. Not sure if he can be on par with other for drops in the format that have better stats for limited. His ramp will only be relevant from time to time and since you won’t be playing mono-black any time soon then maybe he will just ramp with just 2-3 mana at most. I don’t think I would play this card if my deck doesn’t have at least one or two 6-7 drop.
Biggest bomb enabler in the set. Did i mention it feeds Extort decks plenty of mana to get that extort going?
Easy 2.5 . By turn 5 you can drop 5-6-7 mana dudes or multiple activations of other abilities like guildmages and whatnot.

Horror of the Dim


1.0 – Seems like that Rubbleback Rhino we had a set ago wasn’t ok leveled in power and Wizards decided to make a black one that requires activation cost for hexproof. I don’t think I would play this card because of its not so great stats on a 5 drop. He can just fill some role from time to time. Best thing to do with it is to enchant it with some ridiculous enchantment because he is I think, the only hexproof-er of the set. Hexproof on demand that is, for one U.
Are you frikkin kidding me? a 3/4 removal resistant cipher target that is common?
This is worth a 2.0 at least. Will be a solid pick in all dimir decks.

Dimir Charm


0.5 – The Dimir Charm is very bad for Limited. I’ve looked at all abilities a couple of times but they just don’t seem to click for limited. There aren’t many sorceries around in limited, Creatures with power 2 or less that are relevant for the long game are already in Dimir’s colors so playing a mirror is not a real chance in draft and in Sealed you will just prefer to play a better card. Also, selecting one of the 4 cards in either yours or your opponents library does not seem that good because it does not cantrip. You will hate it that its card disadvantage. I feel this card is worse than Rakdos Charm in limited.
Bullshit, removal part is perfect for simic bombs and cheap evolve creatures. Also boros early game. The counter to sorcery part is good against certain sorcery bombs, but this charm is an easy 2.0 worth. It's god damn removal.

Duskmantle Guildmage


1.0 – This Guildmage is much more better in constructed where it can be build around him, just like Vizkopa Guildmage of the Orzhov Guild. His abilities are really underwhelming in limited and they are overcosted for what a limited player can afford. It seems silly for a mill strategy to start chopping the opponents life total but if that’s how you decided to settle for your strategy then good luck. Maybe with grind cards his first ability can finish the opponent much faster but that’s a matter of chance and not of skill. I won’t play this mage in limited that often. If he would have granted unblockability for UB it would have been good for limited. His second ability is just too expensive for what it does…8 mana – mill 4 every turn.(too slow)
Another undervalued card. Combine this card with the Ramp shade and win by turn 8.
Easy 2.0/2.5.

Soul Ransom


2.0– Soul Ransom is weaker than Mind Control in Limited because it gives your opponent the chance to get his creature back much more easier. Even if his hand is empty when you steal his creature, he will get to draw two cards (most of the time lands) and dump them in the grave as fast as lightning just to get his/her bomb back. I’m afraid this ain’t gonna be a good maindeck card. I requires a lot of discard and the opponent to play enough bombs to be relevant.
I think you didn't read this card. Read it again.... again..... and one more time. 4 Mana mind control. If opponent discards 2 cards, the creature dies BUT THE MIND CONTROL OWNER DRAWS 2.
4.0 Score. Easy.
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nightride wrote:
TehAuthor wrote:Soul ransom doesn't make the opponent get the creature back, it's just sacced and the opponent loses 2 cards while you get 2 cards. I feel it's great card advantage while dealing with the biggest threat on the table macar un 3 merita.

the owner of the sacrificed creature gets the 2 cards.

Pisi citeste mai bine cartea, in momentul in care este sacced to esti the owner deci tu ai un card advantage de 4 carti
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Explici te rog la ce te referi când spui că o carte/ghildă/un deck sunt grindy/grindiest?
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I think you didn't read this card. Read it again.... again..... and one more time. 4 Mana mind control. If opponent discards 2 cards, the creature dies BUT THE MIND CONTROL OWNER DRAWS 2.
4.0 Score. Easy.

creatura nu moare, enchantul e sacrificat. deci 4 mana, draw 2 cards, maybe keep a creature for 1-2 turns.
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24-Jan-2013 09:33 (Last edited: 24-Jan-2013 09:38)
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@Ionut: adevarat, n-am citit bine Soul Ransom, my bad. Totusi, voi ziceti ca se sacrifica creatura. Eu citesc ca se sacrifica enchant-ul. Poate gresesc...Cele 2 carti pe care le tragi sunt destul de relevante insa in cele mai multe cazuri cartea asta va fi ceva de genul 2UB: target opponent discards two cards, you draw two cards care este o carte buna dar nu 4.0. I'as da maxim 3.0 dupa reevaluare.
DACA intradevar se sacrifica si creatura atunci da, 4.0 e minim pentru carte.
Cat despre Dimir charm si Guildmage chiar nu pot spune ca sunt foarte atragatori in limited. La guildmage imi retrag parte din ce am zis. 2/2 Bear with 2 abilities is more potent than other bears. Merita minim 2.5. Dimir charm e destul de enervant ca abilititatile nu sunt atat de bune in limited ca la alte charm-uri. Poate am exagerat cu nota aceea dar m-a dezamagit mult ca si concept (pentru limited). Acel 2 power conditioneaza mult si nu omoara multe de la Simic, Gruul sau Orzhov. Mi se pare bun contra alt Dimir deck si poate contra Boros (desi am vazut multi 3 power guys la Boros). Nu stiu sa evaluez cartea inca. Vedem dupa ce jucam cu ea.

@Benczi: Thrull este o bomba. Dupa cum vezi si Conley i-a dat o nota foarte mare si a motivat bine. 4/4 nu e mic deloc si upside-ul e destul de relevant pentru limited (e card advantage 80% din timp). Pe langa toate astea, are si extort.
Despre removal pot spune ca ar trebui cam toate echilibrate la un 3.0 dar asta a fost prima mea impresie. Smite l-am supraevaluat pentru ca m-am gandit din punct de vedere la Orzhov iar Killing glare din cauza ca Black decks vor ajunge mai des in late game. Enchant-ul de -x/-x ai zis ca e bun cu Thrull care e rara. Hai sa ne gandim totusi la situatii mai des intalnite. La pre-release vor avea toti Orzhov guys cate un Thrull dar mai departe ma indoiesc. E foarte bun cu mill si cam atat. Poate pe late late game in alte circumstante...
Cat despre Power-ul rarelor de prerelease le-as pune asa:

DIMIR > GRUUL > BOROS > ORZHOV > SIMIC

Removal beats card advantage most of the time.


Oricum, multumesc pentru pareri baieti. E nevoie de pareri mai multe pentru a se ajunge la o situatie finala a acestor carti. Sunt multe carti la care imi voi schimba parerea in doar cateva zile. Ba chiar mi-am schimbat deja la o parte din ele dupa cum am scris mai sus. Discutand cu altii afli mai multe pareri si astfel poti dezvolta o parere mult mai obiectiva despre fiecare carte in parte.
De exemplu, nu m-am gandit bine cand am evaluat Denizen-ul de alb. Privit din perspectiva Boros ar merita minim un 3.0. E o mini-bomba in Boros.deck asa ca retrag parte din ce am zis despre el.
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24-Jan-2013 09:36 (Last edited: 24-Jan-2013 10:03)
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Ionut wrote:I'm sorry to say but i think you undervalued a few cards. Allow me to make a few changes.


Soul Ransom


2.0– Soul Ransom is weaker than Mind Control in Limited because it gives your opponent the chance to get his creature back much more easier. Even if his hand is empty when you steal his creature, he will get to draw two cards (most of the time lands) and dump them in the grave as fast as lightning just to get his/her bomb back. I’m afraid this ain’t gonna be a good maindeck card. I requires a lot of discard and the opponent to play enough bombs to be relevant.
I think you didn't read this card. Read it again.... again..... and one more time. 4 Mana mind control. If opponent discards 2 cards, the creature dies BUT THE MIND CONTROL OWNER DRAWS 2.
4.0 Score. Easy.

From WIzards FAQ:

Soul Ransom

Enchantment — Aura
Enchant creature
You control enchanted creature.
Discard two cards: Soul Ransom's controller sacrifices it, then draws two cards. Only any opponent may activate this ability.

Only an opponent of Soul Ransom's controller can activate its last ability.

In most cases, you'll enchant a creature controlled by an opponent, which will cause you to gain control of that creature. Any of your opponents can activate the last ability of Soul Ransom by discarding two cards. When that ability resolves, you'll sacrifice Soul Ransom and draw two cards.

-- Still 3.5-4.0 easy! :))
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Vlad wrote:Explici te rog la ce te referi când spui că o carte/ghildă/un deck sunt grindy/grindiest?

Sunt slow as F... si tind sa castige cel mai des in Late game. Trag de timp pana cand ajung la win-con sau drain-uiesc viata adversarului incetul cu incetul. Asta e strategia Orzhov. Suge cate 1 viata incetul cu incetul pana castiga jocul. Uneori mai joaca si cate o bomba ca sa tina masa pe loc sau ca sa castige cu ea.
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Sacrifici enchantmentul. 100% sigur "Soul Ransom's controller sacrifices IT". Anyway...Sorcery, opp discards 2, you draw 2 la 4 mana(asta e cel mai prost mod) e foarte bun, e Divination+Mind Rot. E probabil sa nu aiba sa dea discard la 2 carti si trebuie sa stea 2 ture fara sa joace ceva. Ala e value all the way.
4.0 de la mine. Minim 3.5
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Din prima tre sa va anunt ca sunt un pic mai critic cu evaluarea acestei parti si se pare ca avem opinii diferite dar asta este un lucru buna pana la ruma.

Death's Approach - Consider ca aceasta carte este un removal decent. La o singura mana chiar ok zic eu (in limited). Din cauza ca limited are multe creaturi din care cateva o sa si moare consider ca este un -3/-3 pt 1 mana care este bun. Faptul ca poate sa fie si mai bun doar ridica valoare. Intr-adevar daca nu ai ucis nici o creatura adversarului (prin combat.... nu neaparat prim 8-9 removal :) ) atunci nu te ajuta.. dar atunci oricum ai probleme :). Faptul ca e enchantment poate sa fie si negativ (bounce) dar poate sa fie si pozitiv daca ne gandim ca uneori vrei macar sa incetinesti o creatura cu evasion pana cand rezolvi ceva.

Devour Flesh - 3.. nu prea cred. Daca adversarul are o singura creatura sau esti foarte agresiv...da e bun... in rest...nu nu e bun. Va sacrifica ceva total nesemnificativ (poate ceva chiar cu un echanment pe ea) sau poate va folosi de partea cu life gain. Devine mai bun cu cat ai mai mult removal in deck dar e situational...si orice carte situationala ...e situationala

Dying Wish - nu e bomba..evident..dar nici 0. Pentru 2-4 drain eu zic ca merge. Daca pui pe ceva maricel e chiar bun evident, dar si daca pui pe ceva cu damage dar fragil ca si Syndicate Enforcer (daca adversarul nu are un 1/4 evident) incat daca da damage e bine.. daca moare tot e bine...e situational...dar nu 0

Gutter Skulk - nu am numarat cate 2 drops sunt pt combinatii de negru (am numarat sunt practic 6 din care doar 2 necomune) si nu stiu cat de rapid va fi formatul dar a bear is a bear si 2 drops are important

Horror of the Dim desi in sine nu este foarte bun cartea (3/4 pt 5 mana) esti sigur ca hexproof-ul nu este important cand ai atatea echantment si removal in set?

Cum a ajuns Killing Glare la 4 cand Grisly Spectacle este 3? Corect anumite creaturi ucide mai usor.. dar altele mai greu (pt mai multa mana). Iar cu cate artefact-creature avem in set downside-ul nu cred ca este chiar relevant la Spectacle.

Shadow Alley Denizen -Gaining intimidate is relevant but I don’t feel is good for the black decks this time around
- pacat ca negru nu are un mechanic care sa profite de evasion sau macar de era jucat cu alte culori care au echamenturi cum este alb sau albastru....mare pacat

Call of the Nightwing - e bun.. dar poate nu chiar asa de bun

Soul Ransom - temporal removal or massive card advantage...good in my book

Dimir charm - situational removal (lots of 1/x-s vezi evolve si defendere), practic 0 counter.. si probabil un mic time walk incat poti sa pui ceva pe top care sa nu-l ajuta

Aritcol in continuare fain... unde-i urmatorul ? :)
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