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Post Post #2525 (ISO) » Mon Apr 29, 2013 4:11 pm

Post by AGar »

No. Armed is a bad card.

Why would I play a +1/+1 at Sorcery speed for 1R when for 1G I can get +4/+4 at instant speed? Please, tell me.

Yes, it has a decent synergy with Rancor... and that's it. That's the only reason to play the card, and that's not a compelling reason in my book.

It's sorcery speed. Double strike is a useless gain at sorcery speed.

PEdit: Gaining 1 extra damage on trample is NOT a huge amount of burst. Again - if you have trample (Rancor, creature is keyworded)... do you rather have +1/+1 or +4/+4 for the same exact mana cost.

This is pretty obvious to me.
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Post Post #2526 (ISO) » Mon Apr 29, 2013 4:43 pm

Post by kdowns »

Fate, I never did say that Aggro would never win a major tournament.
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Post Post #2527 (ISO) » Mon Apr 29, 2013 4:46 pm

Post by Fate »

In post 2525, AGar wrote:No. Armed is a bad card.

Why would I play a +1/+1 at Sorcery speed for 1R when for 1G I can get +4/+4 at instant speed? Please, tell me.

Yes, it has a decent synergy with Rancor... and that's it. That's the only reason to play the card, and that's not a compelling reason in my book.

It's sorcery speed. Double strike is a useless gain at sorcery speed.

PEdit: Gaining 1 extra damage on trample is NOT a huge amount of burst. Again - if you have trample (Rancor, creature is keyworded)... do you rather have +1/+1 or +4/+4 for the same exact mana cost.

This is pretty obvious to me.
Did you

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double strike

because I think you did.

You all seriously can;t be this terrible
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Post Post #2528 (ISO) » Mon Apr 29, 2013 4:47 pm

Post by Fate »

In post 2526, kdowns wrote:Fate, I never did say that Aggro would never win a major tournament.
Are you a fucking politician? The fuck is this shit supposed to mean then:
In post 2435, kdowns wrote:In the End Fate, Did Aggro win the Event? No. It didn't.


Wait until Dragon's Maze comes out, Aggro will be Viable for the first Month before everything becomes accoustomed to it.
Well? "in the end, they didnt win so its not viable"

WHEN IT WINS

"well I never said it WOULDNT"

I

I'm done.
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Post Post #2529 (ISO) » Mon Apr 29, 2013 4:56 pm

Post by Sudo_Nym »

I also think that you're being a bit disingenuous, berating me by comparing cards that are slightly dissimilar, and then calling out Blasphemous Act on me. And having the gall to declare that I was wrong about Blasphemous Act because you think you can find a quote from chamber where he says it's terrible. Blasphemous Act is a card that exists in one deck, because it has synergy with a card that was released in the block that came after it. Act saw limited play at best in decks desperate for a sweeper, and mostly in Stuffy Doll combo until Boros Reckoner made it better. This in fact is where your analysis falls down- no card exists in a vacuum, and the strength of a card is largely determined by how well it interacts with other cards, as well by how easily it can be countered by oppossing decks. If you want to say "ZOMG! It's a fuse card that can give Double Strike or allow Alpha Strikes or BOTH!" that's fine, and true, but that doesn't mean that it's good.

But there's no point arguing, because you'll never admit that there exists even a chance that you might be wrong. So why even hold the discussion? Instead, Fate, I implore you to prove me wrong. In fact, I beg you to prove me wrong. Make your super-elite ultra-tech mega-deck with your Armed/Dangerous tech (can't be that hard to trade for them, only you know of their incredible value, you can probably stock up now for cheap and make a killing once all the pro-tour players catch on). Take it to your game store, and just annihilate fools with it. No doubt it will be the simplest #1 finish you've ever achieved. Historians will declare it the "Fate is Armed and Dangerous" Holiday, and parades will be thrown in honor of your genius, I'm sure.
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Post Post #2530 (ISO) » Mon Apr 29, 2013 5:03 pm

Post by kdowns »

*Shrug* Kinda Sounds like you're the one being a Politician twisting my own words.
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Post Post #2531 (ISO) » Mon Apr 29, 2013 6:19 pm

Post by bv310 »

So completely ignoring this dumbfuckery (and it truly is quite a stupid argument), who here is up to do some Modern testing with me? I want to try my Tron idea out before actually committing money to the list.
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Post Post #2532 (ISO) » Tue Apr 30, 2013 1:48 am

Post by Thestatusquo »

Here is a list of cards that gave double strike for sorcery speed. Not one of them was playable or played in anything.

Assault Strobe
R
Target creature gains double strike until end of turn.

Cleaver Riot
4R
All creatures you control gain double strike until end of turn.

Runes of the Deus
4 R/G
Enchantment
As long as enchanted creature is red, it gets +1/+1 and has double strike.
As long as enchanted creature is green, it gets +1/+1 and has trample.
(Granted, this one was playable in limited in a very slow format.)

Bonus: Both double cleave (1R/W) and Psychotic Fury (1R) were instants and not constructed playable, though they were both very good in limited because of that instant speed.

The question isn't "Is the effect I'm getting here good" because clearly double strike is a good ability. It's instead "is what I'm getting worth a card slot? By and large, such an effect does not have a large enough impact on the game to justify playing it over something that has a lasting impact (rancor). Pump spells in general are only played in the most aggressive of decks (like mono Green Stompy, or modern Infect) and they are both weak to removal and generally the worst cards in the deck to begin with, making them sorcery speed gets rid of the tiny amount of utility that they have.

But, you're your own player. Feel free to put the card in your decks. I don't think you'll be pleased with the outcome, but, if you are then all the more power to you.
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Post Post #2533 (ISO) » Tue Apr 30, 2013 2:52 am

Post by chamber »

In post 2522, Fate wrote:I can probably find a quote from chamber saying "it will never see play in a top tier deck".
I don't think I would ever say this about many (or any) cards. Time has proven that sometimes some of the most unplayable cards when they are first printed can find their ways into obscure decks as long as what they do is powerful, just also weird and narrow. (like splinter twin). I do tend to speak very deliberately though, so its possible you misinterpreted something else that I said too strongly, I do vaguely remember making negative comments about the card pregatecrash.
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Post Post #2534 (ISO) » Tue Apr 30, 2013 3:52 am

Post by Klazam »

In post 2532, Thestatusquo wrote:Here is a list of cards that gave double strike for sorcery speed. Not one of them was playable or played in anything.

Assault Strobe
R
Target creature gains double strike until end of turn.

Cleaver Riot
4R
All creatures you control gain double strike until end of turn.

Runes of the Deus
4 R/G
Enchantment
As long as enchanted creature is red, it gets +1/+1 and has double strike.
As long as enchanted creature is green, it gets +1/+1 and has trample.
(Granted, this one was playable in limited in a very slow format.)

Bonus: Both double cleave (1R/W) and Psychotic Fury (1R) were instants and not constructed playable, though they were both very good in limited because of that instant speed.

The question isn't "Is the effect I'm getting here good" because clearly double strike is a good ability. It's instead "is what I'm getting worth a card slot? By and large, such an effect does not have a large enough impact on the game to justify playing it over something that has a lasting impact (rancor). Pump spells in general are only played in the most aggressive of decks (like mono Green Stompy, or modern Infect) and they are both weak to removal and generally the worst cards in the deck to begin with, making them sorcery speed gets rid of the tiny amount of utility that they have.

But, you're your own player. Feel free to put the card in your decks. I don't think you'll be pleased with the outcome, but, if you are then all the more power to you.
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Post Post #2535 (ISO) » Tue Apr 30, 2013 7:31 am

Post by AGar »

In post 2527, Fate wrote: Did you

miss

the part where it says

double strike

because I think you did.

You all seriously can;t be this terrible
In post 2525, AGar wrote:Double strike is a useless gain at sorcery speed.
Nope, I saw it.
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Post Post #2536 (ISO) » Tue Apr 30, 2013 7:31 am

Post by AGar »

Oh wait, I think I see the issue here...


Fate, how do you think double strike works when no one blocks?
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Post Post #2537 (ISO) » Tue Apr 30, 2013 7:56 am

Post by Shanba »

Actually, to be totally fair I've seen assault strobe played in pauper in a fringe kiln fiend semi-combo deck that also runs other janky fun cards like shadow rift. But yes, armed/dangerous wont see any standard play.
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Post Post #2538 (ISO) » Tue Apr 30, 2013 9:12 am

Post by bv310 »

Well yeah, but in WeeFiends, your only goal is to blitz them 20 in one shot using a Kiln Fiend. Strobe is one of the weakest pieces to the deck, since it doesn't cantrip or give your guy evasion.
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Post Post #2539 (ISO) » Tue Apr 30, 2013 12:17 pm

Post by xRECKONERx »

HELP ME MAKE THIS DECK BETTER.

It does fine right now against most decks, but the problem is that unless I draw one of my creatures, I'm fucked. I'm thinking counterspells might be good here but the only reliable one is Dissipate and honestly a 3CMC counterspell is a bit much for this deck.

Get 'im, Mr. Bubbles!Creatures
4 Delver of Secrets
4 Nivix Cyclops
4 Guttersnipe

Spells
4 Artful Dodge
4 Armed / Dangerous
3 Unsummon
3 Think Twice
4 Searing Spear
3 Inaction Injunction
3 Mizzium Skin
2 Thought Scour

Land
4 Steam Vents
4 Sulfur Falls
3 Rootbound Crag
6 Island
5 Mountain


Sideboard
3 Skullcrack
2 Syncopate
4 Dispel
3 Pillar of Flame
3 Electrickery


I tried out putting in some Izzet Charms, and it seems to be doing a
bit
better... T4 Artful Dodge + Mizzium Skin + Armed gives me a 11/5 unblockable hexproof double strike for the win. It's pretty hilarious, but without drawing the perfect hand, the deck struggles a bit. Maybe some Faithless Looting?
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Post Post #2540 (ISO) » Tue Apr 30, 2013 12:33 pm

Post by bv310 »

How committed are you to the 2-colour approach? Because if the answer is anything less than "completely", a W splash for Boros Charm allows you to not run Armed, and gives you access to Azorius Charm/Oblivion Ring/Faith's Shield
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Post Post #2541 (ISO) » Tue Apr 30, 2013 12:50 pm

Post by AGar »

Is Crag in UR just a cost thing?
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Post Post #2542 (ISO) » Tue Apr 30, 2013 1:13 pm

Post by bv310 »

I think it's so he can feasibly cast the Dangerous side of Armed // Dangerous, but I honestly don't think it's worth it.
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Post Post #2543 (ISO) » Tue Apr 30, 2013 2:22 pm

Post by AGar »

In post 2542, bv310 wrote:I think it's so he can feasibly cast the Dangerous side of Armed // Dangerous, but I honestly don't think it's worth it.
Dangerous is only good in conjunction with Nivix Cyclops by what I'm seeing... Which really doesn't seem all that good for the card.

But I could be missing the purpose here.
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Post Post #2544 (ISO) » Tue Apr 30, 2013 3:54 pm

Post by xRECKONERx »

Yeah the splash was to cast Dangerous, but it's easy to just take out.

I want to stay in two colors if possible just because I don't have to invest in other shocklands if I go more than that (already have Steam Vents thanks to Pie)
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Post Post #2545 (ISO) » Tue Apr 30, 2013 3:55 pm

Post by xRECKONERx »

Also, without Armed, it's super hard to win early enough to do any damage.

Mainly, I think some filtering + counterspells so I can make sure I have Armed + Artful Dodge + Mizzium Skin in hand is good.
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Post Post #2546 (ISO) » Tue Apr 30, 2013 4:06 pm

Post by bv310 »

In the next couple weeks, shocks are going to bottom out for prices as people keep drafting DGM. Now's a good time to pick them up when they're cheap.
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Post Post #2547 (ISO) » Tue Apr 30, 2013 4:50 pm

Post by xRECKONERx »

Okay, let me just go dig up the $320 I need to get a playset of all the shocks
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Post Post #2548 (ISO) » Tue Apr 30, 2013 4:50 pm

Post by xRECKONERx »

also it's actually less likely to pull a shock in DGM than it is in RTR/GTC so *hitoshrug*
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Post Post #2549 (ISO) » Tue Apr 30, 2013 5:04 pm

Post by AGar »

In post 2548, xRECKONERx wrote:also it's actually less likely to pull a shock in DGM than it is in RTR/GTC so *hitoshrug*
All DGM boosters have either a Gate, a Shock or Maze's End instead of a basic land. Not sure what the odds were in RTR/GTC but they had to be worse than what it's gonna be in DGM?
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