I don't know why I missed "Brozhov" before. That was silly of me.
June 24, 2013 6:49 a.m.
RussischerZar says... #3
Things that can remove Courage + enchanted creature after it has been cast:
- GB: Gaze of Granite
- GB: Putrefy
- GB: Korozda Gorgon
- WR: Boros Battleshaper (well, kind of)
- WB: Teysa (will damage us at least once though)
- WB: Willing from Ready & Willing (most likely 2 for one)
- B: Fatal Fumes (situational)
- UR: Blast of Genius (situational and probably a bad trade)
- UG: Krasis Incubation
- U: Far from Far & Away
June 24, 2013 7 a.m.
RussischerZar says... #4
Oh yeah:
- B: Maze Abomination
- UW: Restore the Peace
- RB: Master of Cruelties
June 24, 2013 7:03 a.m.
thebeardedshuffler says... #5
Just to mention, Unflinching Courage is not so hard to deal with. You can use Helix in combination with combat damage, or multiple blockers, or deathtouch, wear and tear, far and away (only works if they have 1 creature, using just away), renounce the guilds, fatal fumes (in response to casting or in combination with combat damage), etc.
Don't overestimate the effect of an aura. If we have to spend two cards dealing with the creature it's one, we're still 2 for 2.
D to the D doesn't warp our deckbuilding, beyond making sure we have enough mana sources to support it.
June 24, 2013 7:05 a.m.
Well I think that some of those examples were kind of a reach(rares, combat trades, situational, etc), but nevertheless I think I have underestimated how many ways the aura can be removed. I do like the card, but I'll get onboard with the more difficult to play bomb-ish option:
D to the D. (I still might change).
June 24, 2013 8:21 a.m.
And um...I can't figure out what "Doh nath'd" means. It sounds like "Don't ask" with a lisp.
June 24, 2013 8:23 a.m.
RussischerZar says... #9
I think it's "doh" on it's own and then using "nath" as a verb. See Definition of Nath on UrbanDictionary.
June 24, 2013 8:26 a.m.
thebeardedshuffler says... #10
nath'd means I was beaten to the punch, in this case by our Glorious Leader making the same points I was going for as I was typing them myself.
I guess it's more common on salvation forums.
June 24, 2013 8:53 a.m.
GoldGhost012 says... #11
I think we should take D to the D for 2 reasons: its a big bomb even if we can only ramp to 2 or 3, and if we don't, someone else playing pure orzhav or a heavy emphasis on orzhav will and the result will be tragic.
June 24, 2013 9:25 a.m.
I've been a fan of D and D from the beginning. It is an amazing card. Plain and simple. The damage is big, and the life-gain is huge. In this format, resiliency is king and D to the D gives us plenty of resilience.
June 24, 2013 1:01 p.m.
RussischerZar says... #13
To be fair, if we cast it for x=2 then it's just a lot worse Warleader's Helix ;D
June 24, 2013 1:35 p.m.
D to the D. Huge bomb that can win games. It's worth the pick even for just not having to face it in the hands of our opponent.
June 24, 2013 3:40 p.m.
RussischerZar says... #16
Unanimous vote for the double Ds. I'll take it to Caley.
June 24, 2013 4:53 p.m.
tigersfan774 says... #17
Oops. Sorry for coming in late for that last pick. Still trying to work with my work schedule and get a rhythm for this. I'll probably start trying to get my vote in before work (around 3am Pacific) and then try and get on around 2 pm pacific to check for updates and any convincing arguments.
June 24, 2013 7:26 p.m.
RussischerZar says... #19
Calling the crew for pick 3: vic, thebeardedshuffler, tigersfan774, VRonin, anewsome, GoldGhost012, xXBantbladesXx
June 25, 2013 4:25 a.m.
RussischerZar says... #20
So. This pack has 2 valid picks for us if we want to stay with our three colors: Toil & Trouble and Maze Abomination. The Hired Torturer wouldn't be that bad either, but he's one of the cards that might actually rotate back.
I'm thinking Toil and Trouble. With this we can actually get an opponent from 20 to 0 if we only have that and the 2 other cards that we picked so far. Obviously we need creatures at some point but I think that still has some time.
+1 for T_T
June 25, 2013 4:31 a.m.
thebeardedshuffler says... #21
Toil and Trouble. Definitely. When we need card accel it's good. When they have a lot of cards in hand, it's brutal. Minimum of 4 damage, increases by 1 for each card in their hand. Between this cand and D to D, we have significant reach.
June 25, 2013 5:38 a.m.
tigersfan774 says... #22
Yeah. Pretty clear choice. I forget who it was, but the person who used it last draft debate did some serious damage.
+1 toil/trouble
Keep in mind this does mean we've yet to take a creature though
June 25, 2013 6:04 a.m.
Yup, T & T for me too for all reasons listed above.
I'm not worried about not having a creature yet. I like cards that have an option to be used either on ourselves or on the opponent. And it was impressive the way we got smacked for 9(I think) with this card in the last DDD. This is a good start, guys(anybody not a guy here?). I like it.
June 25, 2013 7:10 a.m.
GoldGhost012 says... #24
T/T all the way. It's my third favorite split card! :)
Besides, the Abomination is really going to achieve its full potential if we have lots of multicolored creatres.
June 25, 2013 8:41 a.m.
T/T for me. There are plenty of meat-sacks to pick up later. Crossing my fingers to wheel on the guild gate.
vic says... #1
I was just looking over the instants and sorceries in this set. Unflinching Courage will be very hard to remove.
If the critter's total toughness with the aura included is more than Punish the Enemy or a Helix can handle, then it almost has to be Putrify or Wear & Tear(which is not a 2 for 1 anyway). If that aura stays on it's creature, it is a major threat.
I'm going to tentatively vote for Unflinching Courage for now. I'm wary of trying to build a deck around D to the D.
June 24, 2013 6:48 a.m.