@Scribbles I considered Mizzium Skin as a sideboard item to protect the Guttersnipe from removal. I may just try to fit it in anyways, maybe bump Electrickery to sideboard.
@myon87 Read the deck description
October 4, 2012 6:23 a.m.
beware of Inaction Injunction you might want to keep Unsummon on the sideboard at least! there are a lot of token or counter decks so detaining a creature for a turn would be not be good as good as making a creature with 5 +1/+1 counters leave the field!
October 4, 2012 9:24 a.m.
Ballin_Like_Stalin says... #4
Teleportal seems absolutely hilarious with goblin tokens and curious fellows.
October 4, 2012 10:26 a.m.
I have a question. If Hellrider is enchanted with Curiosity then would you draw cards equal to the number of attacking creatures?
October 4, 2012 10:32 a.m.
@aragoth Thank you! I did not consider +1/+1 counter creatures. I'll definitely keep Unsummon on the back burner if that becomes an issue.
@Ballin_Like_Stalin Teleportal could be fun, especially with its overload! Since my Curiosity creatures typically deal damage in other ways than attacking themselves, I may not need it though.
@HeroofPie From what I understand, yes. Curiosity triggers each time a creature deals damage, and I think Hellrider technically deals damage each time a creature attacks, meaning if I swing with 3 measly goblin tokens, he hits three times for 1 damage each and I get three card draws. I will do a little more research to ensure I am accurate with this.
Thank you all for the +1's!
October 4, 2012 12:58 p.m.
I read around the comments that you played Index , dealt 2 damage with Guttersnipe through Curiosity and draw a card of your choice, but the thing is, as Guttersnipe/Curiosity ability kicks in when you cast Index, and not when it resolves, you draw the card before rearranging the 5 cards. I haven't read if anyone has already told you this, so sorry if I'm repeating it :)
As for Curiosity Ruling: You draw one card each time the enchanted creature damages the opponent. This is not one card per point of damage.So Hellrider would make you draw a card for each attacking creature indeed. Hellrider is also good to take out Planeswalkers
October 4, 2012 1:54 p.m.
Yeah I was wrong about the use of Curiosity with Index , thank you though! As far as Hellrider with Planeswalkers, does his ability count them as the defending "player" if I attack a Planeswalker?
October 4, 2012 2:01 p.m.
Indeed I repeated what was said already, twince XD
I feel that in some playtest I'm having too much mana with no curiosity, meaning I would need to stack spells for when Curiosity arrives, but that gives me some inert turns. I would consider Epic Experiment , as many have mentioned, though I get you don't like it, and honestly, neither do I XD If I get to a way to accelerate the deck I'll be around soon :)
October 4, 2012 2:11 p.m.
Absinthman says... #11
@Madnote: During the combat phase, the active player is attacking and is the attacking player. As the combat phase starts, the active player chooses one opponent. The chosen opponent is the defending player. Creatures can attack only the defending player or a planeswalker the defending player controls; they cant attack other creatures. During phases other than combat, there is no defending player. See rule 306.2.
Source: http://wiki.mtgsalvation.com/article/Defending_player
October 4, 2012 2:13 p.m.
I actually liked Epic Experiment but so many said it should go. I've had moderately great success with or without it, but I honestly thought it was just a fun spell.
October 4, 2012 2:14 p.m.
So to kill a planeswalker you either attack a player or target him with damage, and you Redirect the damage to the Planeswalker. The Planeswalker then prevents that damage but removes a counter for each 1 dmg prevented. In this case, Hellrider is an excellent way to kill pesky Planeswalkers, as you will keep attacking the player while the Hellrider deals independent damage to the Planeswalker :)
@Absinthman: Yeah, sorry man, I sometimes skip some comments, my bad :P
October 4, 2012 2:14 p.m.
@Absinthman So, does that make a planeswalker a "defending player" in regards to Hellrider 's ability, provided I declare the planeswalker as my opponent of course.
October 4, 2012 2:16 p.m.
Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty, it's put into its owner's graveyard as a state-based action.If your planeswalkers are being attacked, you can block the attackers as normal.If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
Sorry for the Textwall :P
October 4, 2012 2:17 p.m.
Absinthman says... #16
@Madnote: Basically yes. It works a little bit other way. When the combat phase starts, you choose which of your opponents becomes the defending player. So there is always a defending player during combat. Only then you choose whether you attack the player himself (or herself), or the planeswalker he or she controls. But either way, your opponent is considered a "defending player" game texts like Hellrider 's.
October 4, 2012 2:20 p.m.
Awesome thank you Folfire! I knew how they worked but didn't know if I could use Hellrider to target them or if that was only the player. I am loving Hellrider more and more.. No idea why I overlooked him when he was released!
October 4, 2012 2:22 p.m.
Thank you too Absinthman! I didn't want to assume how a mechanic works like I was with Index , I appreciate the help.
October 4, 2012 2:23 p.m.
@Madnote:
You start combat phase, and choose your opp (who has a PW) as defending player.You designate your attackers (ie. 3 attackers) in Declare Attackers Step, kicking Hellrider 's ability, meaning even if your attacking creatures get killed on the same Step, Hellrider will still do damage to the defending player.You redirect the damage of the defending player to the planeswalker he controls before he starts Declare Blockers Step.
What I think you Can't do, or at least I have no idea, is to designate the planeswalker as the defending player, making him the automatic target of hellriders ability. I think in this case, hellrider doesnt activates as a planeswalker is not a Defending Player, to be precise. Though I cant find any ruling about this
October 4, 2012 2:30 p.m.
OcelotProblems says... #20
These are the rulings taken directly from "Gatherer" which is run by WotC.
1/22/2011 This damage is not combat damage and may be redirected to a planeswalker controlled by the defending player.
1/22/2011 If a creature you control attacks a planeswalker, the defending player is the controller of that planeswalker.
1/22/2011 In some multiplayer variants, creatures you control may attack multiple players and/or planeswalkers. For each attacking creature, Hellrider will deal damage to the corresponding defending player.
The first one pretty much sums up Hellrider s ability to put the proverbial smack down on a planeswalker.
October 4, 2012 4:29 p.m.
Sure, curiosity in hellrider is "wow", but it's a trap. I would play devil's play and/or flames of the firebrand instead. Works better with electromancer also.
Nothing beats killing off two-three creatures/dorks/tokens with flames of the firebrand
October 4, 2012 4:44 p.m.
Love the idea of the deck, I'm curious on how it does with these issues (still fairly new to magic, so sorry if there's something I'm missing here);
- How does the speed of the deck work while Curiosity isn't in effect, as it seems it would be extremely slow with just that and Inaction Injunction as your only sources of draw. Especially when curiosity requires a creature (Guttersnipe and Hellrider ) to do any work at all.
- How do you deal with enemy removal, or is the drawing so consistent that you can replace your Guttersnipes whenever one goes down? It looks like an enemy Mizzium Mortars would wreak havoc on this deck.
- Do you feel the deck relies too much on Guttersnipe, are you considering any alternative win conditions that you could work in?
October 4, 2012 4:48 p.m.
Playsets of Pillar of Flame and Electrickery seem counterproductive with a playset of Goblin Electromancer . I'd recommend Searing Spear and Annihilating Fire instead.
October 4, 2012 6:11 p.m.
Or even more card draw like Inspiration , which will end up costing you very little. "At the end of your opponent's turn," etc.
October 4, 2012 6:13 p.m.
spacecoyote1313 says... #25
Would Reliquary Tower be a thing in this deck. since your going to end up drawing so many cards
myon87 says... #1
Why the curiosity? Imo it's not worth it without invisible stalker.
October 4, 2012 5:14 a.m.