The Dark Brotherhood

Unknown Darkness1835

SCORE: 1 | 1068 COMMENTS | 477 VIEWS


Draugo says... #1

+1 Hidden Strings

July 4, 2013 1:52 p.m.

dcarpntr says... #2

My issue with Hidden Strings is that after it's ciphered, it can only be cast for free after you deal combat damage with the creature it's ciphered onto. If they have a removal spell or a blocker that we cannot attack into, then Hidden Strings is pure garbage, where as we can attack through most blockers that we'll see with Awe for the Guilds and deal a lot of damage, possibly even swing for lethal. I'd rather end the game instead of trying to be cute with my combat tricks.

Another issue I have is that most people think of Hidden Strings like it is Hands of Binding from Gatecrash, and those two spells are not anywhere near the same power level. If the choice was between Hands of Binding or Awe for the Guilds , then I'd be on board for Binding. But Strings is not Binding; it's not anywhere near as good as Binding. Strings will only give us one profitable turn for combat. After that, it's usually not very good unless our opponent has literally zero answers in their entire deck.

I'm not changing my vote, but I can see that I'm on the losing side of this argument, and I'm okay with that. Hopefully we'll have a chance to pick up one or two Awe's in our future packs, because it would be amazing in our deck.

Happy 4th everybody!!!

July 4, 2013 2:17 p.m.

Prevailed says... #3

I agree with D .

July 4, 2013 2:39 p.m.

People are missing a key flaw in their argument for Awe for the Guilds / against Hidden Strings . We don't need the Binding to trigger more than once. Anything after the initial cast is pure gravy.

The turn we cast either Awe for the Guilds or Hidden Strings , we're using it to create evasion. We get to push damage through past what our opponent assumed would be blockers. In the case of Awe for the Guilds , this is all we get. It's a one-shot deal.

In the case of Hidden Strings , however, we also get the option to cypher it to one of our creatures. Given the fact that we're creating evasion for a turn, we can assume that we will produce at least one cypher trigger. This trigger can't be used to lock down opponent's creatures (because they'll untap anyways), but it CAN be used to untap our creatures if we need blockers, or our lands if we want to threaten combat tricks or play a spell main phase 2.

On later turns, any additional cypher triggers can be used to reset our blockers or lands as we need them to. We can't guarantee that we'll get another trigger, but if we do it's all value. All of this for one less mana than Awe for the Guilds .

tl;dr: Hidden Strings accomplishes everything Awe for the Guilds does and more, all for one less mana.

July 4, 2013 4:12 p.m.

Prevailed says... #5

Land, I see where you are coming at. But, several players play mono-color, this could make us or break us. I will leave this decision to you guys.

July 4, 2013 4:17 p.m.

I don't disagree that Awe for the Guilds has the potential to open up a much stronger alpha strike than Hidden Strings . I think that the versatility, value, and lower mana cost of Hidden Strings make it the smarter choice, though.

July 4, 2013 4:22 p.m.

Prevailed says... #7

You have convinced me for Hidden Strings +1 to Hidden

July 4, 2013 4:25 p.m.

TiredTofu says... #8

Definitely Hidden Strings , for all the reasons mentioned.

There are a ton of multicolored creatures in this format. The first cast of Hidden Strings will take care of two of them, where Awe just won't. Plus, it might stick around and act as a way to give our guys Vigilance or pseudo-mana ramp us. It's all upside for us.

July 4, 2013 8:16 p.m.

Darkness1835 says... #9

July 4, 2013 9:57 p.m.

Darkness1835 says... #10

Autodrafting starts now until next pack. Check back in tomorrow night to see the rest of this first pack and vote for Pick 1 of Pack 2! Happy 4th guys.

July 4, 2013 9:59 p.m.

Agog says... #11

Uncovered Clues for pick 13 - nice!

July 5, 2013 11:22 a.m.

Darkness1835 says... #12

It was between that, Azorius Cluestone and Mending Touch

July 5, 2013 12:45 p.m.

Prevailed says... #13

Uncovered Clues , easily.

July 5, 2013 3:24 p.m.

Darkness1835 says... #16

New pack, folks!
We are now passing to GureiSeion and team, and receiving from Goody.

July 5, 2013 6:47 p.m.

Darkness1835 says... #17

Izzet Guildgate or Fluxcharger for me.I'm hesitant to pick the guildgate because GureiSeion's team will notice we took the gate and could potentially screw us over 3rd pack if we don't have our fixing by then. I'm also hesitant to pass it because it's primetime fixing for our deck and if we don't see it again it'll be almost as bad as that Steam Vents we missed out on. Fluxcharger is a solid creature and fits our theme, similar to a cyclops with added bonus of being able to attack in the air without having to play a sorcery or instant first. The extra 5 is just gravy (perfect Hidden Strings target?)

In the end, my vote is for Fluxcharger , with the hope that fixing will find us yet.

July 5, 2013 6:56 p.m.

TiredTofu says... #18

A flying blocker with a butt that's X/5? In our colors? And can morph into something that can swing for 5 in the air?

Yes, Fluxcharger is easily our best option.

It's also worth noting that fixing might not even be important to us. If we're pure R/U, then I'd be fine with ZERO guildgates. If we have the opportunity to go 2 color, and we can keep on picking nothing but gas in our colors, then a deck with nothing but Islands and Mountains as lands is completely feasible.

I'm more concerned about our Instant/Sorcery count, to be honest. That is something we'll need to prioritize (assuming there isn't a Cyclops or Fluxcharger in the pack).

Fixing would only be important if we had to go three colors, and it looks like we're moving farther and farther from green as time goes on. Furthermore, if we do go 3 color at this point, it probably wouldn't be more more than as a splash. If that's the case, our priority should be picking up U/G or R/G guildgates, since we should have more than enough Islands/Mountains to support our Red/Blue base.

July 5, 2013 7:38 p.m.

Agog says... #19

I like Fluxcharger as it fits in perfectly with the cyclops, and it gives us a good blocker in the air.

I also like Rubblebelt Maaka , but it doesn't fly.

The guildgate can wait for now I think. In general I think we should focus on picking up quality creatures in the early picks. I am hoping we can find a Maze Glider somewhere along the way.

July 5, 2013 10:07 p.m.

Agog says... #20

July 5, 2013 10:07 p.m.

dcarpntr says... #21

Nice job with the autodrafting, Darkness! We even got a late pick Maze Rusher ? Sweet! Too bad Goblin Test Pilot doesn't have haste, and indestructable. That would just be silly.

I have to agree with Fluxcharger on this one. 1/5 flying blocker that morphs into a 5/1 powerhouse. Seems good, and fits with our deck theme.

+1 Fluxcharger

July 5, 2013 10:28 p.m.

KrazyCaley says... #22

@dcarpntr - I CLAIM THE CREDIT FOR MAZE RUSHER

July 5, 2013 10:32 p.m.

dcarpntr says... #23

Thank you, KC!!! :D

July 5, 2013 10:44 p.m.

Darkness1835 says... #24

@KrazyCaley- I mean c'mon... Were you really gonna give us Riot Control instead?

July 5, 2013 10:45 p.m.

Darkness1835 says... #25

On the topic of Goblin Test Pilot , there's a reason he was last pick. Even with our big butt dudes, he's insanely unplayable. He could hit us or himself, both of which are counterproductive. He's too much of a liability to use.

July 5, 2013 10:49 p.m.

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