The Dark Brotherhood

Unknown Darkness1835

SCORE: 1 | 1068 COMMENTS | 477 VIEWS


Could we put our current picks in the sideboard? And then the current pack in the maybeboard. It's just me nitpicking, but I'm not a fan of our picks and our dummy cards being grouped together.

Thanks if you do it; no biggie if you don't.

June 24, 2013 12:18 a.m.

Darkness1835 says... #2

@landgrafb- Sure, easy fix. The dummy cards do have to be in the mainboard though, or else they wont affect the mana circle. I'll keep things separated.

June 24, 2013 1:01 a.m.

Appreciate it. Don't mean to be needy, but it will look nicer once we've got more than one pick.

June 24, 2013 1:20 a.m.

Draugo says... #4

Now a tactical question. Should our dummy cards balance our mana symbols so we have equal amounts of all colors or should be have slightly more of those colors we are not actually in (like at the moment) to deceive our opponents?

June 24, 2013 1:47 a.m.

Draugo says... #5

@Kravian I'll update the colors once the deck starts to take shape. I just wanted something that was balanced for now.
@landgrafb I agree about Tingle, but you have to take it up with Ubisoft, it's their design after all :)

June 24, 2013 1:53 a.m.

I like the design. The Tingle thing is mostly just my mind being random as hell. I mean, who looks at a picture and goes "you know what, man... Tingle"?

Apparently me, I guess.

June 24, 2013 2 a.m.

Darkness1835 says... #7

@Draugo- I dont think that'll be an issue since I have just about 100 of each color. Adding the draft cards wont change the color wheel too much. Maybe something to consider further down the road if the wheel is starting to look unbalanced.

June 24, 2013 2:14 a.m.

Draugo says... #8

@Darkness1835 yes, I forgot that you don't get the exact figures from the color wheel except in the deck page.

June 24, 2013 2:26 a.m.

Darkness1835 says... #9

You'll find our next pack in the maybeboard, given to us from GureiSeison and his team. I'm thinking as a general rule we want to take as much removal as we can. Maybe we can use it, maybe not. But if we have it, no one else can use it, and that's key.My vote is for Far / Away, with Fatal Fumes as a close second.

June 24, 2013 2:58 a.m.

KrazyCaley says... #10

Sanguine, my brother. Wait, crap, wrong chapter of the brotherhood.

June 24, 2013 3:17 a.m.

Man this pick kinda sucks to have to make. There's a lot to think about, and none of the playable cards in this pack will table.

Far/Away is easily the best card here, but it will be almost impossible to run it and Advent in the same deck. Getting greedy is bad, and playing 4 colors is something you only do AFTER you have enough fixing. That being said, Away is still an amazing spell on its own.

Fatal Fumes is a bit less potent, but is easily splashable. It is, however, only reliable removal if used against a small creature, or is used as a combat trick.

Beetleform Mage is an amazing creature, and should never be overlooked. It can get out of hand very quickly. It also has a small advantage of being in one of the colors we've already picked.

With all of that on the table, my pick is still Far/Away. It's still the strongest stand-alone card, is guaranteed removal, and is still playable even if we don't fuze it. If we end up in a situation where we can fuze it, it becomes game-ending advantage.

June 24, 2013 3:20 a.m.

Good to see KrazyCaley is enjoying our deck theme. Let's not flub it up and disappoint him.

June 24, 2013 3:22 a.m.

Draugo says... #13

Far and away is a relatively easy pick but I agree with landgrafb that it makes our advent an inconvenient pick and we shouldn't focus too much on the far part. Beetleform Mage would be a potent creature that could be played with advent quite easily and I think it is on the power level of mediocre removal.
Third option is a second pick sunspire gatekeeper that would work well if we go at all selesnya populate and as second pick it gives us much time to look for suitable gates.
In short I'd say that if consensus is for removal we should take far and away but if creature is an option a second pick sunspire gatekeeper is quite awesome with advent and if we don't want to turtle at all (undestandable with advent) beetleform mage is awesome pick.

June 24, 2013 6:07 a.m.

Agog says... #14

I like removal and think we should stick with the picking the best card at this stage and not focus yet on pursuing specific colors. Far / Away is good even without the fuse, so I agree with picking that one.

+1 Far / Away

June 24, 2013 7:55 a.m.

dcarpntr says... #15

I don't think we'll see many Far / Away come to us. In terms of BREAD, this pack has no Bombs so we should look for good Removal.

Advent of the Wurm only needs one white mana to cast. That one mana source could easily be a Selesnya Guildgate, Azorius Guildgate, or an Orzhov Guildgate (or one of the inferior cluestone if we need to). We can easily make a BUG deck that splashes white for Advent of the Wurm (I guess by BUG in this format I mean Simic+Dimir+Golgari).

I'm don't think we are far enough into packs yet to know that we are still playing Advent of the Wurm. Remember that this set is made of nearly all support cards for the ten guilds. So we're probably going to end up playing 3 or 4 color "good stuff," instead of a synergistic guild deck. Let's keep our eyes open for good cards that doesn't spread our mana out too far, and in the end our deck will come together.

+1 Far / Away

June 24, 2013 8:18 a.m.

dcarpntr says... #16

Holy cow! Just looked at this pack again and there are a lot of playable cards in here. The Beetleform Mage, Orzhov Guildgate, both Gatekeepers, Runner's Bane, Fatal Fumes, and Murmuring Phantasm are all decent. Even the Fluxcharger in the right deck can do some work. And Showstopper can be a surprise game loss that comes out of nowhere when we think we have a superior board state to attack with.

June 24, 2013 8:41 a.m.

actiontech says... #17

My vote would be 1st: Far/Away, 2nd: Beetleform Mage and 3rd: Fatal Fumes. Far/Away has killed me in constructed often enough I know how powerful it is and I have no problem grabbing this up before the grixis player makes us sorry we didn't later. The mage is a VERY useful creature, pretty much a 4/4 flyer that's hitting on turn four (which unfortunately will probably die to removal), and fatal fumes is pretty weak removal with the 2 toughness limit, assuming we weren't able to pull off a combat trick or something.

tl;dr:

+1 Far // Away

June 24, 2013 9:22 a.m.

Darkness1835 says... #18

@Agog- I agree. Removal is so limited with this 3x DGM that we need to take it when we can. We shouldn't worry about colors yet, just take the good stuff.

June 24, 2013 10:54 a.m.

goodstuff.dec

June 24, 2013 11:11 a.m.

Draugo says... #20

Wait, are we playing triple DGM and not DGR... in that case scrap what I said. Far and Away is the obvious choice.

June 24, 2013 11:58 a.m.

actiontech says... #21

I forgot...

"Silence, my brother."

June 24, 2013 12:19 p.m.

Kravian says... #22

Far and Away we go. If we cast both halves, it is guaranteed to ruin someone's day. I'm not even considering last pick in regards to this one, we aren't on a track yet.

June 24, 2013 3:29 p.m.

Darkness1835 says... #23

Far and away it is. I'll forward it to management

June 24, 2013 4:25 p.m.

Nice, i'm glad we're all on the same page again. Not that the choice was too hard this time.

If we really are going full goodstuff.dec, then we should keep a keen eye on color fixing. Cluestones will probably have a much higher value in this format than usual. We can start picking them and guildgates (relatively) early over cards that are only fringe playable.

June 24, 2013 6:32 p.m.

dcarpntr says... #25

I was also thinking the same thing about cluestones. Hopefully we'll see some guildgates instead of cluestones that we can use, though.

June 24, 2013 6:40 p.m.

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