The Dark Brotherhood

Unknown Darkness1835

SCORE: 1 | 1068 COMMENTS | 477 VIEWS


Darkness1835 says... #1

I removed it. For now, lets see if yeago can't quickfix this. Otherwise, I trust everyone enough. Perhaps foolishly, but I do.

June 27, 2013 11:30 a.m.

Darkness1835 says... #2

Email me regardless, please. That way we at least have a backup.

June 27, 2013 11:31 a.m.

TiredTofu says... #3

I'm not too concerned about spies. I don't think it's worth our time to be 100% stealthy. Naive, perhaps, but meh.

My pick, here, is the Cyclops. Fixing can come later, and I expect to see a decent amount pack 2.

June 27, 2013 12:54 p.m.

I'd agree with both points. We can't wait forever for fixing, but I'm not convinced it's the right time to start picking it up yet.

If YeahGo has a quick fix for the privacy thing, cool, but either way i think the convenience of having one wall to post on is worth the low risk of spies.

June 27, 2013 1:03 p.m.

actiontech says... #5

Okay then, +1 NC from me

see that? didn't name a card. not like it matters at this point...

June 27, 2013 1:39 p.m.

Draugo says... #6

I'm actually going to support the guildgate idea. Second cyclops would be nice but as common and since izzet is obviously open I think there's a good chance we can get one or two more later.
On color guildgates on the other hand are much more harder to get in my experience and since we seem to be going heavy on izzet from now on (because it's open and it can really do some work) I'd take azorius or boros guildgates happily over many commons.
So I'll go +1 guildgate.
Though if we land on second cyclops now I'm not too sad about it either.

June 27, 2013 2:40 p.m.

TiredTofu says... #7

My issue with that is that the Cyclops is a "build around me" card. If we are going to build our deck with that in mind, we really should try and hit the critical mass of Cyclopses (Cyclopi?) we need to ensure that a heavy instant/sorcery Cyclops build won't screw us over. Ideally, if we go this route, we might even get 4-5 Cyclopi, and if we get the spells to support them...

Also, if we pass the Cyclops, that signals that Izzet is wide open, and we might get screwed out of those colors pack two.

June 27, 2013 2:55 p.m.

TiredTofu says... #8

And that's not to say we should go all-in on the Cyclops route, either. However, from personal experience, a shell based around them, instants, & Beetleform Mages can be devastating. Got to love RUG!

June 27, 2013 2:59 p.m.

dcarpntr says... #9

I sent an email to Darkness earlier saying that I was leaning towards the guildgate, but I think Tofu has convinced me otherwise. Grab the solid creature now and grab our fixing later.

+1 Cyclops

June 27, 2013 3:06 p.m.

Darkness1835 says... #10

I'm for the cyclops as well.

June 27, 2013 4:36 p.m.

Agog says... #11

Okay, let's go cyclops.

June 27, 2013 5:55 p.m.

Darkness1835 says... #12

Nivix Cyclops Tags are safe now. We're also able to comment on this page with reckless abandon, as yeago! has fixed that as well. Draft on, brothers!

June 27, 2013 6 p.m.

actiontech says... #13

Huzzah! Still on for the cyclops here, pretty confident there will be other ways to get our fixes later.

June 27, 2013 6:12 p.m.

While we're on the topic, how many cyclopi is too many for a draft deck? We could probably get up to 4-5 if we try for it and get lucky, but is that going to make our deck better overall? It's worth thinking about so we don't auto-snatch them unless we have a plan for it.

June 27, 2013 7:05 p.m.

actiontech says... #15

I'd put a cap at 3 of anything. 40 cards isn't many to dig through. Cyclopi? Not cyclopses? Pretty sure it's cyclopses.

June 27, 2013 7:09 p.m.

I'd have to say that I'm perfectly happy going absolutely all-in on the Cyclops plan if the fates allow it. They get more efficient in multiples. And just imagine if we luck-rip a Dragonshift . OOOOOOH YeeeeeeAAAAAHHHHHH.

Would that give us 7/4 flyers? Not sure how the triggers work with abilities that set power and toughness.

June 27, 2013 7:13 p.m.

Darkness1835 says... #17

3 at most. Otherwise we end up with a late game 1/4 defender, which is less than ideal. Plus, with so many, we'd really have to start working the deck around it which will prevent us from making our best possible picks.

June 27, 2013 7:28 p.m.

Seems reasonable. All hail logic.

If there's nothing exciting next pack (which is pretty likely), I'd say it's about time to look strongly into fixing.

June 27, 2013 7:30 p.m.

Darkness1835 says... #19

Agreed. Fixing now lets us take better cards when everyone HAS to take their fixing in 3rd pack.

June 27, 2013 8:48 p.m.

Darkness1835 says... #20

And to answe your question landgrafb, the instant would hit, +3/+0 would resolve, then it would become a 4/4 and flying hat still has +3/+0. So you're correct. 7/4 flier coming at you. Game ending

June 27, 2013 9:52 p.m.

Hopefully one gets opened, then. It's so mana-intensive that we may even see it second or third pick should one show up.

June 27, 2013 10:40 p.m.

Darkness1835 says... #22

The packs going to be late guys, but it's coming. Don't stay up or nuffin.

June 28, 2013 5:01 a.m.

Darkness1835 says... #23

Behold. The pack. It is up.

June 28, 2013 10:12 a.m.

actiontech says... #24

Like Runner's Bane for more or less removal or the Boros Guildgate here, even the Simic Cluestone is a fair option if we're fixing already. Weapon Surge would be a nifty trick with our Cylopses too. It'd be fun swinging in with 2 or 3 5/4 first strike guys. Would be brutal for our opponent to deal with.

Thinking Weapon Surge right now how about you guys?

June 28, 2013 10:18 a.m.

Agog says... #25

Weapon Surge , Boros Guildgate and Simic Cluestone seem to be the candidates to me.

June 28, 2013 10:19 a.m.

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