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PostPosted: Mon Jan 09, 2017 8:36 am 
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DJ0045 wrote:
Valor can already kill on t4:

T1: Kytheon.
T2: Dragon Fodder. 2 Damage
T3: Hanweir. 4 Damage. Flip Kytheon
T4: Valor. 22 Damage


Yeah, but the new cards bring a lot of new ways for that to happen. I think there may be many paths to a t4 kill if we just get the cycle and Kari. The deck should have 6 valid 1 drops, 16 2 drops to choose from (possibly more), 10 3 drops, and valor for the kill.

Off the top of my head, of course (assuming 3 colors).


I know and that's why I'm so excited. The consistency of this deck, which I've been playing since it' s janky Origins days, could be literally through the roof, depending on the cards we get.


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PostPosted: Mon Jan 09, 2017 8:39 am 
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Noone making a big deal about Hungry Flames ?

At uncommon, that's quite the card for duels imho.


That's the 3cmc 3 damage burn 2 right? What deck would this go in? Burn is pretty packed in the 3cmc slot between Fiery Temper, Exquisite Firecraft and Collective Defiance. Not sure if they still run Geistblast for Firecraft shenanigans, but that'd be another one, so if we're talking Burn what leaves that deck for this to go in? I'd be more considerate of finding room for Shock if we get it personally. Not saying it's a bad card though.

As a player who doesn't have access to most of the cards listed by BBB I find Hungry Flames to be a great upgrade to Touch of the Void which I have been using steadily for awhile now. The exile effect won't be missed. (Except when I play against Delirium).

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PostPosted: Mon Jan 09, 2017 10:46 am 
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I like the new 5 mana enchantment better than Valor. It's a permanent buff that still affects your topdecks. I think it's a strict upgrade to Valor.

My eye is on that for sure but 5 mana and revolt is a lot to ask for and slow whereas Valor gets sudden insta-kill.
Even in my jank bant blink deck that is blinking things, that revolt is only once per turn whereas Valor is every time and works better with all the shenanigans and possible infinite loop of blinks.
I suppose the new 5 mana one works better in a more traditional blink version without the angels and not trying infinite loops but there's still good token **** in there that works in blink that would prefer Valor (e.g. Blue thopter lady or that servo angel).

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PostPosted: Mon Jan 09, 2017 11:21 am 
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Maybe if Call for Unity said it got a counter every turn no matter what and revolt gave it an extra one. Otherwise, I think it's just way too slow. The card literally can't do anything the turn it comes into play, even if you build around it. It's hard to imagine it being a big impact card, even in a deck that is totally built around it, or am I missing something here.


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PostPosted: Mon Jan 09, 2017 11:27 am 
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DJ0045 wrote:
Hmmm... Hungry Flames are splashable, so it would get A LOT of play as a splash red card. Double red has been a bit of an issue with our less than perfect mana options.


Again I've got to ask, for what decks? Doubled Red for Izzet burn isn't hard, non existent for mono Red burn (about the only place I'd see this). It's 3 toughness removal for 3 mana that burns for 2. Whilst all those things do feel mana efficient for it's cost and power budget, I just don't see this being worth swapping burning face for discarded, 4 uncounterable damage for , and arguably one of the best spells Red has in Collective Defiance.

Maybe this is one to bring up on Friday, but I've got a bit of Beast's mentality of "where and why?" with this card.


Izzet burn doesn't mind playing at sorcery speed, and the double red only is sometimes an issue, so it wouldn't be interested in this spell.

However, any mid-range or control deck that at least splashes red (and why wouldn't you in a very agressive meta, besides Grasp -which requires utmost color dedication- and soon fatal push, the very best early removal is in this color, as well as Radiant Flames) would almost certainly be interested in an instant speed burnspell that also helps dealing with walkers. I remember Jund (or R/G/C) for instance having issues with resolved walkers, to the point of people considering Devour in Flames, whilst otherwise being a very solid deck.


Last edited by Goblin Rabblemaster on Mon Jan 09, 2017 11:31 am, edited 1 time in total.

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PostPosted: Mon Jan 09, 2017 11:28 am 
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I'm with you DJ, not being able to trigger it each turn is the nail in the coffin for me, you have to wait an entire turn just to get an always watching, and then you have to wait another two turns (your opponents then yours) just to get any more out of it, way to slow for me.

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PostPosted: Mon Jan 09, 2017 11:29 am 
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I'm with you DJ, not being able to trigger it each turn is the nail in the coffin for me, you have to wait an entire turn just to get an always watching, and then you have to wait another two turns (your opponents then yours) just to get any more out of it, way to slow for me.


I don't even know what the card does but if it's too slow for FlameshadowConjurer233 then it must be reeeeeeaally slow. :)

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PostPosted: Mon Jan 09, 2017 11:32 am 
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oh wow, you're in this thread TOO?? Is the promised improved matchmaking enough to win you back?! :)

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PostPosted: Mon Jan 09, 2017 11:37 am 
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DJ0045 wrote:
Maybe if Call for Unity said it got a counter every turn no matter what and revolt gave it an extra one. Otherwise, I think it's just way too slow. The card literally can't do anything the turn it comes into play, even if you build around it. It's hard to imagine it being a big impact card, even in a deck that is totally built around it, or am I missing something here.


I'm with you DJ, not being able to trigger it each turn is the nail in the coffin for me, you have to wait an entire turn just to get an always watching, and then you have to wait another two turns (your opponents then yours) just to get any more out of it, way to slow for me.


I'm not saying the card is good, but there are multiple ways to trigger it the turn it comes into play, since it triggers at your end step. Scions, Husk or even good old combat all work.

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PostPosted: Mon Jan 09, 2017 11:38 am 
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@Barney, Probably not but I gotta get my shots in before the inevitable disappointment and subsequent exodus. At least I won't have to make a video about it this time. :)

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PostPosted: Mon Jan 09, 2017 11:42 am 
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felbatista wrote:
DJ0045 wrote:
Maybe if Call for Unity said it got a counter every turn no matter what and revolt gave it an extra one. Otherwise, I think it's just way too slow. The card literally can't do anything the turn it comes into play, even if you build around it. It's hard to imagine it being a big impact card, even in a deck that is totally built around it, or am I missing something here.


I'm with you DJ, not being able to trigger it each turn is the nail in the coffin for me, you have to wait an entire turn just to get an always watching, and then you have to wait another two turns (your opponents then yours) just to get any more out of it, way to slow for me.


I'm not saying the card is good, but there are multiple ways to trigger it the turn it comes into play, since it triggers at your end step. Scions, Husk or even good old combat all work.

Yeah I don't think it'll be that hard to trigger, especially in the decks that want it but it just doesn't help you the turn you play it (end step is pretty useless) and then it takes so long to ramp up. At least Valor is cheaper and threatens to win the game with certain creatures (e.g whirler rogue, pia and kieran ect) if you have a decent board while this takes its time to ramp up

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PostPosted: Mon Jan 09, 2017 11:51 am 
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Izzet burn doesn't mind playing at sorcery speed, and the double red only is sometimes an issue, so it wouldn't be interested in this spell.

However, any mid-range or control deck that at least splashes red (and why wouldn't you in a very agressive meta, besides Grasp -which requires utmost color dedication- and soon fatal push, the very best early removal is in this color, as well as Radiant Flames) would almost certainly be interested in an instant speed burnspell that also helps dealing with walkers. I remember Jund (or R/G/C) for instance having issues with resolved walkers, to the point of people considering Devour in Flames, whilst otherwise being a very solid deck.


Actually that's a fair point, I hadn't thought of that. It certainly wouldn't kill them, but keeps those PWs ticked down for sure.

Good to see you back BTW Rabs :)

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PostPosted: Mon Jan 09, 2017 12:40 pm 
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I really want to like Call for Unity, but I think it'll just be too slow. Don't imagine it will replace Valor in decks that want goofy buff shenanigans.

Best case I can think of off the dome is to play Blisterpod T1 and somehow get it to die by attack or block T2 (giving you a scion) and casting a 2cc mana dork. Then T3 you could tap 3 land plus the dork and sac the scion for mana#5 to cast Unity and get the revolt trigger online end of T3. But that's Christmasy stuff with correct land and card set up. With Ornithopter, Valor can trigger buffs for attack the turn it drops, and you still have your follow up turn to cast your 3 body spells for jumbo attacks while Unity is only buffing 1 the turn after it's played...

The one thing Unity has going for it over Valor is it dodges Fragmentize. Otherwise Valor is much easier to abuse.

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PostPosted: Mon Jan 09, 2017 12:48 pm 
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You know, these duels updates are awfully slow. Wizards usually springs to life around 4pm GMT with all their articles and such being put up on their website but duels updates always take a few more hours, like it's coming towards 6pm GMT now and still no card list.
Hopefully they don't mess up and originally only put up the white cards this time.

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Last edited by WrightJustice on Mon Jan 09, 2017 1:24 pm, edited 1 time in total.

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PostPosted: Mon Jan 09, 2017 12:52 pm 
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You know, these duels updates are awfully slow. Wizards usually springs to life around 4pm GMT with all their articles and such being put up on their website but duels updates always take a few more hours, like it's coming towards 6pm GMT now and still no card list.
Hopefully they don't mes up and originally only put up the white cards this time.

Only white cards is the new Aether Revolt feature.

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PostPosted: Mon Jan 09, 2017 12:55 pm 
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I remember that in EMN. "Only White cards this expansion. We skipped trying to tell you White wasn't busted."

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PostPosted: Mon Jan 09, 2017 1:05 pm 
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http://magic.wizards.com/en/content/magic-duels

A bit update

Aether Revolt arrives in Magic Duels on January 18 for PC via Steam, iPad, iPhone, and Xbox One! The new release adds 126 NEW unique earnable cards, NEW Story Quests, NEW Skill Quests, and NEW customizable items. Play with cards like destructive gremlins, massive airships, and legendary artifacts.


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PostPosted: Mon Jan 09, 2017 1:10 pm 
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Anyone want to theorize what the new battle mat color will be? The blue color from Kaladesh makes it hard to tell when the game is paused so I hope they choose something other than blue.

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PostPosted: Mon Jan 09, 2017 1:27 pm 
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SKAAB wrote:
http://magic.wizards.com/en/content/magic-duels

A bit update

Aether Revolt arrives in Magic Duels on January 18 for PC via Steam, iPad, iPhone, and Xbox One! The new release adds 126 NEW unique earnable cards, NEW Story Quests, NEW Skill Quests, and NEW customizable items. Play with cards like destructive gremlins, massive airships, and legendary artifacts.

18 for US and 19 midnight+ for EU. Nothing really new they didn't already say in the developer insights thread.

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PostPosted: Mon Jan 09, 2017 1:30 pm 
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Psychatog wrote:
Anyone want to theorize what the new battle mat color will be? The blue color from Kaladesh makes it hard to tell when the game is paused so I hope they choose something other than blue.


Probably Red.

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