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The Original Jitterbug

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PostPosted: Mon Sep 05, 2011 7:14 pm


I CAN'T WAIT FOR THE PRE-RELEASE!!!

I think I'll build a Zombie/Werewolf B/U/G deck for the occasion...

I especially love Rooftop Storm, what with it's Frankenstein reference and whatnot.
PostPosted: Mon Sep 05, 2011 9:31 pm


oooo how I'm loving this set! At first I was going to go with BR zombies and try to go with copy abilities with army of the Damned, but today's new card is so much more crazy. BG with Essence of the Wild (3GGG 6/6 when a creature comes into play, it becomes a copy of EoW). That means 13 6/6 tokens. and since it's green, that will help with the mana issue also! oh my god this is awesome!!!! I've never been this excited for a set before and we're only in week 2 of spoilers!!!!

sky_rider19


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PostPosted: Tue Sep 06, 2011 12:31 am


Garruk's not horribly good.
Lilliana has a bit more favor after seeing the 5/6 Flying creature for 1UU.
Garruk prob won't see much play, since zombies are B/U this set, and Werewolves are G/R and maybe W.
PostPosted: Wed Sep 07, 2011 3:14 am


Garruk makes playing taste of blood somewhat playable now XD 5 mana open, drop Garruk, taste of blood. transform, +1 and have a 1/1 deathtouch. mono green wolves? seems fun

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sky_rider19

PostPosted: Wed Sep 07, 2011 6:57 am


not quite. You can redirect your own spells at PW's you control. Hex Parasite works though, his fight ability works when you use one of his 2/2 tokens.
PostPosted: Wed Sep 07, 2011 6:48 pm


o yeah your right XD. my mistake. its so lame that your opponent cant redirect dmg to your planswalker but not yourself. anyways hex with garruk is a turn faster anyways

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PostPosted: Thu Sep 08, 2011 7:43 pm


"Haunted Mourland" Land; R: T: Add 1; WU, T, Exile one creature card from your graveyard: Put 1/1 white spirit creature token with flying to battlefield.

wait what? 3 mana to make a dood? perfect to hold up counter magic and use it at EOT. UW super strong now
PostPosted: Fri Sep 09, 2011 9:42 am


when hasn't it been tagg? I can't wait for the UB land honestly.

sky_rider19


DA-FDNT
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PostPosted: Sun Sep 25, 2011 10:58 pm


>> ...
<< ...

...

Well!?

What ya get!? xd

(has none cause he refuses to buy anything but theme decks & singles now)  
PostPosted: Mon Sep 26, 2011 1:40 am


didn't get anything good but did go undefeated in my sealed pool, BUT my draft deck was sick afterwards. I was able to make a 4 color deck Dredge. 3 unburial rites(with teh white flash being my 4th color), 2 somber spiders (only green cards). had enough mill and OMG makeshift mauler is SO good. so is delver of secrets in the deck. 2 markov patrition with 2 spectrial flight, I hate auras on my creatures cause they make 2 for ones, but its seriously easy to play around those. The best was delver of secrets and the butcher knife (which is killer with invisable stalker). turn 4 and a 12 dmg difference? yeah I win that race.

Enchantment auras also are really good in this set because there is very little hard removal. Hexproofing your guy with mask of avacyn is good, we had 6 of those uncommons in our pool

Flying is VERY VERY relevant you can easily win with just a lot of flyers.

O there is also a chance for you to get THREE rares in a pack. 1 foil non-flip rare, 1 flip rare, and one rare. Opened one with the flip vampire, creepy doll, and foil dragon. the flip card can count as your land.

the power of cards is normally "3" for unflip cards. and the perfect toughness is "4" for unflip cards. werewolves are really easy to deal with as long as you fly.

Best tribe if you play by it is humans cause all the gear rewards you more for human play. keep that in mind people!


The power level of these cards overall is VERY VERY lowered compared to drafting zendikar, shards, or scars. so keep it in mind, normal high costing cards that would be bad in M12 is good in this set. its a very very SLOW(unless you get GOOD agro cards and draw) set. most of the higher costing creatures easily combat the early agro creatures

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PostPosted: Mon Sep 26, 2011 7:44 am


Didn't do great at my prerelease, went 1-2 in sealed. Had a hard time deciding what to build. Had a lot cards scattered in each color but nothing that really jumped out at "build me". Some of my rares were tree of redemption (nice card. I was able to get his toughness to 32 one match), elite inquisitoner (It's a good card, but I did not face many monsters Or at least ones that didn't have evasion of some sort), Rooftop storm (would have been a fun card, but practically no zombies which did not like), the UB action land (it was the only two colors I didn't end up using which made that card useless), Falkenrath vampires (It's was a nice card to use, but my opponent had a card to deal with him so he didn't get too big. I was hesitant to use him because I would be splashing in red with a double red card). Didn't get any rare flip cards, but I got some useful ones. My favorite card to use? Probably have to be moment of heroism. I love it when I just swing to attack and they let it go through and then add 2 more attack and gain life off of it. I got 3 of those in my pool so I was happy.

Didn't make the top 8 but I did get a consolation pack which got me grimoire of the dead which was a nice consolation price. Afterwards, I was able to trade and get my favorite cards army of the damned!!!! Now deckbuilding can begin!!!
PostPosted: Tue Nov 01, 2011 6:11 pm


What I don't like is the fact that all the werewolves have that "At the beginning of each upkeep, if no spells were cast last turn transform *insert random werewolf*" ,same goes for "at the beginning of each upkeep, if two or more spells were cast transform *insert werewolf name*

people/opponents are always gonna cast spells, what's a way around this?  

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PostPosted: Tue Nov 01, 2011 10:05 pm


Lumina Rei Uchiha
What I don't like is the fact that all the werewolves have that "At the beginning of each upkeep, if no spells were cast last turn transform *insert random werewolf*" ,same goes for "at the beginning of each upkeep, if two or more spells were cast transform *insert werewolf name*

people/opponents are always gonna cast spells, what's a way around this?


in drafting terms, you have access to mana dumps like the foxes so you still are using your mana and not "wasting a turn"

In constructed play, well standard because we can all agree the only playable flip card outside of standard is the delver of secrets

standard, flip cards give control decks a really hard time(if they hit the field). instead of saving mana up for counterspells they have to play a thing on their turn to keep it from flipping and hitting you. flips in my opinion are pretty bad (not including the flip rares)
PostPosted: Tue Nov 01, 2011 10:50 pm


Tagg the Terror of Death
Lumina Rei Uchiha
What I don't like is the fact that all the werewolves have that "At the beginning of each upkeep, if no spells were cast last turn transform *insert random werewolf*" ,same goes for "at the beginning of each upkeep, if two or more spells were cast transform *insert werewolf name*

people/opponents are always gonna cast spells, what's a way around this?


in drafting terms, you have access to mana dumps like the foxes so you still are using your mana and not "wasting a turn"

In constructed play, well standard because we can all agree the only playable flip card outside of standard is the delver of secrets

standard, flip cards give control decks a really hard time(if they hit the field). instead of saving mana up for counterspells they have to play a thing on their turn to keep it from flipping and hitting you. flips in my opinion are pretty bad (not including the flip rares)


So are you saying that having a strict straight up werewolf deck (with green and red wolves) is a bad idea or that there is no way around it?

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PostPosted: Fri Nov 04, 2011 12:42 pm


Lumina Rei Uchiha
Tagg the Terror of Death
Lumina Rei Uchiha
What I don't like is the fact that all the werewolves have that "At the beginning of each upkeep, if no spells were cast last turn transform *insert random werewolf*" ,same goes for "at the beginning of each upkeep, if two or more spells were cast transform *insert werewolf name*

people/opponents are always gonna cast spells, what's a way around this?


in drafting terms, you have access to mana dumps like the foxes so you still are using your mana and not "wasting a turn"

In constructed play, well standard because we can all agree the only playable flip card outside of standard is the delver of secrets

standard, flip cards give control decks a really hard time(if they hit the field). instead of saving mana up for counterspells they have to play a thing on their turn to keep it from flipping and hitting you. flips in my opinion are pretty bad (not including the flip rares)


So are you saying that having a strict straight up werewolf deck (with green and red wolves) is a bad idea or that there is no way around it?


the Mayor is a good werewolf card. because it produces bodies. In my opinion the Flip Werewolves are bellow average (maybe the next set will change it).

wolf run land makes it better.

the rare werewolves are good, and rewards you pretty good when your opponent doesn't play a spell. they are really slow, even with moonmist in the format. against control decks they flop, because control has so many removal and counters. against agro decks like white tokens, their tokens are more powerful by the fime you flip a wolf (which means you have to skip a turn because they play spells on their turn). they are good agaisnt birthing pod, because they constantly don't play relevent spells till after your wolf hits the ground.

I would also avoid using them because once innistrade leaves standard the only flip card that will be played in other formats will probubly be garruk. it's not worth investing in
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