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Posted: Fri Feb 03, 2006 1:43 pm
saiyamike Ergoth Raiders, (I think that is the name). no card in the magic the gather ing database called Ergoth Raiders. do you mean Erg Raiders? because thats a 2/3 for B that deals you 2 damage every turn you don't attack with it (excluding the turn it's summoned) i think it's like Mad Dog, only better. Mad Dog is a 2/2 for 1R where if it didn't come into play this turn, sacrafice it if it didn't attack, pretty much the same delio, except that the Raiders are more cost efficient, and black will pay the price for power, thats a pretty good card,
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Posted: Fri Feb 03, 2006 2:24 pm
wellwisher Megamanxlink I know its not the worst card out there and they are trying to take power away from counterspells but, its the worst uncommon in guildpact.but it's better then that card that costed 1U to counter a spell that shares a color with a permenant you control. besides, non blue? thats still really good. I'm not saying its not playable, its just the worst uncommon in guildpact and I think it might be the worst card all together in guildpact.
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Posted: Fri Feb 03, 2006 2:59 pm
Megamanxlink wellwisher Megamanxlink I know its not the worst card out there and they are trying to take power away from counterspells but, its the worst uncommon in guildpact.but it's better then that card that costed 1U to counter a spell that shares a color with a permenant you control. besides, non blue? thats still really good. I'm not saying its not playable, its just the worst uncommon in guildpact and I think it might be the worst card all together in guildpact.umm...i think yourin the wrong topic for this. i'm building a deck from cards that most people wouldn't think to put in their decks. i can easily see that going into a deck. maybe not when playing free and having access to all of Magic's different counterspells, but still. it's not that bad of a card all things considered.
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Posted: Wed Feb 08, 2006 11:45 am
I just never felt this card was all that good. I mean in a big multiplayer it can be interesting but, for 8 its not really worth playing.
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Posted: Wed Feb 08, 2006 1:45 pm
Megamanxlink I just never felt this card was all that good. I mean in a big multiplayer it can be interesting but, for 8 its not really worth playing.by then you cold be down to less then five life, or your opponent might be at some crazy high amount.
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Posted: Wed Feb 08, 2006 2:42 pm
Mogg Toady. 2-2 Goblin 1R
Mogg Toady can't attack unless you control more creatures than defending player. Mogg Toady can't block unless you control more creatures than attacking player.
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Posted: Wed Feb 08, 2006 2:52 pm
Mogg Toady..... ..... ..... ..... confused confused confused sweatdrop stressed Duh! it's a goblin, wat are the odds that you'll have less creatures then your opponent before they are dead? anyways, Goblin Grenade, Seige Gang Commando, Airdrop Condor, Goblin Warrens, Firey Conclusion, Sneak Attack. should i stop?
Goblin Grenade. R, sacrifice a goblin, deal 5 damage to any target.
Seige gang Commando. 3RR. 2/2 put into play 3 1/1 goblin tokens 1R: sacrifice a goblin. deal two damage to target creature or player
Airdrop Condor 4R. 2/2 flying. 1R: sacrafice a goblin, dead damage to any target equal to the sacrificed goblins power.
Goblin Warrens. 2R. enchantment. R. sacrafice two goblins, put three 1/1 goblin creature tokens into play.
Firey Conclusion. 1R. sorcery Sacrifice a creature, deal 5 damage to target creature
Sneak Attack. 3R. enchantment
put target creature in your hand into play, that creature gains haste until end of turn. remove that creature from the game at the end of the turn.
while there are many better goblins, this one does help fill out a goblin deck.
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Posted: Wed Mar 01, 2006 3:20 pm
heh i think i got a good one and by good i mean the worst card ive come acros: armistice for 2 collerless and a whit mana its an enchantment that, for five mana you can draw a card and an apponent gains 3 life. i seriousely doupt you can find a decent combo with that
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Posted: Wed Mar 01, 2006 3:55 pm
froszen heh i think i got a good one and by good i mean the worst card ive come acros: armistice for 2 collerless and a whit mana its an enchantment that, for five mana you can draw a card and an apponent gains 3 life. i seriousely doupt you can find a decent combo with that False Cure + Isochron Scepter. Pay 5WW. Draw a card, your opponent loses 6 life. Words of Worship + Armistice Pay 4WW. your opponent gains 3 life, you gain 5 life. add in anything you want that needs life to work. anything that allows you to mix what happens is perfectly fine, besides, drawing extra cards in white is kind of hard. even if it gives your opponent life, you can still gain the advantage by drwaing extra cards.
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Posted: Wed Mar 01, 2006 4:07 pm
wellwisher froszen heh i think i got a good one and by good i mean the worst card ive come acros: armistice for 2 collerless and a whit mana its an enchantment that, for five mana you can draw a card and an apponent gains 3 life. i seriousely doupt you can find a decent combo with that False Cure + Isochron Scepter. Pay 5WW. Draw a card, your opponent loses 6 life. Words of Worship + Armistice Pay 4WW. your opponent gains 3 life, you gain 5 life. add in anything you want that needs life to work. anything that allows you to mix what happens is perfectly fine, besides, drawing extra cards in white is kind of hard. even if it gives your opponent life, you can still gain the advantage by drwaing extra cards. true, true, and after i sayed that i realized the false cure part, but didnt realise a lot of the other parts mrgreen but it does still have a down-side of making the game longer unless u get the false cure and isochron septer, it still is a streach though but i do see that it is better than i realised sweatdrop lol.
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Posted: Wed Mar 01, 2006 4:12 pm
Megamanxlink I just never felt this card was all that good. I mean in a big multiplayer it can be interesting but, for 8 its not really worth playing.Does that swap player's life? or does it just take someone from 0 to 20?
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Posted: Wed Mar 01, 2006 4:17 pm
JamesVonJames Megamanxlink I just never felt this card was all that good. I mean in a big multiplayer it can be interesting but, for 8 its not really worth playing.Does that swap player's life? or does it just take someone from 0 to 20? it just swaps, you can have a 4 player game. life totals are 15, 10, 3 (he's not doing so well), and 22. the life totals will still be 15, 10, 3, and 22, but who hs the life is a bit different. Froszen: or....you could just use it as a rare white card that gives you extra drawing ability, getting you closer to any key card you need.
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Posted: Wed Mar 01, 2006 4:49 pm
wellwisher JamesVonJames Megamanxlink I just never felt this card was all that good. I mean in a big multiplayer it can be interesting but, for 8 its not really worth playing.Does that swap player's life? or does it just take someone from 0 to 20? it just swaps, you can have a 4 player game. life totals are 15, 10, 3 (he's not doing so well), and 22. the life totals will still be 15, 10, 3, and 22, but who hs the life is a bit different. Froszen: or....you could just use it as a rare white card that gives you extra drawing ability, getting you closer to any key card you need. (eh-he lol i gues that armistice isnt that bad after all lol), and reverse the sands looks also like a good card, even in a 1v1 game; u could let an apponent hit you for a lot, while you take out there cards than swap life
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Posted: Thu Mar 02, 2006 4:17 pm
 for 15, it doesn't matter how fast you can get mana by the time you get it out, it gets massacred.
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Posted: Thu Mar 02, 2006 5:00 pm
draco155  for 15, it doesn't matter how fast you can get mana by the time you get it out, it gets massacred. Krosan Drover X4 hers how it works, you summon him for -8 Colorless mana, then you tap your Drovers, to reduce the cost by 1GGG more, now your autochron wurm costs you 1WW. seem a bit better priced? or you could always sneak attack it, then Cold Storage it. sneak attack 3R put a creature into play, that creature has haste, remove it from the game at end of turn. Cold Storage 4 3: remove a creature you control from the game, sacrifice cold storage: put all creatures removed due to Cold storage, into play. that way, on turn four you play sneak attack, turn five, Cold storage, and turn 6 you quick get the wurm into play, thena fter attacking, you storage it, then at the beginning of your opponents turn, all of a sudden, the cold storage has thawed and you got your wurm out for the measly cost of 3. this is a slowed version if it, because you'd probably have some mana sources besides land because you'd be running the wurm in the first place. also when you cold storage it, you can always reget it out when your opponent attacks for an extra bonus.
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