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froszen

PostPosted: Sun Mar 05, 2006 6:49 am


Angelic Celestia
wellwisher
draco155
User Image - Blocked by "Display Image" Settings. Click to show.

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.


In addition, you can also use an effect that will dump the wurm into your graveyard, and then cast Vigor Mortis. 3nodding
Return target creature from your graveyard to play. If G was spent to play Vigor Mortis, the critter comes into play with a +1/+1 counter.

You just have to know how the system works, kiddies! mrgreen


i hope no one minds if i come up with another way,
since i dont have any of the new cards or any sneak attacs or drovers i have my own way to get infinite mana by turn 4 or 5 ready to use.
Elvish Guidence or Fertile Ground (just anything that produces an extra mana actualy), Wirewood Lodge, Argothian Elder, and if you didnt get a way to make different collers already Oriochi Leafcaller
hears how it works;

first turn you put down a forest and the leafcaller
second turn the lodge and the fertile or guidence
third turn (if you have another elf out or used the fertile) put out the elder
fourth turn if you were running slow put down a fourth land then the elder, if not then u can get out that wurm, and anything else you want to put down.
fith turn either attack them to hell or get your cards out now.
PostPosted: Sun Mar 05, 2006 10:02 am


reanimator and infinite mana works just fine.

there is a slightly more legal form of the infinite mana combo with the snakes. combining Sachi, Orochi leafcaller, and the blue enchant creature reed From the Real.

it's another infinite mana combo, simpler as well.

wellwisher


froszen

PostPosted: Sun Mar 05, 2006 2:04 pm


wellwisher
reanimator and infinite mana works just fine.

there is a slightly more legal form of the infinite mana combo with the snakes. combining Sachi, Orochi leafcaller, and the blue enchant creature reed From the Real.

it's another infinite mana combo, simpler as well.

that is a lot simpler. i actualy hadnt seen that but also i dont have a Reed From the Real
PostPosted: Mon Mar 06, 2006 1:07 pm


worst card? simple:
Sea Troll
User Image
Oracle text: U: Regenerate Sea Troll. Play this ability only if Sea Troll blocked or was blocked by a blue creature this turn.

Skunch
Crew


froszen

PostPosted: Mon Mar 06, 2006 4:19 pm


Skunch
worst card? simple:
Sea Troll
User Image
Oracle text: U: Regenerate Sea Troll. Play this ability only if Sea Troll blocked or was blocked by a blue creature this turn.


thats not that bad, just isnt to usefull againsed anything other than blue.
but there are cards that can change the colors of permanents.
hehe, well maybe with the right cards it can be realy good. but without them it would just be a bit of an overpriced creature.
PostPosted: Mon Mar 06, 2006 6:42 pm


draco155
User Image - Blocked by "Display Image" Settings. Click to show.

for 15, it doesn't matter how fast you can get mana by the time you get it out, it gets massacred.
This + green shoal = +15 life lol.

DustErrant


wellwisher

PostPosted: Mon Mar 06, 2006 7:02 pm


yes, for both cards, there are lots of different ways to utilize a card, the important thing is to make sure that it fits with a deck you have.
PostPosted: Sun Mar 12, 2006 9:39 pm


Chimney Imp anyone?

Xx CoupDetats xX


Xx CoupDetats xX

PostPosted: Sun Mar 12, 2006 9:47 pm


I got 3 or 4 people here saying the winner is Sorrow's Path, lol.
PostPosted: Mon Mar 13, 2006 6:19 am


ange_exalte
I got 3 or 4 people here saying the winner is Sorrow's Path, lol.
....yes....that is pretty bad,because i don't want to make a combo for it, i'll just add it.

wellwisher


KrossX24

PostPosted: Mon Mar 13, 2006 6:38 am


wellwisher
ange_exalte
I got 3 or 4 people here saying the winner is Sorrow's Path, lol.
....yes....that is pretty bad,because i don't want to make a combo for it, i'll just add it.
Wow...I was gonna try and find why that card would be good, and yeah, I like the first part, which can be helpful, but unless you really don't care about the random backfire damage, it has to be one of the worst cards I've seen in a while...
PostPosted: Mon Mar 13, 2006 6:45 am


KrossX24
wellwisher
ange_exalte
I got 3 or 4 people here saying the winner is Sorrow's Path, lol.
....yes....that is pretty bad,because i don't want to make a combo for it, i'll just add it.
Wow...I was gonna try and find why that card would be good, and yeah, I like the first part, which can be helpful, but unless you really don't care about the random backfire damage, it has to be one of the worst cards I've seen in a while...
there are cards that prevent damage from lands, and there are ways to really use it's effect.

I attack with:
13/13 trample
4/4 trample

blockers are:
0/14
0/5

activate effect, suddenly instead of the 0/14 blocking the 13/13
they have switched, and the 0/5 is blocking the 13/13.

the problem with the land is, you are relying on your opponent having cretures that would slow down their destruction.

wellwisher


KrossX24

PostPosted: Mon Mar 13, 2006 11:47 am


wellwisher
there are cards that prevent damage from lands, and there are ways to really use it's effect.

I attack with:
13/13 trample
4/4 trample

blockers are:
0/14
0/5

activate effect, suddenly instead of the 0/14 blocking the 13/13
they have switched, and the 0/5 is blocking the 13/13.

the problem with the land is, you are relying on your opponent having cretures that would slow down their destruction.
There ya go...but I think there's something better you could do with that'd...it;d be interesting in a red combat-control deck me thinks...
PostPosted: Fri Mar 17, 2006 4:37 pm


Hippo looking thing was the worse. domokun

Legato Death


Variant_Theory

PostPosted: Fri Mar 17, 2006 9:01 pm


phleddagriff? that card is great. there really is no such thing as a horrible card you just need to find something to make it work. and as far as sorrow's path goes, lets break it down::

Oracle Text:
{T}: Choose two target blocking creatures an opponent controls. If each of those creatures could block all creatures that the other is blocking, remove both of them from combat. Each one then blocks all creatures the other was blocking. Sorrow's Path deals 2 damage to you and 2 damage to each creature you control.

The two damage to you could easily be ignored especially for what the card can do. Or if you want Urza's Armor or *insert white spell here* the 2 damage to each creature you control? *insert white spell here* Or just make sure that the creatures that matter have higher than two defense. Which more than likely they would considering why else would you use that card?
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