Author
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Topic: Cosi's Trickster... why isnt it seeing play?
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timmerman121 Member
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posted July 06, 2010 12:31 PM

ok so i am by no means a pro is this card game but i am wondering why cosi's trckster isnt seeing more play with all the fetches and green acceleration? just looking for some input. thanks for your time and any help you may give!
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Eatatjoes Member
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posted July 06, 2010 12:59 PM
  
Its only good if it hits turn one, plus standard is flooded with cheap removal right now. Shes not worth the effort
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Bugger Member
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posted July 06, 2010 01:59 PM

quote: Originally posted by Eatatjoes: Its only good if it hits turn one, plus standard is flooded with cheap removal right now. Shes not worth the effort
this, in a nutshell. First of all, what blue deck would play her? Super Friends would rather spend slots on planeswalkers/planeswalker protection. Mythic Conscription doesn't need to worry about the efficiency of its creatures (slapping a conscription on even a Noble Hierarch is enough to end the game very very quickly). UW control doesn't need- or want- a 1-drop, unless it's also almost immediately relevant in the late game (a la scute mob). GU Turboland has better things to be playing altogether. Secondly, how big will it get? 4/4, maybe 5/5 tops depending on the deck you play and the length of the game. This is the biggest problem with the Trickster in that its value is determined by what your opponent's deck does, not yours. Maindeck you want spells that assist your deck's game plan. You leave the stuff that works against a specific type of opponent's deck in the SB so you can switch it in game 2. And it's not like it has a particularly damning ability either. If it were to shut off your opponent's ability to crack their fetchlands (like a very specific magus of the moon or something), THAT would be something. Just growing by 1 every time they smooth their mana base isn't much. What exactly does it offer in the abstract? a 3/3 for 1? Wild Nacatl does the same thing, more reliably, in colors better suited to actually use a 3/3 for 1. For one mana blue would much rather have a soft counter like Spell Snare or Force Spike. It has no evasion. It doesn't grow into an absolute monster very quickly (again such as scute mob). __________________ OGB: If I'm paying $8.00 for a Revised Disk, it better come with a reach around.dallaswilliams: That's because you are awful and don't it's potential
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-Lunch_Box- Member
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posted July 06, 2010 04:24 PM

Situational like others have pointed out. On the other hand if 8 lord Merfolk works out it may see some play. Even then it will have to beat out two other level up one drops that would be better in a more level up focused version with Venerated Teacher.
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Heresy19 Member
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posted July 06, 2010 06:42 PM
  
I use her in my merfolk deck in T2 (with m11 updates) and she's great. Other than a merfolk deck, she's pointless :P
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enemyone New Member
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posted July 06, 2010 11:52 PM

And now that the M11 Merfolk suck...__________________ Top 5 MTG Lands of all time!
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MagicPatty Member
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posted July 07, 2010 11:22 AM
  
It only gets as big as the opponant makes it, giving them control over when to kill it with any of the cheap, played removal spells. Jace bouncing resets it too, which is just so bad for you... maybe if it had shroud... perhaps it'd be too good? I dunno__________________ The 20,000 junk rare project! Began with: 1,276 junk rares (March last year) Current amt: 16,327 Twenty thousand by summer or bust! Check my list and help me out!
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