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Author Topic:   Tedman's Tales, September 31: Invasion picks, A to C
*Tedman*
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posted October 01, 2000 04:00 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
Well, it's been a while since the last Tedman's Tales, and I sincerely apologize. With the start up of school and whatnot, I've been busy trying to get my act together for school. Hopefully, Tedman's Tales will continue to be a regular column, if I don't leave all my school work till the last minute

After much scrutinizing over the Invasion Spoiler, I have made a few choices of what I believe to be the best cards in Invasion for Type 2. Here we go:

Absorb
WUU
Instant
Counter target spell. You gain 3 life.

I really like this card. Blue gets two solid three casting coss counters in this set, but I think Absorb is the better one. White/Blue is in my opinion a better control combination than Black/White, and I think gaining life in a control deck is more important than dealing damage, because beatdown decks will often deal you some early damage, then die to your control.

Addle
Black
1B
Sorcery
Choose a color. Look at target player's hand and choose a card of that color from it. That player discards that card.

Black gets some decent discard, finally! No more Specter's Wail, this time you get to choose the card! Well, since this card costs two, you usually pick the right color, based on the land they play. This might see play in a few decks.

Armadillo Cloak
1GW
Enchant Creature
Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.

Well, Rancor leaves and we get a new playable Creature Enchantment. But the onyl downside to this powerhouse is that it costs 3 mana, but who really cares with all the Green mana acceleration in the environment? Not I!

Aura Mutation
GW
Instant
Destroy target enchantment. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

Enchantments are used in pretty much every deck, and this solid enchantment destroyer will be very useful. Bursts, Waters, Waves, Tides, etc, will all turn into a nice army.

Bend or Break
3R
Sorcery
Each player separates all land cards he or she controls into two
face-up piles. For each player, an opponent chooses a pile. Destroy all lands in that pile. Tap all lands in the other pile.

A new possible replacement for Tectonic Break. This pretty much destroys half of each player lands. And in a Ponza deck, you know that your loss will be much less devastating than theirs

Captain Sisay
2GW
Creature - Legend
Tap: Search your library for a Legend or legendary card, reveal that card, and put it into your hand. Then shuffle your library.

This card has some potential. With such powerful Legends like Hanna, Squee, the new Dragons, and Tsabo Tavoc, Sisay has the potential for some very powerful combos.

Card Name: Cauldron Dance
4BR
Instant
Play Cauldron Dance only during combat. Return target creature card from your graveyard to play. That creature gains haste. Return it to your hand at end of turn. Put a creature card from your hand into play. That creature gains haste. Put it into your graveyard at end of turn.

This one, when timed correctly, can be devastating. If you somehow are able to discard a powerful creature, and hold another back in your hand, wait until the declare attackers step of combat, and BOOM! You have 2 fatties ready to whoop your opponent's butt!

Charging Troll
2GW
Creature - Troll
Attacking doesn't cause Charging Troll to tap. G: Regenerate Charging Troll.
Pow/Tou: 3/3

A solid creature for G/W beatdown. Not really much to say, other than he's pretty good.

Coastal Tower (and the other Dual lands)
Land
Coastal Tower comes into play tapped.
Tap: Add W or U to your mana pool.

Needles to say, all the new duals will be profoundly influential on the new Type 2, but I think this one more than any. Blue/White will be a powerful combination, and this will only make the deck better.

Collective Restraint
Casting Cost: 3U
Enchantment
Creatures can't attack you unless their controller pays X for each creature attacking you, where X is the number of basic land types among lands you control. (This cost is paid as attackers are declared.)

This card also has some potential. If you are playing only 2 colors, it's an expensive Propaganda. But in 5 color decks (which just might show up with Invasion), it is extremely powerful.

Well, that's it for now. I'll continue where I left off later (not much later). So, until then, this is Tedman, signing off.

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Pyraenis
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posted October 01, 2000 08:31 PM   Click Here to See the Profile for Pyraenis Send a private message to Pyraenis Click to send Pyraenis an Instant Message Edit/Delete Message Reply With Quote 
Wow...I can imagine destroying a burst or parallax w/just one counter left...to make those saprolings!

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underworld dreams
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posted October 01, 2000 08:36 PM   Click Here to See the Profile for underworld dreams Click Here to Email underworld dreams Send a private message to underworld dreams Click to send underworld dreams an Instant Message Edit/Delete Message Reply With Quote 
I'm glad you included Collective Restraint.
It's going to be a great card, especially against Stompy and in Rising Waters where tapping = bad.

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wayne
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posted October 02, 2000 03:05 AM   Click Here to See the Profile for wayne Click Here to Email wayne Send a private message to wayne Click to send wayne an Instant Message Edit/Delete Message Reply With Quote View wayne's Have/Want ListView wayne's Have/Want List
Hmm, the replacement for Duress(Addle) is slower but it can remove creatures. I think I prefer Duress.
 
da-odd-templar
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posted October 04, 2000 11:20 PM   Click Here to See the Profile for da-odd-templar Click Here to Email da-odd-templar Send a private message to da-odd-templar Click to send da-odd-templar an Instant MessageVisit da-odd-templar's Homepage  Edit/Delete Message Reply With Quote 
er..nobody said it was a replacement...i think duress is far better...because duress can be used extensively in extended and t1, where addle is useless due to the multicolor decks that are abundant in t1/1.5

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MagicMystic
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posted October 06, 2000 02:16 PM   Click Here to See the Profile for MagicMystic Click Here to Email MagicMystic Send a private message to MagicMystic Click to send MagicMystic an Instant Message Edit/Delete Message Reply With Quote 
Another really evil way to use Armadillo cloak is to put it on an opposing players creatures. That way it deals damage, but you get the life, therefore, no damage is dealt.

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