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Rise of the Eldrazi...

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Post by Burning Star IV Mon Mar 01, 2010 6:00 pm

So I found found something worth excelerating to in MonoGreenRamp:

Rise of the Eldrazi... Kozilek

NOMNOMNOM.
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Post by Permeus Tue Mar 02, 2010 3:12 am

thats sick and wrong


CWR Sad
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Post by Trothael Tue Mar 02, 2010 4:16 am

Primary effect makes it -only- good in the lategame/endgame.

Secondary effect is the only good thing about the card.

Tertiary effect could be useful or devastating.


I really am not rating this card. The draw effect is a such a ballache considering it's cost. It doesn't feel like it's anything more than a "I'm bored of this. Rocks fall, you die.".
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Post by Burning Star IV Tue Mar 02, 2010 5:19 pm

The draw effect isn't a ballache, it's a fucking godsend. Even if it gets counter or gets killed, just by virtue of casting it you'll have gained card advantage, also stops you exploiting it with things like Momentery Blink/Otherworldy Journey so you can draw extra cards.

The 'Annihilator 4' is there to really encourage your opponent to kill it, since if this thing attacks your opponent is probably going to be dead soon after.

The last effect is just to prevent people from reanimating it.

It is a late game card but running it in MonoGreenRamp or RampantFog with the new Eldrazi support that's coming out in ROE will let it see play on turn 4/5/6 quite easily, depending on how much you want to commit to purely getting this thing in to play.

Also, it's a 12/12. It beats Darksteel Colossus in combat.
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Post by Trothael Tue Mar 02, 2010 6:22 pm

It's a ballache.
So what if you have card advantage? The draw effect is only useful if:
A) You have 3 or less cards in your hand when you cast him. Scratch that. I'm confusing 'useful' with 'long-term stability'.
B) You have way more than 10 resources down.

Considering how big it is, you shouldn't be relying on it to bother your opponent. This is your final rush card so you should be playing stuff to support it and rush that final blow. Those 4 cards you just drew are dead in your hand if you don't have the resources to play it, and considering it's cost: that's going to take a few extra turns to pull off. Hand advantage isn't useful if all you're doing is taunting your opponent with it.

I wouldn't touch this card unless I was running a committed deck. It's got it's good points but it doesn't balance them out nearly enough to warrant running it at anything other than x2 for those "Just In Case" scenarios.
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