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La_Sin_Grail |
Posted: Fri Sep 22, 2006 7:02 pm |
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Joined: 14 Aug 2005
Posts: 806
Location: Maryland
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I don’t know... I just don’t know if I really like spell snare that much. If they drop an agressive one drop (kird ape!) then you have a mana open, they’ll likely not drop their two-drop. any deck that plays an untapped shockland or a normal island I wouldn’t trust to a two drop. then the problem is if they drop a one drop, you are effectively two turns behind. |
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Felipe Musco |
Posted: Fri Sep 22, 2006 7:46 pm |
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Joined: 18 May 2006
Posts: 2434
Location: Florianópolis, SC, Brasil
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Yeah, you could say that, but that’s aggro thinkin’ to the core! Well, I guess it’s just your type of player. |
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La_Sin_Grail |
Posted: Fri Sep 22, 2006 8:59 pm |
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Joined: 14 Aug 2005
Posts: 806
Location: Maryland
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well my point is if you actually try doing that against really good players, they will smell the spell snare and avoid 2-drops. In most agro decks, you’ll have another one-drop in hand, anyway. Plus, if you go first, you’re effectively mortgaging the fact that you are going first- you’re giving them the turn back by not countering until second turn just like if they went first. |
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Felipe Musco |
Posted: Sat Sep 23, 2006 10:07 am |
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Joined: 18 May 2006
Posts: 2434
Location: Florianópolis, SC, Brasil
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Again, as I said, it’s the aggro in you talking. How many control decks can actually pack threatening one-drops? Also, you can just let it sit (and then sideboard most of’em) to counter some Scab-Clan Maulers, at least. |
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La_Sin_Grail |
Posted: Sat Sep 23, 2006 10:57 am |
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Joined: 14 Aug 2005
Posts: 806
Location: Maryland
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My point isn’t that you need to pack one drops that threaten. No good control decks do that. My point is that you recover more quickly from an opposing threatening one drop with a turn three creature over turn four, or turn four befor eturn five. Against agro, you need raw speed to stop them unless you’re playing wrath of god. |
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