L
luke twigger
Guest
The variant decks are all very entertaining but seem a tad fragile to me - as soon as the Conspiracy-Seahunter combo is disrupted that's your whole strategy ruined and you could be left with a hand full of uncastable cards.
Also, if you Conspiracy-Mercenary, the Seahunter is useless as you then have no Merfolk!
Whereas in a Rebel version, even without a Conspiracy on the table, you can still summon up Lieutenants, Sergeants, Defiant Falcons, Rebel Informers, Lin Sivvi, that kind of thing. So I'm really trying to make a more robust deck.
I agree that, in ideal circumstances using a Seahunter to pull out Avatars for 3 mana is fantastic, but how often will you get away with that in a T2 tournament?
And while I'm here, it was suggested that Haunted Crossroads would be better than Unearth? Well to gravedig a 3cc creature via the Crossroads route requires you to have a Crossroads and a large enough active Rebel searcher in play and costs 5 mana, whereas you just need the Unearth in hand and it costs 1 mana? (and Unearth has cycling if you need it).
Also, if you Conspiracy-Mercenary, the Seahunter is useless as you then have no Merfolk!
Whereas in a Rebel version, even without a Conspiracy on the table, you can still summon up Lieutenants, Sergeants, Defiant Falcons, Rebel Informers, Lin Sivvi, that kind of thing. So I'm really trying to make a more robust deck.
I agree that, in ideal circumstances using a Seahunter to pull out Avatars for 3 mana is fantastic, but how often will you get away with that in a T2 tournament?
And while I'm here, it was suggested that Haunted Crossroads would be better than Unearth? Well to gravedig a 3cc creature via the Crossroads route requires you to have a Crossroads and a large enough active Rebel searcher in play and costs 5 mana, whereas you just need the Unearth in hand and it costs 1 mana? (and Unearth has cycling if you need it).