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 Post subject: Guilded Organ
 Post Posted: Sat Aug 29, 2009 5:03 pm 
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Joined: Thu Jun 11, 2009 5:38 am
Posts: 315
Ive been playing this card for a little bit but I have a lot to say about it so far. Although I feel my organ deck needs hills giants so whatever Im saying may be a bit premature.

Its ability is virtually useless if your opponent claims the flux wells faster than you. You cant even play it. (Which is why I want hill giants). So then your stuck duking it out without any spells or enchantments, which isnt great. Because the card gives glory, and field control is so important, I dont run very big creatures. So, dealing with large enemy creatures is very hard. Especially when they have spells or enchantments to make it even harder.

The card is 3 domain which... sucks... really bad.. because if your opponents deck is extremly fast and agressive its hard to play organ. In this case its also hard to keep organ from being destroyed because organ only has 3 life. Its 4 flux cost actually makes this even more pronounced, which is actually a lot of flux when your on defense. In fact, I find that nearly every time I play it it gives the opponent enough of a window to go on offense. Probably mostly because the 4 flux cost comes in with the additional cost of having to play a third domain card.

Now, heres my problem with the card. Even after all that is said. The building is doing too much and its being charged accordingly in both flux and domain. So the cost "technically" is balanced. But you dont always want it to give glory.

Now, Im begining to realize its supposed to be a better version of tales of yore. But tales owns. Ive never once had it disenchanted. Rarely have it negated and Ive pulled it out at 10 glory to barely squeeze in wins. Suprisingly I think tales of yore is a little bit better because its a global enchantment rather than a building and that makes it harder to destroy, also yore also only gives glory to you.

Now before I end this. I would like to say yore is not overpowered. Having too many in your deck eats up deck space. There are other counters to yore than disenchant like heat wave or humiliation. If your opponent has alternate forms of glory it could throw off your calculation to pull out a win, and if anything dose happen to yore, youve wasted all those turns and theres little to do to come back.

So, I originaly didnt mean to compare the card to yore but, the organ could use a change, but Id like to know what others think. Sorry for the essay. lol. Any other experience with the card would be great.


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 Post subject: Re: Guilded Organ
 Post Posted: Sat Aug 29, 2009 6:46 pm 
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Joined: Thu May 28, 2009 12:08 am
Posts: 173
I agree that Gilded Organ is pretty much unplayable. That said, a fundamental fact about CCGs is that every set has many bad or even unplayable cards (at least for competitve play). Some people like building crazy combos that only occasionally work, so cards like Gilded Organ that support that even if they aren't competitive have a place. Similarly, some people like playing big creatures, so cards like Barkskin Dragon that will pretty much be immediately killed by any competitive deck also have a place.


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 Post subject: Re: Guilded Organ
 Post Posted: Tue Sep 01, 2009 1:42 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
I disagree.

I think this card has a lot of potential, if played in a creative way. Imagine a world without negate, lysis, ascent or sunburst? No attrition, claimed with blood, charm, or icy encasement? If you were playing a stompy building/creature deck that didn't have ANY spells or enchantments, when you got one of these out you would nullify 20-40% of the cards in your opponents deck... which would be huge.

And if you're creature heavy to begin with, you shouldn't get overrun. Even if you got the organ out mid/late game it'd have a lot of value. Granted, they might get some cards off in the early game, but it would still make a portion of the cards they draw worthless.

I hope someone takes this idea and runs with it. :-)


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 Post subject: Re: Guilded Organ
 Post Posted: Tue Sep 01, 2009 3:55 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
also you should be running heat wave which you drop right before the organ to make sure you will win the race


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 Post subject: Re: Guilded Organ
 Post Posted: Tue Sep 01, 2009 6:17 pm 
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Joined: Sun Jun 07, 2009 10:35 pm
Posts: 51
I have tried organ lots of time.
I noticed that without a specially constructed deck
(which will need lots of expensive cards that I don't have),
I can only play organ in a situation that I'm already winning to make opponent resign immediately. =)

I will try to list combos that I can think of with the organ below:

1) Force the game into a big creatures match -> you will need too much flux in the set up (for building so that you don't lose in glory then for the big creatures). This will backfire if the opponent also have big creatures.

2) win with the glory -> needs lots of set up still because you have to control some flux well enough to have a tie 2-2 and then use bard's, heat wave or planar+caravan BEFORE the organ.


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 Post subject: Re: Guilded Organ
 Post Posted: Wed Sep 02, 2009 1:21 am 
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Joined: Thu Jun 11, 2009 5:38 am
Posts: 315
I also disagree the card is "playable." How much, im not sure. I just think its casting cost reflects both abilities and it should take into consideration how hurtful it is to not be able to play organ because of the glory gain it gives.

Heat wave is a good concept.

Also.. instead of using big creatures I rush my opponent, because organ enhances the speed end game comes so much. I actually thought it would be much better to just wreak havoc on my opponent immediately. Also, if guilded organ becomes an unplayable option then creature control isnt a huge deal. Its things like trainings, fissures and negates that are become a problem because there is a reason many decks use these now so not having them is a serious disadvantage.


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 Post subject: Re: Guilded Organ
 Post Posted: Fri Sep 18, 2009 6:37 am 
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Joined: Wed Jun 10, 2009 11:19 pm
Posts: 55
Its true that if you have 3 domain, no need for spells and enchantments, 4 spare flux, and a situation where you can confidently defend a 3 health building, you're probably going to win anyway.

However, my building deck has recently had a ton of trouble getting over the hump after speeding to 14, 16, or 18 glory. I recently played Organ FTW to prevent a late game hill giant and the extra glory per turn has helped break deadlocks beautifully. As neat as dew mogis are, they're easily taken advantage of by any number of superfluous spells. Once the gilded organ is in play, my dew mogis can actually be counted on as mini goose tamers.

If Im losing organ is a deck clogger and its never going to get a chance vs a well played fissure deck but so far its shored up the weaknesses of my deck in long and deadlocked games.


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