doiron wrote:
You've obviously never played a mogi nest.
Actually, I've played
against a few decks with them. They did quite well.
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You have a 1/4 chance for a dew mogi, and it dims. Let's assume an ideal situation and say you have 3 flux wells, one magma chamber and two mogi nest. You get 5 flux per turn. You'd average a dew every other turn, while expending 4 flux per turn. A dew costs 2 flux, so you're putting all you flux into pulling and playing dews.
There's no reason you wouldn't have 3, 4 or even 5 flux wells against my deck, but 3 flux wells seems to be a good example.
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Now last time I checked, you draw one card a turn meaning you'll be able to play close to two spells for each dew I play. And that's not counting twisting intentions either. You know how many dews I have out so you can play your spells accordingly. Which still results in gg to you, assuming you pull your one trick pony.
For some reason you're assuming that all of my cards are spell cards, when in fact less than half of them are. Taking that into account, you have a better chance of drawing a mogi than I have of drawing a spell card. Also, having a dew mogi out prevents me from using twisting intentions until the dew mogi(s) are gone (The spell is canceled and I lose the card), so whatever point you were trying to make about twisting intentions here is not valid.
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There are only two cards that take flux away the aforementioned skulldugery and harmonic dissonance. It's true I didn't mention dissonance, but it has the same drawbacks of skull; and when was the last time you saw either played?
Skullduggery and knowing despair are good cards for any black deck, they're great counters for all spell-casting decks (Surely, I'm not the only one who doesn't rely 100% on creatures?) If you think the cards are useless then I'm skeptical about your knowledge of the game and critical thinking skills.
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The only card that prevents you from casting is gilded organ; again a rather terrible card otherwise.
Again, this is a situational card. It would probably be seen in a deck that revolves around creatures and fast building expansion. You seem to believe that situational cards are bad. Keep in mind that Twisting Intentions is a pretty situational card that was mostly overlooked until I began using it.
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The only anti-enchantment spells that work on globals are negate, disenchant, and restore nature's balance; which are limited to two domains.
Two domains are half the total domains, and one of those is the most common (Sylvan).
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In theory, you could try to counter with things like knowing despair, but that relies on a lot of luck and again isn't all that common. Forum is borderline practical, but doesn't prevent you from casting what you need to.
I addressed knowing despair earlier, and it's a great card against anybody. More useful for those who hold on to spell cards for combos, like me. You're a fool if you don't see the usefulness of these cards. They are control cards.
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It doesn't take a genius to figure out there aren't good counters to spectacle decks (or other global enchants). If there were, there wouldn't be this discussion. This has been a recurring problem with enchants, especially globals. Length of time playing or not playing your deck have nothing to do with it.
Apparently, either I'm a genius or you're a... Well, you get the point. It seems to me that everything you've said thus far has been completely biased against the deck because you can't find a place to fit this cards in
your deck. I'm sorry, but no deck is supposed to win 100% of the time. Mine has plenty of counters, and apparently mine is a counter to yours. All of the situational cards you denounce are very useful. You should be a little more creative and find ways to fit them into your deck instead of conservatively clinging to an obsolete model. You're not going to be able to rally the masses and get cards changed every time a new combo comes up.
Welcome to TCGs. Combos happen, crying happens and then counters happen. Which stage do you think you're on?