Awwwwwwyeah, we're talking orthogonal win conditions! Bring me your guildgates, your fogs, your jank and let's make something happen.
Now BFZ tried to make this happen with the Hedrons.
As much as it tempted me, there were just too many moving parts. Bizarro win conditions need to find ONE card, not perfectly align four of them.
Here we come to Kaladesh! The land of building entirely too many artifacts
Obviously building 8x gearhulks is a bit overkill, you're probably winning with just two or three of them. And also losing as you wait 7 more turns for the enchantment to churn them out. Or, while we're being uber realistic, losing when your opponent uses their removal on your enchanted, badass creature, surging forward with an immediate 2:1.
So a better (or at least more plausible) strategy is to find a way to churn out a bunch of identical artifacts and THEN win the game. Almost as if there were some contenders in the current rotation...
A plan is clear: stall just long enough to get a whole bunch of artifacts then win. I think clues are the more clear win-condition because they are harder to hit with removal. The shell is pretty clear: some turbo clue generation and some sweet Improvise synergies (if you have all these clues just sitting around...)
There is a fundamental fork in the road here: go with spells
or creatures?
If you go creatures, you go bigger into full three-color Bant
Ditching the creature strategy keeps you more in blue/white, more controlling/prison.
Initially I think I'm going to start with a B/W shell and maybe build into Bant (good to have goals to trade for.
No comments:
Post a Comment