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MarkovXII
Joined: 11 Jul 2005 Posts: 100
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Posted: Tue Feb 07, 2012 1:16 pm Post subject: WR Tokenrider |
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The idea is to get in early with as many point of damage as you can and then drop hellrider once they've stabilized with blockers then they still eat points of damage from him and he doesnt have to attack for the ability. I did this a few times during some practice sealeds, finding my self droping gather or lingering souls and then the rider. if you can get a doomed traveler and/or Loyal Cathar out you can be quite resiliant to sweepers because even if you only have one or the other if they sweep and you drop rider next turn ur getting in for 6-7 more damage.
Creatures:
4x Doomed Traveler
4x Champion of the Parish
4x Loyal Cathar
2x Hero of Bladehold
4x Hellrider
4x Fiend Hunter
Spells:
2x Arch Trail
4x Brimstone Volly
3x Incinerate
2x Midnight Haunting
4x Gather the Townsfolk
Land:
4X Clifftop Retreats
12x Plains
7X Mountain
Ive done minimal testing but I was hoping some of you could test it out and lemme know about some of the match ups, been real busy at work so not enough time for magic
Dont be scared to fiend hunter small stuff early to get in a few extra points of damage, once you drop rider you typically only need 1 burnspell to finish them off.
Im typically a control/combo player but I seen the rider and loved the idea of attacking with a bunch of "pulse trackers."
Great feeling when you T1 Champion T2 Gather T3 Hauntings/Hunter T4 Rider
Thanks for any input
Last edited by MarkovXII on Tue Feb 07, 2012 1:35 pm; edited 1 time in total |
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Ffancrzy Level 1 Judge
Joined: 30 Apr 2006 Posts: 258
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Posted: Tue Feb 07, 2012 1:22 pm Post subject: |
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| needs more lingering souls |
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MarkovXII
Joined: 11 Jul 2005 Posts: 100
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Posted: Tue Feb 07, 2012 1:32 pm Post subject: |
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| lingering souls without black is a bad midnight haunting, maybe it would be worth it if i took out 4 plains for isolated chapel substitute Hauntings for souls? id like to try to keep it WR to keep mana base simple but 4 black source with 2 spells might be ok, giving more sb flexability also. Not sure if 8 plains is enough to keep land coming in untaped and really need RR to drop hellrider, dont wanna be color screwed with him in hand. |
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Ffancrzy Level 1 Judge
Joined: 30 Apr 2006 Posts: 258
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Posted: Tue Feb 07, 2012 5:50 pm Post subject: |
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| you also have the scars lands. I think you should drop the humans theme and make it more of a WRb tokens thing. |
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lucksick
Joined: 28 Apr 2009 Posts: 53
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Posted: Tue Feb 07, 2012 8:57 pm Post subject: |
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Hero of bladehold > Hellrider
amirite?
(I find rider to be a fine replacement for once he rotates out though.)
Or is there something else I'm missing out on? What gives? |
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Engrishskill
Joined: 15 Jan 2007 Posts: 1152
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Posted: Wed Feb 08, 2012 3:53 am Post subject: |
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The better parallel to draw with oxid ridge. In that respect, the question is what are you planning on playing against. If it timelies, x/1s, and control, then I'd consider oxidge better. If against bigger creatures in general, then rider is best. A sequence of hero of bladehold--->rider is not worth banking on though.
What it boils down to really is the expected creatures you'll be facing because rider could end up being similarly good against control/timely if only because it gets the race back to where it was regardless of whether or not there's blockers.
I think rider's worth testing. |
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judas_bcn
Joined: 18 Sep 2005 Posts: 222
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Posted: Sat Feb 11, 2012 4:31 pm Post subject: |
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instigator gang/Wildblood Pack > hellrider? in a token deck i think so, dunno.
anyway, i find the lose of sorin is a big deal for any token deck, so prob WB is the best way to go. maybe WBx is viable too, dunno, but if you want to go WR instigator gang is the most similar thing to sorin. |
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