Search found 6 matches

by LP, of the Fires
Thu Mar 05, 2015 12:19 am
Forum: News and Rumors
Topic: [DTK] Narset Transcendent
Replies: 22
Views: 7424

Eh, I'm done arguing. You're convinced that the card is bad, but I gain nothing by trying to prove it to you otherwise and it's not like you play magic either way so I'm just wasting my time.

The card is good and accept it or don't, I lose nothing either way.
by LP, of the Fires
Wed Mar 04, 2015 11:07 pm
Forum: News and Rumors
Topic: [DTK] Narset Transcendent
Replies: 22
Views: 7424

For a winmore card, see wingmate Roc. It won the Pro Tour and since then has slowly disappeared from the metagame outside of abzan agro and even there it's being cut.
by LP, of the Fires
Wed Mar 04, 2015 10:49 pm
Forum: News and Rumors
Topic: [DTK] Narset Transcendent
Replies: 22
Views: 7424

If you don't have the cards YOUR LOSING ANYWAYS. You're argument only makes sense in the context of your hand/deck is bad. If your opponent has narset and any reasonable hand, the narset is threatening. If they have narset and no hand, neither the card nor your opponent matters because you're goldfishing a punching bag.
Isn't the inverse of this statement the definition of win-more, though? "I didn't draw the cards so I lost/I drew the cards so I won" and then all effects modifying that are either win less or win more.

if your opponent is on all spells, like Sultai, Narset is a huge threat, no doubt. So does that mean she's an awesome sideboard card against such decks? Or do you keep her main as a limited Outpost Siege that occasionally makes your [SPELL] do its thing twice against decks that turn creatures sideways?
No, winmore is the card only does something when your winning and when your neutral or behind, it's generally bad. Narset's actively good in a neutral board by virtue of being a PW since they generally give you a cards worth of value every turn. When you're behind, it depends on how much time/mana you have wether narsets still good or bad. She's generally gonna be bad when behind against aggressive decks and slow, but good against more midrangey and control decks. If you're opponents on a siege rhino strat for example, if they have just a rhino in play, you're actually fine playing narset since you're 50/50 or better to hit off it and if they don't have the downfall or another rhino, narset does good work to catch you back up since most abzan midrange decks win by snowballing CA in board advantage and narset can buy back CA to neutralize board advantage slowly but inevitably. If it's a deck with rabblemaster and seeker in play, then you have to use other cards before playing narset most likely unless your life totals high enough where you can gamble and/or don't have the requisite cards in hand to fight back. Even then, you have the chance to lucksack into value scenarios.

In a deck like jeskai, narsets actually good against both aggressive and Controlling decks since jeskai has a ton of cheap burn to trade with the 2 drops letting you pull ahead later. I have no idea why you think this card is bad. You're saying words and making statements that make sense, but only from a flawed perspective. It's like you want every card to be jace the mindsculptor and do all the things all the time. All your examples generally ignore sequencing or over simply game states.

3 tokens is also a lot more then 6. 3 tokens and a jeskai ascendancy get stonewalled by an Elspeth. 6 tokens and the same kill an Elspeth dead.

A wrath resets a board against x-creature deck, but if they paced there cards, they rebuild next turn. A rebounded wrath is a pseudo timewalk if they don't have haste creatures or PWs to play into. In fact a rebounded wrath is actually a perilous vault affect only you don't have to pay life equal to whatever power they have in play to get the timewalk out of them which is absurd.
by LP, of the Fires
Wed Mar 04, 2015 10:15 pm
Forum: News and Rumors
Topic: [DTK] Narset Transcendent
Replies: 22
Views: 7424

Because again, saying the card does nothing on it's own implies that it needs help from the cards in your hand/deck and if you don't have the cards the walker doesn't matter.

If you don't have the cards YOUR LOSING ANYWAYS. You're argument only makes sense in the context of your hand/deck is bad. If your opponent has narset and any reasonable hand, the narset is threatening. If they have narset and no hand, neither the card nor your opponent matters because you're goldfishing a punching bag.

If there deck is all spells, then narset is devastating each turn it's left in play. The most common mode of the card will almost always be minus 2 since that's the mode you have the greatest control over and will usually affect the board.
by LP, of the Fires
Wed Mar 04, 2015 9:00 pm
Forum: News and Rumors
Topic: [DTK] Narset Transcendent
Replies: 22
Views: 7424

1. even when you don't hit, you still have a 7 loyalty planeswalker in play and if they kill it, with damage, you got a bad lifegain spell which might still be good enough in a control deck and if they kill it with a spell, you're still even on card.

If your opponent has a critical mass of damage on board, before you have Narset, it's not like you don't have the choice of interacting with the board or just jamming narset. The option of jamming narset is GOOD because it makes your opponent have to make a choice. Planeswalkers are by far the hardest cards to play against by design and they open up opportunities for your opponents to make mistakes. Similar to faeries in that respect. They have to play pure odds and if they lose the die roll you can severely punish them. Or they can not be thinking on the right level and get wrecked anyways.

Lastly, calling rebound magic Christmas land misses the mark completely as if you don't have a spell in hand worth twincasting(aside from counters) you either misbuilt your deck or are likely losing anyways. It's still fine +ing with a chance to whiff if you have no better play, especially if you still have a good hand of reactive cards. All I see is ignoring of the fact that regardless of current outcome, on future turns, your opponent has to respect the fact that you have an advantage generating walker on board that has infinite starting loyalty.

As far as decklist goes, something along the lines of this.

[deck]4 Lightning Strike
4 Stoke the Flames
1 Valorous Stance
1 Wild Slash
1 Jeskai Charm
4 Jeskai Ascendancy
4 Treasure Cruise
4 Raise the Alarm
4 Hordeling Outburst
4 Dragon Fodder

2 Narset Transcendant
1 Ojutai's Command

1 Soulfire Grandmaster

4 Mystic Monastery
2 Plains
1 Island
2 Mountain
4 Flooded Strand
3 Battlefield Forge
3 Shivan Reef
1 Temple of Epiphany
4 Temple of Triumph[/deck]
by LP, of the Fires
Wed Mar 04, 2015 8:15 pm
Forum: News and Rumors
Topic: [DTK] Narset Transcendent
Replies: 22
Views: 7424

It's reverse domri which is pretty good. Lets examine the card line by line:

4 mana azorious. 4 mana's generally the sweet spot for walkers so this being cheapish is on par. The fact that it's UW makes things interesting and hints along with the rest of the spoilers so far that there could be a departure from tri-colored decks as the norm and we could see 2 color decks be a thing. UW control anyone?

[+1]: Look at the top card of your library. If it's a noncreature, nonland card, you may reveal it and put it into your hand:

The plus 1 ability is interesting as given the right deckbuilding constraints, it's pretty close to draw a card. In a typical control deck, you're playing anywhere from 26-28 lands so your chances of hitting are around 50/50, but if you play esper or jeskai, you get 12 dual lands for extra looks at pushing lands for actual deck selection which is nice. Any time you do draw cards is also pulling you pretty far ahead since you're generally playing for CA in UW and when you untap with this in play and hit, you drew a card for 0 mana on the turn. Also also, yet another card that plays excellently with courser of kruphix.

[-2]: When you cast your next instant o r sorcery spell from our hand this turn, it gains rebound:

Now this affect will bury the opponent. Rebounding a wrath is a virtual timewalk unless your opponent has a haste creature and you can generate crazy inevitability with rebuys on digs/cruises or even something simple like ojutais command for burst lifegain and CA. In a jeskai build, you're also killing your opponent pretty quickly with burn spells or ramping your board presence with goblins ad nausea. In Esper doing something like doubling on downfalls is also the easiest way to catch up on board by turning a downfall into a one-sided fated retribution by taking out multiple walkers.

[-9]: you get an emblem with "Your opponents can't cast noncreature spells:

This ult ranges from decent to game winning depending on the strategy your playing against. Locking your jeskai opponent out of burn spells or your control opponent out of anything is almost a sure win while the green creature decks mostly can ignore it since they just continue throwing bodies out there. Definitely a more variable ultimate compared to some we've seen in the past as your opponent greatly dictates how impactful this'll be.

Loyalty=6:

This is much more important then it looks. Since Narset doesn't protect herself, 6 loyalty is much more important then it would normally be. You're 2/3rds of the way to ultimate, you have the JAoT ult of just minusing 3 times, and you can simply absorb hits with narset and likely live to tell the tell. If your on the play and your opponent plays a turn 3 rabble you can actually play narset into it and if they don't have a follow up, narset will just absorb 6 damage for you and live. OBV not gonna happen most of the time, but it's worth mentioning that it's an option if you need to dig for spells while also wanting to throw a body on the board that will potentially gain you a bunch of life. Remember, it's not an easy decision for your opponent to just send a ton of damage against a card that may not even be threating depending on your hand but can also just end the game if you are holding gas.

As far as the decks I see narset seeing play in, it's actually a pretty wide spectrum. Everything from Jeskai Tokens to Esper control is a good home. With the reprinting of Dragon Fodder, you can actually build and creatureless jeskai since you now have 12 token makers making narset's hit rate go drastically up and ability to rebound tokens, draw spells and burn is a different angle that the token build didn't have before.

In the control decks, I'm not sure if they exactly needed this card, but they now have a ton more design space to work with and this lets them get on the board faster. No doubt, Shaheen Soorani will post an article in the next coming weeks of a Esper super friends with Sorin, Elspeth and Narset backed up by wraths, removal and card draw. Narset's particularly good in Esper because that deck actively wants a million scry lands and scry helps narset more consistnely hit. You also get a wider range of spells that appreciate Narset's minus 2 get the most utility out of the card.

I expect this card to be a slam dunk and to see Tier 1 play in multiple archetypes. Put THAT on the front page kiddos.

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