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Magic (The Gathering) => Discussion => Topic started by: Sevenfold on April 20, 2012, 08:38:37 PM

Title: Alchemist refuge
Post by: Sevenfold on April 20, 2012, 08:38:37 PM
Just seen this legendary land. It gives all none land cards flash until end of turn. For one blue and green mana. So you can do that and ponder and set your merical up for your next turn. Sounds like this card is gonna be in every top deck
Title: Re: Alchemist refuge
Post by: darkarts981 on April 20, 2012, 08:49:07 PM
Quote from: Sevenfold on April 20, 2012, 08:38:37 PM
Just seen this legendary land. It gives all none land cards flash until end of turn. For one blue and green mana. So you can do that and ponder and set your merical up for your next turn. Sounds like this card is gonna be in every top deck
I like this card
Title: Re: Alchemist refuge
Post by: Spikepit on April 20, 2012, 09:24:44 PM
{Alchemist's Refuge}

Don't forget to linkeroo!
Title: Re: Alchemist refuge
Post by: loop-s-pool on April 20, 2012, 09:33:06 PM
Not to ruin your spirits but UG doesn't have anything really going for it other than this land. It's not that good to be in every deck. Would you play ponder if it was 1UUG with instant speed? Because that is essentially what is happening here. Not many top decks run G and U other than RUG control  and it's not even that good. And the majority of the things you are casting are at instant speed anyway.
Title: Re: Alchemist refuge
Post by: Sevenfold on April 20, 2012, 09:50:20 PM
Yeah but all you have to do is a small spalsh of green. And they could all be dual lands to get that green. But on top of that you could cast creature spells without out flash. I see it as a way to make blue even sneaker then it already is.
Title: Re: Alchemist refuge
Post by: BlackJester on April 20, 2012, 10:08:20 PM
I agree that this may not be that sexy as it seems. At least not until Simic guild shows up.
Title: Re: Alchemist refuge
Post by: Jake, Fart Sculptor on April 20, 2012, 11:36:49 PM
It's not amazing so to speak, but I'm sure we'll see it get some play. You need only to splash U or G to use it. And honestly 2 mana is not a lot. It makes those low CMC sorceries you always wanted to play during your opponents turn playable. One may say," but you have to keep land untapped for it, or pass your turn" well we've all done it for werewolves, and all that. So I feel this land will find its way in some good decks, it doesnt scream protour top 8. But it's a good addition to the game.
Title: Re: Alchemist refuge
Post by: Jake, Fart Sculptor on April 20, 2012, 11:42:36 PM
And for the record, RUG is an amazing deck it tends to win games in modern, and was a beast when it was standard. I agree RUG in current standard doesnt match up though.
Title: Re: Alchemist refuge
Post by: BlackJester on April 21, 2012, 01:22:25 AM
Quote from: Jake, Fart Sculptor on April 20, 2012, 11:36:49 PM
It's not amazing so to speak, but I'm sure we'll see it get some play. You need only to splash U or G to use it. And honestly 2 mana is not a lot. It makes those low CMC sorceries you always wanted to play during your opponents turn playable. One may say," but you have to keep land untapped for it, or pass your turn" well we've all done it for werewolves, and all that. So I feel this land will find its way in some good decks, it doesnt scream protour top 8. But it's a good addition to the game.
Since you have to tap it too, it's really 3 extra mana.
Title: Re: Alchemist refuge
Post by: Jake, Fart Sculptor on April 21, 2012, 01:36:18 AM
Quote from: BlackJester on April 21, 2012, 01:22:25 AM
Quote from: Jake, Fart Sculptor on April 20, 2012, 11:36:49 PM

Since you have to tap it too, it's really 3 extra mana.
True. It has it's drawbacks, but could give a little advantage in a color that is known for control, and a color that is known for ramp.
Title: Re: Alchemist refuge
Post by: Nobbert on April 21, 2012, 02:01:42 AM
This land would make my goblin grenades worthwhile......
If I wasnt G/U
Title: Re: Alchemist refuge
Post by: DirtyMustachio on April 21, 2012, 02:27:30 AM
Just a thought, but...
It's not legendary lol.

Flash is amazing but I like {cavern of souls} personally

Think that's what it's called
Title: Re: Alchemist refuge
Post by: Dudecore2012 on April 21, 2012, 09:16:29 AM
I think this will be the featured land for some of that Soulbonding deck, since you can flash block creatures, and give them both deathtouch or first strike (or both)
Title: Re: Alchemist refuge
Post by: darkarts981 on April 21, 2012, 09:27:27 AM
Quote from: Nobbert on April 21, 2012, 02:01:42 AM
This land would make my goblin grenades worthwhile......
If I wasnt G/U
Rug!! 😌😌
Title: Re: Alchemist refuge
Post by: panda777 on April 21, 2012, 03:23:53 PM
I have a feeling it won't see play till the return to ravnika block. I'm a relatively new player but if I remember correctly one of the groups in that old block was blue green and was fairly powerful but like I said this is only a speculation.
Title: Re: Alchemist refuge
Post by: BlackJester on April 21, 2012, 03:50:20 PM
Quote from: panda777 on April 21, 2012, 03:23:53 PM
I have a feeling it won't see play till the return to ravnika block. I'm a relatively new player but if I remember correctly one of the groups in that old block was blue green and was fairly powerful but like I said this is only a speculation.
Ravnica block had a guild for each color pair.  Ten total, for those not so good with the math.
Title: Re: Alchemist refuge
Post by: Dudecore2012 on April 21, 2012, 05:11:36 PM
It kinda works with flash blocking {nightshade peddler} and {wingcrafter}, or another unnamed card with low converted mana costs and soul bound. I think U/G aggro control and soul bound could be a relevant archetype.

Just using the soul bond mechanic brings control back into semi relevance, you can throw a curveball and make opponents regret even attacking, you can be holding your mana for counters or flash blocking, strategies for who you keep available for bonding, board control and increasing threats. I am intrigued for sure.