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Magic (The Gathering) => Combo Corner => Topic started by: Validan II on June 07, 2012, 05:58:45 PM

Title: Angel's tomb and archwing dragon
Post by: Validan II on June 07, 2012, 05:58:45 PM
{Angels tomb} on the field and then summon {archwing dragon} and swing for 7 flying damage. When the turn end the statue turns back and the dragon heads back to your hand unharmed, so this combo protects both critters and deals nice damage. Of course this is provided that your opponent won't have any instants to kill them
Title: Re: Angelic statue and archwing dragon
Post by: Quackmaster5 on June 07, 2012, 06:04:33 PM
Good combo but the major flaw in this is now you are wide open for attack on your opponents turn.
Title: Re: Angelic statue and archwing dragon
Post by: Millionlittlee on June 07, 2012, 06:05:35 PM
The answer is simple do more damage then your opponent
Title: Re: Angelic statue and archwing dragon
Post by: Milo109 on June 07, 2012, 06:36:22 PM
Quote from: Millionlittlee on June 07, 2012, 06:05:35 PM
The answer is simple do more damage then your opponent
Not always the best strategy
Title: Re: Angelic statue and archwing dragon
Post by: Johng4490 on June 07, 2012, 07:20:02 PM
The major flaw is actually that you're talking about {Angel's Tomb}. ;)
Title: Re: Angelic statue and archwing dragon
Post by: Validan II on June 07, 2012, 07:46:59 PM
I thought I may have had the name incorrect lol
Title: Re: Angel's tomb and archwing dragon
Post by: Quackmaster5 on June 07, 2012, 07:51:19 PM
Haha didn't even look. I just assumed that was his name
Title: Re: Angel's tomb and archwing dragon
Post by: Willthomjr on June 07, 2012, 09:10:15 PM
Theoretically ramp into a t2 tomb and t3 dragon for 7 on t3? It's ok
Title: Re: Angel's tomb and archwing dragon
Post by: Milo109 on June 07, 2012, 09:54:31 PM
Quote from: Willthomjr on June 07, 2012, 09:10:15 PM
Theoretically ramp into a t2 tomb and t3 dragon for 7 on t3? It's ok
The problem is that archwing isn't a good enough card to warrant a place in competive decks
Title: Re: Angel's tomb and archwing dragon
Post by: Greg54js on June 07, 2012, 11:02:58 PM
Quote from: Milo109 on June 07, 2012, 09:54:31 PM
Quote from: Willthomjr on June 07, 2012, 09:10:15 PM
Theoretically ramp into a t2 tomb and t3 dragon for 7 on t3? It's ok
The problem is that archwing isn't a good enough card to warrant a place in competive decks

Who said it was competitive?? This is obviously an awesome kitchen table killer combo.. I'd play this ;)
Title: Re: Angel's tomb and archwing dragon
Post by: Willthomjr on June 07, 2012, 11:29:38 PM
Quote from: Milo109 on June 07, 2012, 09:54:31 PM
Quote from: Willthomjr on June 07, 2012, 09:10:15 PM
Theoretically ramp into a t2 tomb and t3 dragon for 7 on t3? It's ok
The problem is that archwing isn't a good enough card to warrant a place in competive decks

Which is why I said ok and not OMFGOPOMGOMGOMG
Title: Re: Angel's tomb and archwing dragon
Post by: Millionlittlee on June 08, 2012, 12:44:45 AM
You are right only I said omfgopomgomgomg to this three turn kill not really
Title: Re: Angel's tomb and archwing dragon
Post by: Kuberr on June 08, 2012, 01:28:42 AM
Angela tomb is garbage!
Title: Re: Angel's tomb and archwing dragon
Post by: Willthomjr on June 08, 2012, 01:43:10 AM
Quote from: Kuberr on June 08, 2012, 01:28:42 AM
Angela tomb is garbage!

It's actually ok in drafts. I've used it before especially in avr and its a 3/3 flyer on your turn. Outside of that? No wayZ
Title: Re: Angel's tomb and archwing dragon
Post by: scarsabrex on June 08, 2012, 10:09:09 AM
Quote from: Kuberr on June 08, 2012, 01:28:42 AM
Angela tomb is garbage!

thank you captain obvious? it's really just a less flexible {glint hawk idol}
Title: Re: Angel's tomb and archwing dragon
Post by: Millionlittlee on June 08, 2012, 10:34:14 AM
Just think of it of a 3/3 that can't block
Title: Re: Angel's tomb and archwing dragon
Post by: BlackJester on June 08, 2012, 11:24:38 AM
Quote from: Millionlittlee on June 08, 2012, 10:34:14 AM
Just think of it of a 3/3 that can't block

3/3 Flying "This creature can't block." for {3}.  Gets past most mass removal.  Won't die to {killing wave}.  S'okay.

I think it would be good in a U/B "Lonely Boy" deck, around {Demonic Taskmaster}, {Demonlord of Ashmouth}, and {Fettergeist}.  But hey, I'm cRaZy!!
Title: Re: Angel's tomb and archwing dragon
Post by: Millionlittlee on June 08, 2012, 11:38:12 AM
See jester knows what I'm talking about
Title: Re: Angel's tomb and archwing dragon
Post by: BlackJester on June 08, 2012, 11:50:06 AM
I decided to take my mad rantings elsewhere.

http://imtgapp.com/forum/index.php/topic,6972.0.html
Title: Re: Angel's tomb and archwing dragon
Post by: Willthomjr on June 08, 2012, 12:59:58 PM
Quote from: Millionlittlee on June 08, 2012, 10:34:14 AM
Just think of it of a 3/3 that can't block

It can block...where does it say you can't block with it?

{midnight haunting}
{snapcaster mage}
{restoration angel}
{white suns zenith}
{wolfir avenger}
{ambush viper}
{briarpack alpha}
{darksteel sentinel}
{hollowhenge spirit}

All beg to differ.....😉
Title: Re: Angel's tomb and archwing dragon
Post by: BlackJester on June 08, 2012, 01:10:44 PM
Quote from: Willthomjr on June 08, 2012, 12:59:58 PM
Quote from: Millionlittlee on June 08, 2012, 10:34:14 AM
Just think of it of a 3/3 that can't block

It can block...where does it say you can't block with it?

{midnight haunting}
{snapcaster mage}
{restoration angel}
{white suns zenith}
{wolfir avenger}
{ambush viper}
{briarpack alpha}
{darksteel sentinel}
{hollowhenge spirit}

All beg to differ.....😉
You are certainly correct!  It's just "conventionally" you couldn't block.  With all the flicker & flash effects in Standard, you could use the Tomb as a combat trick too.
Title: Re: Angel's tomb and archwing dragon
Post by: Willthomjr on June 08, 2012, 05:20:56 PM
Quote from: BlackJester on June 08, 2012, 01:10:44 PM
Quote from: Willthomjr on June 08, 2012, 12:59:58 PM
Quote from: Millionlittlee on June 08, 2012, 10:34:14 AM
Just think of it of a 3/3 that can't block

It can block...where does it say you can't block with it?

{midnight haunting}
{snapcaster mage}
{restoration angel}
{white suns zenith}
{wolfir avenger}
{ambush viper}
{briarpack alpha}
{darksteel sentinel}
{hollowhenge spirit}

All beg to differ.....😉
You are certainly correct!  It's just "conventionally" you couldn't block.  With all the flicker & flash effects in Standard, you could use the Tomb as a combat trick too.

Combat tricks win you drafts and sealed :P