![]() That is 8 power of creatures on turn 2, with an opponent already at 14. To begin with, imagine you lead with Goblin Guide, followed by Goblin Guide and Devastating Summons for two 2/2’s. Let’s look at scenarios that can arise in non-Bushwhacker games. Obviously Devastating Summons is sick with Goblin Bushwhacker, but you might be hesitant to play the full 4, fearing a draw without one. Another possibility on turn 4 is to make two 2/2’s twice (using two Devastating Summons), leading to 14 damage (you can pull a similar move on turn 3, make two 2/2’s and two 1/1’s, adding up to 12 on turn 3). Not only do you get 12 damage from the combo straight up, each of your other guys gets an additional +1/+0. leads to possible turn 3’s, it generally provides good chances to turn 4 through resistance. ![]() ![]() A turn 3 kill in this world is super sick. That is a lot of freaking damage! Add in a Goblin Guide and almost anything, and you are looking at a turn 3 goldfish! This is Standard, remember, it is totally realistic to think that your opponent will spend their turn 2 tapping out for a Everflowing Chalice or something. To begin with, what is the soonest you can play it and Bushwhack? Well, a turn 3 Devastating Summons for all your land and a Bushwhacker is 10 damage. In addition, the printing of Devastating Summons radically alters the landscape for both Standard and Block, as its use in conjunction with Goblin Bushwhacker is absolutely absurd.īefore I go much further into the deck, let’s talk a little about Devastating Summons. As you can see, I make heavy use of new RoE cards, featuring not only the hotly debated Kargan Dragonlord, but also Forked Bolt and Staggershock to compliment the burn suit, as well as Traitorous Instinct as an upgrade out of the board over Mark of Mutiny (though it is unclear if this really is an upgrade or if I am asking to be a mana short).
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