[C19] Tectonic Hellion (CubeApril)

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Rumpy5897
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Post by Rumpy5897 » 4 years ago



"Image"

Well then, that's an interesting area to explore.
 
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DirkGently
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Post by DirkGently » 4 years ago

My 98 lands deck just cried out in horror.

I mean, as long as it's past turn 7 or so, though, 2 lands a turn ain't %$#% for that deck.
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RtKART
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Post by RtKART » 4 years ago

This is the kind of card you cheat out on turn 2 because you really didn't want to play another commander game. It will go into my land destruction deck though.

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Lifeless
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Post by Lifeless » 4 years ago

Can I just say how glad I am that this can't be cheated into play with Kaalia?

TearsOfTomorrow
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Post by TearsOfTomorrow » 4 years ago

Lifeless wrote:
4 years ago
Can I just say how glad I am that this can't be cheated into play with Kaalia?
If you cheat this in with Kaalia, you won't get its trigger.

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Maluko
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Post by Maluko » 4 years ago

YES!! A thousand times yes! Commander needs more of these kinds of ramp-punishing effects. Awesome design: triggers on attacking to prevent it from being abused with blinking effects, has haste to immediately punish mana-greedy players, and a relatively low toughness to keep it from surviving too long in case it starts getting out of control. As pointed out early, it's good that its creature type prevents it from being abused by tribal cards that could cheat it into play earlier than desired.

Keep the ramp-haters coming!

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Cyberium
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Post by Cyberium » 4 years ago

Go artifact ramping and you could still get this out early enough to keep the game slow.

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Post by Lifeless » 4 years ago

TearsOfTomorrow wrote:
4 years ago
Lifeless wrote:
4 years ago
Can I just say how glad I am that this can't be cheated into play with Kaalia?
If you cheat this in with Kaalia, you won't get its trigger.
I'm aware, but my local Kaalia player is very fond of multiple attack steps.

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5colorsrainbow
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Post by 5colorsrainbow » 4 years ago

Maluko wrote:
4 years ago
YES!! A thousand times yes! Commander needs more of these kinds of ramp-punishing effects. Awesome design: triggers on attacking to prevent it from being abused with blinking effects, has haste to immediately punish mana-greedy players, and a relatively low toughness to keep it from surviving too long in case it starts getting out of control. As pointed out early, it's good that its creature type prevents it from being abused by tribal cards that could cheat it into play earlier than desired.

Keep the ramp-haters coming!
All this plus I like that it punishes the player with the most land meaning in general this will help even things out and not feel oppressive and feel bads and you gotta be care with now you are ramping.

I'm not a huge "bring back land destruction" but I think cards that play into this space might work better.
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hyalopterouslemur
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Post by hyalopterouslemur » 4 years ago

RtKART wrote:
4 years ago
This is the kind of card you cheat out on turn 2 because you really didn't want to play another commander game. It will go into my land destruction deck though.
Land sac is particularly evil because you know you're using it to kill everyone's lands. Normal LD or even MLD at least is justifiable on "it destroys things like Gaea's Cradle". This doesn't.

I like.
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Post by Mookie » 4 years ago

As a player with several green ramp-based decks, my first response to Tectonic Hellion is 'eeeeurrrrgh'.
Still, very nice to see them exploring this space. There currently aren't many good answers to ramp strategies without opening up the MLD can of worms. Countering / stealing the payoffs can help, but that isn't always a consistent answer.

Notably, at 7 mana, it usually won't come down until fairly late... unless you're ramping into it, which seems counterproductive. I guess it works for artifact-based ramp though. Seems like a very nasty stax piece if you can cheat it out early.

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Post by Lucifer, Sapere Aude » 4 years ago

RtKART wrote:
4 years ago
This is the kind of card you cheat out on turn 2 because you really didn't want to play another commander game. It will go into my land destruction deck though.
mana rocks and mana dorks are a thing in edh. Not worried a lot about a soft, slow and answerable MLD engine

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Post by Lucifer, Sapere Aude » 4 years ago

Mookie wrote:
4 years ago
As a player with several green ramp-based decks, my first response to Tectonic Hellion is 'eeeeurrrrgh'.
Still, very nice to see them exploring this space. There currently aren't many good answers to ramp strategies without opening up the MLD can of worms. Countering / stealing the payoffs can help, but that isn't always a consistent answer.

Notably, at 7 mana, it usually won't come down until fairly late... unless you're ramping into it, which seems counterproductive. I guess it works for artifact-based ramp though. Seems like a very nasty stax piece if you can cheat it out early.
Ramping is counterproductive unless you ramp with mana rocks or dorks. In that case you can force your opponents to never have more than 2-3 lands for game while you can always have even 10 available at that time.

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