the perfect partner

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the perfect partner

Post by Disposable-hero on Wed Feb 09, 2011 11:05 am

double headed giant partner deck,
based mainly on teamwork.
so here we go

lands:
4X plains
4X mountain
4X island
4X swamp
4X forest

Artifacts:
4X Dragon's Claw
4X Demon's Horn
4X Kraken's Eye
4X Angel's Feather
4X Wurm's Tooth

i need 20 more cards to make this deck complete, 4 of each colour would be good i think. suggestions?
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Re: the perfect partner

Post by Disposable-hero on Wed Feb 09, 2011 11:21 am

buying online, this deck costs roughly £8
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Re: the perfect partner

Post by Great Unclean One on Wed Feb 09, 2011 5:29 pm

You do know that your partner isn't affected by your cards? So like your partner wouldn't benefit from Coat of Arms for instance.

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Re: the perfect partner

Post by DorianCreed on Wed Feb 09, 2011 5:34 pm

No, in that case your partner would be affected, because Coat of Arms never specifies that the affected creatures are just the ones under your control, meaning it's absolutely useless in a Creature Type X vs. Creature Type X game (like, say, vamps vs. vamps).

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Re: the perfect partner

Post by Spiritcurse on Wed Feb 09, 2011 6:11 pm

Great Unclean One wrote:You do know that your partner isn't affected by your cards? So like your partner wouldn't benefit from Coat of Arms for instance.

Wrong, unless otherwise specified.

This was a deck idea Tom and I threw around for two headed giant. The plan was for him to run his red aggro, me to run a counterpart. This would fit perfectly. The other good counterpart is this.

8 Swamp
16 Mountain
4 Sanguine Bond
4 Lightning Bolt
4 Empty the Warrens
4 Kuldotha Rebirth (or something, forgot spelling)
4 Dragons Claw
4 Coat of Arms

Turn 1: Mountain.
Turn 2: Mountain, Claw.
Turn 3: Mountain, Claw.
Turn 4: Swamp, Claw, Claw.
Turn 5: Swamp, Bond.
Turn 6: Mountain, Bond.
Turn 7: Mountain, Bond.
Turn 8: Swamp, Bolt, Bolt, Bolt, Bolt, Empty.
Turn 9: Mountain, Birth, Birth, Birth, Birth, Empty.
Turn 10: Mountain, Coat, Coat.
Turn 11: Swamp, Coat, Coat.

So by the end of that, you've gained 40 life, 32 1/1 goblins, dealt 120 damage and given all goblins +124/+124. By turn 10. I know it's slow, but that was maximising for life gain. To maximise for damage, add two more turns in after 7 and play another bond. Sticks the damage up to 160.

Now, I'm no expert, but I think having 32 125/125 goblins on your side might be slightly useful. Though that said, by turn 8 each bolt will be dealing and triggering 15 damage each. Not too bad, especially since it'd be 3 to a creature, 12 to a player.
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Re: the perfect partner

Post by Disposable-hero on Thu Feb 10, 2011 5:03 pm

Great Unclean One wrote:You do know that your partner isn't affected by your cards? So like your partner wouldn't benefit from Coat of Arms for instance.

these cards all effect life total, which in double headed giant is shared.
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Re: the perfect partner

Post by Great Unclean One on Thu Feb 10, 2011 5:33 pm

Ah, you make a fair point, so it's teamwork as in one person works the offence and the other defense?

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Re: the perfect partner

Post by Spiritcurse on Thu Feb 10, 2011 8:58 pm

Exactly. My other hilarious idea was this.

Palace Guard - Palace Guard can block any number of creatures
Pariah - All damage that would be dealt to you is dealt to enchanted creature instead
Indestructibility - Enchanted permanent is indestructible

Then just plenty of counterspells. So, that's me immune to creatures as long as he's untapped, and spells as long as you haven't got too much anti-enchantment. Do your worst.
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