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Three Up and Three Down - Conflux

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stormshamanEvery new set of Magic the Gathering brings a new list of decisions for me.  Conflux is no different.  There are 145 new cards in the expansion to Alara, and that means 145 possible replacements for my current cards.  Making choices between two similar cards can be agonizing.  There are so many variables to choose from.  Mana cost, color, versatility all come into play when selecting what stays and goes.  The following are three comparison's between cards that I have chosen to replace and their Conflux peers.

[caption id="attachment_616" align="alignright" width="200" caption="a faerie's worst nightmare"]a faerie's worst nightmare[/caption]

1. Volcanic Fallout over Pyroclasm - Pyroclasm is a great addition against any elf, kithkin, faerie or merfolk deck.  Two damage is enough to stagger most aggro creature builds, and grants enough time to take control of the game.  This is the reason Pyroclasm has been such a successful card in main decks and sideboards.  In fact, it should be the perfect bane for one of the most popular decks of the past two years.  It should be except for one thing, one very potent thing.  This is where Pyroclasm fails.  Trying to clear the board of faeries, mulldrifters and the like can be an impossible task against strong permission.  Volcanic Fallout is a card that combines an unstoppable Pyroclasm with the sudden shock of, well Sudden Shock.  For the inevitability and the direct damage I am happy to take on the extra red mana. Sorry pyro, you're out.

2. Bloodhall Ooze over Tattermunge Maniac - The dominant red one-drop in any format has no contemporary equal.  However, not every one is blessed with four copies of Figure of Destiny.   The rest of us must focus on the second tier aggro one-drops.  For the past year this has meant Tattermunge Maniac.  Best case scenario would have me dropping the maniac on turn one and getting a few licks in before my opponent could defend themselves.  In the brave new world that is Conflux, there is a superior option.  Bloodhall Ooze starts one nano-second slower (one fewer damage on turn two) but comes with a bevy of bright side.  Provided the right mana, a turn one Ooze into turn two Necrogenesis gives me a 3/3 attacker turn three, a 5/5 brute on turn four, and so on.  A simpler combination with Wild Nacatl and Stomping Grounds produces similar results.  With Bloodhall Ooze, a great aggro-creature deck practically builds itself.

[caption id="attachment_618" align="alignleft" width="200" caption="i could always use another bookmark"]i could always use another bookmark[/caption]

3. Path to Exile over Condemn - After salivating over Path to Exile for weeks during pre-release, this is the easiest choice of the bunch. The single white mana requirement makes these two equally easy to slide in any deck.  The excellence of Path comes from it's dynamic nature.  It can be used anytime, anywhere, and on anything.  The direct drawbacks actually favor Condemn in the early game, however Condemn is specialized to a fault.  A dead card in my hand when all I really want is to kill that Stuffy Doll.  Sometimes, if I am able to target True Believer, my opponent can just Chord of Calling it back into play.  The only knock against Path to Exile is the mana acceleration it provides my enemy.  Combined with a Knight of the White Orchid however, that drawback actually helps my cause.  Another way to turn the negative into a positive is using land-burn cards like Polluted Bonds.  The late-game is where the disparity really grows.  Condemning that Darksteel Colossus can really suck, but an extra land for my opponent on turn twelve shouldn't make a difference.  Trying to avoid the obvious pun, Condemn is being . . . removed.

At last I am ready to shuffle up and start playing these new cards.  I am confidant my decks are stronger than ever with these additions.  For the rest of you making similar tough decisions, good luck!

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