![]() ![]() I doubt this will be true when he is accelerated out reliably on turn 4. A big reason you cannot normally play 4 copies of Niv-Mizzet (besides it being legendary) is that he’s slow and clunky and you frequently die before resolving him. These 6 card swaps push us to be more focused on versatility and proactivity. As a result, I’m making the following changes: This was all well and good for him in a large BO3 tournament, but for this weekend’s event, I’m going all-in on the combo.īecause I cannot realistically predict the metagame, I can’t really decide what answers I should play to stop my opponents. Now, Ross’s deck is mostly built as a control deck with a combo finish. We start with Ross Merriam’s list from the most recent SCG Team Open: Now that I’m all-in on this plan, how do I best port it to this unique format? These enchantments don’t have obvious synergy with getting treasures early, but all of the things that you want to do with those treasures ( Growth Spiral, Expansion // Explosion, Chemister’s Insight) all also synergize beautifully with Wilderness Reclamation. The most awkward thing about the Temur Reclamation deck is the actual Wilderness Reclamations. However, having played Niv-Mizzet, Parun plenty of times previously, I immediately gravitated towards casting that bad boy on turn 3. The next question is what Growth Spiral deck? The two obvious options are Temur Reclamation and Gates. Sure, the temporary burst in mana is nice for single-turn combos, but turning that turn 1 treasure into a long-term advantage by casting ramp spells is really where I feel the action’s at. First question I asked myself was: “what’s the most powerful thing I can do with extra early mana?” and I quickly determined that Growth Spiral was the card that I wanted to exploit the most. I chose to simply port/edit an existing deck in Standard that I felt would fit the format. Unlike last time I examined one of Arena’s unique events, where I ran down the steps you should take to create your own deck, this week, I’ll be going over what I personally will be playing. I am really looking forward to this week, as I love doing powerful things. In addition to being Water (see above), a character ending their turn on a Poisonous Water tile without the ability to Hover will gain the Poison debuff, unless they are immune to poison.Ī character without the ability to Hover will be killed if knocked into lava.Hello again! This weekend we are going to be playing Treasure Constructed! This format is just like BO1 ladder, except that at the beginning of each of your turns, you get a Treasure Token. A unit killed this way will not trigger Rebirth Poisonous Water being pushed into water by Forceful Strike) without the ability to Swim (or Hover), they will be killed. This allows them to ignore the heights of tiles, and they won't trigger traps that aren't on the destination itself.Įxample sources: Riftwalkers, Shadowstep passive, Bat Form passive, Bzaro's Arpia, Tangrel, Ercinee, and Malcubus monster classes Hover (sometimes referred to as 'Float'): The character is hovering above ground, which allows them to hover over any liquid surface, as well as ignore any ground traps.Įxample sources: Hover Boots, Bzaro's Pektite, Zotzit, and Archafflictor monster classesįly: The character is able to displace themselves instantly to their destination, without walking on any tiles in between. While swimming, a character can't open Treasure Chests or Gather Components.Įxample sources: Flippers, many classes have this built-in With the Submariner passive ability (Rakkerjak monster class), damage dealt is instead increased by 10%. While swimming, a character takes 10% more damage, casting healing spells will heal for 10% less health, and deals 10% less damage. Swim: The character is able to swim, which allows them to move onto water and poisonous water tiles. Next to Move and Jump, a character may have additional symbols representing one of three special movement types.
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