[COM2016] Vial Smasher the Fierce



  • If we assume that combat damage is often hard in a world with tokens and lots of creatures, winning through direct damage seems feasible. Not to speak that you can kill planeswalkers with this ability. It vaguely looks like guttersnipe, but in this case you want less probes and preordains and more cards with alternative costs.

    It is worth noting that moxen don't play well with this card, but probably you'll need some to play it ASAP. Also it works every turn, so it's well possible to trigger it in your own turn and the opponent's.



  • Not sure how many times it would come up but "an opponent chosen at random" is not targeted either. Doubt there is any deck which would use this as an alternative win con with ley-line if sanctity in play. Would be quite amusing with Emrakul...



  • So murderous cut and snuff out seem really sexy with Mofo. I'll take 1 McDack with a side of Lightning Bolt and Frosty Force of Will with Lava Cake Axe tyvm.


  • Administrators

    Fireblast



  • I also hate to point things out that hurt my pet decks but this guy makes useless Force of Wills into a Cavern of Souls waaaayyyyy less useless. Ugh :(



  • Takes a bit of the sting out of paying extra for spheres too.

    Is there a Jund deck here? Some discard, burn, abrupt decay. Liliana and a free bolt sounds nice.


  • TMD Supporter

    @benjamin_berry said:

    Takes a bit of the sting out of paying extra for spheres too.

    Is there a Jund deck here? Some discard, burn, abrupt decay. Liliana and a free bolt sounds nice.

    I don't think spheres affect this.



  • @Brass-Man said:

    Fireblast

    Crap. Now you got me thinking this is relevant in legacy burn. Probabaly too cute.

    As mentioned, the barometer for this guy is going to be guttersnipe. If your playing a deck that wants a snipe effect, but plays less cards over more turns at a higher CMC this guy may be better overall for that list.



  • @Protoaddct It's a two card combo for ten damage that costs 1BR and two mountains. Compared to a Bolt, you're paying 1B for three damage, situationally.



  • Ingot Chewer does 5. Rift bolt does 6. If this sticks they die fast.



  • This card falls in the same class as mentor, kill on sight or die a few turns later. You will need to build more around it, it's not as universally good as the white OP monk, on the other hand it skips the combat step.
    I foresee alot of burned faces when people dont't respect the threat he presents.



  • Although this card is fast, I believe its not as broken as people think. It does nothing the turn it enters the battlefield and only triggers once a turn. I think its completely fair.



  • @coldcrow Geez, that's a bold statement. I don't think this is anywhere as potent as Mentor. Doesn't dodge removal using horizontal growth, doesn't win the game without help and pseudo-combos, requires you to play suboptimal cards and sequence them in suboptimal ways to get advantage out of it... etc. Seems more like Sin Prodder.



  • I will enjoy the random determination of rolling a die each turn in 1-1 matches. "One through six it does damage to you?"



  • @MaximumCDawg Valid points, except that Mentor doesn't win in a vacuum, either. Mentor is clearly better, that card could profit from its prevalence, though. Not affected by effects like Moat or Propaganda. To be fair, I overlooked the once per turn clause, makes it less explosive.



  • @MaximumCDawg said:

    @Protoaddct It's a two card combo for ten damage that costs 1BR and two mountains. Compared to a Bolt, you're paying 1B for three damage, situationally.

    Yea but in a deck like burn (at least in legacy) card economy is a real factor for a deck that has basically no draw options. It does not matter if it is less mana efficient because it does more damage for less cards, and the sacing 2 mountains is irrelevant if you just won on the spot. Hell thats sorta why blast is relevant in the first place. I mean look at it like this:

    Turn 1 Mountain Bolt
    Turn 2 Mountain Bolt bolt
    Turn 3 Mountain Bolt Bolt Bolt

    That is 9 cards for 18 damage, which means on the play you have to draw perfectly and they have to crack 2 fetches. Now look at this way

    Turn 1 Mountain Bolt
    Turn 2 Mountain Bolt bolt
    Turn 3 Fetch badlands, Vial smasher
    Turn 3.5 Upkeep Fireblast

    That is 8 cards for 19 damage with a body on the field. It requires less cards, the same basic draw. I'm not saying its necessarily going to see play, but it does more, costs less, and leaves you in a better spot if they live. I think the same principal applies in vintage for sure, its just not as magnified in prominence because of the meta vintage has, but I think the other benefits Smasher has (untargeted, the number of pitch spells, etc) means its something to consider.


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