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Five turns to live

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Date Posted: Wed Mar/09/11 at 5:11 am

Ephemerance
Posts: 913
Joined: 18-Jun-09

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Date Posted: Wed Mar/09/11 at 8:39am

psyche
Posts: 1250
Joined: 31-Aug-09

A discard option like the Honden of Night\\\'s Reach or other option, and Bloodchief Ascension could do real damage. Painful Quandary would be a crowning touch. cast or don\\\'t you lose. Draw and lose. Just expect lots of Disenchant.
Date Posted: Wed Mar/09/11 at 5:15pm

Seregthol
Posts: 115
Joined: 21-Feb-11

I know this would make it blue, but:


Date Posted: Wed Mar/09/11 at 5:48pm

krowbar28
Posts: 434
Joined: 18-Oct-10

this would be good for seven damage  also slow down a vengvine for a turn or two
Date Posted: Wed Mar/09/11 at 6:04pm

shakii23
Posts: 5711
Joined: 08-Sep-09

Hahaha... i know that deck...
Date Posted: Wed Mar/09/11 at 9:39pm

lin sivvi
Posts: 1608
Joined: 14-Jan-10

with three cards per turn, a disenchant will come up pretty fast. . .
Date Posted: Wed Mar/09/11 at 10:20pm

Ephemerance
Posts: 913
Joined: 18-Jun-09

Very true, but that's where you throw something like Dashed Hope into the mix. Forcing them to lose life or wait more turns to lose life.


Date Posted: Thu Mar/10/11 at 2:51am

shakii23
Posts: 5711
Joined: 08-Sep-09

i'm confused with the rule text of Dash Hopes... So a player may automatically counter this spell by just paying life, but can you make this spell can't be countered after the player pays 5 life?
Date Posted: Thu Mar/10/11 at 3:11am

psyche
Posts: 1250
Joined: 31-Aug-09

I don't see where you are getting the can't be countered. It is a counter spell that has the effect that allows a player pay 5 life to counter the spell. The counter dash hopes goes on the stack above dash hopes the spell. Resolve the stack as normal.




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