@beloved-child The joke is that it wiffs a lot. So you look at three cards, none are instants/sorceries and you place them on the bottom. It wiffs a lot because 3 is just not a lot to look at and decks generally have to run some number of creatures to win the game, including Augur. Compare it to CoCo, for example, which sees 6 and CoCo decks actually can be 60% creatures since things like Skyclave can act as removal on a body
I was actually expecting the Cleric to be higher on the list, remembering its placement from the top 10 Clerics list, but you weren't joking, this list is stacked with powerful cards lol
Isn't Wildgrowth walker + Amalia just explore triggers until she hits 20 power? And if wildgrowth walker gets indestructible doesn't that just create an infinite loop of explore triggers? I don't see a "may" on either of those cards.
That would result in a draw yes, but most of the time the Walker would die with Amalia's wrath effect and on the off-chance that the Walker would somehow gain indestructible these decks are low to the ground and utilize effects such as Dina Soulsteeper to sac either the Walker or Amalia if needed or cards such as Deadly dispute to sac creatures to start the loop of life gain due to effects of creatures dying like the back side of Lunarch Veteran. Other builds just utilize the infinite life to charge up Aetherflux reservoir too, the gist is usually the Amalia-Walker combo player would only combo if they are sure the coast is clear or have an inkling if they feel that they can win if the combo resolves.
There is also a corner case where during the combo, a player can use a pump spell to make Amalia's power greater than 20 without having her reach exactly 20 power and cause a loop to happen. While this can normally end in a draw, the Amalia player would have to explore their entire deck until it is empty to progress game state. During the last iteration of the explore and life gain loop, a removal spell can be used to end the loop on either Amalia or Wildgrowth. This would make the Amalia player lose in draw step.
Yes and yes but A) 20 is enough to kill your oppo B) you can run things like Selfless Savior to keep things around after with its indestructible (and Savior isn't a bad card in this deck to protect your combo). And C) you can run cards like Dina, that drain when you gain life. Like Savior, Dina is a solid card in this deck anyway as it essentially gives the combo unblockable haste.
I'm old enough to Remember when Ophidian and Thieving Magpie were the best 1/3s around. And hey, Brass Man WAS a very efficient creature. It's not like you were ever going to attack with a vanilla 1/3 anyway, unless your opponent had no creatures.
Honestly, I don't care much for the 1/3 Starline. I'd rather a 1/4, or a 1/5. Much like how I'd rather "Top 10 Vintage Cards (Minus Power 9)" to not having it.
I'm no Vintage player, but it's probably Underworld Breach/ Yawgmoth's Will decks. It's not too crazy to have a situation where both players are playing two spells every turn, letting Ledger Shredder loot 4 times per turn cycle.
Funnily enough, if you assemble the Wildgrowth Walker / Amalia Benevides Aguirre combo, and for some reason (for example because of a timely pump spell) Amalia never reaches exactly 20 power, the combo must go on until you deck yourself.
What? No. I am Canadian and I hate the way Americas do dates, but not this one. (For the record, the best way to do dates is YYYY-MM-DD. Today is 2024-01-03. So it is still 1-3
@@rpriske Yes I agree, YYYY-MM-DD is the way to go because, this way, dates sort out chronologically the same way they do alphabetically. It doesn't read very well but, for archiving purposes, it definitely is the way to go and the way we do it where I work as well - even if we definitely are not an anglosaxon country (most of my coworkers hardly understand a word of English for the most part^^)