Beyond Dominia April 1998 -- Vol. 3, No. 4

 
  
by Pat Brokos

Comprehensive Guide to Stronghold, Part 2

Part 2 of Pat Brokos's Comprehensive Guide to Stronghold. Part 1 covers from A to G. Part 3 covers from Q to Z.

Hammerhead Shark Creatures which cannot attack unless opponent has islands are not good.
Heartstone There aren’t that many expensive creature abilities now. If Spikes find their way into tournaments, these could see use, but don’t count on it.
Heat of Battle These are a good way to finish off an opponent hiding behind walls, but when was the last time you saw one of those? Blocking just isn’t significant in the current environment, and no decent player would waste a card for such a poor ability.
Hermit Druid Combined with Sylvan Library, he allows for large amounts of land AND deck tuning. Throw in Constant Mists to keep creatures off your back, and you’ve got a powerful little card drawing engine.
Hesitation Combined with a card like Bottomless Pit, this is marginally useful. Even then, it’s a card the opponent can just toss a less than useful spell at, then get on with his game while you can’t cast anything or throw away card advantage to get rid of it. Real counterspells are much better.
Hibernation Sliver Returning slivers to your hand kills the speed of a sliver deck, and paying 2 life to save a little sliver is rarely worthwhile.
Hidden Retreat Assuming you have a way of drawing (like Contemplation) this will kill a burn deck. Expect White control to be a presence.
Honor Guard The large amount of mana required to keep him alive isn’t worth spending to save a 1/1. Just use Nomads and re-direct the damage.
Horn of Greed Decks which always wanted to use alot of land, but were afraid of bad ratios, just got a little better. There is definitely room for abuse here, especially with the many new Green cards which put lands into your hand. Remember the opponent gets to draw, too.
Hornet Cannon Without some kind of way of abusing the tokens (like Gravepact or Goblin Bombardment), this is a poor Rod of Ruin. I don’t see it as useful in the current environment.
Intruder Alarm Barring crazy infinite combos, this is no good by itself. Casting a creature isn’t difficult to do, so there is hardly a drawback. Portcullis doesn’t stop the creature from untapping everything else either. Man-o’-War, Tim, and Aluren allow for infinite damge, but that’s 4 cards in Blue/Green.
Invasion Plans What is with all these blocking cards? This, at least, could be used to force all the creatures your opponent casts to block your big attackers and die. For 3 mana, though, there are more consistent cards, especially since you can’t choose for the opponent not to block.
Jinxed Ring This is too inconsistent to be reliable as a source of damage. Plus, you take a damage when you sac a creature to give this away.
Lab Rats Tying up 5 mana a turn just for a 1/1 is not that useful. If they were instants, you could just cast them when you know you won’t need the mana anymore. Volrath’s Stronghold is much better, and that’s not that good.
Lancers en-Kor For 5 mana, 3/3 trample is not good enough. While redirection is useful in a smaller creature, one this large doesn’t have as many damage problems.
Leap The cantrip almost makes this worthwhile, but most of blue’s good stuff flies anyway. Much like Bandage, you’ll often be holding this wishing you had the extra card instead.
Lowland Basilisk 3 mana for only 1 damage is not good, and even if it does block, it will probably be killed anyway. The opponent can afford not to block and lose a creature.
Mana Leak A counterspell for any color! This should make 5 color decks better, and provide another 2 casting cost counter for counter-heavy decks. Any deck with several sources of blue should use this.
Mask of the Mimic Since you can only get copies of another creature in play besides the one that was killed, this is a sub-optimal way to make use of a creature that’s going to die. Casting it on a living creature is really dumb.
Megrim The 2 points are nice when the Bottomless Pit is out, or to make Stupor more devestating. It is rather slow, however, and many players would prefer to cast the Stupor first turn instead of waiting to put this out.
Mind Games The expense of buyback is prohibitive, and unlike Capsize, the effect as no staying power. Once you lose surprise value with it, you’d rather just keep Counterspell mana untapped.
Mind Peel By the time you have 5 mana to recurse this, they’ll be able to counter or cast everything anyway. Disrupting Scepter will usually be better, but Mind Peel is Disk-proof.
Mindwarper Since the discard is by choice, the counters will usually be more effective as +1/+1’s, and a 3/3 for 2BB isn’t great.
Mob Justice Since you can only target a player, Incinerate, Kindle, or Shock will almost always be better. This and Mogg Infestation could cause trouble, though.
Mogg Bombers For 4 mana, a 3/4 or turns into an expensive bolt at the first sign of a creature is a real waste of space. The opponent just has too much control over whether he comes or goes, and you can’t cast any creatures either, if you want to keep him alive.
Mogg Flunkies For decks that are not packing large amounts of creature removal, a second turn 3/3 is trouble. Sligh can now do 13 damage on the third turn with Conscripts, this, and Ball Lightning. If you’re packing 1 cc creatures, use these too.
Mogg Infestation There’s lots of fun ways to use this card, but the 5 mana makes it impractical for most tournament decks. It’s fun with Bombardment for you, or Earthquake and Aether Flash for the opponent’s creatures but quite often you’ll be stuck with 4 lands and this.
Mogg Maniac He’s only 1/1, but if he’s ever killed, the opponent pays for it. Combined with Kor, Furnace, Earthquake, and Firestorm, this guy will be a force to be reckoned with.
Morgue Thrull He’s too expensive to be useful in a Necratog deck, where Hidden Horrors can be played for 3 mana, and his ability isn’t useful in other decks.
Mortuary Drawing dead creatures again and again isn’t always a good thing. Volrath’s Stronghold gives you much more control over what gets drawn again, and is cheaper. 4 cc cards should break the game, and Mortuary doesn’t do that.
Mox Diamond Except in very limited decks, the small burst of speed does not account for the loss of a land. Decks will have to use extra lands to accomodate this, and be ready to draw half of their opening hand as mana sources to make good use of it. PropOrb gets the bonus of artifact mana, as does Pox. 5cg could play Harvest Wurm to get it back. Other than that, the Mox is too expensive and risky for a limited effect.
Mulch Unless you know the next cards in your library are land and you want to keep from drawing them, or you want creatures in your graveyard, this is too expensive. Hermit Druid, Harrow, and Rampant Growth all provide better sources of a similar effect.
Nomads en-Kor These are probably the best 1/1 for W available. They can shrug off direct damage, or block large attacking tramplers. White weenie could appreciated these.
Overgrowth On the fourth turn, six mana is as good as four. It is absolutely not worth wasting a turn to give yourself another two mana unless you are under an Orb. Even then, Elves and Rangers are much more efficient and generally useful.
Portcullis At 4 mana, the cost is a bit prohibitive. It can be a great way for a weenie deck to seal a victory (much like Armageddon, preventing the casting of further creatures) or to keep the opponent from surprising you with a big creature when the situation is currently close to stalemate. For the second purpose, cards like Nekrataal and Man-o’-War are perfect, as they will remove one creature upon casting, and are then put aside by the Portcullis. When it is destroyed, they will return and use their triggered abilities again. Another possible combo with Portcullis, although it Is slow and not terribly reliable, is to purposefully get several creatures set aside, and then Jokulhaups or Apocalypse to destroy everything except those few creatures.
Primal Rage Once again, this is a card dependant upon blocking. Except in very rare circumstances, your opponent will not be chump-blocking to the point that this will allow for a significant amount of damage. For a similar but much more useful effect, cast Overrun.
Provoke This is the closest Green gets to creature removal, but it is also a cantrip, so I consider it a strong card. Forcing a block will also allow you to take advantage of the many new cards which rely on blocking to be effective. The situational use of the card is counteracted by the potential for card advantage, forcing a chump block and netting yourself a new card. For decks which aren’t splashing other colors for removal, this is a great Green anti-creature card.
Pursuit of Knowledge This is another card that is very easy to break. Combined with anything which allows you to draw and then expects you to replace large numbers of cards, (such as Brainstorm or Sylvan Library), Pursuit allows for 2:7 card advantage. A mostly White with Green for library manipulation control deck could make use of these by playing many early resources such as Sylvan Library, Hermit Druid, and Contemplation, and then refilling their hand for the purposes of Gerrard’s Wisdom. If you’re not going for a quick 3 counters, though, beware Disenchant.

[ Go to Part 1 (A to G) ] [ Go to Part 3 (Q to Z) ]
 


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