Archived from groups: rec.games.trading-cards.magic.misc (
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David Chapman wrote:
> From the Collected Witterings of Sorcier, volume 23:
>
>>David Chapman wrote:
>
>>>>It seems more obviously broken than Skullclamp!
>>>
>>>Pardon me, but that's bullshit. I've drawn 40 cards with Skullclamp
>>>before I could even cast an Orrery.
>>
>>I didn't say it _is_ more broken.
>
> Yes, you did. This isn't 1995; if Orrery is more obviously broken than
> Clamp, it also has to be more broken.
Reread it, Dave.
I clearly did NOT say it IS more broken.
I certainly implied it, but I didn't say it.
I specifically didn't say it because I don't know the game well
enough to make such a declaritive.
I thought Clamp was damn good when I first saw it, but didn't realize,
even when the ban was first announced, that it really was broken.
I'm certaintly not, in light of that, going to _state_ that another
card definitively is!
If you don't believe me read the bloody text you quoted from me above!
And read _EVERY_ word in it this time.
>>>>I'm having trouble picturing many decks that wouldn't benefit from
>>>>this one.
>>>
>>>"Decks that win games" spring to mind.
>>
>>Depends on the metagame.
>>It is sad to see that the high-level metagame is trapped in a win
>>by Turn 5 lock, rather than supporting more interesting play.
>
> That's a bloody stupid thing to say. People who play decks because they're
> interesting aren't playing in the high-level metagame.
Duh!
Pay attention!
I didn't limit discussion to the "high-level metagame".
It ain't the only game out there!
>>But really, if winning decks can't get the Orrery out and use it,
>>how the hell are they getting Darrksteel Colossi out?
>
> To get the Orrery out and use it, you need to have the mana *and* the card
> you want to play as an instant. To get Darksteel Colossus out, you need 11
> mana and the Colossus or 9 mana and Tooth and Nail.
There's faster ways.