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    Signal the Clans

    Pack Rat
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    Signal the Clans Empty Signal the Clans

    Post by Pack Rat Wed Jan 30, 2013 6:13 pm

    Signal the Clans 194

    AND IT'S GRUUL AGAIN, HHHRRRRGGGHHHHH

    It's no Gifts, but still pretty good I'd say.
    Ashiok
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    Signal the Clans Empty Re: Signal the Clans

    Post by Ashiok Wed Jan 30, 2013 6:23 pm

    It's not consistent, and you're better just playing a threat instead of it, seeing as otherwise you're psuedo-time walking yourself to get lucky from 3 creatures. If you're not banking on utility (which you can't with random effects) you're better off just playing extra redundancies where this card is.
    HSektor
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    Post by HSektor Thu Jan 31, 2013 3:40 am

    Come on, it's not like Midrange decks had a real turn 2 play aside from a Searing Spear maybe (...in your opponent's turn obviously). You're pretty much going to play it during your turn 2 to find 3 good stuff. And sometimes plays go into lategame, it happens every once in a while...

    It's like playing a extra copy of every creature in your deck.

    Naya/URG Midrange could play like 2~3 copies of it and I'd gladly play it in any deck using RG if I had one using that colors.
    Ashiok
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    Post by Ashiok Thu Jan 31, 2013 7:57 am

    I would much rather Farseek or Searing Spear on turn 2 and use a higher threat density.
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    Post by Pack Rat Thu Jan 31, 2013 1:09 pm

    Define "higher threat density". If you already have enough threats, and put 2-3 copies of this in, is it bad? I'd say it's really good. And sure, Farseek exists. But what's wrong in having 2 Turn 2 plays?
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    Post by Ashiok Thu Jan 31, 2013 1:28 pm

    But then when you don't have it turn 2, it's infinitely worse than having the creature instead, and having the creature turn 2 gives you the exact same line of play without being a negate target and allowing you a tapped land on turn 2.
    Kyousuke Kousaka
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    Post by Kyousuke Kousaka Thu Jan 31, 2013 4:59 pm

    Besides, midrange is still playing mana dorks, isn't it? So on turn 2, you better be going for your "turn 3 play" unless you're leaving mana open to respond to something.

    I...don't really see Signal the Clans as that response. Even in Limited, it was a little flimsy...
    .Rai
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    Post by .Rai Thu Jan 31, 2013 8:09 pm

    Tested it out in Smorgasbord. Didn't work massively well. You either have a play already, or you just don't want to waste your turn 2 playing it. Besides, a midrange ramp with dorks is essentially 1-3-5. It's hard to fit a turn two play outside of Farseek, if you're ramping upwards from 5.

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