Friday, October 06, 2006

Is Carnage good?

It's been a couple of days since I posted anything new here. I've been busy working on a couple of other projects. But I've been thinking about one of the more natural looking team-ups in the new Heralds of Galactus set, Heralds and Inhumans. The deck obviously wants to draw the game out and win around turn 7-9. It has a lot of cards to reach this end. I was looking at what I thought the optimal curve would be. There were a few options at almost every drop that seemed like good choices. For instance, at 2 you have Silver Surfer, Morg, San, and Franklin Richards. At 4, you have Human Torch and Triton. But the drop where it seemed like there just wasn't much going on was at the 7. Your option without going outside the team are Galactus, Morg, Silver Surfer, Gorgon, and Invisible Woman. The only one of these that even I even slightly want to play is Morg since his ability can be devastating against other decks that have game in the late turns. So I got to looking at possible out of team 7 drops and I saw Carnage. Now when you're playing a stall deck, your 7 drop is usually only meaningful against other full curve decks. Against short-curve and swarm decks, the numbers alone are usually what matters (unless they have an effect like Thing). So while the possibility of bouncing all your opponents' dudes is devastating, what about the idea of controlling the initiative for the rest of the game. In the Galactus mirror, both decks will presumably want to go to 9. Having the initiative on the critical turn 9 could make the difference in winning and losing. Having Morg, bounce their board on 7 would be good, but with the defensive capabilities of the deck, you may not be able to stun their 7 to bounce him. If you can keep the initiative for the rest of the game, it will be almost impossible to lose the game.
While I will probably play Morg as my 7 drop in this deck, I think Carnage may be a better option than the rest of the other on team 7 drops.

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