Awesome and flavourful artwork
Posted By:
Frozenwings
(9/26/2010 5:21:26 AM)
My friend has just one of these in his artifact deck, and it's a huge threat, thanks to Unbender Tine, Voltaic Key, and Tezzeret the Seeker.
I remember when he used it against my Unearth deck in a 40-life game. Before my last turn, he milled me so I had only 2 cards left in my library. I unearthed everything in my graveyard and attacked, leaving him at 1 life. During his next turn, he milled away the last card - Dregscape Zombie.
Posted By:
Chamale
(12/6/2010 8:23:29 PM)
I should run this in a deck with Clockspinning, just on principle.
Posted By:
LordRandomness
(11/21/2011 2:22:01 PM)
In limited, this thing was actually my win-con. I played mono-white with a lot of life gain, chumpers, etc. I'd get it up to about 5 counters before I'd start milling. When your opponent is only playing a 40-45 card deck, it's not hard, especially when you mill their best cards. Probably the worst deck I've ever put together for a draft, but easily the most fun.
Posted By:
StreamHopper
(10/8/2010 12:58:05 PM)
@bloodghastly: When a card such as Grindclock refers to a "Grindclock" in its text box, it refers only to itself unless it explicitly states otherwise
Posted By:
quach_attack
(10/19/2010 12:07:27 AM)
Assuming only one Grindclock, your opponent is drawing only one card per turn and you're not milling in any other way, the optimum number of turns to charge is generally 5. It's actually a range of turns, but 5 tends to be within that range. The formula is
y=x+1+((c-x)/x+1)
Where x is the number of turns you charge it, c is the number of cards in their deck to start with and y is the number of turns, including charging turns, that it takes to win. Plot that using graphing software, or any scientific calculator should have a TABLE function. Round all results down to the nearest 1.
If you have two Grindclocks, each of which is on 0 counters, the formula is z=y+(c-x-(x+1)(y-x))/(x+y+1), where x is the number of turns you charge one of the Grindclocks and y is the number of turns you charge the other, and y is the larger number. c is their starting deck size, and z is the total number of turns it takes to win including charge times. With initial deck size 40, you should charge one... (see all)
Posted By:
Dabir
(7/15/2011 4:58:09 AM)
Mill is getting some wicked new toys to play with. Now, I need to get some Gilder Barins to break this clock with. I actually want to make a real life Grindclock. I'll make everyone insane.
Posted By:
NecroticNobody
(10/16/2010 8:49:08 PM)
This is a fantastic card because it requires no real investment. Just add it as a side win condition to a slow control deck, and bam. Even if your opponent starts winning attrition wars, you will have an advantage when you have the board locked down and all of a sudden your milling them for ten every turn.
I agree. This card does not belong in a milling deck. It belong with proliferate or control, where it can, after the initial 2 mana "investment," proceed to sit and build counters for free until you have a suitable amount (I usually go with 5 or 10), then start decking your opponent for free each turn. A deck could easily be based around this, thrumminbird , and wall of denial , whereby you just sit back and mill for free, possibly adding in some other win condition, and some counterspells to protect it.
So...yeah...it's good...
Posted By:
Mirrorweave
(1/23/2011 10:53:10 PM)
How about this...gain some life somehow...get an eternity vessel into play early on (master transmuter+mishra's bauble perhaps?)...then dismantle it and put the charge counters on this card...then assist with voltaic key.
Or you could just stick to traumatize, mind funeral and the likes...
Posted By:
Manji187
(10/30/2010 9:19:08 AM)
Prototype Portal with a Voltaic Key imprinted on it will help break this puppy.
If you can manage to get out two myr galvanizer and a palladium myr or two you can generate infinite mana and deck someone without having to wait a turn to put counters on it.
Posted By:
Johnald
(9/24/2010 4:45:36 PM)