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memory jar

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dklewisjr

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Aug 12, 1999, 3:00:00 AM8/12/99
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Why was memory jar banned in T2? I can think of many much more powerful
cards, such as living death, that aren't banned. Perhaps I am overlooking
it's uses. please help

-Jonathan Lewis

Stewart Potter

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Aug 12, 1999, 3:00:00 AM8/12/99
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dklewisjr <dkle...@email.msn.com> wrote in article
<#1i7tAQ5#GA.307@cpmsnbbsa03>...
: Why was memory jar banned in T2? I can think of many much more powerful


: cards, such as living death, that aren't banned. Perhaps I am overlooking
: it's uses. please help
:
: -Jonathan Lewis

:

This was disccussed on .strategy a bit, but one thing you can be sure of -
any card that lets you draw 7 cards or force your opponent to discard his
hand is likely to be broken. (Please note: I said "likely").

Now with that said, there is no *rule* which makes Memory Jar a candidate
for banning. There is/was some confusion that with multiple memory jars you
had to remember which hand got set aside by which jar, but that was
probably the biggest rule issue with memory jar. IMO, what got it banned
was the fact is made the T2 scene "solotaire magic". If you ever played
against a Broken Pottery deck, you essentially just sat there and watch
your opponent play. Typically, by turn 2 or three he had fired off several
jars and was in the process of rewinding the jars with 2 Megrims in play -
aka, you die as each jar rewinds back at the end of turn.

To illucidate (off the cuff here), the Jar players fires off a jar when you
are tapped out or little mana. He uses the the jar to get more of the the
pieces of his combo: Tinker for more jars, counterspell coverage, grim
monoliths and Voltaic keys, and the Kill card - Megrim. As he has Tinkered
out jars using monoliths and keys for Tinker fodder, he sac's the Jars for
more pieces of the puzzle until he can safely drop a couple of Megrims. He
than ends his turn and watches you die as you must discard typically14-21
cards, taking 2 damage per Megrim per card.

DCI aparently saw this to be along the lines of all the Recur Nightmare
nightmare decks and others that hit the scene last winter (Combo Winter)
and decided it needed to go. Good riddence I say, play it in fun games all
you want, leave it out of the tournament. R&D should have looked at that
card harder - my gawd, draw seven cards? as an instant? And than force your
opponent to discard them?

-------
Stu

Christopher E. Otwell

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Aug 13, 1999, 3:00:00 AM8/13/99
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2 Reasons: Fast Mana (Artifact/Dark Ritual) and Megrim. == Turn 1 Kills
Frequently.

In article <#1i7tAQ5#GA.307@cpmsnbbsa03>, dkle...@email.msn.com said such
utter bullshit that The Piley One felt compelled to respond.

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