Old Time spiral Deck was meant to just be an annoying prick while making them leave me alone, whether they liked it or not. It is just FAR too fun to lock someone out like this.
My first draft of the first article is almost complete. However, I still need a deck to feature. Which is your favorite deck write-up I've posted so far here and why?
I liked "Little Big Things" And the GW Aura one was cool, albeit short compared to your usual. I like them both! >w<
Could always find a random cool concept on gatherer and build a deck around it, just to be fresh, and you get to build a new deck(BEcause, I don't know about you, but I love deckbuilding, in a rather disturbing amount. I'm even considering starting to spend the whole day working on my deck for my own deckbuilding series, just so I can give a really good write up.)
In the meantime, you continue to keep me inspired to keep deckbuilding =)
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I think I'll go with Little Big Things - since it's already a full sized article really. I'm torn between that and a brew of my own I've been sitting on for a while... But I think I'd rather just start with something already written and well received - rather than an as-yet-unrevealed concoction of mine that only works in multiplayer.
Not really quite sure where to take it though. If I go multicolored, especially with green or white, I could probably ge ta LOT more utility going on. any thoughts?
I'd like to add that while I do play multiplayer, I prefer my decks to be for duels.
Alright, about time I got to this request!
So, when dealing with Kiki Jiki and Splinter Twin there are lots of ways to enjoy the goblin's mirror-breaking tendencies. popular ones are...
1) Things that have good Enter-the-Battlefield abilities.
2) Things that have good leave-the-battlefield abilities.
First, I'm going to straight-off assume that you have no budget. Lots of the cards in your deck are very high dollar - so we'll go for broke.
Second, you mentioned you prefer duels to multiplayer and your friends don't like infinite combos. So, no Pestermite/Exarch here.
Third, you have a playset of Sneak Attack. This puts things very much on the, "big things that don't mind dying" track - as they're another great way to ensure your things hit hard then die quickly.
So, what are the biggest things out there that don't care if they die?
1) Symbiotic Wurm. Man oh man you have to love this guy. A huge monster that leaves an army behind when it dies (and seven 1/1 creatures are far more versatile and useful than one 7/7). This card has to go in.
2) Wurmcoil Engine. Badda bing, badda boom - this incredible artifact comes down hard and smashes with the best of them, gains you a disturbing amount of life and then splits to leave two friends behind. The card is great with everything, and we're happy to run it.
3) Woodfall Primus. Look, it has an ETB ability and a LTB ability! With Sneak Attack the Primus will come in and blow up a permanent, then it'll leave and come back with persist to blow up another permanent. This is an amazing target for sneak attack to run out but not so great with your copiers. Oh sure, it makes a 6/6 with trample that blows up any non-creature permanent - giving you repeated land destruction and an exceptional amount of utility - but it's just awesome with the copy enchantments, not quite impossibly unfair. However, the utility it offers you is incredible, dealing with most any problem permanent and allowing you a truly unfairly good play with Sneak Attack. So yes, the card is incredible here.
4) Keiga, the Tide Star, Yosei, the Morning Star, Ryusei, the Falling Star, Kokusho, the Evening Star, Jugan, the Rising Star. All the legendary champion dragons are incredible here (though Jugan and Ryusei are sadly at the bottom of the heap in this particular deck, due to their abilities not quite meshing with the deck's strategy). Yosei, Keiga and Kokusho have truly brutal Leave-Play abilities - either stealing 5 life, stealing a creature or skipping a player's untap step. Yosei is likely the most powerful of all of them - tapping the opponent's permanents and preventing them from untapping is close to a Time Walk - but I'm guessing your friends won't enjoy playing against that effect if they don't like infinite combos. For that reason, and that alone, Yosei is going to be disqualified. Between Kokusho and Keiga I'd take Keiga - as blue is going to be wanted in the deck for deck manipulation (this is really a combo deck after all - we're going to want some blue in there), ease to cast and the fact its effect can take care of problem creatures by putting them under your control (the only thing the Primus can't handle). Also, Keiga tends to be a lot more fun and a lot less unfair in multiplayer (though still being extraordinarily good there, superior to Yosei as the white dragon is only truly great in duels). It's worth noting that these dragons are legendary which, with Kiki-Jiki, might make Time of Need a great card here.
5) Sundering Titan - a classic powerhouse but might not be the best with your playgroup (I don't know what kind of lands they run). Best to bear in mind for later. If they run lots of basics or duals with basic land types, you could easily wipe all lands from the battlefield with this guy.
Those are my top choices. However, hilarious honorably mention...
6) Serra Avatar. No ETB or LTB ability - but with Sneak Attack it's possible to get her out quite early, while you still have 20 life. A hasty 20/20 creature early in the game is wicked fun. With mana acceleration I probably could get it out reliably on turns 1-3. If anyone's interested in seeing this deck build - let me know. All In Red is fun, but All In Avatar sounds even cooler.
Now, the best creatures here are Symbiotic Wurm, Wurmcoil Engine, Woodfall Primus and Keiga, the Tide Star. That makes us look a heckuva lot like we're going in for Green and we know our copy effects want us to go red. RGU Seem to be the colors here. The question is, what to do with them?
Really, we have several different ways to build the deck here. The issue is that Sneak Attack wants the biggest guys possible in our hand (all the above work well). Kiki Jiki wants the biggest guys in play. A card that does both those things and does it extremely well is Tooth and Nail. An entwined Tooth and Nail can easily dig through our entire deck and find any two creatures to drop into play - easily grabbing Kiki-Jiki + another baddie, or just two big bads. Splinter Twin is the weakest link in a deck like that, but still a very powerful one.
The other way we can go is less mind-blowing, making a Birthing Pod brew. Focusing on gaining marginal advantage by steadily working our way up a chain of creatures with good ETB and LTB effects - which should eventually find Kiki Jiki - that's the Birthing Pod's plan. Splinter Twin is solid in this type of deck, while Sneak Attack is worthless.
So, which would you rather go for? The huge powerhouses or the steady, marginal gains?
I realize you have to have quite a bit on your plate but did any of your helpers really get around to that R/B Din of the Fireherd deck I posted back on Page 9?
It's top of my list right now along with Steeldragon's once I get more information.
I have a lot of ideas for it, a lot, but first I need to know something - is it for multiplayer or duels or both? Din of the Fireherd is really a multiplayer card (since it costs so much, is incredibly devastating but also makes a blocker it fits well into free-for-all multiplayer strategy) but it can work in duels too. Just let me know this and I can get cracking (I forget if you mentioned it earlier).
Now - we know a few things. We're going to be primarily Green/Red with a hint of blue and we're not going pure combo. Tooth and Nail will be the glue that holds the deck together, a game-winning spell that will terrify everyone. You could certainly put things together reliably with some legendaries and Time of Need as the glue - but with Powerhouses as your main joy there really is nothing better than casting a Tooth and Nail.
With all these high cmc cards - we're going to need a lot of mana acceleration. The easiest answer is usually to go Cloudpost + Vesuva - but that doesn't play as well with [CARD][/Sneak AttackCARD] or the many colored mana symbols in some of our cards. Besides, the deck is already going to be ridiculous without the extra help.
Sakura-Tribe Elder is classically powerful and can block like a champ before you sacrifice it, gaining you some life. This can take you straight into a Solemn Simulacrum for another blocker and even more acceleration. Note, both these cards fix your mana as well - not to mention work surprisingly well with Kiki-Jiki.
Those are the easiest ones - the staples. Let's look at our other options.
Growth Spasm is an often overlooked card but a surprisingly solid one. It searches a land from your deck and makes you a blocker to absorb some damage. Really, the card will find you a land and block 2 or more damage. Search for a basic and gain 2 life? That's not terrible at all - especially combined with the fact all the other cards here ramp while making you blockers. With enough of those effects, you can stall most any aggression (and sometimes that token will block a 4/4 or 5/5, netting you a ton of free life). The fact the Eldrazi token can also be used for a 1 mana jump sometimes just makes the card even better.
Garruk Wildspeaker is also great mana acceleration, plus he can make beasts to defend you in the early game if need be. If we include him, he'd mostly be here for mana acceleration - and he'd do a very good job of it. I mean, look at him. He gains loyalty by untapping two of your lands - jumping you from 4 to 7 mana (if you lay a land on your next turn of course). That kind of acceleration combined with the raw power of the planeswalker and the fact our ramp ladder seems to be making a lot of blockers is impressive. His ultimate will be entirely worthless but that doesn't matter at all. He's a mana accelerating, beast making champ.
Joraga Treespeaker can produce two mana on its own - which is very powerful. It's only green mana of course, but with all the above fixing that's not a big deal. It can also enable a nice play of Joraga Treespeaker on turn 1 followed by a turn 2 where you level her up and tap her to play a Sakura-Tribe Elder. However, I'm not a fan of our accelerators being vulnerable to burn spells. I prefer the ones that make blockers.
Everflowing Chalice. No mana-fixing, but we hardly need more of that. Its versatility and ability to gain from other mana fixing is huge, You can lay it on turn 2 to ramp into a turn 3 Sad Robot or Garruk, or take advantage of your turn 2 Sakura-Tribe Elder to cast it for 4. You can even cast it after a Sad Robot or Garruk for 6 and take yourself all the way to 9 or 10 mana the next turn. We need this card. Desperately.
Ultimately, since we don't want to ever have two Garruks at once, I decided to include 3 Garruk and one Growth Spasm. I'd really like to run more of the Spasms, they're extremely good, but it just doesn't fit the mana ladder. We want to go from 2 mana to 4 mana - 3cmc is a speed bump. However, drawing one on occasion isn't a big deal - and the blocker could be helpful. If you really don't like the Spasm, I'd suggest giving it a try. If you still don't like it, grab Cultivate or Kodama's Reach instead - or even just a singleton Rampant Growth or Explosive Vegetation. It should work out no problem.
Tooth and Nail fetches Kiki-Jiki, so we're effectively running 7 copies of the Goblin duplicator. With 2 Splinter Twin that's 9 total copy effects in the deck. Combine with Sneak Attack for a Plan B and Tooth and Nail's own raw power for a Plan C. The deck has an extraordinary amount of redundancy for a ramp deck.
You shoud make Copper-Leaf Angel good :xd: I'm attemptingto do so lol
*laughs* That might be beyond even my powers. Sacrificing lands to power up a 2/2 flier is a horrible notion. Even if the ability didn't cause the angel to tap - it would still be a terrible card. Your best bet might be to Donate or Bazaar Trader it to your opponent and then Mind Slaver them to take out all their lands!
Sky Swallower though... That card could have potential.
Oh - fun quiz for fans of the thread, since I just mentioned mindslaver. Here's my hands-down favorite combo in Magic, I highly recommend it if your group lets you play with unglued cards from time to time. The only question is... Can you spot what it actually does?
Lol, three cards and all that mana to make what's probably going to be at best a 9/9 flier that dies to all creature and artifact destruction? I'd rather take the Bazaar Trader, Mind Slaver combo to just destroy all my opponent's lands and mess with them further by still controlling their turn.
In the spirit of ever-more-complex combos - how about Life and Limb and Verdant Succession meeting Aura of Dominion and the angel herself? Life and Limb turns all your forests into Saprolings. You sacrifice them all to the angel to get a brand new batch of forests. Use Aura of Dominion on the Angel to tap one forest in order to untap the angel and do it again? Heck, throw in Glare of the Subdual or Opposition in there too!
Or you could just use the angel with Armageddon in order to get some extra value out of your lands before they all die. But that's still pretty terrible.
Yep, I got how the combo works. I was talking about the angel in general - since sacrificing 7 lands (huge number) would make it a 9/9. In your best-case super-scenario you could make a 14/14 or bigger by turn 6. But at that point, you might as well just play one more mana for Simic Sky-Swallower.
Making a big flying creature that requires a combo to be big and without substantial acceleration won't even be attacking before turn 6 (not to mention is killed by most any removal spell, whether creature or artifact) in the game is not my idea of a solid strategy.
I never said it was solid 8D BAHAHAHAHA! *spreads my jank on everyone*
There's a difference between Jank cards and a terrible deck. You can build a great deck out of Jank cards. Take a look at Tallowisp decks. The angel though... Don't be fooled by its flavor text. It's not superior to Serra's angels.
I mean, besides making them choose what drink to get you, and triggering it over and over to get multiple drinks, and then win when they run out of money, but....otherwise... :xd:
And...I meant a jank deck. Jank cards=/= Jank deck. Jank deck=/=Jank Cards. If I use a bunch of non-jank cards, I can still build a jank deck 8D
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I mean, besides making them choose what drink to get you, and triggering it over and over to get multiple drinks, and then win when they run out of money, but....otherwise... :xd:
*laughs*
Okay, I'll put you out of your misery.
First, you use Auriok Transfixer to tap your Ashnod's Coupon. This is so your opponent can't activate it the moment you give it to them with Bazaar Trader. Next, you use Bazaar Trader to give them the tapped coupon. Third, activate Mind Slaver and take control of their next turn. Fourth, pass the turn to them and untap with their permanents (including the donated Coupon). Finally, you tap and activate 'their' coupon and target a drink that you own - such as an unopened Coke you brought to the game. Because you own it, you can name the price - for example, ten thousand dollars. And they must pay it! But you can be nice and just accept their playset of Jace, the Mind Sculptor instead - offering to value it at $10,000, many times what it's worth. Aren't you the best?
So, in the end, everyone wins. You get the best cards out of your opponents' collection or an incredible amount of case. If they choose the cards, they'll have traded them for many times their actual value (win for them!) as well as have a nice coke to wash away their misery.
And that's why this is my favorite combo in magic. It's like the seventh wish, Christmas Wish.
Christmas Wish4W
Instant
You may only cast Christmas Wish if you have Ashnod's Coupon, Mindslaver, Auriok Transfixer and Bazaar Trader in play.
Target opponent gives you any number of target cards they own from outside the game and any amount of money. It's a Christmas miracle!
Merry Christmas you ol' Building and Loan. Merry Christmas to all. And to all a good night.
*grins* Of course. The trick is to aim for just enough of their stuff that they are willing to give up in exchange for not losing. One time, I fired it at a guy who was sick of losing to me and jokingly named a Bitterblossom as the price. He thought about it for about five minutes then pulled out one of his apparently ten copies and handed it to me.
He later explained he'd also happened to be thirsty.
Hey StairC!
I've been testing this deck and more often than not it folds to different sorts of aggro. Basically, it's too slow. So ... i decided to go for blue and remove black (Pierce Strider is not that great, nor Blistergrub), and I'm thinking that Mimic Vat and Aether Adept or Blade Splicer should prove pretty annoying and beneficial in terms of card advantage and tempo.
I don't really want for this deck to turn into some sort of classic U/W control with big finisher (don't have acces to Baneslayer or Titans) but rather trying to win with the Vat some way or the other. I'm thinking the white creature spoiled today with an embedded Journey to Nowhere effect (Fiend Hunter, 1/3) could find a place in this deck once Innistrad is released.
Thank you in advance and just a reminder
p.s. too bad Voltaic Key will be out of Standard soon...
Cool. I'll take a look later. I have a bit of a backlog right now.
So...you want Mimic Vat shenanigans, in standard, on a budget, with at least White, hopefully bicolored, tricolored only if it works and doesn't have mana issues, and not your average control deck?
Hey again. Could you please make a decklist using Devouring Greed? A deck using the Hondens and another using spirit creatures. Try to keep it modern!!
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Lol. I works extremely well in multiplayer - preventing people from attacking you so they do the damage to eachother.
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Old Time spiral Deck was meant to just be an annoying prick while making them leave me alone, whether they liked it or not. It is just FAR too fun to lock someone out like this.
2x Horizon Canopy
1x Flagstones of Trokair
21x Plains
Creatures
4x Chronosavant
4x Celestial Crusader
4x Serra Avenger
4x Chronomantic Escape
4x Angel's Grace
4x Temporal Isolation
4x Dawn Charm
4x Rebuff the Wicked
4x Sunlance
2x Imperial Mask
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My first draft of the first article is almost complete. However, I still need a deck to feature. Which is your favorite deck write-up I've posted so far here and why?
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I liked "Little Big Things" And the GW Aura one was cool, albeit short compared to your usual. I like them both! >w<
Could always find a random cool concept on gatherer and build a deck around it, just to be fresh, and you get to build a new deck(BEcause, I don't know about you, but I love deckbuilding, in a rather disturbing amount. I'm even considering starting to spend the whole day working on my deck for my own deckbuilding series, just so I can give a really good write up.)
In the meantime, you continue to keep me inspired to keep deckbuilding =)
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Also, building a Necrosavant deck now...
Some cards I'm playing around with for the deck:
1x Cabal Coffers
Creatures
4x Necrosavant
4x Mortician Beetle
4x Grave Pact
4x Black Market
4x Dark Ritual
4x Drain Life
Not really quite sure where to take it though. If I go multicolored, especially with green or white, I could probably ge ta LOT more utility going on. any thoughts?
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Alright, about time I got to this request!
So, when dealing with Kiki Jiki and Splinter Twin there are lots of ways to enjoy the goblin's mirror-breaking tendencies. popular ones are...
1) Things that have good Enter-the-Battlefield abilities.
2) Things that have good leave-the-battlefield abilities.
First, I'm going to straight-off assume that you have no budget. Lots of the cards in your deck are very high dollar - so we'll go for broke.
Second, you mentioned you prefer duels to multiplayer and your friends don't like infinite combos. So, no Pestermite/Exarch here.
Third, you have a playset of Sneak Attack. This puts things very much on the, "big things that don't mind dying" track - as they're another great way to ensure your things hit hard then die quickly.
So, what are the biggest things out there that don't care if they die?
1) Symbiotic Wurm. Man oh man you have to love this guy. A huge monster that leaves an army behind when it dies (and seven 1/1 creatures are far more versatile and useful than one 7/7). This card has to go in.
2) Wurmcoil Engine. Badda bing, badda boom - this incredible artifact comes down hard and smashes with the best of them, gains you a disturbing amount of life and then splits to leave two friends behind. The card is great with everything, and we're happy to run it.
3) Woodfall Primus. Look, it has an ETB ability and a LTB ability! With Sneak Attack the Primus will come in and blow up a permanent, then it'll leave and come back with persist to blow up another permanent. This is an amazing target for sneak attack to run out but not so great with your copiers. Oh sure, it makes a 6/6 with trample that blows up any non-creature permanent - giving you repeated land destruction and an exceptional amount of utility - but it's just awesome with the copy enchantments, not quite impossibly unfair. However, the utility it offers you is incredible, dealing with most any problem permanent and allowing you a truly unfairly good play with Sneak Attack. So yes, the card is incredible here.
4) Keiga, the Tide Star, Yosei, the Morning Star, Ryusei, the Falling Star, Kokusho, the Evening Star, Jugan, the Rising Star. All the legendary champion dragons are incredible here (though Jugan and Ryusei are sadly at the bottom of the heap in this particular deck, due to their abilities not quite meshing with the deck's strategy). Yosei, Keiga and Kokusho have truly brutal Leave-Play abilities - either stealing 5 life, stealing a creature or skipping a player's untap step. Yosei is likely the most powerful of all of them - tapping the opponent's permanents and preventing them from untapping is close to a Time Walk - but I'm guessing your friends won't enjoy playing against that effect if they don't like infinite combos. For that reason, and that alone, Yosei is going to be disqualified. Between Kokusho and Keiga I'd take Keiga - as blue is going to be wanted in the deck for deck manipulation (this is really a combo deck after all - we're going to want some blue in there), ease to cast and the fact its effect can take care of problem creatures by putting them under your control (the only thing the Primus can't handle). Also, Keiga tends to be a lot more fun and a lot less unfair in multiplayer (though still being extraordinarily good there, superior to Yosei as the white dragon is only truly great in duels). It's worth noting that these dragons are legendary which, with Kiki-Jiki, might make Time of Need a great card here.
5) Sundering Titan - a classic powerhouse but might not be the best with your playgroup (I don't know what kind of lands they run). Best to bear in mind for later. If they run lots of basics or duals with basic land types, you could easily wipe all lands from the battlefield with this guy.
Those are my top choices. However, hilarious honorably mention...
6) Serra Avatar. No ETB or LTB ability - but with Sneak Attack it's possible to get her out quite early, while you still have 20 life. A hasty 20/20 creature early in the game is wicked fun. With mana acceleration I probably could get it out reliably on turns 1-3. If anyone's interested in seeing this deck build - let me know. All In Red is fun, but All In Avatar sounds even cooler.
Now, the best creatures here are Symbiotic Wurm, Wurmcoil Engine, Woodfall Primus and Keiga, the Tide Star. That makes us look a heckuva lot like we're going in for Green and we know our copy effects want us to go red. RGU Seem to be the colors here. The question is, what to do with them?
Really, we have several different ways to build the deck here. The issue is that Sneak Attack wants the biggest guys possible in our hand (all the above work well). Kiki Jiki wants the biggest guys in play. A card that does both those things and does it extremely well is Tooth and Nail. An entwined Tooth and Nail can easily dig through our entire deck and find any two creatures to drop into play - easily grabbing Kiki-Jiki + another baddie, or just two big bads. Splinter Twin is the weakest link in a deck like that, but still a very powerful one.
The other way we can go is less mind-blowing, making a Birthing Pod brew. Focusing on gaining marginal advantage by steadily working our way up a chain of creatures with good ETB and LTB effects - which should eventually find Kiki Jiki - that's the Birthing Pod's plan. Splinter Twin is solid in this type of deck, while Sneak Attack is worthless.
So, which would you rather go for? The huge powerhouses or the steady, marginal gains?
It's top of my list right now along with Steeldragon's once I get more information.
I have a lot of ideas for it, a lot, but first I need to know something - is it for multiplayer or duels or both? Din of the Fireherd is really a multiplayer card (since it costs so much, is incredibly devastating but also makes a blocker it fits well into free-for-all multiplayer strategy) but it can work in duels too. Just let me know this and I can get cracking (I forget if you mentioned it earlier).
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Excellent. I'll get to work.
Now - we know a few things. We're going to be primarily Green/Red with a hint of blue and we're not going pure combo. Tooth and Nail will be the glue that holds the deck together, a game-winning spell that will terrify everyone. You could certainly put things together reliably with some legendaries and Time of Need as the glue - but with Powerhouses as your main joy there really is nothing better than casting a Tooth and Nail.
With all these high cmc cards - we're going to need a lot of mana acceleration. The easiest answer is usually to go Cloudpost + Vesuva - but that doesn't play as well with [CARD][/Sneak AttackCARD] or the many colored mana symbols in some of our cards. Besides, the deck is already going to be ridiculous without the extra help.
Sakura-Tribe Elder is classically powerful and can block like a champ before you sacrifice it, gaining you some life. This can take you straight into a Solemn Simulacrum for another blocker and even more acceleration. Note, both these cards fix your mana as well - not to mention work surprisingly well with Kiki-Jiki.
+4 Sakura-Tribe Elder
+4 Solemn Simulacrum
Those are the easiest ones - the staples. Let's look at our other options.
Growth Spasm is an often overlooked card but a surprisingly solid one. It searches a land from your deck and makes you a blocker to absorb some damage. Really, the card will find you a land and block 2 or more damage. Search for a basic and gain 2 life? That's not terrible at all - especially combined with the fact all the other cards here ramp while making you blockers. With enough of those effects, you can stall most any aggression (and sometimes that token will block a 4/4 or 5/5, netting you a ton of free life). The fact the Eldrazi token can also be used for a 1 mana jump sometimes just makes the card even better.
Garruk Wildspeaker is also great mana acceleration, plus he can make beasts to defend you in the early game if need be. If we include him, he'd mostly be here for mana acceleration - and he'd do a very good job of it. I mean, look at him. He gains loyalty by untapping two of your lands - jumping you from 4 to 7 mana (if you lay a land on your next turn of course). That kind of acceleration combined with the raw power of the planeswalker and the fact our ramp ladder seems to be making a lot of blockers is impressive. His ultimate will be entirely worthless but that doesn't matter at all. He's a mana accelerating, beast making champ.
Joraga Treespeaker can produce two mana on its own - which is very powerful. It's only green mana of course, but with all the above fixing that's not a big deal. It can also enable a nice play of Joraga Treespeaker on turn 1 followed by a turn 2 where you level her up and tap her to play a Sakura-Tribe Elder. However, I'm not a fan of our accelerators being vulnerable to burn spells. I prefer the ones that make blockers.
Everflowing Chalice. No mana-fixing, but we hardly need more of that. Its versatility and ability to gain from other mana fixing is huge, You can lay it on turn 2 to ramp into a turn 3 Sad Robot or Garruk, or take advantage of your turn 2 Sakura-Tribe Elder to cast it for 4. You can even cast it after a Sad Robot or Garruk for 6 and take yourself all the way to 9 or 10 mana the next turn. We need this card. Desperately.
+4 Everflowing Chalice
+3 Garruk Wildspeaker
+1 Growth Spasm
Ultimately, since we don't want to ever have two Garruks at once, I decided to include 3 Garruk and one Growth Spasm. I'd really like to run more of the Spasms, they're extremely good, but it just doesn't fit the mana ladder. We want to go from 2 mana to 4 mana - 3cmc is a speed bump. However, drawing one on occasion isn't a big deal - and the blocker could be helpful. If you really don't like the Spasm, I'd suggest giving it a try. If you still don't like it, grab Cultivate or Kodama's Reach instead - or even just a singleton Rampant Growth or Explosive Vegetation. It should work out no problem.
4 Sakura-Tribe Elder
4 Everflowing Chalice
1 Growth Spasm
4 Solemn Simulacrum
3 Garruk Wildspeaker
With 16 accelerators in the deck we should draw one every 3-4 cards - which is just about what we want.
Time for the Engine
3 Kiki-Jiki, Mirror Breaker
2 Sneak Attack
2 Splinter Twin
Tooth and Nail fetches Kiki-Jiki, so we're effectively running 7 copies of the Goblin duplicator. With 2 Splinter Twin that's 9 total copy effects in the deck. Combine with Sneak Attack for a Plan B and Tooth and Nail's own raw power for a Plan C. The deck has an extraordinary amount of redundancy for a ramp deck.
Now, the bulldozers.
Symbiotic Wurm, Wurmcoil Engine, Woodfall Primus and Keiga, the Tide Star are our MVPs. Triskelion + Mephidross Vampire is a classic Tooth and Nail combo but it doesn't fit our other themes so we're leaving it out. We've got 8 slots left in the deck, so lets focus on the easiest to cast in a timely manner and let the others be fetched by our big bad sorcery.
2 Symbiotic Wurm
2 Woodfall Primus
1 Keiga, the Tide Star
And we have a deck! Just add lands.
4 Tooth and Nail
3 Kiki-Jiki, Mirror Breaker
2 Sneak Attack
2 Splinter Twin
4 Sakura-Tribe Elder
4 Everflowing Chalice
1 Growth Spasm
4 Solemn Simulacrum
3 Garruk Wildspeaker
3 Wurmcoil Engine
2 Symbiotic Wurm
2 Woodfall Primus
1 Keiga, the Tide Star
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*laughs* That might be beyond even my powers. Sacrificing lands to power up a 2/2 flier is a horrible notion. Even if the ability didn't cause the angel to tap - it would still be a terrible card. Your best bet might be to Donate or Bazaar Trader it to your opponent and then Mind Slaver them to take out all their lands!
Sky Swallower though... That card could have potential.
Oh - fun quiz for fans of the thread, since I just mentioned mindslaver. Here's my hands-down favorite combo in Magic, I highly recommend it if your group lets you play with unglued cards from time to time. The only question is... Can you spot what it actually does?
Mind Slaver, Auriok Transfixer, Ashnod's Coupon, Bazaar Trader are on the table. You have exactly RRRRRWWWW mana at your disposal.
Can you figure it out?
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Also.... Cooper-Leaf Angel+Second Sunrise+Freed From the Real
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Glad to hear it. Have fun!
Not quite. And I'll give some more time for other people to try to figure it out before I unveil the solution.
Lol, three cards and all that mana to make what's probably going to be at best a 9/9 flier that dies to all creature and artifact destruction? I'd rather take the Bazaar Trader, Mind Slaver combo to just destroy all my opponent's lands and mess with them further by still controlling their turn.
In the spirit of ever-more-complex combos - how about Life and Limb and Verdant Succession meeting Aura of Dominion and the angel herself? Life and Limb turns all your forests into Saprolings. You sacrifice them all to the angel to get a brand new batch of forests. Use Aura of Dominion on the Angel to tap one forest in order to untap the angel and do it again? Heck, throw in Glare of the Subdual or Opposition in there too!
Or you could just use the angel with Armageddon in order to get some extra value out of your lands before they all die. But that's still pretty terrible.
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Ahahaha
No mana is used at all~ Well, not REALLY.
Tap 4, tap the angel. Kill the lands, use the Sunrise, the lands come back, she's freed, lather, rinse, repeat.
And then play Crucible of Worlds/Fastbond(Why must it be banned! D; ) and piss everyone off lol
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Yep, I got how the combo works. I was talking about the angel in general - since sacrificing 7 lands (huge number) would make it a 9/9. In your best-case super-scenario you could make a 14/14 or bigger by turn 6. But at that point, you might as well just play one more mana for Simic Sky-Swallower.
Making a big flying creature that requires a combo to be big and without substantial acceleration won't even be attacking before turn 6 (not to mention is killed by most any removal spell, whether creature or artifact) in the game is not my idea of a solid strategy.
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*ahem* Also, I like the combo you mentioned. Saprolings are uber win.
Still can't figure out your combo ><
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There's a difference between Jank cards and a terrible deck. You can build a great deck out of Jank cards. Take a look at Tallowisp decks. The angel though... Don't be fooled by its flavor text. It's not superior to Serra's angels.
Enjoy!
*grins* Give it time. It's by far my favorite in the game.
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And...I meant a jank deck. Jank cards=/= Jank deck. Jank deck=/=Jank Cards. If I use a bunch of non-jank cards, I can still build a jank deck 8D
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*laughs*
Okay, I'll put you out of your misery.
So, in the end, everyone wins. You get the best cards out of your opponents' collection or an incredible amount of case. If they choose the cards, they'll have traded them for many times their actual value (win for them!) as well as have a nice coke to wash away their misery.
And that's why this is my favorite combo in magic. It's like the seventh wish, Christmas Wish.
Christmas Wish 4W
Instant
You may only cast Christmas Wish if you have Ashnod's Coupon, Mindslaver, Auriok Transfixer and Bazaar Trader in play.
Target opponent gives you any number of target cards they own from outside the game and any amount of money.
It's a Christmas miracle!
Merry Christmas you ol' Building and Loan. Merry Christmas to all. And to all a good night.
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Anyway, can't they just concede in response? lol
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*grins* Of course. The trick is to aim for just enough of their stuff that they are willing to give up in exchange for not losing. One time, I fired it at a guy who was sick of losing to me and jokingly named a Bitterblossom as the price. He thought about it for about five minutes then pulled out one of his apparently ten copies and handed it to me.
He later explained he'd also happened to be thirsty.
Cool. I'll take a look later. I have a bit of a backlog right now.
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Stairc - oh my gosh :xd: Lucky you, mate~
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