I'd go with WB as the core, splashing blue for Clone, Trained Condor, possibly Essence Scatter, Time Ebb, and/or Disperse for more removal/tempo control
So few removal in this pool, I would go all out Red/Green and just spam creatures. I mean, put some slivers, that battledriver, that mountain enchant, dragons, barage to punch your enemy when he kills one of your creatures, trollhide seems a good addition.
That angel + control/gain life could be something. But I feel with just disperse/ essence scatter it wouldn't be enough and splashing black wouldn't add much and splashing red would only add outrage.
After some tough, maybe naya could be better than just RG. That master of distraction + hive stirring could do some really god damage.
White and red are very bomby, but there's not enough there to go with just two colors. Definitely needs a splash, and I think just about all the other colors are equal. Blue brings the fliers, black brings Blightcaster (yet again) and a little more life gain with Child of Night, and green brings another couple of slivers and Lay of the Land. I'm a lot more torn about this pool than I was with the first two, but white is the clear auto-include here.
So, I really think it comes down to play style preference. Do you go with more fliers (Warden of Evos Isle is amazing with that white pool), life gain / enchantments, or slivers?
I like trying U/W flyers here but I can see a number of other possible builds. I wouldn't rule out any of the colors in this pool as I think all of them could be playable though I don't see any combination that stands out as far above the rest.
Initial impression: Don't like the White in this pool, too many 4 drops and outside of Archangel (which looks amazing) nothing overly exciting. Green doesn't seem to have much to me either, two or three good creatures, Trollhide and a bunch of sideboard cards.
Initial impression: Don't like the White in this pool, too many 4 drops and outside of Archangel (which looks amazing) nothing overly exciting. Green doesn't seem to have much to me either, two or three good creatures, Trollhide and a bunch of sideboard cards.
Uh, what? White gives you a pair of splashable 3/3 fliers on the attack and a bomby enchantment that gives you 4/4 fliers if you can gain enough life - which that white pool is easily prepared to do, especially with Archangel of Thune.
Also, let me give you a heads up: Awaken the Ancient is terrible, and a pain in the @$$ to cast.
Uh, what? White gives you a pair of splashable 3/3 fliers on the attack and a bomby enchantment that gives you 4/4 fliers if you can gain enough life - which that white pool is easily prepared to do, especially with Archangel of Thune.
The Charging Griffins are very good you're right. But I don't know how much I really like Angelic Accord and I still don't like how thin White is under 4 mana.
Also, let me give you a heads up: Awaken the Ancient is terrible, and a pain in the @$$ to cast.
Terrible as a 4 drop sure. If I'm in Red (and not 3 colors) I'm still playing it though.
This pool is incredibly hard to build. You have lots of options at first glance, however the lack of removal across the board necessitates blue being one of the colors. It offers the best tempo play which is how this build is going to win, with time ebb, and essence scatter complimenting claustrophobia. The fliers are pretty good too.
The white is the most powerful color, but it oddly doesn't mesh well with the blue here.
I'd pair the blue with the black (three evasive guys and a removal spell) or red (ogre battledriver and a removal spell). I lean towards red because of personal preference but black just might be the answer.
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Regarding Stoneforge Mystic
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This guy, would either eat up several turns worth of mana to get a slow permanent that relies on your already have some board presence (after wasting said mana), or dies without generating any advantage.
The Charging Griffins are very good you're right. But I don't know how much I really like Angelic Accord and I still don't like how thin White is under 4 mana.
Terrible as a 4 drop sure. If I'm in Red (and not 3 colors) I'm still playing it though.
It's still hard to cast in 2 colors, trust me. Tried it in DotP, hated it, moved on.
Pretty weak pool. Blue and black look like the most solid colors, but even they are not deep enough. I think i'd splash green for combat tricks and Trollhide.
Pretty weak pool. Blue and black look like the most solid colors, but even they are not deep enough. I think i'd splash green for combat tricks and Trollhide.
lolwut. This pool is insane, and the best pool from the three threads fnord has posted. Red, white, and blue are all nuts. Red alone gives between 16 and 19 playables depending on how much you want to commit to it. Black and green aren't bad either.
I'd probably go R/w, but I don't know how I'm going to cut Time Ebb, Disperse, Trained Condor, Essence Scatter, and Clone. Archangel of Thune is just way too good for me to let go of white. Jeez, maybe I just go UW and try and smash through the air, but then I'd have to cut Barrage of Expendables, the slivers, the mini-dragons, and the two Falters.
I think blue is a must, as it has the only depth in removal and other playables. Definitely the strongest color here.
After that it looks like you could with either white or black. Personally I went with white, as I think M14 sealed will be slow and I would rather have white's fliers than black's groundpounders. Plus white has the only real bomb in the angel.
This pool is rather weak. Any pool that forces me to use Rod of Ruin must be weak. Near zero removal and only two great creatures (Archangel and Ogre) make me believe that we to have a chance of winning our deck has to be synergetic, because powerful it won't be.
White has got a the aforementioned Archangel of Thune and even a few playable lifegain spells to go along with it, two Charging Griffins and a combat trick. Celestial Flare is mediocre at best but it is what we have. Blessing is certainly interesting when we have fliers.
Black has Quag Sickness, Accursed Spirit and not one but two Deathgaze
Cockatrice. This is pretty damn good, all things considered. The two Corpse Haulers are rather nice as well to rebuy Cockatrices and generaly not being a terrible lategame topdeck. Tenacious Dead has good synergy with Vampire Warlord and Altar's Reap.
Red is, imo, the strongest color, a little ahead of white. Ogre Battledriver is great, Chandra's Outrage is good, the two Regathan Firecat should at least trade with something or eat removal, Barrage of Expendable can only be good and Young Pyromancer is one of the best Goblin Pikers ever printed (after Dark Confidant and maybe Kataki).
Blue has great support spells but no offense to speak of. If it curved
better with white this would be probably a strong option.
Green has a few good creatures, tricks and that is it. Double Ranger's Guile is nice but that doesn't entice me enough.
I think Black/Red, Red/White and White/Black are worth building.
Rakdos colors gives us the Tenacious Dead/Barrage of Expendables combo and two removal spells. Talons on Accursed Spirit or a Firecat should end the game. This is what I'd probably play as it offers the most removal and most synergies.
Put all your best spells together and hope for the best. Ogre is amazing with white's fliers, Hive Stirrings is a little better here as it synergizes with Ogre, Barrage and Pyromancer. Too bad the other Slivers aren't good enough on their own to add though I may be underestimating Thorncaster.
Orzhov colors is cute if nothing else. 4 Enchantment spells gives me an excuse to use Blightcaster and Accursed Spirit is probably the best target for Blessing in the format after Phantom Warrior and Witchstalker. Still, bad curve is bad. I feel this build mostly relies on sitting on Tenacious Dead, CockatriceS, Oxen and hoping the Archangel steals the game.
This pool is honestly not very exciting. I think the best choice is UW, but I wish we had a few more hard removal (one Pacifism would be nice) and at least two more 2-drops. We do have lots of goodies though: Archangel of Thune and Clone are bombs, we have lots of fliers alongside Warden of Evos Isle, and Rod of Ruin (insane) and Ratchet Bomb (less insane but passable, specially as a means to deal with 1-2 drops that we don't have plenty of anyway).
Suntail Hawk
Capashen Knight
Coral Merfolk
Master of Diversion
Trained Condor
Warden of Evos Isle
2x Charging Griffin
Clone
Archaeomancer
Messenger Drake
Armored Cancrix
Archangel of Thune
Accorder's Shield
Ratchet Bomb
Celestial Flare
Show of Valor
Disperse
Negate
Essence Scatter
Claustrophobia
Time Ebb
Rod of Ruin
1 Shimmering Grotto
8 Island
8 Plains
Pretty straightforward. Accorder's Shield is in because Shield + any flier makes at least a 2/5 flying vigilant beast, which is very good both on offense and defense. The deck has Rod, Bomb, 2 bounce spells, 2 counters, 1 trick and 2 removal spells (Flare and Claustrophobia), so very good ratio too. Not having a lot of two-drops is actually potentially nice due to Essence Scatter being in the pool.
I'd built it like that and expect to 3-1 a four-rounds event.
It's an instant speed 5/5 trampler for 4. Wtf do you people want seriously? It has applications in populate/ above the curve beats decks, or in Bant control/ flash. I seriously think anyone mad at this card for any reason other than losing an attacker to instant speed wurm, should go home and make their own awesome card game and leave the rest of us alone.
Is Angelic Accord good enough? In white we have Archangel, who needs to connect at least twice on her own to make an angel token, and the 2 Divine Favors and 1 Soulmender. Black gives us the vampire who will never trigger the enchantment on her own. Seems very win-more, but I could be wrong. Casting a Divine Favor and then activating Soulmender in the same turn would make an angel, but in all other situations it's completely useless.
See, this is one of those times that makes me think that a lot of people just pick blue because it's blue whether it's good or not. Why can't I have these kids at my shop? Jeeez.....
I decided that U/W Fliers was the most solid archetype that gave me the most Bombs, Removal, and Evasion, even though the deck is a bit light on playables. 7/15 creatures have flying, plus Trained Condor to send someone airborne and Clone to copy a flyer. Even my questionable, low-power plays (Divine Favor, Soulmender) can sort of combo with Archangel to provide a ton of value.
This pool is honestly not very exciting. I think the best choice is UW, but I wish we had a few more hard removal (one Pacifism would be nice) and at least two more 2-drops. We do have lots of goodies though: Archangel of Thune and Clone are bombs, we have lots of fliers alongside Warden of Evos Isle, and Rod of Ruin (insane) and Ratchet Bomb (less insane but passable, specially as a means to deal with 1-2 drops that we don't have plenty of anyway).
...
I went for UW Flyers as well but why is Rod of Ruin insane here or anywhere for that matter? What decks want this card?
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W: 16
U: 12
B: 17
R: 17
G: 17
Artifact: 4
Land: 1
1 Angelic Accord
1 Archangel of Thune
1 Blessing
1 Capashen Knight
1 Celestial Flare
2 Charging Griffin
2 Divine Favor
1 Hive Stirrings
1 Master of Diversion
2 Pillarfield Ox
1 Show of Valor
1 Soulmender
1 Suntail Hawk
Blue
1 Archaeomancer
1 Armored Cancrix
1 Claustrophobia
1 Clone
1 Coral Merfolk
1 Disperse
1 Essence Scatter
1 Messenger Drake
1 Negate
1 Time Ebb
1 Trained Condor
1 Warden of Evos Isle
1 Accursed Spirit
1 Altar's Reap
1 Blightcaster
1 Child of Night
2 Corpse Hauler
2 Deathgaze Cockatrice
1 Diabolic Tutor
2 Duress
1 Minotaur Abomination
1 Quag Sickness
1 Tenacious Dead
1 Undead Minotaur
1 Vampire Warlord
1 Vile Rebirth
Red
1 Awaken the Ancient
1 Barrage of Expendables
1 Blur Sliver
1 Chandra's Outrage
1 Cyclops Tyrant
1 Dragon Egg
2 Dragon Hatchling
1 Lightning Talons
1 Ogre Battledriver
2 Regathan Firecat
2 Seismic Stomp
1 Striking Sliver
1 Thorncaster Sliver
1 Young Pyromancer
1 Briarpack Alpha
1 Fog
1 Giant Growth
1 Giant Spider
1 Gladecover Scout
1 Groundshaker Sliver
1 Kalonian Tusker
1 Lay of the Land
1 Naturalize
1 Plummet
1 Predatory Sliver
2 Ranger's Guile
1 Rumbling Baloth
1 Trollhide
2 Windstorm
Artifact
1 Accorder's Shield
1 Ratchet Bomb
1 Rod of Ruin
1 Vial of Poison
Land
1 Shimmering Grotto
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
That angel + control/gain life could be something. But I feel with just disperse/ essence scatter it wouldn't be enough and splashing black wouldn't add much and splashing red would only add outrage.
After some tough, maybe naya could be better than just RG. That master of distraction + hive stirring could do some really god damage.
White has some good bomby lifegain stuff going on. Paired with red or green would be kinda fun.
Black looks alright and could play nice with the color that doesnt get paired with white.
Blue to me is meh. It has some interesting cards that are worth a splash.
(so how far off am i?)
So, I really think it comes down to play style preference. Do you go with more fliers (Warden of Evos Isle is amazing with that white pool), life gain / enchantments, or slivers?
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I kind of like B/R as main colors. Good number of two drops plus some good fat/bombs in Minotaur Abominator, Vampire Warlord, Ogre Battledriver, Young Pyromancer and Awaken the Ancient. There's also some decent synergy going on I think between cards like Battledriver, Pyromancer and Seismic Stomp.
Uh, what? White gives you a pair of splashable 3/3 fliers on the attack and a bomby enchantment that gives you 4/4 fliers if you can gain enough life - which that white pool is easily prepared to do, especially with Archangel of Thune.
Also, let me give you a heads up: Awaken the Ancient is terrible, and a pain in the @$$ to cast.
---
#BLM
#DefundThePolice
The Charging Griffins are very good you're right. But I don't know how much I really like Angelic Accord and I still don't like how thin White is under 4 mana.
Terrible as a 4 drop sure. If I'm in Red (and not 3 colors) I'm still playing it though.
The white is the most powerful color, but it oddly doesn't mesh well with the blue here.
I'd pair the blue with the black (three evasive guys and a removal spell) or red (ogre battledriver and a removal spell). I lean towards red because of personal preference but black just might be the answer.
Rules Advisor as of 4/23/10
Regarding Stoneforge Mystic
It's still hard to cast in 2 colors, trust me. Tried it in DotP, hated it, moved on.
---
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#DefundThePolice
1 Striking Sliver
1 Young Pyromancer
1 Predatory Sliver
1 Master of Diversion
1 Hive Stirrings
1 Blur Sliver
2 Regathan Firecat
2 Charging Griffin
1 Ogre Battledriver
1 Briarpack Alpha
1 Giant Spider
1 Archangel of Thune
1 Thorncaster Sliver
1 Lay of the Land
1 Giant Growth
1 Show of Valor
1 Celestial Flare
2 Seismic Stomp
1 Trollhide
1 Chandra's Outrage
Lands 17
1 Shimmering Grotto
6 Plains
6 Mountain
4 Forest
| Ad Nauseam
| Infect
Big Johnny.
lolwut. This pool is insane, and the best pool from the three threads fnord has posted. Red, white, and blue are all nuts. Red alone gives between 16 and 19 playables depending on how much you want to commit to it. Black and green aren't bad either.
I'd probably go R/w, but I don't know how I'm going to cut Time Ebb, Disperse, Trained Condor, Essence Scatter, and Clone. Archangel of Thune is just way too good for me to let go of white. Jeez, maybe I just go UW and try and smash through the air, but then I'd have to cut Barrage of Expendables, the slivers, the mini-dragons, and the two Falters.
. . . Ugh. UW. Final answer.
After that it looks like you could with either white or black. Personally I went with white, as I think M14 sealed will be slow and I would rather have white's fliers than black's groundpounders. Plus white has the only real bomb in the angel.
White has got a the aforementioned Archangel of Thune and even a few playable lifegain spells to go along with it, two Charging Griffins and a combat trick. Celestial Flare is mediocre at best but it is what we have. Blessing is certainly interesting when we have fliers.
Black has Quag Sickness, Accursed Spirit and not one but two Deathgaze
Cockatrice. This is pretty damn good, all things considered. The two Corpse Haulers are rather nice as well to rebuy Cockatrices and generaly not being a terrible lategame topdeck. Tenacious Dead has good synergy with Vampire Warlord and Altar's Reap.
Red is, imo, the strongest color, a little ahead of white. Ogre Battledriver is great, Chandra's Outrage is good, the two Regathan Firecat should at least trade with something or eat removal, Barrage of Expendable can only be good and Young Pyromancer is one of the best Goblin Pikers ever printed (after Dark Confidant and maybe Kataki).
Blue has great support spells but no offense to speak of. If it curved
better with white this would be probably a strong option.
Green has a few good creatures, tricks and that is it. Double Ranger's Guile is nice but that doesn't entice me enough.
I think Black/Red, Red/White and White/Black are worth building.
8 Swamp
8 Mountain
//1
1 Tenacious Dead
//2
1 Young Pyromancer
1 Dragon Hatchling
1 Child of Night
2 Corpse Hauler
1 Blur Sliver
2 Regathan Firecat
1 Undead Minotaur
1 Dragon Egg
//4
1 Ogre Battledriver
2 Deathgaze Cockatrice
1 Accursed Spirit
1 Vampire Warlord
//6
1 Minotaur Abomination
//1
1 Barrage of Expendables
//2
1 Altar's Reap
//3
1 Quag Sickness
1 Lightning Talons
//4
1 Chandra's Outrage
1 Rod of Ruin
Rakdos colors gives us the Tenacious Dead/Barrage of Expendables combo and two removal spells. Talons on Accursed Spirit or a Firecat should end the game. This is what I'd probably play as it offers the most removal and most synergies.
9 Mountain
7 Plains
//1
1 Suntail Hawk
//2
2 Dragon Hatchling
1 Capashen Knight
1 Young Pyromancer
1 Master of Diversion
2 Regathan Firecat
1 Blur Sliver
1 Hive Stirrings
//4
2 Charging Griffin
1 Ogre Battledriver
//5
1 Archangel of Thune
1 Barrage of Expendables
//2
1 Show of Valor
1 Blessing
2 Divine Favor
1 Celestial Flare
//3
1 Lightning Talons
//4
1 Rod of Ruin
1 Chandra's Outrage
8 Swamp
8 Plains
//1
1 Tenacious Dead
//2
2 Corpse Hauler
1 Child of Night
1 Capashen Knight
1 Master of Diversion
1 Undead Minotaur
//4
2 Charging Griffin
1 Blightcaster
1 Accursed Spirit
2 Deathgaze Cockatrice
//5
1 Vampire Warlord
1 Archangel of Thune
1 Minotaur Abomination
//2
1 Show of Valor
1 Blessing
2 Divine Favor
1 Celestial Flare
//3
1 Quag Sickness
//4
1 Rod of Ruin
Suntail Hawk
Capashen Knight
Coral Merfolk
Master of Diversion
Trained Condor
Warden of Evos Isle
2x Charging Griffin
Clone
Archaeomancer
Messenger Drake
Armored Cancrix
Archangel of Thune
Accorder's Shield
Ratchet Bomb
Celestial Flare
Show of Valor
Disperse
Negate
Essence Scatter
Claustrophobia
Time Ebb
Rod of Ruin
1 Shimmering Grotto
8 Island
8 Plains
Pretty straightforward. Accorder's Shield is in because Shield + any flier makes at least a 2/5 flying vigilant beast, which is very good both on offense and defense. The deck has Rod, Bomb, 2 bounce spells, 2 counters, 1 trick and 2 removal spells (Flare and Claustrophobia), so very good ratio too. Not having a lot of two-drops is actually potentially nice due to Essence Scatter being in the pool.
I'd built it like that and expect to 3-1 a four-rounds event.
/Agree.
That Blue complements the White AMAZINGLY. So, so many flyers including the blue one that reduces cc by 1, lol.
WBG Karador GBW
R Daretti R
RG Omnath GR
WRG Modern Burn GRW
WB Modern Tokens BW
DCI Rules Advisor as of 5/18/2015
The pool is kinda sucky, but I went with R/W.
1 Suntail Hawk
1 Capashen Knight
1 Coral Merfolk
1 Master of Diversions
1 Trained Condor
1 Warden of Evos Isle
2 Charging Griffin
2 Pillarfield Ox
1 Archaeomancer
1 Clone
1 Archangel of Thune
1 Messenger Drake
1 Divine Favor
1 Show of Valor
1 Disperse
1 Essence Scatter
1 Hive Stirrings
1 Claustrophobia
1 Time Ebb
8 Island
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I went for UW Flyers as well but why is Rod of Ruin insane here or anywhere for that matter? What decks want this card?