Alright, the judge at the time allowed him to do 2 damage to 11 angels, and 1 damage to a 12th. He said this was because Gisela had trample, she could assign any amount of damage to any of the blockers, but this would stop her from trampling over them to me.
Is there any truth to that?
Or are there any similar rules that he could have mixed it up with?
My opponent has a Gisela, Blade of Goldnight in play attacking me and he uses Kessig Wolf Run to give it trample and +18/0. I think I was at 3 life so I block with everything I have, which is 17 4/4 Angel tokens.
Could he kill me? And if not, how many angels could he kill?
One of us is wrong. Time will tell who. I know many local players that were going to play in the qualifier in November are not going because of this. They feel Jund is crap against Valukut, and these are the guys who were able to test prior to the format being officially announced. One guy said he wouldnt be surprised to see 6 Valukut decks in the top 8 of the first large Modern tournament its legal in. Its that powerful.
...
Just tell them to sideboard more cards for Valakut.
If you have Inquisition, some Lilianas... Dark Confidant to draw more disruption... along with a reasonable clock. And in the sideboard Duress or Thoughtseize with a couple land destruction spells or Cranial Extraction type cards... How do you lose to Valakut?
And that isn't very different from current Jund decks.
In the reminder text, equipping only targets a creature you control. Is that just a targeting restriction or is there more to it in the comprehensive rules?
If I activate the equip ability targeting one of my creatures, and in response, it changed controllers, will it be equipped?
For example, tell me if this works. I have a Starke of Rath and a Skullclamp. If I equip Starke, and in response, activate his ability targeting something of an opponents. Their creature or whatever will die, and I will draw two?
Thanks
Edit: I just realized he's a 2/2. Oh well. If he had one toughness would that work?
I've got an Animar deck I've been working on the last few months. And after looking through the Animar decks listed in the database here, I didn't see any that were just about all in on Animar and artifact creatures (mine is :toot:). So I figured I'd share mine and see if anyone had any suggestions.
I guess I should add that I would rather play than win, so there are lots of notable cards I'm not playing. The only Eldrazi I'm playing are Artisan of Kozilek (reanimating is fun) and It that Betrays because his second ability is awesome. I don't think I've ever attacked with either of them though.
The deck can be somewhat comboish in some games.. in that you can just play Animar and then next turn barf your hand onto the table. There's lots of synergy between some of the cards, and even a few infinite combos that I didn't intend, but just came across while playing it. Most of them involving Extruder and/or Arcbound Reclaimer. There are ways to get all the creatures in your deck into play with Clone Shell, Draw your deck with Mindless Automaton, Kill anything with Triskelion..
But most of the time, you just play out some creatures and attack. Though most of the creatures do things other than just attack.
Sages of the Anima. With so many creatures in the deck, its like drawing two or three cards instead of one. You don't want to play it early, because you won't get any more lands, but late game it's an incredible amount of cards.
Suncrusher. Can be good and terrible. Awesome when Animar has only a few counters on him, but if Animar has nine or more counters, it's worthless since you can't sunburst it. Though if you have an Extruder or Steel Overseer, they can feed it.
Garruk's Horde with some fetchlands is like a second Magus of the Future. Both of which are awesome when your creatures are free or one to two colored mana.
Why isn't anybody here playing more Jaces? He does everything you want:
Makes sure you hit your land drops
Keeps control of the board if anything gets through
Filters away dead cards
Keeps them from finding an answer Wins the game
Seriously, just play Stasis, then play Jace, protect it (not very hard with Stasis out), and win.
Planeswalkers in general are awesome with Stasis. Garruk Wildspeaker especially.
Green also gives you some acceleration, which makes 4 mana walkers easier to stomach.
Here's what I've got so far. I had Chronatog/Frozen Aether in it for a while, but I never won a game with it. I would just win with Jace before I got that far. Even won a few games with Garruk's ultimate after pooping out a few beasts and untapping a couple Birds/Rangers. Frozen Aether was pretty good at times though. I going to try out Root Maze or Orb of Dreams and see how that goes.
Garruk keeps Stasis running all on his own. Quirion Ranger with a mana dork also works.
It's really fun. Though it doesn't make your opponent as miserable as traditional stasis, because they can actually see you progressing towards the win (which doesn't take long if you have Jace).
I don't understand how you think zoo is even close to 50/50. It's terrible. If you're playing Vial, then you're not dismembering their vial. And if you wait till turn two to kill it, then when is Flashfreeze going to do anything? They'll already have another creature you can't deal with in play.
I think to have a decent Zoo matchup, you need black for Inquisition and removal that doesn't lose you a turn. Or white for Path and Sygg.
opening the game without vial = mull ? in all situations i mean
no... Why would you even ask this question? Nothing is correct in all situations.
But to hopefully answer your question, no. Especially against creature-heavy decks, or decks with lots of removal, Vial is pretty terrible compared to just about anything else you could draw.
Maybe against burn, Vial can be good just to barf out as many lords as you can, but that generally doesn't work since unless you have a nut draw, all they need is more than one burn spell to keep your guys in burn range.
Even against black-based control, Vial isn't great. Most of the time I'd rather just have another creature.
Vial is good, but it's not necessary (nowhere near as good as in Legacy). It's only really good against mono blue. Since their only sweepers are over four mana, which you can race.
I've been testing with Spell Pierce and Disrupting Shoal, and both have proved useful. I also main four Cursecatchers. I'll explain...
Spell Pierce is probably the easiest to explain, as it assists against cards like Wrath of God, All is Dust, Oblivion Stone...Extremely useful against anything that might wipe your tempo out. Since it only costs one mana, it is relatively easy to keep mana open for it while building your army. If your opponent has accumulated the mana to pay the extra two, then your development has probably been too slow, anyways. Having to keep two mana open for any of the other counters slows down the deck way too much for it to accomplish the main plan.
This is where Disrupting Shoal comes in. Early game, it acts very nicely as a Force of Will (or so it has for me). Later in the game, if I'm having a tough time keeping the tempo up and the Spell Pierces fall short for me, this card comes in and saves the day. I've found that simply having the card in the deck, and the opponent realizing it, causes the opponent to make plays that they might otherwise make. It may not happen every game, with every opponent, but it's happened enough times for me to appreciate it.
Cursecatcher does seem to be an underperformer, but it serves its purpose nonetheless. It is a one-drop that forces the opponent to play around it.
The one card that I've been seriously considering maindecking is Spreading Seas. It is a cantrip that can upset my opponents' manabase, and makes my guys unblockable. This puts my opponent on a quick clock, which really helps put on the pressure when they know that I've got a Cursecatcher out and counters in hand.
So, until we get another free counter, or a valid counter that costs one, then this is probably what I'm going with for a while. It's proven well in testing. I have also considered running Spell Snare, but that's really going to have to depend on my meta, which is nonexistent at this point. Until then, I'm really just crossing my fingers for an unbanning of Ancestral Visions and/or Mental Misstep.
Thanks.
I can definitely see the the upside of Cursecatcher in some games, especially if you're running Disrupting Shoal.
I also have been playing with two Spreading Seas maindeck, and two more in the sideboard for 12Post. It's been very good so far. Even against Zoo. Often it can shrink their creatures for a turn or two, allowing you to attack into them, or with Lord, right past them. And sometimes can even leave them with Knight's and Paths stranded in their hand for long enough to put them on the defensive.
I also think Sygg, River Guide is good at the moment. Especially with Vial's. I play three of him, and I'm always glad to have him.
And yeah, with Surgical Extraction, you have to wait for them to tap out (doubtful if they have the engine going), or cast it after they pay the red to return it to their hand.
This is my attempt at Modern Merfolk, i'm forming one in a haste as my mates is requesting for a modern format playtest tomorrow. Do let me you what you guys think. I always like the utility white bring along thus i'm splashing it as a minor color.
I'm not sure if spell snare or Mana Tithe is better in the sideboard. The ceck also looks like it is very reliant on a first turn Aether Vial to work effectively.
I also have a couple of Kira, but i cant seem to find space for it at the moment.
I think you need a lot more than four white sources if you're playing four paths. Seachrome Coast has been very good for me. And seeing as you have nothing above three mana, I think it would fit well in this deck.
I've also noticed that this one and many other lists here have four Mutavaults and four Ghost Quarters. I play four Mutavault and two Ghost Quarter and I still find myself without a second blue for Lord or Commander on turn two more often than I think is acceptable.
Anyone else have this problem?
I would also like to discuss Cursecatcher again, as I still see it as an auto-four of in every list here. Can anyone explain why he's been good for them in this format? I realize he's amazing in other Eternal formats, but I think that's because so many decks rely on their free counters in the early turns. In modern though (in the current meta), what decks are casting noncreature spells in the early game (honest question, not rhetorical)? And how many of those spells would you willingly trade a creature for?
Also sideboarding against Zoo?
I have a couple Threads of Disloyalty, Sunlance, and Surgical Extraction.
Sunlance has been pretty good so far. Not great though.
How do you all deal with Punishing Fire?
Vialing in a lord can help, but most games they can keep that from happening by just playing a 3/3 or two, then waiting for your lords with multiple removal spells.
Commander has been the only thing I've found to help in the maindeck. If I can get him to level four, then I have a chance.
After sideboarding, I just hope to be able to Spell Pierce the first Punishing Fire, then extract it.
Ideas?
Inquisition of Kozilek seems better right now. Especially against aggro. And in control decks, there's nothing like Force of Will that you need to worry about in the early game, and anything they have that can disrupt you in the early game can be taken with Inquisition anyway.
I do like Thoughtseize in the sideboard though.
I don't like Cursecatcher in the current aggro meta. It' doesn't save your creatures from removal unless you have a godhand and are able to out aggro a zoo deck. And it's too small to be useful against one mana 3/3s and 2/3s. Same for Cosi's Trickster. They fetch once, maybe twice, and it still dies to a bolt or maybe trades with their one drop. I think more removal would be better in this spot. And I think the splash is necessary. Sygg, River Guide is worth it just by himself. Same with Path. Another card (which I haven't tried yet) I think could be very good right now is Sunlance, which kills everything but Goyf, who you save your Path for anyway.
Also, Spell Pierce is still very good against pretty much every deck. It actually counters removal (especially from Rock decks) and disrupts combo pretty well. I've started with three, and I always feel near-invincible when I have one in my opening hand.
I haven't been impressed with the Sovereigns, I might cut those to try out Sunlances. I should also add some number of Ghost Quarters to the maindeck. I don't need that many duals (Seachrome Coast has been awesome though).
Deluge is a good one. I don't think its worth going into green since in this format there's more than enough white fogs. Pollen Lullaby is pretty awesome too.
Having Leyline of Sanctity in the sideboard seems pretty important too, since there's no Misstep to protect your hand from discard.
I have an unnatural love for Timely Reinforcements, but I think it would be good in this deck. The tokens blocking, and the gain 6 is like two fogs from one card.
Maybe you could even maindeck the Leylines. The only way Zoo can win is to get in a few early hits and then burn you out, which is quite possible. And Jund without Blightning seems like a good matchup. Mono red is pretty dead to the card on its own, and I've seen a lot of decks splashing black for discard now. And there are things like Thirst for Knowledge to help you replace useless or redundant Leylines.
Now I think you're just making up things to get your name in the first post of as many threads as you can. You could at least post a list or even some ideas for a list.
I think Batwing Brume is a neat card. Waht kind of anti-aggro cards do you think would make it better than the Standard Turbofog when Zendikar had just come out and everyone was all over Archive Trap?
Ghostly Prison and it's ilk seem worth it. Straight UW or what?
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Is there any truth to that?
Or are there any similar rules that he could have mixed it up with?
My opponent has a Gisela, Blade of Goldnight in play attacking me and he uses Kessig Wolf Run to give it trample and +18/0. I think I was at 3 life so I block with everything I have, which is 17 4/4 Angel tokens.
Could he kill me? And if not, how many angels could he kill?
...
Just tell them to sideboard more cards for Valakut.
If you have Inquisition, some Lilianas... Dark Confidant to draw more disruption... along with a reasonable clock. And in the sideboard Duress or Thoughtseize with a couple land destruction spells or Cranial Extraction type cards... How do you lose to Valakut?
And that isn't very different from current Jund decks.
I really don't understand your fear of this deck.
If I activate the equip ability targeting one of my creatures, and in response, it changed controllers, will it be equipped?
For example, tell me if this works. I have a Starke of Rath and a Skullclamp. If I equip Starke, and in response, activate his ability targeting something of an opponents. Their creature or whatever will die, and I will draw two?
Thanks
Edit: I just realized he's a 2/2. Oh well. If he had one toughness would that work?
I've got an Animar deck I've been working on the last few months. And after looking through the Animar decks listed in the database here, I didn't see any that were just about all in on Animar and artifact creatures (mine is :toot:). So I figured I'd share mine and see if anyone had any suggestions.
I guess I should add that I would rather play than win, so there are lots of notable cards I'm not playing. The only Eldrazi I'm playing are Artisan of Kozilek (reanimating is fun) and It that Betrays because his second ability is awesome. I don't think I've ever attacked with either of them though.
The deck can be somewhat comboish in some games.. in that you can just play Animar and then next turn barf your hand onto the table. There's lots of synergy between some of the cards, and even a few infinite combos that I didn't intend, but just came across while playing it. Most of them involving Extruder and/or Arcbound Reclaimer. There are ways to get all the creatures in your deck into play with Clone Shell, Draw your deck with Mindless Automaton, Kill anything with Triskelion..
But most of the time, you just play out some creatures and attack. Though most of the creatures do things other than just attack.
Right now, I've got nine noncreature spells, all but the Farseek, Lighting Greaves, and Sculpting Steel being card draw.
To highlight a few individual cards:
Sages of the Anima. With so many creatures in the deck, its like drawing two or three cards instead of one. You don't want to play it early, because you won't get any more lands, but late game it's an incredible amount of cards.
Suncrusher. Can be good and terrible. Awesome when Animar has only a few counters on him, but if Animar has nine or more counters, it's worthless since you can't sunburst it. Though if you have an Extruder or Steel Overseer, they can feed it.
Garruk's Horde with some fetchlands is like a second Magus of the Future. Both of which are awesome when your creatures are free or one to two colored mana.
1 Copper Myr
1 Iron Myr
1 Copper Gnomes
1 Jhoira's Toolbox
1 Spellskite
1 Steel Overseer
1 Myr Superion
1 Myr Retriever
1 Junk Diver
1 Scarecrone
1 Phyrexian Metamorph
1 Sylvok Replica
1 Extruder
1 Arcbound Reclaimer
1 Mindless Automaton
1 Core Prowler
1 Clone Shell
1 Kuldotha Forgemaster
1 Psychosis Crawler
1 Stuffy Doll
1 Duplicant
1 Beast of Burden
1 Triskelion
1 Steel Hellkite
1 Altar Golem
1 Platinum Angel
1 Platinum Emperion
1 Bosh, Iron Golem
1 Suncrusher
1 Artisan of Kozilek
1 Darksteel Colossus
1 It that Betrays
1 Azusa, Lost But Seeking
1 Oracle of Mul Daya
1 Indrik Stomphowler
1 Forgotten Ancient
1 Deadwood Treefolk
1 Garruk's Horde
1 Anger
1 Bloodshot Cyclops
1 Etherium Sculptor
1 Master of Etherium
1 Esperzoa
1 Voidmage Husher
1 Clone
1 Viral Drake
1 Body Double
1 Keiga, the Tide Star
1 Magus of the Future
1 Edric, Spymaster of Trest
1 Sages of the Anima
Other
1 Lightning Greaves
1 Howling Mine
1 Font of Mythos
1 Sculpting Steel
1 Farseek
1 Thirst for Knowledge
1 Compulsive Research
1 Fact or Fiction
1 Tidings
Land
6 Island
5 Forest
4 Mountain
1 Terramorphic Expanse
1 Scalding Tarn
1 Misty Rainforest
1 Llanowar Reborn
1 Tolaria West
1 Tropical Island
1 Taiga
1 Breeding Pool
1 Stomping Ground
1 Hinterland Harbor
1 Sulfur Falls
1 Simic Growth Chamber
1 Gruul Turf
1 Izzet Boilerworks
1 City of Brass
1 Exotic Orchard
1 Command Tower
1 Academy Ruins
1 Buried Ruin
1 Mishra's Factory
1 Reliquary Tower
1 Temple of the False God
1 Ancient Tomb
Why isn't anybody here playing more Jaces? He does everything you want:
Makes sure you hit your land drops
Keeps control of the board if anything gets through
Filters away dead cards
Keeps them from finding an answer
Wins the game
Seriously, just play Stasis, then play Jace, protect it (not very hard with Stasis out), and win.
Planeswalkers in general are awesome with Stasis. Garruk Wildspeaker especially.
Green also gives you some acceleration, which makes 4 mana walkers easier to stomach.
Here's what I've got so far. I had Chronatog/Frozen Aether in it for a while, but I never won a game with it. I would just win with Jace before I got that far. Even won a few games with Garruk's ultimate after pooping out a few beasts and untapping a couple Birds/Rangers. Frozen Aether was pretty good at times though. I going to try out Root Maze or Orb of Dreams and see how that goes.
Garruk keeps Stasis running all on his own.
Quirion Ranger with a mana dork also works.
1x Tundra
1x Savannah
1x Forest
3x Forsaken City
6x Island
4x Misty Rainforest
1x Flooded Strand
3x Tropical Island
1x Green Sun's Zenith
4x Brainstorm
4x Daze
4x Force of Will
4x Swords to Plowshares
4x Birds of Paradise
4x Quirion Ranger
2x Garruk Wildspeaker
4x Jace, the Mind Sculptor
It's really fun. Though it doesn't make your opponent as miserable as traditional stasis, because they can actually see you progressing towards the win (which doesn't take long if you have Jace).
I think to have a decent Zoo matchup, you need black for Inquisition and removal that doesn't lose you a turn. Or white for Path and Sygg.
Spreading Seas is also good. Works pretty well against zoo too. Can at the least shrink their guys for a turn or two.
no... Why would you even ask this question? Nothing is correct in all situations.
But to hopefully answer your question, no. Especially against creature-heavy decks, or decks with lots of removal, Vial is pretty terrible compared to just about anything else you could draw.
Maybe against burn, Vial can be good just to barf out as many lords as you can, but that generally doesn't work since unless you have a nut draw, all they need is more than one burn spell to keep your guys in burn range.
Even against black-based control, Vial isn't great. Most of the time I'd rather just have another creature.
Vial is good, but it's not necessary (nowhere near as good as in Legacy). It's only really good against mono blue. Since their only sweepers are over four mana, which you can race.
Thanks.
I can definitely see the the upside of Cursecatcher in some games, especially if you're running Disrupting Shoal.
I also have been playing with two Spreading Seas maindeck, and two more in the sideboard for 12Post. It's been very good so far. Even against Zoo. Often it can shrink their creatures for a turn or two, allowing you to attack into them, or with Lord, right past them. And sometimes can even leave them with Knight's and Paths stranded in their hand for long enough to put them on the defensive.
I also think Sygg, River Guide is good at the moment. Especially with Vial's. I play three of him, and I'm always glad to have him.
And yeah, with Surgical Extraction, you have to wait for them to tap out (doubtful if they have the engine going), or cast it after they pay the red to return it to their hand.
Spell Pierce, I like because you can still play out your threats while keeping up some sort of resistance to removal.
I think you need a lot more than four white sources if you're playing four paths. Seachrome Coast has been very good for me. And seeing as you have nothing above three mana, I think it would fit well in this deck.
I've also noticed that this one and many other lists here have four Mutavaults and four Ghost Quarters. I play four Mutavault and two Ghost Quarter and I still find myself without a second blue for Lord or Commander on turn two more often than I think is acceptable.
Anyone else have this problem?
I would also like to discuss Cursecatcher again, as I still see it as an auto-four of in every list here. Can anyone explain why he's been good for them in this format? I realize he's amazing in other Eternal formats, but I think that's because so many decks rely on their free counters in the early turns. In modern though (in the current meta), what decks are casting noncreature spells in the early game (honest question, not rhetorical)? And how many of those spells would you willingly trade a creature for?
Also sideboarding against Zoo?
I have a couple Threads of Disloyalty, Sunlance, and Surgical Extraction.
Sunlance has been pretty good so far. Not great though.
How do you all deal with Punishing Fire?
Vialing in a lord can help, but most games they can keep that from happening by just playing a 3/3 or two, then waiting for your lords with multiple removal spells.
Commander has been the only thing I've found to help in the maindeck. If I can get him to level four, then I have a chance.
After sideboarding, I just hope to be able to Spell Pierce the first Punishing Fire, then extract it.
Ideas?
I do like Thoughtseize in the sideboard though.
Also, Spell Pierce is still very good against pretty much every deck. It actually counters removal (especially from Rock decks) and disrupts combo pretty well. I've started with three, and I always feel near-invincible when I have one in my opening hand.
Threads of Disloyalty is an all star out of the sideboard, and I've found Surgical Extraction to be a pretty good answer to Punishing Fire.
I also want to try out Deprive (as someone here mentioned), because it seems awesome.
What I've got so far, with a sideboard of cards I'd consider.
4 Wanderwine Hub
4 Seachrome Coast
4 Misty Rainforest
2 Hallowed Fountain
4 Mutavault
4 Silvergill Adept
4 Lord of Atlantis
4 Coralhelm Commander
3 Sygg, River Guide
4 Merrow Reejerey
2 Merfolk Sovereign
1 Vendilion Clique
1 Reveillark
4 Path to Exile
2 Spreading Seas
3 Spell Pierce
2 Cryptic Command
1 Harm's Way
1 Meddling Mage
1 Negate
1 Sower of Temptation
1 Ethersworn Canonist
1 Pithing Needle
1 Vendilion Clique
1 Spell Snare
1 Reciprocate
1 Remand
1 Leonin Arbiter
1 Cursecatcher
1 Surgical Extraction
1 Threads of Disloyalty
1 Ghost Quarter
1 Deprive
1 Sunlance
I haven't been impressed with the Sovereigns, I might cut those to try out Sunlances. I should also add some number of Ghost Quarters to the maindeck. I don't need that many duals (Seachrome Coast has been awesome though).
Having Leyline of Sanctity in the sideboard seems pretty important too, since there's no Misstep to protect your hand from discard.
I have an unnatural love for Timely Reinforcements, but I think it would be good in this deck. The tokens blocking, and the gain 6 is like two fogs from one card.
Maybe you could even maindeck the Leylines. The only way Zoo can win is to get in a few early hits and then burn you out, which is quite possible. And Jund without Blightning seems like a good matchup. Mono red is pretty dead to the card on its own, and I've seen a lot of decks splashing black for discard now. And there are things like Thirst for Knowledge to help you replace useless or redundant Leylines.
I think Batwing Brume is a neat card. Waht kind of anti-aggro cards do you think would make it better than the Standard Turbofog when Zendikar had just come out and everyone was all over Archive Trap?
Ghostly Prison and it's ilk seem worth it. Straight UW or what?