I think you are right. The only ability you can copy is the untap, if you don't untap the key you can't do it infinitely so its 3 mana to untap the key and lotus...?
You should use Phyrexian Devourer. With him in play and Triskelion on the table you have an "instant win". Exile your library to get 200+ counters on krag then remove them to start shooting people. Or if nothing else it will make your general big enough by removing a few cards to kill someone via general damage in a single attack.
I'm still on a budget but I picked up a bunch of cards, i have the precon and the cards here i listed, anything i would have to buy would need to be cheap. What do you guys think? What would you cut or add out of what I already have, any particular reasoning would help as well.
The mimeoplasm with 0 -1/-1 counters on it is put into a graveyard as a result of sacrificing it from living death. He has presist which then triggers. How does the abilities resolve, or in more plain terms, at what point do i choose targets for his coming back into play ability, or do i?
I think (and am probably wrong) that presist would trigger and living death would resolve, then he would come back into play when presist resolves as a copy of something new, with a -1/-1 counter on it.
Please let me know if i am right, or why i am not. I'm a nooblet.
I am on a rather extreme budget, mostly because my time to play in person is rare so I don't want to invest to heavily. Tell me what you think, and what you would change within reason. Or maybe some cards I just don't know exist.
I just made many changes to this deck due to my winning a couple hundred dollars on a bet
I picked up several cards i didn't think I would be able to afford but now can. I don't mind running things to lock down the game but I don't want infinite combos or anything that makes the game un-fun for other people. (infinite mana is fun, infinite turns is not).
So it just came to my knowledge that there is a land that removes graveyards from the game, so i won't be building this deck anymore. Thanks for the help though.
I didn't notice I dropped the burried alive, I have been playing online so I changed my deck
I will probably squeeze back in buried alive, and put in tunnel vision and the 2cc transmuters. Also I will probably boot one of the hinders for voidslime.
Devourer is there to use with ooze with triskelion, you remove the top 50 cards to make the ooze x/x which will be like 200/200 or something then shoot everyone with the counters from triskelion.
I haven't played in like two years and I was trying to put together something out of the mimeoplasm precon that would work well in a multiplayer semi-competitive environment. I am not going to buy extremely expensive cards to begin with, anything in the 50+ for a single card category is not in reach at this point. What do you guys think? thanks.
on average about 9. In total we've had 20 different people throughout so far. It may be the location, the lack of others spreading the word, or perhaps the day, but I know there are several people in the area who play edh but do not show up. Which is a shame considering how great the format is.
That's cool, is it multi player or 1v1 usually?
The day is kind of poor for me, but I will try to make it out to see who all plays, I know most of the people in kansas city who play magic, I have been playing since tempest. What's your name ?
I looked in the opponent finder thread and there are no people listed in or near Kansas City, MO. Or in Missouri at all for that matter. I played at WMG in Lenexa a couple of years ago but I have not played in quite a while and I was wondering if there was still some people playing EDH around KC MO/ KC K that do so frequently so I could have an excuse to get back into it. I am willing to drive a little ways to do so, that doesn't bother me, but I don't want to invest in the game if noone is still playing.
Iwant this deck to work as best it can. I have an Urborg, Tomb of Yawgmoth that will take a swamps place. Also, I am looking to get a damnation. Any suggestions are welcome. This isn't exactly on a budget so suggest anything.
Really I like to be able to bring back anything I want from my graveyard. Abusing the sac effects of Ghost Council, especially with Skullclamp and Deathrender, are favorites here.
If you do make a suggestion for something going in, please say what should come out. The deck is at 100 cards right now, so I need to have reasons.
You don't need card tags and deck tags, either one works. Using both makes it not work =)
This is my very firstest attempt to alter a card:
I drew an outline using a pen that i use for drawings but it showed up, won't do that again.
I am using acrylic paints, and i have never tried to use them before, so i think i did okay edit It's domo jesus tutor o.o, i didnt know what to do lolz
I do not see a problem with counter magic, i play 8 in my deck, but it seems to me that you are giving up utility for counterspells. Now, you need counterspells to protect your combos, but you can't win if you don't see them. I would prefer more draw / tutor and mana ramp than you have and give up some of the counters.
Also, I don't see many good targets to get good effects out of Sharuum. I might consider adding some more.
Lastly; Why bother with time sieve if the only way to use it thopter foundry? I mean, it's great, but you're limiting yourself to basically only 1 way to use it, and you need 3 cards to do so.
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01 Nezumi Graverobber
01 Skullbriar, the Walking Grave
01 Riddlekeeper
01 Eternal Witness
01 Troll Ascetic
01 Yavimaya Elder
01 Solemn Simulacrum
01 Brawn
01 Wonder
01 Sewer Nemesis
01 Gravedigger
01 Lhurgoyf
01 Dreamborn Muse
01 Mortivore
01 Desecrator Hag
01 Mulldrifter
01 Acidic Slime
01 Vulturous Zombie
01 Dark Hatchling
01 Extractor Demon
01 Scythe Specter
01 Wrexial, the Risen Deep
01 Vorosh, the Hunter
01 Triskelavus
01 Slipstream Eel
01 Butcher of Malakir
01 Patron of the Nezumi
01 Damia, Sage of Stone
01 Szadek, Lord of Secrets
01 Avatar of Woe
01 Artisan of Kozilek
01 Dimir Signet
01 Golgari Signet
01 Lightning Greaves
01 Simic Signet
01 Oblivion Stone
Enchantments (5)
01 Vow of Wildness
01 Vow of Flight
01 Vow of Malic
01 Memory Erosion
01 Grave Pact
01 Tribute to the Wild
01 Spell Crumple
01 Fact of Fiction
01 Relic Crush
01 Minds Aglow
01 Shared Trauma
01 Sign in Blood
01 Stitch Together
01 Cultivate
01 Windfall
01 Buried Alive
01 Syphon Mind
01 Unnerve
01 Rise from the Grave
01 Syphon Flesh
01 Living Death
01 Command Tower
01 Dimir Aqueduct
01 Dreadship Reef
01 Golgari Rot Farm
01 Jwar Isle Refuge
01 Lonely Sandbar
01 Rupture Spire
01 Simic Growth Chamber
01 Svogthos, the Restless Tomb
01 Temple of the False God
01 Terramorphic Expanse
01 Tranquil Thicket
8 Forest
8 Island
11 Swamp
1 Basalt Monolith
1 Coalition Relic
1 Coldsteel Heart
1 Crystal Ball
1 Elixir of Immortality
1 Icy Manipulator
1 Loxodon Warhammer
1 Mana Vault
1 Nevinyrral's Disk
1 Plague Boiler
1 Scroll Rack
1 Skullclamp
1 Spawning Pit
1 Spectral Searchlight
1 Wayfarer's Bauble
1 Whispersilk Cloak
Creature:
1 Arcanis the Omnipotent
1 Bane of the Living
1 Borderland Ranger
1 Clone
1 Coiling Oracle
1 Duplicant
1 Forgotten Ancient
1 Grave-Shell Scarab
1 Indrik Stomphowler
1 Inkwell Leviathan
1 Kagemaro, First to Suffer
1 Krosan Tusker
1 Lord of Extinction
1 Mystic Snake
1 Platinum Angel
1 Plaxmanta
1 Riftsweeper
1 Seedborn Muse
1 Shriekmaw
1 Silverglade Elemental
1 Simic Sky Swallower
1 Steel Hellkite
1 Sundering Titan
1 Terastodon
1 Triskelion
1 Trygon Predator
1 Wild Mongrel
1 Willbender
1 Wood Elves
1 Blessing of Leeches
1 Burgeoning
1 Compulsion
1 Decree of Silence
1 Future Sight
1 Hibernation's End
1 Hive Mind
1 Honden of Seeing Winds
1 Mana Reflection
1 Mystic Remora
1 Phyrexian Arena
1 Rhystic Study
1 Shielding Plax
1 Unstable Mutation
1 War Tax
Land:
1 Bojuka Bog
1 Cabal Coffers
1 City of Brass
1 Dust Bowl
1 Evolving Wilds
1 Exotic Orchard
1 Flooded Grove
1 Grand Coliseum
1 High Market
1 Llanowar Wastes
1 Mikokoro, Center of the Sea
1 Mirrodin's Core
1 Reflecting Pool
1 Strip Mine
1 Sunken Ruins
1 Tendo Ice Bridge
1 Twilight Mire
1 Underground River
1 Urborg, Tomb of Yawgmoth
1 Vesuva
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Yavimaya Coast
Sorcery:
1 Ashes to Ashes
1 Barter in Blood
1 Decree of Pain
1 Deep Reconnaissance
1 Demonic Tutor
1 Explosive Vegetation
1 Hex
1 Incremental Blight
1 Kodama's Reach
1 Life's Finale
1 Plague Wind
1 Primal Command
1 Reap and Sow
1 Restock
1 Tolarian Winds
1 Tooth and Nail
1 Trade Secrets
1 Walk the Aeons
1 Arcane Denial
1 Boomerang
1 Chord of Calling
1 Death Denied
1 Dismiss
1 Dissipate
1 Echoing Decay
1 Echoing Truth
1 Forbid
1 Hinder
1 Krosan Grip
1 Mana Leak
1 Memory Lapse
1 Momentous Fall
1 Muddle the Mixture
1 Nature's Claim
1 Putrefy
1 Realms Uncharted
1 Remand
1 Snuff Out
1 Spelljack
1 Spin into Myth
1 Sprouting Vines
1 Squelch
1 Telling Time
1 Voidslime
Planeswalker:
1 Jace Beleren
Living Death
A Creature With Presist
The mimeoplasm with 0 -1/-1 counters on it is put into a graveyard as a result of sacrificing it from living death. He has presist which then triggers. How does the abilities resolve, or in more plain terms, at what point do i choose targets for his coming back into play ability, or do i?
I think (and am probably wrong) that presist would trigger and living death would resolve, then he would come back into play when presist resolves as a copy of something new, with a -1/-1 counter on it.
Please let me know if i am right, or why i am not. I'm a nooblet.
1 Damia, Sage of Stone
Creature:
1 Acidic Slime
1 Bane of the Living
1 Duplicant
1 Eternal Witness
1 Fleshbag Marauder
1 Grave-Shell Scarab
1 Inkwell Leviathan
1 Kagemaro, First to Suffer
1 Lord of Extinction
1 Mulldrifter
1 Mystic Snake
1 Shriekmaw
1 Simic Sky Swallower
1 Solemn Simulacrum
1 Sundering Titan
1 Terastodon
1 The Mimeoplasm
1 Trygon Predator
1 Vulturous Zombie
1 Wild Mongrel
1 Wonder
Artifact:
1 Dimir Signet
1 Elixir of Immortality
1 Golgari Signet
1 Lightning Greaves
1 Nevinyrral's Disk
1 Oblivion Stone
1 Scroll Rack
1 Simic Signet
1 Sol Ring
1 Whispersilk Cloak
1 Blessing of Leeches
1 Burgeoning
1 Honden of Seeing Winds
1 Mystic Remora
1 Phyrexian Arena
1 Rhystic Study
Instant:
1 Arcane Denial
1 Chord of Calling
1 Fact or Fiction
1 Forbid
1 Hinder
1 Krosan Grip
1 Muddle the Mixture
1 Putrefy
1 Snuff Out
1 Spell Crumple
1 Spin into Myth
1 Voidslime
Sorcery:
1 Barter in Blood
1 Decree of Pain
1 Demonic Tutor
1 Far Wanderings
1 Life's Finale
1 Living Death
1 Reap and Sow
1 Rise from the Grave
1 Stitch Together
1 Tooth and Nail
1 Trade Secrets
1 Windfall
Planeswalker:
1 Jace Beleren
Land:
1 Barren Moor
1 Bojuka Bog
1 Cabal Coffers
1 City of Brass
1 Command Tower
1 Dust Bowl
1 Exotic Orchard
1 Flooded Grove
1 Grand Coliseum
1 High Market
1 Llanowar Wastes
1 Lonely Sandbar
1 Mikokoro, Center of the Sea
1 Miren, the Moaning Well
1 Mirrodin's Core
1 Reflecting Pool
1 Rupture Spire
1 Strip Mine
1 Sunken Ruins
1 Temple of the False God
1 Tendo Ice Bridge
1 Tranquil Thicket
1 Twilight Mire
1 Underground River
1 Urborg, Tomb of Yawgmoth
1 Vesuva
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Yavimaya Coast
2 Island
2 Swamp
3 Forest
I just made many changes to this deck due to my winning a couple hundred dollars on a bet
I picked up several cards i didn't think I would be able to afford but now can. I don't mind running things to lock down the game but I don't want infinite combos or anything that makes the game un-fun for other people. (infinite mana is fun, infinite turns is not).
I will probably squeeze back in buried alive, and put in tunnel vision and the 2cc transmuters. Also I will probably boot one of the hinders for voidslime.
1 The Mimeoplasm
Creatures:
1 Acidic Slime
1 Artisan of Kozilek
1 Avatar of Woe
1 Brawn
1 Eternal Witness
1 Fleshbag Marauder
1 Genesis
1 Hydra Omnivore
1 Jace's Archivist
1 Lord of Extinction
1 Merfolk Looter
1 Mortivore
1 Mulldrifter
1 Necrotic Ooze
1 Phyrexian Devourer
1 Riddlekeeper
1 Rune-Scarred Demon
1 Sheoldred, Whispering One
1 Simic Sky Swallower
1 Solemn Simulacrum
1 Sphinx of Uthuun
1 Terastodon
1 Triskelion
1 Vulturous Zombie
1 Wonder
1 Wrexial, the Risen Deep
1 Yavimaya Elder
1 Jace Beleren
1 Liliana Vess
Sorceries:
1 Barter in Blood
1 Beacon of Unrest
1 Cultivate
1 Decree of Pain
1 Demonic Tutor
1 Diabolic Tutor
1 Kodama's Reach
1 Living Death
1 Rise from the Grave
1 Stitch Together
1 Windfall
Enchantments:
1 Burgeoning
1 Decree of Silence
1 Rhystic Study
1 Survival of the Fittest
Artifacts:
1 Darksteel Ingot
1 Sol Ring
1 Mesmeric Orb
1 Oblivion Stone
1 Lightning Greaves
Instants:
1 Beast Within
1 Careful Consideration
1 Fact or Fiction
1 Frantic Search
1 Hinder
1 Krosan Grip
1 Overwhelming Intellect
1 Relic Crush
1 Spell Crumple
1 Tribute to the Wild
1 City of Brass
1 Command Tower
1 Dust Bowl
1 Evolving Wilds
1 Exotic Orchard
1 Forbidden Orchard
1 Gemstone Mine
1 High Market
1 Llanowar Wastes
1 Mirrodin's Core
1 Temple of the False God
1 Tendo Ice Bridge
1 Terramorphic Expanse
1 Underground River
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Yavimaya Coast
7 Island
7 Swamp
8 Forest
I haven't played in like two years and I was trying to put together something out of the mimeoplasm precon that would work well in a multiplayer semi-competitive environment. I am not going to buy extremely expensive cards to begin with, anything in the 50+ for a single card category is not in reach at this point. What do you guys think? thanks.
That's cool, is it multi player or 1v1 usually?
The day is kind of poor for me, but I will try to make it out to see who all plays, I know most of the people in kansas city who play magic, I have been playing since tempest. What's your name ?
I live very near there, how many people do they get?
You don't need card tags and deck tags, either one works. Using both makes it not work =)
I drew an outline using a pen that i use for drawings but it showed up, won't do that again.
I am using acrylic paints, and i have never tried to use them before, so i think i did okay
edit It's domo jesus tutor o.o, i didnt know what to do lolz
The first thing I see with the deck is you have the following counterspells:
1 Counterspell
1 Mana Drain
1 Dissipate
1 Cancel
1 Hinder
1 Rewind
1 Last Word
1 Mindbreak Trap
1 Cryptic Command
1 Memory Plunder
1 Desertion
1 Force of Will
1 Misdirection
1 Commandeer
I do not see a problem with counter magic, i play 8 in my deck, but it seems to me that you are giving up utility for counterspells. Now, you need counterspells to protect your combos, but you can't win if you don't see them. I would prefer more draw / tutor and mana ramp than you have and give up some of the counters.
Also, I don't see many good targets to get good effects out of Sharuum. I might consider adding some more.
Lastly; Why bother with time sieve if the only way to use it thopter foundry? I mean, it's great, but you're limiting yourself to basically only 1 way to use it, and you need 3 cards to do so.