The 10/31/16 random card of the day is Traumatize. If you have any comments, combos or a decklist involving this card, feel free to share.
Anyone that has tried out this card knows that it looks a lot scarier than it really is. You could traumatize someone 3 times and they would still have 7 or 8 turns to kill you. The most obvious combo that I know of is Traumatize + Keening Stone. You will probably want some ramp if you want the combo to go off earlier than turn 7.
I have been working on a couple other decks where I Traumatize myself. One is where the deck is full of cards from the burst cycle like Flame Burst and the other involves Living Death.
The 11/07/16 random card of the day is Earthquake. If you have any comments, combos or a decklist involving this card, feel free to share.
If I had to name one card that causes games to end in a draw more than any other, it would be this one. I have fun deck that uses cards like Mogg Maniac, Spitemare, and Nomads en-Kor to make the Earthquake do a lot more damage to my opponent than me.
The 11/15/16 random card of the day is Curse of the Bloody Tome. If you have any comments, combos or a decklist involving this card, feel free to share.
The 11/23/16 random card of the day is Devastating Dreams. If you have any comments, combos or a decklist involving this card, feel free to share.
A mainstay in old Legacy Aggro Loam, this card packs some serious punch. It's a very strong way for a Life from the Loam+Seismic Assault deck to clear the board of early aggro creatures and reset the opponent's lands. Thanks to Loam, you can afford to discard lands (and Loams) and sacrifice your own lands without much penalty. Mox Diamond lets you keep a mana source in play through Dreams, and Exploration lets you replay lands quickly. Altogether, Dreams made a great way to stall the opponent until the deck could assemble the Loam-Assault engine and win.
In casual, Dreams also has a neat interaction with cards like Tarmogoyf, Werebear and Terravore. With a 1/1 Werebear on the board and 0 cards in your graveyard, you can Devastating Dreams for X=3, discarding 3 cards and sacrificing 3 lands and dealing 3 damage to all creatures (probably wrecking the opponent's board), and yet Werebear will survive! You discard 3 cards first as a cost. Then, as Dreams resolves you put 3 lands in your graveyard, put 3 damage on Werebear, and finally put Dreams in your graveyard. Then state-based effects are checked. At this stage, Werebear has 3 damage on it, but you have Threshold (3 discarded cards + 3 lands + Dreams) so it's a 4/4 and does not die. The same thing works for Tarmogoyf and Terravore if you can get enough of the right cards in the graveyard to buff them above the damage. Doing it with Werebear is great because you even get to keep a mana source in play. You have a 4/4 and a mana source. Opponent might have no lands and no creatures. Game over?
To me, the regeneration is what makes this hunted creature really stand out. Especially combined with all the flying wipes green has, this can become a real beatstick.
I still play this card. Green may have more efficient creatures at three mana today, but the flashback is still very relevant, as green always wants to keep going.
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These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Anyone that has tried out this card knows that it looks a lot scarier than it really is. You could traumatize someone 3 times and they would still have 7 or 8 turns to kill you. The most obvious combo that I know of is Traumatize + Keening Stone. You will probably want some ramp if you want the combo to go off earlier than turn 7.
I have been working on a couple other decks where I Traumatize myself. One is where the deck is full of cards from the burst cycle like Flame Burst and the other involves Living Death.
2x Deceiver of Form
1x Desecration Demon
1x Engulfing Slagwurm
1x Griselbrand
3x Hidden Horror
4x Insolent Neonate
1x Living Hive
1x Lord of the Void
2x Mad Prophet
1x Symbiotic Wurm
3x Wall of Bone
4x Exhume
4x Liliana's Indignation
4x Zombify
Instants (6)
3x Doom Blade
3x Lightning Axe
Enchantments (2)
2x Flameshadow Conjuring
Land (20)
6x Mountain
4x Rakdos Carnarium
4x Rakdos Guildgate
6x Swamp
I run flameshadow in my B/R reanimator deck. Theres nothing quite like throwing down a Symbiotic Wurm or a 7/7 flyer and copying it.
If I had to name one card that causes games to end in a draw more than any other, it would be this one. I have fun deck that uses cards like Mogg Maniac, Spitemare, and Nomads en-Kor to make the Earthquake do a lot more damage to my opponent than me.
The 11/17/16 random card of the day is Clash of Realities. If you have any comments, combos or a decklist involving this card, feel free to share.
One of my favorite cards. I used to play this with land tax and mox diamonds.
A mainstay in old Legacy Aggro Loam, this card packs some serious punch. It's a very strong way for a Life from the Loam+Seismic Assault deck to clear the board of early aggro creatures and reset the opponent's lands. Thanks to Loam, you can afford to discard lands (and Loams) and sacrifice your own lands without much penalty. Mox Diamond lets you keep a mana source in play through Dreams, and Exploration lets you replay lands quickly. Altogether, Dreams made a great way to stall the opponent until the deck could assemble the Loam-Assault engine and win.
In casual, Dreams also has a neat interaction with cards like Tarmogoyf, Werebear and Terravore. With a 1/1 Werebear on the board and 0 cards in your graveyard, you can Devastating Dreams for X=3, discarding 3 cards and sacrificing 3 lands and dealing 3 damage to all creatures (probably wrecking the opponent's board), and yet Werebear will survive! You discard 3 cards first as a cost. Then, as Dreams resolves you put 3 lands in your graveyard, put 3 damage on Werebear, and finally put Dreams in your graveyard. Then state-based effects are checked. At this stage, Werebear has 3 damage on it, but you have Threshold (3 discarded cards + 3 lands + Dreams) so it's a 4/4 and does not die. The same thing works for Tarmogoyf and Terravore if you can get enough of the right cards in the graveyard to buff them above the damage. Doing it with Werebear is great because you even get to keep a mana source in play. You have a 4/4 and a mana source. Opponent might have no lands and no creatures. Game over?
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.