Hello willing participants. I've received permission to post this, to test the ongoing participation. If this test doesn't go well, then possibly- it will be the last.
The Rules, please follow them. But to summarize the important ones-
1> Always explain why you're adding or wishing to remove cards from the deck.
2> We follow the Legacy banned/restricted list
3> You can only add one card per day, but you can vote to remove as many as you wish. [provided you offer an explanation]
4> We add cards until we reach 75, then we begin the cutting phase to reduce the card to 60.
Now, for this test's central card- the innocuous and forgotten Rogue Skycaptain. What are we going to do with this soldier-for-hire?
A few stipulations- let's keep the deck's budget to around $50, and let's not impede the Cap'n whilst he's not in our control [no Pacifism or such]
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Now, for this test's central card- the innocuous and forgotten Rogue Skycaptain.
Well, if it is central we should add four Cateran Summons to find it. Making our central card worthwhile will take a lot of hoop jumping so we should be sure that we have it early and often.
I like where this deck is heading.
Even with Power Conduit out, we still need to pay at least 2 every upkeep, so I'll add three Thran Turbine for that.
It frees up our lands so we can actually play other things.
Hopefully we will later find more cards to use the mana.
Note: for versions not limited to our small budget, Sol Ring would of course be better.
Usually the OP would give a price limit on singletons, playsets, and the entire deck.
This time around, we only have a limit for the deck, so expensive cards/playsets are entirely possible - if the rest of the cards are cheap enough.
We should probably start giving an estimated value of the deck. Please update this continuously if possible (use the average price given on the card's MTGSalvation page):
Please note- even though I said "around $50" I don't mind if it exceeds by a few dollars- just don't exceed $55.
I'm going to go a particularly interesting route with the Skycaptain, namely when he returns to our field- we could play around with Evolve creatures; I was thinking Erithizon would be entertaining, even Avatar of Might. I decided: Gruul Ragebeast. If we comes around from a life abroad, or we getting him back via Brand or Homeward Path, he's gonna fight something.
Adding 2 or them, for fisticuff shenanigans and also, as another beast.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Please note- even though I said "around $50" I don't mind if it exceeds by a few dollars- just don't exceed $55.
I'm going to go a particularly interesting route with the Skycaptain, namely when he returns to our field- we could play around with Evolve creatures; I was thinking Erithizon would be entertaining, even Avatar of Might. I decided: Gruul Ragebeast. If we comes around from a life abroad, or we getting him back via Brand or Homeward Path, he's gonna fight something.
Adding 2 or them, for fisticuff shenanigans and also, as another beast.
Sorry, but changing control and entering the battlefield are two different things.
Evolve will not trigger from it, and neither will Gruul Ragebeast.
The middle price for Homeward Path on magiccards.info is around $2.50, so I'm gonna add 2.
So, are we using the average price on the Mtgsalvation page like BladewingX stated or magiccards.info. The price on Path is $4.49 average on Mtgsalvation. I don't care either way. I just want to know the rules.
I think that is a non-bo. The Skycaptain will not enter play. So, I vote against the Gruul Ragebeast.
Seeing as you brought up Brand, I think we should play that before Gruul Charm so, if the ragebeast doesn't work, green seems unnecessary. The charm does other things, though, so I will ignore that for now and strongly suggest Brand be a consideration as it, bonus, cycles for free with the Thran Turbine (the original intended use!).
I vote to increase the Thran Turbine to 4 as it is useful in multiples with the skycaptain and I hope we add more cards that can be used with it like the aforementioned Brand.
Also, it strikes me that on our budget we're best sticking to two colors, so I'm going to vote to remove Gruul Charm to allow us to make a more solid mana base with our budget.
I agree with this reasoning as hinted above. Hopefully one of us remembers to add Brand if the Charm is cut. Vote remove all three Gruul Charm. Also, while not optimal, I like that the turbine can help pay for the assassin's activation and that the assassin can kill the skycaptain if necessary!
Today I am going to add 4x Phthisis. It is decent removal and our first trick to play with when handing over control to our enemy. In the upkeep our Pthisis gets cast we can decide not to pay the wage and send our mercenary ill to the enemy ranks for some nice damage to finish.
I love Phthisis! Great tricky use, here. Also, as to 2 CMC cards, Treacherous Pit-Dweller might work here as we can give him a +1/+1 counter to eliminate his drawback or get him back with charm/Brand or Homeward Path. If we have those cards we can even happily reset him with Power Conduit knowing we can take him back.
Additionally, after research, depending on how many artifacts we end up Kuldotha Phoenix might work out and I am tickled by the idea of a R/B deck with air superiority.
Treacherous Pit-Dweller indeed looks good for this deck. Worst case scenario we have to shred memory him to not give him to our opponent (a saving grace for shred memory).
Well, worst case scenario is they end up with him. However, we have a lot of options to make that not happen and even one to make it hurt! Phthisis for 9 would be sweet.
I've got alot of ideas for this deck, but for now I'll just add the Treacherous Pit-Dweller
Reasons are stated above:
We can steal him back after he undies using Homeward Path or Brand, prevent or re-enable his undying with Power Conduit, and he makes for a great Phthisis target.
It's a bummer my plan didn't work out... I thought there was a ruling that said each player's zones were separate, so a permanent leaving their field through death or theft would trigger such effects.
as for the colors, we can still do Jund colors, we have Darigaaz's Caldera and/or Savage Lands for color fixing. duals aren't the answer to everything, especially when we have great lands like Koskun Keep!
Adding two Hull Breach for some control to protect ourselves or deal with threats. couldn't think of other stuff, Avatar of Might is still on the list [give them four Skycaptains, get a cheap beater, then Brand the Cap'ns back.], Alley Grifters still fit in with the Mercenary theme, we could use cards like Grab the Reins, etc to snag a Skycap'n for a free turn.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
I just don't see the need to jump through the hoops to be Jund. The charms should be Brand and then there would have been no green, making room for more Homeward paths and other special lands. Of course, that seem unlikely at this point as no one has added Brand or given the final vote against charm. And now there is Hull Breach!
As to having green for Avatar of Might, the opponent has to have four more creatures than you in a deck that has to keep it's mana costs low so it can pay upkeep - thus the cheap aggressive creatures. This sounds like a losing proposition!
I like the Grab the Reins idea a lot; it works very well with our creatures and the violently aggressive deck that is being created. It might not be good enough, but a singleton Custody Battle would be searchable with Shred Memory and if they let their lands go you get your main critter back that much faster. If we had another targeter, like the Power Conduit, Fractured Loyalty would be worth a look as well.
Also, note that the Pit-Dweller and transmute cost on Shred Memory are double black and Phthisis, hardcast, is quadruple.
Continued research has found Unearth which cycles for free with Thran Turbine and gets back either of our 4-of critters and our 3-of. [Also, Rapid Decay, if we feel we need even more of that effect - though it is unlikely.] Finally, have we decided if Sol Ring is a go, budget-wise?
I just don't see the need to jump through the hoops to be Jund. The charms should be Brand and then there would have been no green, making room for more Homeward paths and other special lands. Of course, that seem unlikely at this point as no one has added Brand or given the final vote against charm. And now there is Hull Breach!
Brand, like Homeward Path, takes back all creatures. it'll be very infrequent that we'll be get back multiple Skycaptains or devils. I like the options that the Charm has- enables our army [if we ever get one] to go through, or to Squall our opponent's field before they get the cap'n.- all we can do with Brand is cycle it.
as for the Hull Breach, black nor red has any source of enchantment removal. it shouldn't be too hard to eke in some green mana for support.
As to having green for Avatar of Might, the opponent has to have four more creatures than you in a deck that has to keep it's mana costs low so it can pay upkeep - thus the cheap aggressive creatures. This sounds like a losing proposition!
This deck doesn't have much in the face of raw power. right now our stuff can be chumpblocked, or outright overpowered. Ragebeast would have been throwing punched left and right [if my plan had worked, I would have brought in Electropotence for some extra pwnage.] We could attempt to bring in Bringer of the Red Dawn for an imposing beast, and also give us a way to "reclaim" our Cap'n.
I like the Grab the Reins idea a lot; it works very well with our creatures and the violently aggressive deck that is being created. It might not be good enough, but a singleton Custody Battle would be searchable with Shred Memory and if they let their lands go you get your main critter back that much faster. If we had another targeter, like the Power Conduit, Fractured Loyalty would be worth a look as well.
I like the Fractured Loyalty idea, not so much the Custody Battle. isn't the idea of the deck trying to keep around the Cap'n on our field as long as we can, and getting him back when he's not? worst case in the sense of the Battle is, they give us back the Cap'n without paying his Wages- cheapskates!
with Loyalty, we can have fun with that- Dragon Blood, Iron Lance, Erithizon! Elvish Herder, Soulbright Flamekin I don't mind dropping the Charm for stuff, but lets see what else we can do with the deck before we start eliminating card.
Also, note that the Pit-Dweller and transmute cost on Shred Memory are double black and Phthisis, hardcast, is quadruple.
Finally, have we decided if Sol Ring is a go, budget-wise?
are we ever going to hard case Pthbbbbsis? if we do, it'll be late game when we're aiming to finish it. best case, we suspend it and try to give the opponent a beefed Cap'n on the last turn. we still have time for the mana base to be sorted out accordingly.
as for the sol ring, do we need the excess mana? yes, it's a great card. horribly overpowered, but a mainstay in every deck? not quite. in previous GMaD's, especially blue ones, people would add Senor Gamebreaker because he was "teh aw3som3" regardless of the deck strategy. a turn 2 Cap'n is nifty, just means it'll be a dead third turn if we opt to keep him around [unless we use mana from the Ring to slap down a Thran Turbine.]
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
I just don't see the need to jump through the hoops to be Jund. The charms should be Brand and then there would have been no green, making room for more Homeward paths and other special lands. Of course, that seem unlikely at this point as no one has added Brand or given the final vote against charm. And now there is Hull Breach!
Brand, like Homeward Path, takes back all creatures. it'll be very infrequent that we'll be get back multiple Skycaptains or devils. I like the options that the Charm has- enables our army [if we ever get one] to go through, or to Squall our opponent's field before they get the cap'n.- all we can do with Brand is cycle it.
as for the Hull Breach, black nor red has any source of enchantment removal. it shouldn't be too hard to eke in some green mana for support.
As to having green for Avatar of Might, the opponent has to have four more creatures than you in a deck that has to keep it's mana costs low so it can pay upkeep - thus the cheap aggressive creatures. This sounds like a losing proposition!
This deck doesn't have much in the face of raw power. right now our stuff can be chumpblocked, or outright overpowered. Ragebeast would have been throwing punched left and right [if my plan had worked, I would have brought in Electropotence for some extra pwnage.] We could attempt to bring in Bringer of the Red Dawn for an imposing beast, and also give us a way to "reclaim" our Cap'n.
I like the Grab the Reins idea a lot; it works very well with our creatures and the violently aggressive deck that is being created. It might not be good enough, but a singleton Custody Battle would be searchable with Shred Memory and if they let their lands go you get your main critter back that much faster. If we had another targeter, like the Power Conduit, Fractured Loyalty would be worth a look as well.
I like the Fractured Loyalty idea, not so much the Custody Battle. isn't the idea of the deck trying to keep around the Cap'n on our field as long as we can, and getting him back when he's not? worst case in the sense of the Battle is, they give us back the Cap'n without paying his Wages- cheapskates!
with Loyalty, we can have fun with that- Dragon Blood, Iron Lance, Erithizon! Elvish Herder, Soulbright Flamekin I don't mind dropping the Charm for stuff, but lets see what else we can do with the deck before we start eliminating card.
Also, note that the Pit-Dweller and transmute cost on Shred Memory are double black and Phthisis, hardcast, is quadruple.
Finally, have we decided if Sol Ring is a go, budget-wise?
are we ever going to hard case Pthbbbbsis? if we do, it'll be late game when we're aiming to finish it. best case, we suspend it and try to give the opponent a beefed Cap'n on the last turn. we still have time for the mana base to be sorted out accordingly.
as for the sol ring, do we need the excess mana? yes, it's a great card. horribly overpowered, but a mainstay in every deck? not quite. in previous GMaD's, especially blue ones, people would add Senor Gamebreaker because he was "teh aw3som3" regardless of the deck strategy. a turn 2 Cap'n is nifty, just means it'll be a dead third turn if we opt to keep him around [unless we use mana from the Ring to slap down a Thran Turbine.]
Well, the ring gives 2 colorless which is a Skycaptain payment, it isn't as expensive as Jace, and, I am sorry, any deck that can afford it should consider it. The focal card makes the deck mana hungry by nature.
I am imagining a deck with a couple Helm of Obedience and Kuldotha Phoenix. So the ring helps there. Furthermore, the ring helps hardcast "Pthbbbbsis" as a game-ender - more likely in a two color deck. That being said I really like the suggestion of Dragon Blood and would support a decklist with a couple bloods and a couple Fractured Loyalty. It would support my phoenix idea, too...
I actually wanted to remove the charm yesterday, but unfortunatley mtgsalvation crashed when I was just editing my post - and I went to bed before it was up again.
So, for now:
vote to remove gruul charm. Brand gives us the same effect, also at instant speed, but also cycles using thran turbine.
I doubt we would have much use for the can't block mode, and the 3 damage against flyers are situational and do not seem to be worth jumping into a third color.
Our black cards are quite black-hungry, so a dual mana-base is most likely best here.
On topic of the Kuldotha Phoenix, Rakdos Signets might be another choice if we need the additional artifacts and mana. And of course artifact lands.
On the Sol Ring, The price does not matter - it is banned in Legacy, we use the Legacy banned/restricted list - end of story.
I'm not sure how this build a deck works,myself, but I have a couple of suggestions:
1. If they get your creature and you can't do anything about it, having a "backup plan" to neutralize it may be useful, like a Maze of Ith or any of it's ilk, or else Icy Manipulator to tap it down.
2. If you are looking for ways to get lots of Black without dual lands, would not Urborg, Tomb of Yawgmoth fit?
But today my addition is 3 Sokenzan Renegade, the small brother of our skycaptain. I am intrigued if he can survive the cut.
In addition to this, I vote to remove the 2 Changelings and Hull Breach for the already mentioned reasons and us apparently not splashing for jund.
I am saddened that no one seems to like the idea of paying the two for the Skycaptain with Thran Turbine, for example, and then tucking it under the Changeling Berserker so it doesn't eat our mana turn after turn. If we have the Skycaptain out we will be paying at least 2 every turn. That puts a major damper on our mana. I think it is relevant to be able to remove the Skycaptain for a time and go in with a hasty 5/3. Perhaps not, though. That is why I added only a couple. I think we should leave just one as a choice. We can get it with Cateran Summons. [Another thought, we could add a singleton higher-level Mercenary searcher and increase or chain's length. If we do so, we might want a singleton Changeling Berserker...so don't vote them all out right away! I wish Molting Harpy was worth it!] Vote to remove 1 Changeling Berserker to leave the possibility of the effect.
I also vote to remove both Hull Breach to put us firmly into B/R.
I have my doubts about the renegade being worth it. However, it might work with Homeward Path and I like that it is searchable with the summons and the assassin, so I will ignore my concerns for now.
I really like the idea of adding Rakdos Signet as the deck is sneakily mana hungry.
Finally, I vote to add 2 Helm of Possession to sacrifice creatures that we will lose or even sac the Pit-Dweller if we have Brand or Homeward Path. I know it is a little steeper but we are comfortably within our budget, currently. Any interest in increasing the Homeward Path count?
Hey! Bazaar Trader works with Treacherous Pit-DwellerandRogue Skycaptain. (Give the Skycaptain to your opponent at the end of your turn, when it has too many wage counters, and they give it back next upkeep, untapped with no counters.) It also works with temporary steal effects like the already mentioned Grab the Reins. Just some thoughts.
I'm putting the third vote into axing the changeling- giving up a 3/4 with flying for something that can be chump blocked, isn't a good trade imo, especially since a 5/3 for 4 now is commonplace, and I'd rather not lose an evasive creature for it.
I would have preferred something with more girth and survivability- like Changleing Titan, oh wait- we're not playing green. srsly, is it that hard to splash some green? green would have given us some power boosts to make the Cap'n- *gasp*RANCOR*gasp*- a bit more imposing.
And I'm gonna say no to the Bazaar Trader idea. The emphasis of the deck is to keep the Cap'n- or take him back; not to give him away in the hopes of taxing our opponent.
I like using the idea of Mark of Mutiny/Grab the Reins/Bringer of the Red Dawn[/c], etc to steal him back- and I'd rather go that route. That said, 2 Fractured Loyalty because we can have some fun with that, as I've said with Dragon Blood or even Mark of Fury as a impromptu tether. only two because we have Thran Turbine to keep a few of them around for several turns. plus, it may deter our opponent from keeping the Cap'n if they know we're going to steal him back.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
would a blink option like Cloudshift work in a deck like this? put a Cloudshift on Isochron Scepter and you could just blink the captain at the end of every turn to remove the counters.
Since we need haste overall to play aorund with homeward path, I will add 3 Mark of Fury. I then vote to increase homeward path to a playset.
Also I'd like to point out that Bazaar Trader is perfect for this deck and fits right in, we are not giving him away in the hopes of taxing our opponent, we would trade him away before he collects his unpayable wage, so he betrays our opponent and comes back to us reset. In addition to that bazaar trader would increase the value on all Mark of Mutiny like cards.
Thinking on it, the Bazaar Trader would have a paradoxical effect on a Cap'n enchanted with the Loyalty- if we target the cap'n with the Bazzar trader, what happens? Do we keep the Cap'n, does he go to our opponent, or does he go then come right back (as each ability resolves on the stack)?
Also, wouldn't the Cap'n have already gotten over his "summoning sickness" as he goes around the table? If him leaving/returning to our battlefield doesn't trigger any likeminded abilities, then why would he have Summoning sickness upon returning- if he wasn't summoned? cards like Mark of Mutiny, etc only say "it gains haste" so you can steal freshly summoned creatures.
I'll go ask these questions in the ruling forums... <edit> Here
lastly, I'd rather run 2 Brand/4 Homeward Path than four of each. The Path is a mainstay and we can use it when we need to, Brand will stick in our hand until we need it.
Oh, if only I could add Kessig Wolf Run- but we're not playing green.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
I'm putting the third vote into axing the changeling- giving up a 3/4 with flying for something that can be chump blocked, isn't a good trade imo, especially since a 5/3 for 4 now is commonplace, and I'd rather not lose an evasive creature for it.
By misrepresenting the situation (the 3/4 flyer has a drawback, the 5/3 haste, and the creature is not "lost") this reads as if you are being unfair in your analysis. However, done is done.
I would have preferred something with more girth and survivability- like Changleing Titan, oh wait- we're not playing green. srsly, is it that hard to splash some green? green would have given us some power boosts to make the Cap'n- *gasp*RANCOR*gasp*- a bit more imposing.
This drum you are beating is getting old. This is "Group Make a Deck" not "What Selvaxri Wants." Consider: this kind of snark and obsession with having things your way might be why GMaD is in danger of being gone.
Also, I will note that green is not gone. That vote hasn't gone through. So your complaining here, and elsewhere, is premature.
And I'm gonna say no to the Bazaar Trader idea. The emphasis of the deck is to keep the Cap'n- or take him back; not to give him away in the hopes of taxing our opponent.
Yeah, this is what I am talking about. You do have the power, as per the rules, to vote things out, all by yourself - once. You do not have the power to "just say no," however. I vote to add a Bazaar Trader as a singleton tutor target. It is a creature that will work very well in this deck and provide another way to not get caught by our own Phthisis.
Since we need haste overall to play aorund with homeward path, I will add 3 Mark of Fury. I then vote to increase homeward path to a playset.
I am uncertain that we need both Ghitu Firebreathing and Mark of Fury - especially since we only have two fractured loyalty. For the record, I lean to the mark as it allows us to target and attack that turn. Also, it would have been nice to get a targeting effect that used colorless mana to capitalize on the Thran Turbine.
Edit: We can use Path at the end of their turn, so we get to untap the creatures. No haste enchantment necessary. However, sometimes we might want to steal during our turn, for example if we tapped the Path for mana the prior turn. So, I am good with it.
Also, I, too, vote to increase the Homeward Path count to four.
Thinking on it, the Bazaar Trader would have a paradoxical effect on a Cap'n enchanted with the Loyalty- if we target the cap'n with the Bazzar trader, what happens? Do we keep the Cap'n, does he go to our opponent, or does he go then come right back (as each ability resolves on the stack)?
Here is how it works. I target the captain with the trader, triggering the loyalty. Loyalty's effect is above the trader's on the stack. It resolves giving me back the creature I control. Then the trader trades it away. Note, that it is moot most of the time. We only have two loyaltys and all of our other creatures and theirs as possible targets. No need to put the loyalty on our centerpiece. With the trader we can make the opponent give him back over and over without the loyalty.
Also, wouldn't the Cap'n have already gotten over his "summoning sickness" as he goes around the table? If him leaving/returning to our battlefield doesn't trigger any likeminded abilities, then why would he have Summoning sickness upon returning- if he wasn't summoned? cards like Mark of Mutiny, etc only say "it gains haste" so you can steal freshly summoned creatures.
I'll go ask these questions in the ruling forums... <edit> Here
Creatures that are under your control, at the start of your turn don't have summoning sickness. Otherwise, they do. That is why the trader trick is slick. We give him at the end of our turn, after using him, they don't pay during their upkeep and we get an untapped, no wage counter guy, that won't have summoning sickness on our turn.
Edit: you are wrong about Mark of Mutiny, btw. It grants haste or you wouldn't be able to attack. Note that Grab the Reins doesn't untap. Different cards have small changes in effect.
lastly, I'd rather run 2 Brand/4 Homeward Path than four of each. The Path is a mainstay and we can use it when we need to, Brand will stick in our hand until we need it.
I think you are likely correct. Brand does cycle, however. When we get close to the end some goldfishing will be in order.
Oh, if only I could add Kessig Wolf Run- but we're not playing green.
And there you go again, with the sad face, like you are picked on because the deck didn't follow your vision. You should have mentioned you wanted green in the OP. I haven't suggested Vampiric Link, Vow of Lightning, or Vow of Malice because I have been following your OP statement about Pacifism effects. However, you said nothing about green. Give it a rest, please. If someone said, "how about Brooding Saurian" then green would have made sense. As it is, there is plenty in R/B that work with your chosen card.
Finally, we are nearing the cutting stage if we don't start looking at trimming some cards. I think we could safely lose one assassin, and some of our spells.
True enough about me acting immature. I've been known to do that during some GMaD's.
Okay, by my count, we have 52 cards (plus the 22 open lands slots) so we're two cards away from beginning the Cutting Phase.
for now, I'm adding 1 Bringer of the Red Dawn for additional take-backs and an imposing body for the Firebreathing to sit upon. [yes, I know he's stupid-expensive to hardcast.]
Adding two more Homeward Paths as we're still way under budget.
Voting out-
1 Rathi Assassin as we haven't that many mercenaries now to fetch. [and imo, Taurean Mauler could have been a better Changeling for either to fetch]
1 Sokenzan Renegade- with very little card advantage, having too many of him could hurt us. [and Alley Grifters would have made a funny tag team partner]
2 Brand- we have Homeward Path to steal back our creatures
2 Hull Breach- no green.
and with that we're down to 48/70 if counting lands
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
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The Rules, please follow them. But to summarize the important ones-
1> Always explain why you're adding or wishing to remove cards from the deck.
2> We follow the Legacy banned/restricted list
3> You can only add one card per day, but you can vote to remove as many as you wish. [provided you offer an explanation]
4> We add cards until we reach 75, then we begin the cutting phase to reduce the card to 60.
Now, for this test's central card- the innocuous and forgotten Rogue Skycaptain. What are we going to do with this soldier-for-hire?
A few stipulations- let's keep the deck's budget to around $50, and let's not impede the Cap'n whilst he's not in our control [no Pacifism or such]
4 Rogue Skycaptain
24 Dormant Volcano
*Dormant Volcano isn't in the deck, it's just a placeholder.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Well, if it is central we should add four Cateran Summons to find it. Making our central card worthwhile will take a lot of hoop jumping so we should be sure that we have it early and often.
4 Rogue Skycaptain
4 Cateran Summons
24 Dormant Volcano
Even with Power Conduit out, we still need to pay at least 2 every upkeep, so I'll add three Thran Turbine for that.
It frees up our lands so we can actually play other things.
Hopefully we will later find more cards to use the mana.
Note: for versions not limited to our small budget, Sol Ring would of course be better.
Creatures (4):
4 Rogue Skycaptain
Sorcery/Instants (7):
4 Cateran Summons
3 Gruul Charm
4 Power Conduit
3 Thran Turbine
24 Dormant Volcano
Cockatrice is still going strong over at http://www.woogerworks.com[/B]
Ghostly Battlefield
The Winner is Judge [2]
Chasay, Caller of Fire
Skaab Corpse Looter
[B]This Winner is also Judge [0]
My Decks:
All my Decks are budget
EDH:GRWHazezon TamarGRW, RKazuul, Tyrant of the CliffsR, BMikaeus, the UnhallowedB, UTalrand, Sky SummonerU, GRXenagos, God of RevelsGR, BGPharika, God of AfflictionBG
Standard:BMono Black Control(devotion)B- retired
Casual:UWHeroicUW, UGWall tribalUG, BPhylactery LichB
Modern:UBAbyssal PersecutorUB, WKnight TribalW
You are thinking of Homeward Path. Unfortunately, if a singleton Sol Ring is out, then it is out as well. How are costs defined for GMaD?
This time around, we only have a limit for the deck, so expensive cards/playsets are entirely possible - if the rest of the cards are cheap enough.
We should probably start giving an estimated value of the deck. Please update this continuously if possible (use the average price given on the card's MTGSalvation page):
Creatures (4):
4 Rogue Skycaptain (~$0.35 each)
Sorcery/Instants (7):
4 Cateran Summons (~$0.20 each)
3 Gruul Charm (~$0.17 each)
4 Power Conduit (~$0.45 each)
3 Thran Turbine (~$0.31 each)
24 Dormant Volcano
Cockatrice is still going strong over at http://www.woogerworks.com[/B]
Ghostly Battlefield
The Winner is Judge [2]
Chasay, Caller of Fire
Skaab Corpse Looter
[B]This Winner is also Judge [0]
Creatures (4):
4 Rogue Skycaptain (~$0.35 each)
Sorcery/Instants (7):
4 Cateran Summons (~$0.20 each)
3 Gruul Charm (~$0.17 each)
4 Power Conduit (~$0.45 each)
3 Thran Turbine (~$0.31 each)
22 Dormant Volcano
2 Homeward Path (~$2.50 each)
I'm going to go a particularly interesting route with the Skycaptain, namely when he returns to our field- we could play around with Evolve creatures; I was thinking Erithizon would be entertaining, even Avatar of Might. I decided:
Gruul Ragebeast. If we comes around from a life abroad, or we getting him back via Brand or Homeward Path, he's gonna fight something.
Adding 2 or them, for fisticuff shenanigans and also, as another beast.
Creatures (4):
4 Rogue Skycaptain (~$0.35 each)
2 Gruul Ragebeast (~$.24 each)
4 Cateran Summons (~$0.20 each)
3 Gruul Charm (~$0.17 each)
4 Power Conduit (~$0.45 each)
3 Thran Turbine (~$0.31 each)
22 Dormant Volcano
2 Homeward Path (~$2.50 each)
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Sorry, but changing control and entering the battlefield are two different things.
Evolve will not trigger from it, and neither will Gruul Ragebeast.
Cockatrice is still going strong over at http://www.woogerworks.com[/B]
Ghostly Battlefield
The Winner is Judge [2]
Chasay, Caller of Fire
Skaab Corpse Looter
[B]This Winner is also Judge [0]
So, are we using the average price on the Mtgsalvation page like BladewingX stated or magiccards.info. The price on Path is $4.49 average on Mtgsalvation. I don't care either way. I just want to know the rules.
I think that is a non-bo. The Skycaptain will not enter play. So, I vote against the Gruul Ragebeast.
Seeing as you brought up Brand, I think we should play that before Gruul Charm so, if the ragebeast doesn't work, green seems unnecessary. The charm does other things, though, so I will ignore that for now and strongly suggest Brand be a consideration as it, bonus, cycles for free with the Thran Turbine (the original intended use!).
I vote to increase the Thran Turbine to 4 as it is useful in multiples with the skycaptain and I hope we add more cards that can be used with it like the aforementioned Brand.
I will add 2 Changeling Berserker to hide and reset the skycaptain. It is also searchable with the Cateran Summons.
Creatures (8):
4 Rogue Skycaptain (~$0.35 each)
2 Changeling Berserker (~$0.19 each)
2 Gruul Ragebeast (~$.24 each) [1 vote to remove 2]
4 Cateran Summons (~$0.20 each)
3 Gruul Charm (~$0.17 each)
Artifacts (7):
4 Power Conduit (~$0.45 each)
3 Thran Turbine (~$0.31 each) [1 vote to increase to 4]
22 Dormant Volcano
2 Homeward Path (~$2.50 each)
I agree with this reasoning as hinted above. Hopefully one of us remembers to add Brand if the Charm is cut. Vote remove all three Gruul Charm. Also, while not optimal, I like that the turbine can help pay for the assassin's activation and that the assassin can kill the skycaptain if necessary!
I love Phthisis! Great tricky use, here. Also, as to 2 CMC cards, Treacherous Pit-Dweller might work here as we can give him a +1/+1 counter to eliminate his drawback or get him back with charm/Brand or Homeward Path. If we have those cards we can even happily reset him with Power Conduit knowing we can take him back.
Updated with vote against charm.
Creatures (9):
4 Rogue Skycaptain (~$0.35 each)
2 Changeling Berserker (~$0.19 each)
3 Rathi Assassin (~$0.38 each)
4 Cateran Summons (~$0.20 each)
3 Gruul Charm (~$0.17 each) [2 vote to remove 3]
4 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each)
4 Power Conduit (~$0.45 each)
4 Thran Turbine (~$0.31 each)
Lands(2):
2 Homeward Path (~$2.50 each)
Additionally, after research, depending on how many artifacts we end up Kuldotha Phoenix might work out and I am tickled by the idea of a R/B deck with air superiority.
Well, worst case scenario is they end up with him. However, we have a lot of options to make that not happen and even one to make it hurt! Phthisis for 9 would be sweet.
Reasons are stated above:
We can steal him back after he undies using Homeward Path or Brand, prevent or re-enable his undying with Power Conduit, and he makes for a great Phthisis target.
Creatures (9):
4 Rogue Skycaptain (~$0.35 each)
2 Changeling Berserker (~$0.19 each)
3 Rathi Assassin (~$0.38 each)
4 Treacherous Pit-Dweller (~$0.29 each)
4 Cateran Summons (~$0.20 each)
3 Gruul Charm (~$0.17 each) [2 vote to remove 3]
4 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each)
4 Power Conduit (~$0.45 each)
4 Thran Turbine (~$0.31 each)
Lands(2):
2 Homeward Path (~$2.50 each)
Cockatrice is still going strong over at http://www.woogerworks.com[/B]
Ghostly Battlefield
The Winner is Judge [2]
Chasay, Caller of Fire
Skaab Corpse Looter
[B]This Winner is also Judge [0]
as for the colors, we can still do Jund colors, we have Darigaaz's Caldera and/or Savage Lands for color fixing. duals aren't the answer to everything, especially when we have great lands like Koskun Keep!
Adding two Hull Breach for some control to protect ourselves or deal with threats. couldn't think of other stuff, Avatar of Might is still on the list [give them four Skycaptains, get a cheap beater, then Brand the Cap'ns back.], Alley Grifters still fit in with the Mercenary theme, we could use cards like Grab the Reins, etc to snag a Skycap'n for a free turn.
Creatures (9):
4 Rogue Skycaptain (~$0.35 each)
2 Changeling Berserker (~$0.19 each)
3 Rathi Assassin (~$0.38 each)
4 Treacherous Pit-Dweller (~$0.29 each)
4 Cateran Summons (~$0.20 each)
3 Gruul Charm (~$0.17 each) [2 vote to remove 3]
4 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each)
2 Hull Breach (~$0.27 each)
4 Power Conduit (~$0.45 each)
4 Thran Turbine (~$0.31 each)
Lands(2):
2 Homeward Path (~$2.50 each)
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
As to having green for Avatar of Might, the opponent has to have four more creatures than you in a deck that has to keep it's mana costs low so it can pay upkeep - thus the cheap aggressive creatures. This sounds like a losing proposition!
I like the Grab the Reins idea a lot; it works very well with our creatures and the violently aggressive deck that is being created. It might not be good enough, but a singleton Custody Battle would be searchable with Shred Memory and if they let their lands go you get your main critter back that much faster. If we had another targeter, like the Power Conduit, Fractured Loyalty would be worth a look as well.
Also, note that the Pit-Dweller and transmute cost on Shred Memory are double black and Phthisis, hardcast, is quadruple.
Continued research has found Unearth which cycles for free with Thran Turbine and gets back either of our 4-of critters and our 3-of. [Also, Rapid Decay, if we feel we need even more of that effect - though it is unlikely.] Finally, have we decided if Sol Ring is a go, budget-wise?
Brand, like Homeward Path, takes back all creatures. it'll be very infrequent that we'll be get back multiple Skycaptains or devils. I like the options that the Charm has- enables our army [if we ever get one] to go through, or to Squall our opponent's field before they get the cap'n.- all we can do with Brand is cycle it.
as for the Hull Breach, black nor red has any source of enchantment removal. it shouldn't be too hard to eke in some green mana for support.
This deck doesn't have much in the face of raw power. right now our stuff can be chumpblocked, or outright overpowered. Ragebeast would have been throwing punched left and right [if my plan had worked, I would have brought in Electropotence for some extra pwnage.] We could attempt to bring in Bringer of the Red Dawn for an imposing beast, and also give us a way to "reclaim" our Cap'n.
I like the Fractured Loyalty idea, not so much the Custody Battle. isn't the idea of the deck trying to keep around the Cap'n on our field as long as we can, and getting him back when he's not? worst case in the sense of the Battle is, they give us back the Cap'n without paying his Wages- cheapskates!
with Loyalty, we can have fun with that- Dragon Blood, Iron Lance, Erithizon! Elvish Herder, Soulbright Flamekin I don't mind dropping the Charm for stuff, but lets see what else we can do with the deck before we start eliminating card.
are we ever going to hard case Pthbbbbsis? if we do, it'll be late game when we're aiming to finish it. best case, we suspend it and try to give the opponent a beefed Cap'n on the last turn. we still have time for the mana base to be sorted out accordingly.
as for the sol ring, do we need the excess mana? yes, it's a great card. horribly overpowered, but a mainstay in every deck? not quite. in previous GMaD's, especially blue ones, people would add Senor Gamebreaker because he was "teh aw3som3" regardless of the deck strategy. a turn 2 Cap'n is nifty, just means it'll be a dead third turn if we opt to keep him around [unless we use mana from the Ring to slap down a Thran Turbine.]
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Well, the ring gives 2 colorless which is a Skycaptain payment, it isn't as expensive as Jace, and, I am sorry, any deck that can afford it should consider it. The focal card makes the deck mana hungry by nature.
I am imagining a deck with a couple Helm of Obedience and Kuldotha Phoenix. So the ring helps there. Furthermore, the ring helps hardcast "Pthbbbbsis" as a game-ender - more likely in a two color deck. That being said I really like the suggestion of Dragon Blood and would support a decklist with a couple bloods and a couple Fractured Loyalty. It would support my phoenix idea, too...
Finally, I like the flamekin idea as well.
So, for now:
vote to remove gruul charm.
Brand gives us the same effect, also at instant speed, but also cycles using thran turbine.
I doubt we would have much use for the can't block mode, and the 3 damage against flyers are situational and do not seem to be worth jumping into a third color.
Our black cards are quite black-hungry, so a dual mana-base is most likely best here.
On topic of the Kuldotha Phoenix, Rakdos Signets might be another choice if we need the additional artifacts and mana. And of course artifact lands.
On the Sol Ring, The price does not matter - it is banned in Legacy, we use the Legacy banned/restricted list - end of story.
Creatures (9):
4 Rogue Skycaptain (~$0.35 each)
2 Changeling Berserker (~$0.19 each)
3 Rathi Assassin (~$0.38 each)
4 Treacherous Pit-Dweller (~$0.29 each)
4 Cateran Summons (~$0.20 each)
4 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each)
2 Hull Breach (~$0.27 each)
4 Power Conduit (~$0.45 each)
4 Thran Turbine (~$0.31 each)
Lands(2):
2 Homeward Path (~$2.50 each)
Cockatrice is still going strong over at http://www.woogerworks.com[/B]
Ghostly Battlefield
The Winner is Judge [2]
Chasay, Caller of Fire
Skaab Corpse Looter
[B]This Winner is also Judge [0]
1. If they get your creature and you can't do anything about it, having a "backup plan" to neutralize it may be useful, like a Maze of Ith or any of it's ilk, or else Icy Manipulator to tap it down.
2. If you are looking for ways to get lots of Black without dual lands, would not Urborg, Tomb of Yawgmoth fit?
3. How about things like Ferropede or Thrull Parasite to remove counters?
4. Things to use the charge counters and control stuff, like Altar of Shadows, Lux Cannon, Tumble Magnet,
5. Things that use charge counters for mana, like Astral Cornucopia.
6. Things that use charge counters to pump up like Banshee's Blade, Opaline Bracers, Sigil of Distinction.
7. Things that use charge counters to gain life or cards like Clearwater Goblet, Culling Dias, Everflowing Chalice.
8. Alternate Win Condition: Darksteel Reactor.
9. A way to reset your upkeep, Conjuror's Closet.
10. Other Cards to give to the opponent, like Sleeper Agent.
If you have any comments, or notice any mistakes, please let me know.
I am saddened that no one seems to like the idea of paying the two for the Skycaptain with Thran Turbine, for example, and then tucking it under the Changeling Berserker so it doesn't eat our mana turn after turn. If we have the Skycaptain out we will be paying at least 2 every turn. That puts a major damper on our mana. I think it is relevant to be able to remove the Skycaptain for a time and go in with a hasty 5/3. Perhaps not, though. That is why I added only a couple. I think we should leave just one as a choice. We can get it with Cateran Summons. [Another thought, we could add a singleton higher-level Mercenary searcher and increase or chain's length. If we do so, we might want a singleton Changeling Berserker...so don't vote them all out right away! I wish Molting Harpy was worth it!] Vote to remove 1 Changeling Berserker to leave the possibility of the effect.
I also vote to remove both Hull Breach to put us firmly into B/R.
I have my doubts about the renegade being worth it. However, it might work with Homeward Path and I like that it is searchable with the summons and the assassin, so I will ignore my concerns for now.
I really like the idea of adding Rakdos Signet as the deck is sneakily mana hungry.
Finally, I vote to add 2 Helm of Possession to sacrifice creatures that we will lose or even sac the Pit-Dweller if we have Brand or Homeward Path. I know it is a little steeper but we are comfortably within our budget, currently. Any interest in increasing the Homeward Path count?
Creatures (16):
4 Rogue Skycaptain (~$0,35 each)
2 Changeling Berserker (~$0,19 each)[2 vote to remove 2, 1 vote to remove 1]
3 Rathi Assassin (~$0,38 each)
4 Treacherous Pit-Dweller (~$0,29 each)
3 Sokenzan Renegade (~$0,19 each)
4 Cateran Summons (~$0,20 each)
4 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each)
2 Hull Breach (~$0,27 each) [2 vote to remove 2]
4 Brand (~$0,92 each)
4 Power Conduit (~$0,45 each)
4 Thran Turbine (~$0,31 each)
2 Helm of Possession (3.47 each)
Lands (2):
2 Homeward Path (~$2,50 each)
Hey! Bazaar Trader works with
Treacherous Pit-DwellerandRogue Skycaptain. (Give the Skycaptain to your opponent at the end of your turn, when it has too many wage counters, and they give it back next upkeep, untapped with no counters.) It also works with temporary steal effects like the already mentioned Grab the Reins. Just some thoughts.Edit: What about Backlash or Delirium?
I would have preferred something with more girth and survivability- like Changleing Titan, oh wait- we're not playing green. srsly, is it that hard to splash some green? green would have given us some power boosts to make the Cap'n- *gasp*RANCOR*gasp*- a bit more imposing.
And I'm gonna say no to the Bazaar Trader idea. The emphasis of the deck is to keep the Cap'n- or take him back; not to give him away in the hopes of taxing our opponent.
I like using the idea of Mark of Mutiny/Grab the Reins/Bringer of the Red Dawn[/c], etc to steal him back- and I'd rather go that route. That said, 2 Fractured Loyalty because we can have some fun with that, as I've said with Dragon Blood or even Mark of Fury as a impromptu tether. only two because we have Thran Turbine to keep a few of them around for several turns. plus, it may deter our opponent from keeping the Cap'n if they know we're going to steal him back.
Creatures (14):
4 Rogue Skycaptain (~$0,35 each)
3 Rathi Assassin (~$0,38 each)
4 Treacherous Pit-Dweller (~$0,29 each)
3 Sokenzan Renegade (~$0,19 each)
4 Cateran Summons (~$0,20 each)
4 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each)
2 Hull Breach (~$0,27 each) [2 vote to remove 2]
4 Brand (~$0,92 each)
4 Power Conduit (~$0,45 each)
4 Thran Turbine (~$0,31 each)
2 Helm of Possession (3.47 each)
2 Fractured Loyalty (~$0.16 each)
2 Homeward Path (~$2,50 each)
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Thinking on it, the Bazaar Trader would have a paradoxical effect on a Cap'n enchanted with the Loyalty- if we target the cap'n with the Bazzar trader, what happens? Do we keep the Cap'n, does he go to our opponent, or does he go then come right back (as each ability resolves on the stack)?
Also, wouldn't the Cap'n have already gotten over his "summoning sickness" as he goes around the table? If him leaving/returning to our battlefield doesn't trigger any likeminded abilities, then why would he have Summoning sickness upon returning- if he wasn't summoned? cards like Mark of Mutiny, etc only say "it gains haste" so you can steal freshly summoned creatures.
I'll go ask these questions in the ruling forums... <edit> Here
lastly, I'd rather run 2 Brand/4 Homeward Path than four of each. The Path is a mainstay and we can use it when we need to, Brand will stick in our hand until we need it.
Oh, if only I could add Kessig Wolf Run- but we're not playing green.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
By misrepresenting the situation (the 3/4 flyer has a drawback, the 5/3 haste, and the creature is not "lost") this reads as if you are being unfair in your analysis. However, done is done.
This drum you are beating is getting old. This is "Group Make a Deck" not "What Selvaxri Wants." Consider: this kind of snark and obsession with having things your way might be why GMaD is in danger of being gone.
Also, I will note that green is not gone. That vote hasn't gone through. So your complaining here, and elsewhere, is premature.
Yeah, this is what I am talking about. You do have the power, as per the rules, to vote things out, all by yourself - once. You do not have the power to "just say no," however. I vote to add a Bazaar Trader as a singleton tutor target. It is a creature that will work very well in this deck and provide another way to not get caught by our own Phthisis.
I am uncertain that we need both Ghitu Firebreathing and Mark of Fury - especially since we only have two fractured loyalty. For the record, I lean to the mark as it allows us to target and attack that turn. Also, it would have been nice to get a targeting effect that used colorless mana to capitalize on the Thran Turbine.
Edit: We can use Path at the end of their turn, so we get to untap the creatures. No haste enchantment necessary. However, sometimes we might want to steal during our turn, for example if we tapped the Path for mana the prior turn. So, I am good with it.
Also, I, too, vote to increase the Homeward Path count to four.
Here is how it works. I target the captain with the trader, triggering the loyalty. Loyalty's effect is above the trader's on the stack. It resolves giving me back the creature I control. Then the trader trades it away. Note, that it is moot most of the time. We only have two loyaltys and all of our other creatures and theirs as possible targets. No need to put the loyalty on our centerpiece. With the trader we can make the opponent give him back over and over without the loyalty.
Creatures that are under your control, at the start of your turn don't have summoning sickness. Otherwise, they do. That is why the trader trick is slick. We give him at the end of our turn, after using him, they don't pay during their upkeep and we get an untapped, no wage counter guy, that won't have summoning sickness on our turn.
Edit: you are wrong about Mark of Mutiny, btw. It grants haste or you wouldn't be able to attack. Note that Grab the Reins doesn't untap. Different cards have small changes in effect.
I think you are likely correct. Brand does cycle, however. When we get close to the end some goldfishing will be in order.
And there you go again, with the sad face, like you are picked on because the deck didn't follow your vision. You should have mentioned you wanted green in the OP. I haven't suggested Vampiric Link, Vow of Lightning, or Vow of Malice because I have been following your OP statement about Pacifism effects. However, you said nothing about green. Give it a rest, please. If someone said, "how about Brooding Saurian" then green would have made sense. As it is, there is plenty in R/B that work with your chosen card.
Finally, we are nearing the cutting stage if we don't start looking at trimming some cards. I think we could safely lose one assassin, and some of our spells.
Creatures (15):
1 Bazaar Trader (.39)
4 Rogue Skycaptain (~$0,35 each)
3 Rathi Assassin (~$0,38 each)
4 Treacherous Pit-Dweller (~$0,29 each)
3 Sokenzan Renegade (~$0,19 each)
4 Cateran Summons (~$0,20 each)
4 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each)
2 Hull Breach (~$0,27 each) [2 vote to remove 2]
4 Brand (~$0,92 each)
4 Power Conduit (~$0,45 each)
4 Thran Turbine (~$0,31 each)
2 Helm of Possession (3.47 each)
2 Fractured Loyalty (~$0.16 each)
2 Ghitu Firebreathing (~$0,13 each)
3 Mark of Fury (~$0,16 each)
2 Homeward Path (~$2,50 each) [2 vote to increase to 4]
Okay, by my count, we have 52 cards (plus the 22 open lands slots) so we're two cards away from beginning the Cutting Phase.
for now, I'm adding 1 Bringer of the Red Dawn for additional take-backs and an imposing body for the Firebreathing to sit upon. [yes, I know he's stupid-expensive to hardcast.]
Adding two more Homeward Paths as we're still way under budget.
Voting out-
1 Rathi Assassin as we haven't that many mercenaries now to fetch. [and imo, Taurean Mauler could have been a better Changeling for either to fetch]
1 Sokenzan Renegade- with very little card advantage, having too many of him could hurt us. [and Alley Grifters would have made a funny tag team partner]
2 Brand- we have Homeward Path to steal back our creatures
2 Hull Breach- no green.
and with that we're down to 48/70 if counting lands
Creatures (15):
1 Bazaar Trader (.39)
1 Bringer of the Red Dawn
4 Rogue Skycaptain (~$0,35 each)
3 Rathi Assassin (~$0,38 each) [1 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
3 Sokenzan Renegade (~$0,19 each) [1 @ -1]
4 Cateran Summons (~$0,20 each)
4 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each)
4 Brand (~$0,92 each) [1 @ -2]
Artifacts/Enchantments: (17)
4 Power Conduit (~$0,45 each)
4 Thran Turbine (~$0,31 each)
2 Helm of Possession (3.47 each)
2 Fractured Loyalty (~$0.16 each)
2 Ghitu Firebreathing (~$0,13 each)
3 Mark of Fury (~$0,16 each)
4 Homeward Path (~$2,50 each)
22 [Placeholder]
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.