I am quite busy so I do not have a lot of time to reply. However, you keep stating he needs haste. He does not unless we active the take back card on our turn. If he returns because of his ability, it will happen during their upkeep and we will have controlled him since the beginning of the turn as previously discussed about control effects.
I've been under the impression that the Cap'n will have "summoning sickness" when he returns from a trip abroad. Besides, wouldn't it be nice to have him beginning earning his Wages on his first turn, rather than sitting his in roost getting drunk?
Fervor will benefit everyone, Mark of Fury was more or less added to go along with the Fractured Loyalty stratagem.
The captain will only need haste if we get him back in our own turn.
His own ability returns him during our opponent's upkeep, and our return-effects are instant speed, so we can return him in response to our opponent going into the combat phase (so we have him to block) or during the end step.
The only time we need to get him some haste would be if we were to return him using a return effect on our own turn. Still, haste could be nice, as it would allow a direct attack with a creature right after we unearth/undie it, or did indeed have to steal them back on our own turn.
I am quite busy so I do not have a lot of time to reply. However, you keep stating he needs haste. He does not unless we active the take back card on our turn. If he returns because of his ability, it will happen during their upkeep and we will have controlled him since the beginning of the turn as previously discussed about control effects.
I've been under the impression that the Cap'n will have "summoning sickness" when he returns from a trip abroad. Besides, wouldn't it be nice to have him beginning earning his Wages on his first turn, rather than sitting his in roost getting drunk?
Fervor will benefit everyone, Mark of Fury was more or less added to go along with the Fractured Loyalty stratagem.
The captain will only need haste if we get him back in our own turn.
His own ability returns him during our opponent's upkeep, and our return-effects are instant speed, so we can return him in response to our opponent going into the combat phase (so we have him to block) or during the end step.
The only time we need to get him some haste would be if we were to return him using a return effect on our own turn. Still, haste could be nice, as it would allow a direct attack with a creature right after we unearth/undie it, or did indeed have to steal them back on our own turn.
vote to axe one Shred Memory (The only things we usually want it to fetch are Pit-Dwellers and Power Conduits. While the effect on cast is not terrible, and can certainly be effective in some matchups [reanimator/dredge, duh], we can afford to run only 3 as an effective 7 of each will be by far enough. We should be able to win without those cards if need be.)
vote to up Graven cairns to 4 (if the budget allows it - which it probably will, after Hammerheim, Urborg and some more cards are gone. Reasons stated above)
Next thing, there's currently three cards in here to punish our opponent for having control of our Skycaptain, Pit-Dweller or Renegade:
Pthisis, Backlash and Delirium.
We should discuss which of those we want to keep, as we probably won't need that effect 12 times.
I myself am quite torn between Delirium and Backlash.
Backlash allows us to tap our creature during our own turn right after it went to our opponent (which is the usual case for the Skycaptain and Renegade, and a likely case for the Pit-Dweller), while also requiring us to tap the creature away BEFORE attackers are declared.
Delirium on the other hand outright prevents the combat damage the creature would deal, allowing us to wait for the last second, and possibly making some better blocks against our opponents own creatures (the ones we didn't donate him).
And then there's Pthisis, which can simply end games - if it actually resolves.
If we do manage to suspend it on turn 2, we should have not too much of a problem to get it to go off - but I do not really see ourselves hardcasting it on T7 or 8.
We have no mana acceleration to speak of, and only little carddraw in form of cycle and Browbeat that could ensure ongoing land drops. We need a third of our lands to hardcast it.
I honestly feel we need to playtest this alot, as Pthisis usually also does double the damage of Backlash or Delirium.
It's just that it's never a surprise - but then again, the impending huge life loss might psychologically affect our opponent to not play huge creatures.
You just don't want to sit on a Darksteel Colossus if your opponent suspended a Pthisis.
It is unfortunate that the Mark is gone as it was synergistic with the ogre for hand-size and the loyalty plan certainly doesn't need to be cut.
Fervor is not what we want to be playing on turn three. In fact, I cannot shape a hand with this deck that will ever get much from a 3 cost haste enchant. Vote to cut both.
My Assassin vote stands. Again, we won't have that kind of mana to be playing around with. We have access to plenty of creatures. The 6 black spells will count in almost all cases as critters.
I am going to put my foot down and say no more Cairns. I'd like more lands that can produce the colors we need without outside help. I'd rather try to get a Swamp on the field so Tainted Peak can produce more colors, than depend on two lands that gets the same effect.
Voting out Delirium, we have Backlash and Phthsis- hell, it's a convoluted Backlash. we don't need as many kill cards while we're trying to keep the cap'n home.
Voting out Fractured Loyalty, Urborg and Hammerheim as the mainstrategy has shifted to keeping the home and using other means to get him back. as much as I loved that strategy, odds are- our opponent won't keep the captain around if they know we're just going to steal them back. Loyalty is gone.
I'm considering eliminating a couple the summons. the first summons would fetch the Assassin, the assassin fetchs the Cap'n...
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.
Delirium and Backlash are not the same. Backlash cannot target a tapped creature and will fizzle if the creature becomes tapped.
However, now that the interesting interactions are getting cut for cards that could go in an deck, e.g. Fervor, I want to help get this over with.
So, following the way the winds are blowing, +2 Browbeat and -2 Delirium.
That leaves us as 64. Cut the Fervors, a Conduit, and ? and we are done. Also, the 3 Mountains should be swamps to make Tainted Peak work. We will have plenty of red mana if we have plenty of swamps.
Also, for those considering creature counts in this aggressive deck, we are at 19 if you include the 6 1-mana black cards. The Cateran Summons will always have a target and the Unearth should, barring graveyard shenanigans.
Delirium and Backlash are not the same. Backlash cannot target a tapped creature and will fizzle if the creature becomes tapped.
Here's my qualm with Delirium- it can only be played during our opponent's turn. The way the deck is swinging, if we have Homeward Path out, odds are we'll just let the Cap'n go when his wages get to high [if they ever do], smack'em with a Backlash, then snap him right back. In Delirium's case, we'll have to wait a turn and try to smack then during their untap phase as the Cap'n ability is "at the beginning of the upkeep" and they'd have priority- and probably just let the cap'n return home.
Now, three things, boy-o's:
1) Only land cards can be added, either through voting to increase, or general additions while were in the cutting phase. So, 2 Browbeats are gone. [This is the cutting phase, after all. GMaD's would take forever to build if people were constantly trying to add cards while we're trying to trim them down.]
2) The land slots when Hammerheim and Urborg weren't put back in. We had a default of 24, and we voted down to 22 lands slots, two of which are now empty. Please remember- when you remove cards to keep a tally, especially in the case of land slots. [FYI- I'm putting them both into the Swamp slots.]
3) Sadly, this means we're not at 64, but 66 cards. removing the two late-added Browbeats puts as back at the 64 card mark.
The Way I'm currently thinking:
-1 Cateran Summons: as the only Mercenaries we're going to fetch are the Cap'n [and we have a full playset of them] and the Assassin. The Assassin can fetch more Cap'ns when she's not trying to kill anything... And if we waste one on a Renegade... :shake:
-1 Phthsis: this is our kill card, we don't want to be suspending them early to get them out of our hand [even with the Renegade], trying to time it right with the cap'n.
-1 Power Conduit: as I've already stated, the odds are going to be low that we'll have multiple captains fighting over Wages. And lack of any 'Charge' artifacts, it'll just be sitting there.
-1 Fervor: if you guys want, I can bring them back in for Mark of Fury. I still believe Haste would be beneficial for us, getting our Cap'n flying, our fiend scaring, and our assassin slaying right out the gate.
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.
Delirium and Backlash are not the same. Backlash cannot target a tapped creature and will fizzle if the creature becomes tapped.
Here's my qualm with Delirium- it can only be played during our opponent's turn. The way the deck is swinging, if we have Homeward Path out, odds are we'll just let the Cap'n go when his wages get to high [if they ever do], smack'em with a Backlash, then snap him right back. In Delirium's case, we'll have to wait a turn and try to smack then during their untap phase as the Cap'n ability is "at the beginning of the upkeep" and they'd have priority- and probably just let the cap'n return home.
Now, three things, boy-o's:
1) Only land cards can be added, either through voting to increase, or general additions while were in the cutting phase. So, 2 Browbeats are gone. [This is the cutting phase, after all. GMaD's would take forever to build if people were constantly trying to add cards while we're trying to trim them down.]
2) The land slots when Hammerheim and Urborg weren't put back in. We had a default of 24, and we voted down to 22 lands slots, two of which are now empty. Please remember- when you remove cards to keep a tally, especially in the case of land slots. [FYI- I'm putting them both into the Swamp slots.]
3) Sadly, this means we're not at 64, but 66 cards. removing the two late-added Browbeats puts as back at the 64 card mark.
The Way I'm currently thinking:
-1 Cateran Summons: as the only Mercenaries we're going to fetch are the Cap'n [and we have a full playset of them] and the Assassin. The Assassin can fetch more Cap'ns when she's not trying to kill anything... And if we waste one on a Renegade... :shake:
-1 Phthsis: this is our kill card, we don't want to be suspending them early to get them out of our hand [even with the Renegade], trying to time it right with the cap'n.
-1 Power Conduit: as I've already stated, the odds are going to be low that we'll have multiple captains fighting over Wages. And lack of any 'Charge' artifacts, it'll just be sitting there.
-1 Fervor: if you guys want, I can bring them back in for Mark of Fury. I still believe Haste would be beneficial for us, getting our Cap'n flying, our fiend scaring, and our assassin slaying right out the gate.
Here's the thing: we should drop a one drop: turbine or summons, then drop a two: pit-dweller or Phthisis/conduit, and then a three: one of the mercenaries. We also have limited mana, the central card eats mana, 6 of our lands tap to do others things (brand or charge), and we have draw, cycling, and combat tricks/reanimation. When do we want to spend what will amount to a turn on Fervor? We need 5+ lands in play before we will be able to play it without it doing nothing. Our creatures, with the exception of one, drop before it. Finally, when will we drop the assassin and activatate (7 mana)? It will do little for this deck. Please consider changing your vote.
I still think the Assassin, Turbine, and two Fervors are the cuts.
I like that we can search up all of the card you wanted to build around with the summons, an assassin, or, in a pinch, the ogres. It also is only 1 mana so it gives us something to do turn four when we don't draw a land, and pay our wage for the captain. Then we can play our new captain when we let our old one go the next turn and build up to a squadron that we continuously control with Homeward Path or get out of our way with brand/backlash.
I agree that the amount of tutorability in the deck is outstanding.
now, to bring this closer to an end:
vote to remove Fervor x2...it would cost us a whole turn that could be better spent on other stuff. We are not over-dependent on haste, so away with it.
vote to remove Rathi Assassin x1. It is too slow to work as a tutor, so a one-of that can be tutored itself using a Cateran Summons as a means of recurring removal or to simply flood the board with Renegades and Skycaptains might be viable, but I doubt we'd ever want two.
Unsure about the last card to cut.
On a side note, Browbeats only cost $1,11 each if we choose Duel Decks: Tibalt vs Sorin.
I hope we can get Selvaxri on board for cutting the Assassin to one. It is a later game card.
I think you should vote to remove a conduit. We get diminishing returns on them. More than one in play will not always be useful. Yes, we could end up with two captains or an active Path + Pit-Dweller and Captain, but the fact remains that the first is excellent and each extra copy is diminishing returns.
However, to help out, I will vote -1 for Shred Memory, just in case you guys hew that way. I would prefer the three we have to support the Bazaar Trader and the ability to search the demon or conduit. However, we have a virtual 7 conduits right now and that in unnecessarily high. I still lean toward keeping the tutor and cutting a conduit, though. I do not support cutting both, however. Come on Selvaxri, the Assassin takes a lot of mana in a mana hungry deck. We will seldom want him unless we are playing for the long game (which means things are going poorly!) or want to push him onto the board against a counter deck.
I still can't see cutting a summons. It will be very difficult for it to be a dead card in this deck and it fits in around all of our use of mana for wages, tapping to charge or steal creatures back, searching with Assassin, etc.
/me brandishes the "Let's Finish This!" hammer.
I will use my OP Authority to remove a Power Conduit, and it brings an end to this GMaD.
I am pleasantly surprised at how this deck turned out.
Oh, btw:
The whole '$50 budget' was just to deter expensive cards that don't make sense in a casual deck. Badlands, for example.
If any of you are interested in possibly hosting your own GMaD and he'll set up the roll to determine who will host next. Feel free to discuss the deck or the workings of GMaD.
Thanks for joining and hope to see the return of GMaD's.
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 do see the problem of just not having enough ppl on board.
when there's like 4-6 ppl active and there are 3 different routes for the deck to take by cutting cards, then each of the other strategies will probably gain 1-2 downvotes, while nothing is being removed. Unless someone changes their opinion or more ppl join in, this will grind GMaD to a dead stop.
I don't know how to fix this, 3 votes to remove a card are already the bare minimum to prevent a single person to build the deck on their own.
Anyways, it's an interesting deck, and I am happy it's completed.
Don't overdo it on the GMaDs, but I will happily join in on the next one.
This was an interesting and enjoyable project. We had some lulls, but it was not too bad. 1 or 2 more interested parties and there should be no problem with keeping it going.
Basically each person that participates gets one chance to host the next GMAD if they add a card and they get a chance to host if they vote to remove a card.
I think the Dice Rolls change whenever someone loads the page. who knows...
Private Mod Note
():
Rollback Post to RevisionRollBack
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 captain will only need haste if we get him back in our own turn.
His own ability returns him during our opponent's upkeep, and our return-effects are instant speed, so we can return him in response to our opponent going into the combat phase (so we have him to block) or during the end step.
The only time we need to get him some haste would be if we were to return him using a return effect on our own turn. Still, haste could be nice, as it would allow a direct attack with a creature right after we unearth/undie it, or did indeed have to steal them back on our own turn.
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]
How about Hammer of Purphoros ?
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
I'll make the last 8 placeholders into 5 swamps and 3 mountains.
Unfortunatley I already threw in all my votes before, so I won't add any votes for now.
Creatures (15):
1 Bazaar Trader (~$0,39 each)
1 Bringer of the Red Dawn (~$1, 22 each) [1 @ -1]
4 Rogue Skycaptain (~$0,35 each)
2 Rathi Assassin (~$0,38 each) [1 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
3 Sokenzan Renegade (~$0,19 each) [2 @ -1]
Sorcery/Instants (20):
4 Cateran Summons (~$0,20 each)
4 Shred Memory (~$0,15 each) [1 @ -1, 1 @ -4]
4 Phthisis (~$0,19 each)
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat ($1.50 each)
2 Backlash ($0.48 each)
2 Delirium ($0.29 each)
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
2 Helm of Possession (~$3,47 each) [2 @ -1] [2 @ -2]
2 Fractured Loyalty (~$0,16 each) [1 @ -2]
3 Mark of Fury (~$0,16 each) [2 @ -3]
2 Fervor
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each]
4 Tainted Peak [~$0.94 each]
1 Hammerheim (~$1,42 each) [1 @ -1]
1 Urborg (~$3.07) [1 @ -1]
5 Swamp
3 Mountain
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]
vote to up Graven cairns to 4 (if the budget allows it - which it probably will, after Hammerheim, Urborg and some more cards are gone. Reasons stated above)
Next thing, there's currently three cards in here to punish our opponent for having control of our Skycaptain, Pit-Dweller or Renegade:
Pthisis, Backlash and Delirium.
We should discuss which of those we want to keep, as we probably won't need that effect 12 times.
I myself am quite torn between Delirium and Backlash.
Backlash allows us to tap our creature during our own turn right after it went to our opponent (which is the usual case for the Skycaptain and Renegade, and a likely case for the Pit-Dweller), while also requiring us to tap the creature away BEFORE attackers are declared.
Delirium on the other hand outright prevents the combat damage the creature would deal, allowing us to wait for the last second, and possibly making some better blocks against our opponents own creatures (the ones we didn't donate him).
And then there's Pthisis, which can simply end games - if it actually resolves.
If we do manage to suspend it on turn 2, we should have not too much of a problem to get it to go off - but I do not really see ourselves hardcasting it on T7 or 8.
We have no mana acceleration to speak of, and only little carddraw in form of cycle and Browbeat that could ensure ongoing land drops. We need a third of our lands to hardcast it.
I honestly feel we need to playtest this alot, as Pthisis usually also does double the damage of Backlash or Delirium.
It's just that it's never a surprise - but then again, the impending huge life loss might psychologically affect our opponent to not play huge creatures.
You just don't want to sit on a Darksteel Colossus if your opponent suspended a Pthisis.
Meh, I can't decide. Please post your opinions.
Creatures (15):
1 Bazaar Trader (~$0,39 each)
1 Bringer of the Red Dawn (~$1, 22 each) [2 @ -1]
4 Rogue Skycaptain (~$0,35 each)
2 Rathi Assassin (~$0,38 each) [1 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (20):
4 Cateran Summons (~$0,20 each)
3 Shred Memory (~$0,15 each) [1 @ -4]
4 Phthisis (~$0,19 each)
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat ($1.50 each) [1 @ +2]
2 Backlash ($0.48 each)
2 Delirium ($0.29 each)
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
2 Helm of Possession (~$3,47 each) [2 @ -1] [2 @ -2]
2 Fractured Loyalty (~$0,16 each) [2 @ -2]
2 Fervor
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each] [2 @ +2]
4 Tainted Peak [~$0.94 each]
1 Hammerheim (~$1,42 each) [1 @ -1]
1 Urborg (~$3.07) [1 @ -1]
5 Swamp
3 Mountain
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]
Fervor is not what we want to be playing on turn three. In fact, I cannot shape a hand with this deck that will ever get much from a 3 cost haste enchant. Vote to cut both.
My Assassin vote stands. Again, we won't have that kind of mana to be playing around with. We have access to plenty of creatures. The 6 black spells will count in almost all cases as critters.
Vote to cut Bringer. It is gone.
I change my vote on Helm. It is gone.
Creatures (15):
1 Bazaar Trader (~$0,39 each)
4 Rogue Skycaptain (~$0,35 each)
2 Rathi Assassin (~$0,38 each) [1 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (20):
4 Cateran Summons (~$0,20 each)
3 Shred Memory (~$0,15 each) [1 @ -4]
4 Phthisis (~$0,19 each)
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat ($1.50 each) [1 @ +2]
2 Backlash ($0.48 each)
2 Delirium ($0.29 each)
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
2 Fractured Loyalty (~$0,16 each) [2 @ -2]
2 Fervor [1 @ -2]
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each] [2 @ +2]
4 Tainted Peak [~$0.94 each]
1 Hammerheim (~$1,42 each) [1 @ -1]
1 Urborg (~$3.07) [1 @ -1]
5 Swamp
3 Mountain
Voting out Delirium, we have Backlash and Phthsis- hell, it's a convoluted Backlash. we don't need as many kill cards while we're trying to keep the cap'n home.
Voting out Fractured Loyalty, Urborg and Hammerheim as the mainstrategy has shifted to keeping the home and using other means to get him back. as much as I loved that strategy, odds are- our opponent won't keep the captain around if they know we're just going to steal them back. Loyalty is gone.
I'm considering eliminating a couple the summons. the first summons would fetch the Assassin, the assassin fetchs the Cap'n...
Creatures (15):
1 Bazaar Trader (~$0,39 each)
4 Rogue Skycaptain (~$0,35 each)
2 Rathi Assassin (~$0,38 each) [1 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (20):
4 Cateran Summons (~$0,20 each)
3 Shred Memory (~$0,15 each) [1 @ -4]
4 Phthisis (~$0,19 each)
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat ($1.50 each) [1 @ +2]
2 Backlash ($0.48 each)
2 Delirium ($0.29 each) [1 @ -2]
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
2 Fervor [1 @ -2]
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each]
4 Tainted Peak [~$0.94 each]
1 Hammerheim (~$1,42 each) [2 @ -1]
1 Urborg (~$3.07) [2 @ -1]
5 Swamp
3 Mountain
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.
However, now that the interesting interactions are getting cut for cards that could go in an deck, e.g. Fervor, I want to help get this over with.
So, following the way the winds are blowing, +2 Browbeat and -2 Delirium.
That leaves us as 64. Cut the Fervors, a Conduit, and ? and we are done. Also, the 3 Mountains should be swamps to make Tainted Peak work. We will have plenty of red mana if we have plenty of swamps.
Also, for those considering creature counts in this aggressive deck, we are at 19 if you include the 6 1-mana black cards. The Cateran Summons will always have a target and the Unearth should, barring graveyard shenanigans.
Creatures (13):
1 Bazaar Trader (~$0,39 each)
4 Rogue Skycaptain (~$0,35 each)
2 Rathi Assassin (~$0,38 each) [1 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (21):
4 Cateran Summons (~$0,20 each)
3 Shred Memory (~$0,15 each) [1 @ -4]
4 Phthisis (~$0,19 each)
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
4 Browbeat ($1.50 each)
2 Backlash ($0.48 each)
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
2 Fervor [2 @ -2]
Lands (20):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each]
4 Tainted Peak [~$0.94 each]
5 Swamp
3 Mountain [should be swamps]
Here's my qualm with Delirium- it can only be played during our opponent's turn. The way the deck is swinging, if we have Homeward Path out, odds are we'll just let the Cap'n go when his wages get to high [if they ever do], smack'em with a Backlash, then snap him right back. In Delirium's case, we'll have to wait a turn and try to smack then during their untap phase as the Cap'n ability is "at the beginning of the upkeep" and they'd have priority- and probably just let the cap'n return home.
Now, three things, boy-o's:
1) Only land cards can be added, either through voting to increase, or general additions while were in the cutting phase. So, 2 Browbeats are gone. [This is the cutting phase, after all. GMaD's would take forever to build if people were constantly trying to add cards while we're trying to trim them down.]
2) The land slots when Hammerheim and Urborg weren't put back in. We had a default of 24, and we voted down to 22 lands slots, two of which are now empty. Please remember- when you remove cards to keep a tally, especially in the case of land slots. [FYI- I'm putting them both into the Swamp slots.]
3) Sadly, this means we're not at 64, but 66 cards. removing the two late-added Browbeats puts as back at the 64 card mark.
The Way I'm currently thinking:
-1 Cateran Summons: as the only Mercenaries we're going to fetch are the Cap'n [and we have a full playset of them] and the Assassin. The Assassin can fetch more Cap'ns when she's not trying to kill anything... And if we waste one on a Renegade... :shake:
-1 Phthsis: this is our kill card, we don't want to be suspending them early to get them out of our hand [even with the Renegade], trying to time it right with the cap'n.
-1 Power Conduit: as I've already stated, the odds are going to be low that we'll have multiple captains fighting over Wages. And lack of any 'Charge' artifacts, it'll just be sitting there.
-1 Fervor: if you guys want, I can bring them back in for Mark of Fury. I still believe Haste would be beneficial for us, getting our Cap'n flying, our fiend scaring, and our assassin slaying right out the gate.
Creatures (13):
1 Bazaar Trader (~$0,39 each)
4 Rogue Skycaptain (~$0,35 each)
2 Rathi Assassin (~$0,38 each) [1 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (19):
4 Cateran Summons (~$0,20 each) [1 @ -1]
3 Shred Memory (~$0,15 each) [1 @ -4]
4 Phthisis (~$0,19 each) [1 @ -1]
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat ($1.50 each)
2 Backlash ($0.48 each)
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
2 Fervor [1 @ -1, 2 @ -2]
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each]
4 Tainted Peak [~$0.94 each]
7 Swamp
3 Mountain
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.
Here's the thing: we should drop a one drop: turbine or summons, then drop a two: pit-dweller or Phthisis/conduit, and then a three: one of the mercenaries. We also have limited mana, the central card eats mana, 6 of our lands tap to do others things (brand or charge), and we have draw, cycling, and combat tricks/reanimation. When do we want to spend what will amount to a turn on Fervor? We need 5+ lands in play before we will be able to play it without it doing nothing. Our creatures, with the exception of one, drop before it. Finally, when will we drop the assassin and activatate (7 mana)? It will do little for this deck. Please consider changing your vote.
I still think the Assassin, Turbine, and two Fervors are the cuts.
I like that we can search up all of the card you wanted to build around with the summons, an assassin, or, in a pinch, the ogres. It also is only 1 mana so it gives us something to do turn four when we don't draw a land, and pay our wage for the captain. Then we can play our new captain when we let our old one go the next turn and build up to a squadron that we continuously control with Homeward Path or get out of our way with brand/backlash.
now, to bring this closer to an end:
vote to remove Fervor x2...it would cost us a whole turn that could be better spent on other stuff. We are not over-dependent on haste, so away with it.
vote to remove Rathi Assassin x1. It is too slow to work as a tutor, so a one-of that can be tutored itself using a Cateran Summons as a means of recurring removal or to simply flood the board with Renegades and Skycaptains might be viable, but I doubt we'd ever want two.
Unsure about the last card to cut.
On a side note, Browbeats only cost $1,11 each if we choose Duel Decks: Tibalt vs Sorin.
Creatures (13):
1 Bazaar Trader (~$0,39 each)
4 Rogue Skycaptain (~$0,35 each)
2 Rathi Assassin (~$0,38 each) [2 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (19):
4 Cateran Summons (~$0,20 each) [1 @ -1]
3 Shred Memory (~$0,15 each) [1 @ -4]
4 Phthisis (~$0,19 each) [1 @ -1]
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat (DD:SvsT $1.11 each)
2 Backlash ($0.48 each)
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each]
4 Tainted Peak [~$0.94 each]
7 Swamp
3 Mountain
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]
I hope we can get Selvaxri on board for cutting the Assassin to one. It is a later game card.
I think you should vote to remove a conduit. We get diminishing returns on them. More than one in play will not always be useful. Yes, we could end up with two captains or an active Path + Pit-Dweller and Captain, but the fact remains that the first is excellent and each extra copy is diminishing returns.
However, to help out, I will vote -1 for Shred Memory, just in case you guys hew that way. I would prefer the three we have to support the Bazaar Trader and the ability to search the demon or conduit. However, we have a virtual 7 conduits right now and that in unnecessarily high. I still lean toward keeping the tutor and cutting a conduit, though. I do not support cutting both, however. Come on Selvaxri, the Assassin takes a lot of mana in a mana hungry deck. We will seldom want him unless we are playing for the long game (which means things are going poorly!) or want to push him onto the board against a counter deck.
I still can't see cutting a summons. It will be very difficult for it to be a dead card in this deck and it fits in around all of our use of mana for wages, tapping to charge or steal creatures back, searching with Assassin, etc.
Creatures (13):
1 Bazaar Trader (~$0,39 each)
4 Rogue Skycaptain (~$0,35 each)
2 Rathi Assassin (~$0,38 each) [2 @ -1]
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (19):
4 Cateran Summons (~$0,20 each) [1 @ -1]
3 Shred Memory (~$0,15 each) [1 @ -1, 1 @ -4]
4 Phthisis (~$0,19 each) [1 @ -1]
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat (DD:SvsT $1.11 each)
2 Backlash ($0.48 each)
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each]
4 Tainted Peak [~$0.94 each]
7 Swamp
3 Mountain
Updated with my vote against Shred Memory back in.
That puts us at cutting either Conduit, Phthisis, or Shred Memory. We really want to drop Phthisis early, as it has a long suspend time.
Creatures (12):
1 Bazaar Trader (~$0,39 each)
4 Rogue Skycaptain (~$0,35 each)
1 Rathi Assassin (~$0,38 each)
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (19):
4 Cateran Summons (~$0,20 each) [1 @ -1]
3 Shred Memory (~$0,15 each) [1 @ -1, 1 @ -4]
4 Phthisis (~$0,19 each) [2 @ -1]
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat (DD:SvsT $1.11 each)
2 Backlash ($0.48 each)
4 Power Conduit (~$0,45 each) [2 @ -1]
4 Thran Turbine (~$0,31 each)
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each]
4 Tainted Peak [~$0.94 each]
7 Swamp
3 Mountain
I will use my OP Authority to remove a Power Conduit, and it brings an end to this GMaD.
I am pleasantly surprised at how this deck turned out.
Oh, btw:
If any of you are interested in possibly hosting your own GMaD and he'll set up the roll to determine who will host next. Feel free to discuss the deck or the workings of GMaD.
Thanks for joining and hope to see the return of GMaD's.
Creatures (12):
1 Bazaar Trader (~$0,39 each)
4 Rogue Skycaptain (~$0,35 each)
1 Rathi Assassin (~$0,38 each)
4 Treacherous Pit-Dweller (~$0,29 each)
2 Sokenzan Renegade (~$0,19 each)
Sorcery/Instants (19):
4 Cateran Summons (~$0,20 each)
3 Shred Memory (~$0,15 each)
4 Phthisis (~$0,19 each
2 Brand (~$0,92 each)
2 Unearth (~$0,73 each)
2 Browbeat (DD:SvsT $1.11 each)
2 Backlash ($0.48 each)
3 Power Conduit (~$0,45 each)
4 Thran Turbine (~$0,31 each)
Lands (22):
4 Homeward Path (~$2,50 each)
2 Molten Slagheap (~$,25 each)
2 Graven Cairns [FS ~$6.50 each]
4 Tainted Peak [~$0.94 each]
7 Swamp
3 Mountain
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.
when there's like 4-6 ppl active and there are 3 different routes for the deck to take by cutting cards, then each of the other strategies will probably gain 1-2 downvotes, while nothing is being removed. Unless someone changes their opinion or more ppl join in, this will grind GMaD to a dead stop.
I don't know how to fix this, 3 votes to remove a card are already the bare minimum to prevent a single person to build the deck on their own.
Anyways, it's an interesting deck, and I am happy it's completed.
Don't overdo it on the GMaDs, but I will happily join in on the next one.
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. Tamrian
2. VincentDuc
3. Sadtwig
4. BladewingX
5. RabidVacin
6. BlackVise
7. Chromaticus
Voted to remove cards:
8. Tamrian
9. VincentDuc
10. BlackVise
11. BladewingX
12. Sadtwig
Sending PM now.
Perhaps I misunderstand the system. You list yourself as five and state the total as 5.
Edit: How odd. I quoted you and it changed it to 11.
Added Cards:
1. Tamrian
2. VincentDuc
3. Sadtwig
4. BladewingX
5. RabidVacin
6. BlackVise
7. Chromaticus
Voted to remove cards:
8. Tamrian
9. VincentDuc
10. BlackVise
11. BladewingX
12. Sadtwig
So on a d12, you would have gotten to host if I rolled either a 1 or an 8.
Edit: I am see a 5 now on my original post, but I saw a 9 when I first posted. weird.
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.