justification: We need cheap blockers if we are going to make it to late game and the 4 life will help to offset anything we happen to lose in that process. Beside wall of omens we get card draw and life gain. Not to mention we need the flying protection. Other than Angel and Galepowder we aren't in the air at all so if we hit against a heavy flying deck we wont be able to set up. Im also aware well prolly drop 1-2 of them
Im also going to give the final kick vote on fate transfer
What about something like Arashin Cleric instead of Goldenglow Moth? It doesn't have flying -- we can probably find something better elsewhere, but I just figured that it blocks better and is linkable, unlike the Moth. Aven Riftwatcher is also an option, although that no longer counts as a cheap blocker.
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
I just want to point out somehow all the Fate Transfers got removed. Looks like the last person to vote them out removed all of them instead of 2 copies.
Adding 2 Mulldrifter, card is full of value. If nothing else it's Divination, but if we can flicker it then it's value. Median value is 50 cents each. Adding an easy $1 to the total.
1) What happened to the -2 @ 2 votes on Flicker? It went from that to nothing on it in one post.
2) Momentary Blink as the blink spell of choice since we have access to blue mana? Not adding to the deck, just suggesting for discussion. Surprised it didn't get mentioned yet.
3) Goldenglow Moth seems bad. It chumps a flyer once and gains 4 life, maybe netting 6-8 life for a card. What about just more Soul Warden effects, since we seem to be converting to a blink deck? Also gaining life off both own creatures and enemy creatures entering should net way more life padding than Goldenglow Moth. Soul Warden also doubles up with blinking the Mage or Blade Splicer. I think it accomplishes similar or better life padding while fitting the flavor of the deck much better. Soul Warden will be my card addition.
4) I'm downvoting both copies of Flicker (given the addition of Cloudshift and option of Blink), both copies of Spreading Plague (because Cloudshift means we are often blinking our own team so this now becomes terribad), and all copies of Goldenglow Moth (for above listed reason).
1) What happened to the -2 votes on Flicker? It went from that to nothing on it in one post. This was already covered I made the mistake then it was fixed by the next poster......
3) Goldenglow Moth seems bad. It chumps a flyer once and gains 4 life, maybe netting 6-8 life for a card. What about just more Soul Warden effects, since we seem to be converting to a blink deck? Also gaining life off both own creatures and enemy creatures entering should net way more life padding than Goldenglow Moth. Soul Warden also doubles up with blinking the Mage or Blade Splicer. I think it accomplishes similar or better life padding while fitting the flavor of the deck much better. Soul Warden will be my card addition. This serves as a good help for flyers. Yea we can destroy them but I don't think we can do so fast enough especially if the opponent is flying heavy
1) What happened to the -2 votes on Flicker? It went from that to nothing on it in one post. This was already covered I made the mistake then it was fixed by the next poster......
3) Goldenglow Moth seems bad. It chumps a flyer once and gains 4 life, maybe netting 6-8 life for a card. What about just more Soul Warden effects, since we seem to be converting to a blink deck? Also gaining life off both own creatures and enemy creatures entering should net way more life padding than Goldenglow Moth. Soul Warden also doubles up with blinking the Mage or Blade Splicer. I think it accomplishes similar or better life padding while fitting the flavor of the deck much better. Soul Warden will be my card addition. This serves as a good help for flyers. Yea we can destroy them but I don't think we can do so fast enough especially if the opponent is flying heavy
1) Actually I was referring to The Unseen's 2 posts just above on page 3. I don't see anyone discussing it there, nor, you making any mistakes. Flicker, not Fate Transfer. Different issue?
3) How does the moth help with flyers? It only blocks once, then dies. It doesn't kill anything. So it generates maybe 6-8 life (by preventing damage from one attack plus gaining 4 life), then you keep taking damage from the flyer. It's effectively a cheap lifegain spell. Or was the plan to block with it, blink it, and have it block and gain life another day? I suppose if you want to use up blink effects on Moth instead of card-advantage generating guys, you can stall and give yourself more life-padding. But at that point, Aven Riftwatcher seems like the ideal flyer to blink...
1) saw flicker thought fate transfer. That was my mistake
2) think about it as trading space for time. Moth is a cheap blocker that not only gives us extra time to drop counters on a flyer that the opponent has but also gains us life to offset the Times we dont have any flying on the field. In that way it serves a double purpose. It gains us time in two ways. Chump blocking for time and life gain for time. I dont know if that explains what im trying to say but thats how I see it. Also im not fighting this just to fight I legitimately think it is a decent idea
I dislike adding two cards in a row, but its been over a week, and I'd like to continue. I'm pushing it into the cutting phase with the addition of a mana vault.
Voting to remove all Hunter of Eyeblights, all Goldenglow Moths, all Dimir House Guard (not strong enough as a tutor), all Fate Transfer (does not serve a particularly useful purpose), all Ghostly Prisons (we have enough defensive creatures and removal that we can stall the game without this).
I'm not convinced we need 8 Soul Sisters in this deck. Maybe remove 3 Soul Wardens?
I will give the last moth vote because everyone hates them and ill vote out all of the Arcane Sanctums to be replaced with worthwhile lands for the deck
3 Triad of Fates ($ .81)
3 Fiend Hunter ($ .90)
3 Gwyllion Hedge-Mage ($ .60)
1 Angel of Despair ($ 7.70) (2 @ -1)
2 Dimir House Guard ($ .34) (1 @ +1)
1 Galepowder Mage ($ .37) (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Fate Transfer ($ .72) (1 @ -1, 2 @ -2)
2 Flicker ($.45) (2 @ -2)
Artifacts/ Enchantments (11)
2 Spreading Plague ($ 1.01) (2 @ -2)
2 Ghostly Prison ($ 14)
2 Oblivion Stone ($ 23.80)
3 Illusionist's Bracers ($ 1.62)
1 Sol ring ($ 2.04 commander 2014)
1 Thousand-Year Elixir ($ 2.14)
20 Barry's Land
4 Arcane Sanctum ($6.40)
Seconding nearly all of Upkeep's votes while not adding a card.
3 Triad of Fates ($ .81)
3 Fiend Hunter ($ .90)
3 Gwyllion Hedge-Mage ($ .60)
1 Angel of Despair ($ 7.70) (2 @ -1)
2 Dimir House Guard ($ .34) (1 @ +1)
1 Galepowder Mage ($ .37) (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Goldenglow Moth
2 Flicker ($.45) (2 @ -2)
Artifacts/ Enchantments (11)
2 Spreading Plague ($ 1.01) (2 @ -2)
2 Ghostly Prison ($ 14)
2 Oblivion Stone ($ 23.80)
3 Illusionist's Bracers ($ 1.62)
1 Sol ring ($ 2.04 commander 2014)
1 Thousand-Year Elixir ($ 2.14)
20 Barry's Land
4 Arcane Sanctum ($6.40)
Im going to vote for 4x Goldenglow Moth
justification: We need cheap blockers if we are going to make it to late game and the 4 life will help to offset anything we happen to lose in that process. Beside wall of omens we get card draw and life gain. Not to mention we need the flying protection. Other than Angel and Galepowder we aren't in the air at all so if we hit against a heavy flying deck we wont be able to set up. Im also aware well prolly drop 1-2 of them
Im also going to give the final kick vote on fate transfer
3 Triad of Fates ($ .81)
3 Fiend Hunter ($ .90)
3 Gwyllion Hedge-Mage ($ .60)
1 Angel of Despair ($ 7.70) (2 @ -1)
2 Dimir House Guard ($ .34) (1 @ +1)
1 Galepowder Mage ($ .37) (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Goldenglow Moth
2 Blade Splicer
2 Fate Transfer
2 Flicker ($.45) (2 @ -2)
Artifacts/ Enchantments (11)
2 Spreading Plague ($ 1.01) (2 @ -2)
2 Ghostly Prison ($ 14)
2 Oblivion Stone ($ 23.80)
3 Illusionist's Bracers ($ 1.62)
1 Sol ring ($ 2.04 commander 2014)
1 Thousand-Year Elixir ($ 2.14)
20 Barry's Land
4 Arcane Sanctum ($6.40)
EDIT: *linkable -- flickerable
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Adding 2 Mulldrifter, card is full of value. If nothing else it's Divination, but if we can flicker it then it's value. Median value is 50 cents each. Adding an easy $1 to the total.
3 Triad of Fates ($ .81)
3 Fiend Hunter ($ .90)
3 Gwyllion Hedge-Mage ($ .60)
1 Angel of Despair ($ 7.70) (2 @ -1)
2 Dimir House Guard ($ .34) (1 @ +1)
1 Galepowder Mage ($ .37) (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Goldenglow Moth
2 Blade Splicer
2 Mulldrifter ($1)
2 Fate Transfer
2 Flicker ($.45) (2 @ -2)
Artifacts/ Enchantments (11)
2 Spreading Plague ($ 1.01) (2 @ -2)
2 Ghostly Prison ($ 14)
2 Oblivion Stone ($ 23.80)
3 Illusionist's Bracers ($ 1.62)
1 Sol ring ($ 2.04 commander 2014)
1 Thousand-Year Elixir ($ 2.14)
20 Barry's Land
4 Arcane Sanctum ($6.40)
3 Triad of Fates
3 Fiend Hunter
3 Gwyllion Hedge-Mage
1 Angel of Despair (2 @ -1)
2 Dimir House Guard (1 @ +1)
1 Galepowder Mage (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Goldenglow Moth
2 Blade Splicer
2 Mulldrifter
2 Fate Transfer
2 Flicker
Artifacts/ Enchantments (13)
2 Spreading Plague (2 @-2)
2 Ghostly Prison
2 Oblivion Stone
3 Illusionist's Bracers
3 Sol ring
1 Thousand-Year Elixir
20 Barry's Land
4 Arcane Sanctum ($6.40)
Sol Ring is vintage restricted, I thought we were sticking to that?
3 Triad of Fates
3 Fiend Hunter
3 Gwyllion Hedge-Mage
1 Angel of Despair (2 @ -1)
2 Dimir House Guard (1 @ +1)
1 Galepowder Mage (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Goldenglow Moth
2 Blade Splicer
2 Mulldrifter
2 Fate Transfer
2 Flicker
4 Cloudshift
Artifacts/ Enchantments (13)
2 Spreading Plague (2 @-2)
2 Ghostly Prison
2 Oblivion Stone
3 Illusionist's Bracers
1 Sol Ring
1 Thousand-Year Elixir
20 Barry's Land
4 Arcane Sanctum ($6.40)
2) Momentary Blink as the blink spell of choice since we have access to blue mana? Not adding to the deck, just suggesting for discussion. Surprised it didn't get mentioned yet.
3) Goldenglow Moth seems bad. It chumps a flyer once and gains 4 life, maybe netting 6-8 life for a card. What about just more Soul Warden effects, since we seem to be converting to a blink deck? Also gaining life off both own creatures and enemy creatures entering should net way more life padding than Goldenglow Moth. Soul Warden also doubles up with blinking the Mage or Blade Splicer. I think it accomplishes similar or better life padding while fitting the flavor of the deck much better. Soul Warden will be my card addition.
4) I'm downvoting both copies of Flicker (given the addition of Cloudshift and option of Blink), both copies of Spreading Plague (because Cloudshift means we are often blinking our own team so this now becomes terribad), and all copies of Goldenglow Moth (for above listed reason).
3 Triad of Fates
3 Fiend Hunter
3 Gwyllion Hedge-Mage
1 Angel of Despair (2 @ -1)
2 Dimir House Guard (1 @ +1)
1 Galepowder Mage (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Goldenglow Moth (1 @ -4)
2 Blade Splicer
2 Mulldrifter
4 Soul Warden
2 Fate Transfer
0 Flicker (3 @ -2 = cut)
4 Cloudshift
Artifacts/ Enchantments (11)
0 Spreading Plague (3 @-2 = cut)
2 Ghostly Prison
2 Oblivion Stone
3 Illusionist's Bracers
1 Sol Ring
1 Thousand-Year Elixir
20 Barry's Land
4 Arcane Sanctum ($6.40)
1) Actually I was referring to The Unseen's 2 posts just above on page 3. I don't see anyone discussing it there, nor, you making any mistakes. Flicker, not Fate Transfer. Different issue?
3) How does the moth help with flyers? It only blocks once, then dies. It doesn't kill anything. So it generates maybe 6-8 life (by preventing damage from one attack plus gaining 4 life), then you keep taking damage from the flyer. It's effectively a cheap lifegain spell. Or was the plan to block with it, blink it, and have it block and gain life another day? I suppose if you want to use up blink effects on Moth instead of card-advantage generating guys, you can stall and give yourself more life-padding. But at that point, Aven Riftwatcher seems like the ideal flyer to blink...
2) think about it as trading space for time. Moth is a cheap blocker that not only gives us extra time to drop counters on a flyer that the opponent has but also gains us life to offset the Times we dont have any flying on the field. In that way it serves a double purpose. It gains us time in two ways. Chump blocking for time and life gain for time. I dont know if that explains what im trying to say but thats how I see it. Also im not fighting this just to fight I legitimately think it is a decent idea
Warning for Spamming the Forum.
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3 Triad of Fates
3 Fiend Hunter
3 Gwyllion Hedge-Mage
1 Angel of Despair (2 @ -1)
2 Dimir House Guard (1 @ +1)
1 Galepowder Mage (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Goldenglow Moth (1 @ -4)
2 Blade Splicer
2 Mulldrifter
4 Soul Warden
2 Fate Transfer
4 Cloudshift
Artifacts/ Enchantments (11)
2 Ghostly Prison
2 Oblivion Stone
3 Illusionist's Bracers
1 Sol Ring
1 Thousand-Year Elixir
4 orzhov signet
20 Barry's Land
4 Arcane Sanctum ($6.40)
I dislike adding two cards in a row, but its been over a week, and I'd like to continue. I'm pushing it into the cutting phase with the addition of a mana vault.
3 Triad of Fates
3 Fiend Hunter
3 Gwyllion Hedge-Mage
1 Angel of Despair (2 @ -1)
2 Dimir House Guard (1 @ +1)
1 Galepowder Mage (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights
4 Goldenglow Moth (1 @ -4)
2 Blade Splicer
2 Mulldrifter
4 Soul Warden
2 Fate Transfer
4 Cloudshift
Artifacts/ Enchantments (12)
2 Ghostly Prison
2 Oblivion Stone
3 Illusionist's Bracers
1 Sol Ring
1 mana Vault
1 Thousand-Year Elixir
4 orzhov signet
20 Barry's Land
4 Arcane Sanctum ($6.40)
3 Triad of Fates
3 Fiend Hunter
3 Gwyllion Hedge-Mage
1 Angel of Despair (2 @ -1)
2 Dimir House Guard (1 @ +1, 1 @ -2)
1 Galepowder Mage (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights (1 @ -2)
4 Goldenglow Moth (2 @ -4)
2 Blade Splicer
2 Mulldrifter
4 Soul Warden (1 @ -3)
2 Fate Transfer (1 @ -2)
4 Cloudshift
Artifacts/ Enchantments (12)
2 Ghostly Prison (1 @ -2)
2 Oblivion Stone
3 Illusionist's Bracers
1 Sol Ring
1 mana Vault
1 Thousand-Year Elixir
4 orzhov signet
20 Barry's Land
4 Arcane Sanctum ($6.40)
Voting to remove all Hunter of Eyeblights, all Goldenglow Moths, all Dimir House Guard (not strong enough as a tutor), all Fate Transfer (does not serve a particularly useful purpose), all Ghostly Prisons (we have enough defensive creatures and removal that we can stall the game without this).
I'm not convinced we need 8 Soul Sisters in this deck. Maybe remove 3 Soul Wardens?
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
3 Triad of Fates
3 Fiend Hunter
3 Gwyllion Hedge-Mage
1 Angel of Despair (2 @ -1)
2 Dimir House Guard (1 @ +1, 1 @ -2)
1 Galepowder Mage (1 @ -1) (1 @ +2)
4 Wall of Omens ($6.76)
4 Suture Priest ($ 1)
2 Hunter of Eyeblights (1 @ -2)
2 Blade Splicer
2 Mulldrifter
4 Soul Warden (1 @ -3)
2 Fate Transfer (1 @ -2)
4 Cloudshift
Artifacts/ Enchantments (12)
2 Ghostly Prison (1 @ -2)
2 Oblivion Stone
3 Illusionist's Bracers
1 Sol Ring
1 mana Vault
1 Thousand-Year Elixir
4 orzhov signet
20 Barry's Land
4 Arcane Sanctum ($6.40) (1 @-4)
I will give the last moth vote because everyone hates them and ill vote out all of the Arcane Sanctums to be replaced with worthwhile lands for the deck