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.
Voting against two morphlings. It doesn't have much synergy with dracoplasm other than being able to asign where the power and toughness goes. A firebreathing creature would be better in the slot as would stuff that works with the stealing effects. I'm also voting against dreamleash. Controlling a permanent seems unnecessary with the tapped condition. I'd rather see a control magic in that slot, and cheaper non-creature answers. 5 is just too high. Adding four izzet boilerworks for mana compaction and fixing.
Voting out the Gargadon- unless we're stealing more then just creatures, i do not see why we'd want to sac opposing creatures we snag for a 9/7, when we could just as easily sac them to the Plasm for a bigger creature. Let's see- we snag ten 1/1 tokens, sac them for a 9/7 with no threat behind it, or a 10/10 flying firebreater...
Voting out Superman- too much versatility to be sacrificed to something so mundane as the plasm.
Adding 2 Wall of Lava- early game defense, that we can pump up to beef up the plasm.
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.
We've not really got any way to protect Dracoplasm, so might I suggest we consider Pemmin's Aura? It can help keep the 'plasm alive and can be put onto another creature if need be as a backup win condition.
I would like to add some Thunder Wall to mirror Wall of Lava in pumpability, but we're getting close to cutting phase so i'll let other people add stuff before i begin swinging my OP Hammer.
So instead, i'll just be adding two Lonely Sandbar, i always try to work in the Cycling lands for their versatility.
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.
Value creatures are good too. Anything that already generates card advantage is nice to sac to Dracoplasm. You don't mind losing the body because you won't fall behind a card. And when Draco isn't there it still does something good.
I'm adding 2 Flametongue Kavu because card is awesome, pumps Draco well, and deck is light on removal.
I'm voting down 2 Veteran Brawlers because now the deck has enough walls that it doesn't need more blockers.
I will also vote down Banners Raised, b/c only minor token theme and the card really doesn't do that much.
I also give an honorary vote down to Superman (in case the other guy can't vote against his own suggestion), since Superman just doesn't synergize with the rest of this deck. No counter magic, plenty of reasons to tap out to other things, distracts focus from Dracoplasm.
Voting out the Gargadon- unless we're stealing more then just creatures, i do not see why we'd want to sac opposing creatures we snag for a 9/7, when we could just as easily sac them to the Plasm for a bigger creature. Let's see- we snag ten 1/1 tokens, sac them for a 9/7 with no threat behind it, or a 10/10 flying firebreater...
The reason that I added the gargadon is that the Plasm is the linchpin of our deck, to the point where we are almost running a combo deck that relies on reins + dracoplasm. A good way to make a combo more consistent is to either have tutors or redundancies, and since there are no dracoplasm tutors in our colors, I was trying to add something that would act like a plasm when we need to wrath their board and get a giant guy out in the end, and unlike many other sacrifice outlets it gets better with dracoplasm, since we get a giant monster in the end, rather than have absolutely no synergy. Also since the gargadon has haste, and since we can sacrifice our guys before reins, we do get to hit for 9 on that turn, which is pretty useful. That being said, I will not vote to keep the gargadon at this point, because I do understand that it's a worse option then the plasm in this deck.
I will vote to remove the banners raised, since while I like the idea, we don't have many token generators, so the bang we usually would get for our buck is somewhere around +3/+0 if we draw another card, which is a little bit low for my tastes.
"If you knew anything about the lore you'd see that they were clearly hinting that the madness on Innistrad was caused by Uncle Istvan wearing Urza's Power Armor ... tainted with Phrexyian Oil"
Graham from Loading Ready Run
Voting out the Gargadon- unless we're stealing more then just creatures, i do not see why we'd want to sac opposing creatures we snag for a 9/7, when we could just as easily sac them to the Plasm for a bigger creature. Let's see- we snag ten 1/1 tokens, sac them for a 9/7 with no threat behind it, or a 10/10 flying firebreater...
The reason that I added the gargadon is that the Plasm is the linchpin of our deck, to the point where we are almost running a combo deck that relies on reins + dracoplasm. A good way to make a combo more consistent is to either have tutors or redundancies, and since there are no dracoplasm tutors in our colors, I was trying to add something that would act like a plasm when we need to wrath their board and get a giant guy out in the end, and unlike many other sacrifice outlets it gets better with dracoplasm, since we get a giant monster in the end, rather than have absolutely no synergy. Also since the gargadon has haste, and since we can sacrifice our guys before reins, we do get to hit for 9 on that turn, which is pretty useful. That being said, I will not vote to keep the gargadon at this point, because I do understand that it's a worse option then the plasm in this deck.
My other qualms with Gargadon is- when we get the opportunity to snag enough creatures to bring the Gargadon into play, we may as well just sac the creatures to Dracoplasm. Unless we get the Gargadon suspended turn 1, and in several turns we haven't drawn a DracoPlasm, and are facing a sizable army and we do draw a Reins of Power.
Also, the Reins of Power, other snag implements, and gargadon shift the focus from making a big Dracoplasm- to a "self-induced boardswipe" deck, and the plasm is just along the for the ride.
Maybe the problem lies with Reins of Power, there's going to few times where it'll be in our favor. we snag a couple creatures to feed to the plasm, do we want to hold onto several Reins while we wait for the opportune time to cast it? We have Mob Rule to snag creatures without giving up our own.
Voting out two Reins of Power.
Voting out Veteran Brawlers-a 4/4 for 2 is nice, but it's abilities make it rather ineffective, regardless of the omission of the mana burn rule. I'd rather have something with a "deaththroes" ability, like Keldon Marauders. Gone.
for now, adding two Clout of Dominus- ideally on the Dracoplasm, it gets him +2/+2, haste and shroud. We could slap it on the dominus of fealty, give him the bonus too. if we only had other decent Red/blue creatures.
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.
Maybe the problem lies with Reins of Power, there's going to few times where it'll be in our favor. we snag a couple creatures to feed to the plasm, do we want to hold onto several Reins while we wait for the opportune time to cast it? We have Mob Rule to snag creatures without giving up our own.
Voting out two Reins of Power.
Without the Reins of Power plan the deck becomes a random pile of UR cards with no real gameplan. This may be a case of just having to accept that Dracoplasm as a standalone card is incredibly difficult to build around due its very limited scope and having to have another card (in this case Reins) which has synergy with more of the deck but also facilitates the Dracoplasm plan.
Its mostly about opportunity. we'll have to carefully gauge when it's best to play Reins of Power. I like the idea of trading our creatures to get theirs and sac them to the plasm/don. Still, with Mob Rule, it's redundant to have a full set of Reins.
I want to add Crown of Flames. Slap it on a creature, pump it up, bounce the Crown, sac the creature to the Plasm. win-win.
for now, adding 4 Teetering Peaks, a quick free boost to boost the plasm, or to pump something for the Plasm.
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.
Let's get this deck done and finished-
4 Daze- it's a free counterspell, there's nothing better to ask for. it's no Mana Leak or Force Spike- it's better. This deck needs something to protect the Plasm or a Reins/Mob Rule when we get ready to drop the hammer.
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 can't believe gargadon is up for discussion. There will be times you have reins and no plasm in hand. Or any other steal effect.
In my opinion the steal/sac plan is the only one that makes sense. If we have enough big creatures that we could make a big plasm why not just use them to win rather than open ourselves up to a single removal spell blowout?
Gagry + reins is a plague wind that leaves you with you board and a 9/7. Seems ok.
I can't believe gargadon is up for discussion. There will be times you have reins and no plasm in hand. Or any other steal effect.
In my opinion the steal/sac plan is the only one that makes sense. If we have enough big creatures that we could make a big plasm why not just use them to win rather than open ourselves up to a single removal spell blowout?
Gagry + reins is a plague wind that leaves you with you board and a 9/7. Seems ok.
Draco + reins is a plague wind that leaves you with your board and a 20/20 flying firebreathing....
I mean yes, both plays are vulnerable to a single removal spell blowout killing your fatty. But either way you still get to Plague Wind them and drop a huge monster on the board. I don't see why this plan makes less sense...
I'm adding 2 Ponder (card selection is important in a deck that needs to draw certain combinations of cards together). That pushes this deck into cutting phase (finally).
I'm voting against all copies of Daze. Why? Our big play is happening on turn 6. (Dracoplasm + Reins or Mob Rule + Gargadon). By turn 6, if opponent is going to disrupt our play with a counter or removal, there's a good chance he won't have to tap out to do it, which means that Daze can't actually protect what the deck wants to protect most. If we Daze an early play to slow them down (when they have few lands, i.e. when it can still counter things), then we have to bounce a land and that makes it harder to hit big mana to cast our business spells. We probably can't afford the tempo hit. Daze is a tempo card, not a midrange combo protection card. Finally, the best reason not to run Daze is that our budget manabase currently has 12 non-basics that are not Islands... and out of the 12 remaining lands, some will probably be Mountains. So with maybe 8/24 Islands, maybe less, how do we actually cast Daze for free??
I'm also going to vote against Unstable Mutation. With the way the deck shaped up, there's not much appealing to put it on. It looks like we're clearly going the steal+sac route instead of the efficient fatty+sac route. I guess you can plop Unstable on a 1/1 goblin token or on Flamewake Phoenix, but most of the time there aren't any early creatures it really belongs on. At least the other sac fodder creatures play good defense to keep you alive until you get the big plays going. Those creatures are clearly going to be blocking, not attacking, so plopping Unstable on them is just going to undermine your own defenses and lead to card disadvantage (not the tempo aggro attack the card is normally capable of). As for growing Dracoplasm, its impact should be minor and probably not worth a full card.
I'm going to vote against the two mob rule. Mostly because it's six mana. If the plan is to steal part of the board and sac it to Dracoplasm, then this seems like it costs way too much mana. It's a cool effect, but it costs the most mana out of all of the steal effects we have.
Voting against all copies of Daze because it's not a hard counter, and can easily be played around.
Yay! Cutting phase! Where I get to have fun! I'm throwing a third vote against daze because even though I love the card it doesn't make sense here, and two against fire // ice because as good as it is, it's overcosted utility. 4 just seems excessive for it. Also voting to cut Clout of the Dominus, as it doesn't really contribute to the game plan, and finally voting against unstable mutation for the same reason.
I like fire // ice, but I've never liked it as a full 4-of. its best as a card that comes out of nowhere and makes your opponent go, "huh? you run that?!" rather than as a staple removal spell.
down with the mutation. Reason: none other than I just really don't think it gels well with the deck theme
With that impeccable logic, I'm using my OP-Hammer to remove Gargadon and Bazaar trader.
seriously people, can't you put a little more thought in the reasoning? Unstable Mutation could have done one of several things- pump up a creature for Plasm-sacrifice, slap it on the Phoenix or plasm for extra umph,
Again, seriously though, using my OP-Hammer to remove the Bazaar Trader. gone. Why? Best case, we want to snatch something to feed to the Dracoplasm; worst case- to the Gargadon. There isn't a reason or a need to keep we snag for more than one turn, with the Dominus of Fealty's ability to snatch permanents- this li'l guy makes it too tempting to snatch something, and tag it for our keeping.
to that logic, even Control Magic is moot- why waste an Aura to snag a creature that'd be worth keeping around, when the ultimate plan is to sac it to the 'plasm. something like Ray of Command or Act of Treason would be better suited to steal a creature. Heck, Illusory Gains would have been fun.
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.
Unstable mutation is awful in here and just improves the effectiveness of kill spells against this deck. Stop treating us like idiots for having a basic understanding of card advantage.
Why keep a creature? I understand why many players might prefer no Bazaar Trader, but are there really players that believe that there are no creatures in Magic that add more value alive on your side of the board than as sacrifice fodder for their P/T?
Is there really a question why one might want to cast Dracoplasm sacrificing only 6 dudes and keeping 1 dude instead of sacrificing all 7? (e.g. avoid blowout by Terror)
I guess if the purpose is only to make a huge durdly fatty that's fine and dandy, but this doesn't seem like playing Magic anymore... Each to his own, but I'm going to opt out until the next GMAD.
Why keep a creature? I understand why many players might prefer no Bazaar Trader, but are there really players that believe that there are no creatures in Magic that add more value alive on your side of the board than as sacrifice fodder for their P/T?
Let me ask a very simple question- What type of player are you? I am a rogue Johnny, that reminisces in Vintage land. In my eyes, the Bazaar Trader distracts from the- yes "let's make a hurdy-durdy large lump of a Dracoplasm" strategy i was hoping for. Why snatch something, and decide to keep it, if we decide not to we're not going sacrifice? Oh, look, someone sneaks in an It That Betrays- we going to sacrifice that to a Plasm? odds are no.
If/when we snatch something from an opponent that is just too awesome to keep, and tag it with the Bazaar Trader, then the deck has shifted to a 'snatch and grab' than a 'feed the plasm' deck.
if your play style clashes against mine, than that's how the show goes.
Voting out 2 Fire//Ice- i like Jilt slightly more than this. A micro-Fireball or a cantrippy tap-a-critter doesn't warrant a full playset.
Voting out Ponder- it and Preordain are basically the same card, we need to trim the deck.
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 will vote out 2 fire // ice and ponder, since while they are useful to our deck as a whole, they don't work directly for the specific game plan we have in mind (giant plasm wins), and since we will still have those effects, I am fine with removing them.
"If you knew anything about the lore you'd see that they were clearly hinting that the madness on Innistrad was caused by Uncle Istvan wearing Urza's Power Armor ... tainted with Phrexyian Oil"
Graham from Loading Ready Run
Let me ask a very simple question- What type of player are you? I am a rogue Johnny, that reminisces in Vintage land. In my eyes, the Bazaar Trader distracts from the- yes "let's make a hurdy-durdy large lump of a Dracoplasm" strategy i was hoping for. Why snatch something, and decide to keep it, if we decide not to we're not going sacrifice? Oh, look, someone sneaks in an It That Betrays- we going to sacrifice that to a Plasm? odds are no.
If/when we snatch something from an opponent that is just too awesome to keep, and tag it with the Bazaar Trader, then the deck has shifted to a 'snatch and grab' than a 'feed the plasm' deck.
if your play style clashes against mine, than that's how the show goes.
That's pretty much why I said I was opting out for now. I didn't say that your ideas about the deck are "wrong". This is a group activity; it's implied people will have different opinions that boil down to personal taste, none right or wrong. I just said I couldn't understand the rationale behind its direction and card choices. Not strictly regarding Bazaar Trader, but moreso about Control Magic and Gargadon not fitting and Unstable Mutation belonging. To me, playing this only in 1 linear direction is no longer playing Magic. That doesn't make it wrong for you to play Magic that way, nor did I imply that you should change the deck at all. I just stated that as my reason for confusion and abstention.
I don't know which way the deck is going, so i'm just going to add 2 Forgotten Cave for draw ability if/when need it.
4 Dracoplasm
4 Mogg War Marshal
2 Veteran Brawlers
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1@ -2)
2 Greater Gargadon
2 Morphling
4 Preordain
2 Mob Rule
Instant (4)
4 Reins of Power
2 Banners Raised
Enchantment (6)
4 Unstable Mutation
2 Dream Leash
22 Caldera Lake
2 Forgotten Cave
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.
4 Dracoplasm
4 Mogg War Marshal
2 Veteran Brawlers
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Morphling (1 @ -2)
4 Preordain
2 Mob Rule
Instant (4)
4 Reins of Power
2 Banners Raised
Enchantment (6)
4 Unstable Mutation
2 Dream Leash (1 @ -2)
18 Caldera Lake
4 Izzet Boilerworks
2 Forgotten Cave
Voting out Superman- too much versatility to be sacrificed to something so mundane as the plasm.
Adding 2 Wall of Lava- early game defense, that we can pump up to beef up the plasm.
4 Dracoplasm
4 Mogg War Marshal
2 Veteran Brawlers
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon (1 @ -2)
2 Morphling (2 @ -2)
2 Wall of Lava
4 Preordain
2 Mob Rule
Instant (4)
4 Reins of Power
2 Banners Raised
Enchantment (6)
4 Unstable Mutation
2 Dream Leash (1 @ -2)
18 Caldera Lake
4 Izzet Boilerworks
2 Forgotten Cave
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.
There's Robe of Mirrors, Diplomatic Immunity, Zephid's Embrace, Clout of Dominus that could protect the plasm and other creatures.
I would like to add some Thunder Wall to mirror Wall of Lava in pumpability, but we're getting close to cutting phase so i'll let other people add stuff before i begin swinging my OP Hammer.
So instead, i'll just be adding two Lonely Sandbar, i always try to work in the Cycling lands for their versatility.
4 Dracoplasm
4 Mogg War Marshal
2 Veteran Brawlers
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon (1 @ -2)
2 Wall of Lava
4 Preordain
2 Mob Rule
Instant (10)
4 Reins of Power
2 Banners Raised (1 @ -2)
4 Fire // Ice
Enchantment (6)
4 Unstable Mutation
2 Dream Leash (1 @ -2)
16 Caldera Lake
4 Izzet Boilerworks
2 Forgotten Cave
2 Lonely Sandbar
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.
Examples:
I'm adding 2 Flametongue Kavu because card is awesome, pumps Draco well, and deck is light on removal.
I'm voting down 2 Veteran Brawlers because now the deck has enough walls that it doesn't need more blockers.
I will also vote down Banners Raised, b/c only minor token theme and the card really doesn't do that much.
I also give an honorary vote down to Superman (in case the other guy can't vote against his own suggestion), since Superman just doesn't synergize with the rest of this deck. No counter magic, plenty of reasons to tap out to other things, distracts focus from Dracoplasm.
4 Dracoplasm
4 Mogg War Marshal
2 Veteran Brawlers (1 @ - 2)
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon (1 @ -2)
2 Wall of Lava
2 Flametongue Kavu
4 Preordain
2 Mob Rule
Instant (10)
4 Reins of Power
2 Banners Raised (2 @ -2)
4 Fire // Ice
Enchantment (6)
4 Unstable Mutation
2 Dream Leash (1 @ -2)
16 Caldera Lake
4 Izzet Boilerworks
2 Forgotten Cave
2 Lonely Sandbar
The reason that I added the gargadon is that the Plasm is the linchpin of our deck, to the point where we are almost running a combo deck that relies on reins + dracoplasm. A good way to make a combo more consistent is to either have tutors or redundancies, and since there are no dracoplasm tutors in our colors, I was trying to add something that would act like a plasm when we need to wrath their board and get a giant guy out in the end, and unlike many other sacrifice outlets it gets better with dracoplasm, since we get a giant monster in the end, rather than have absolutely no synergy. Also since the gargadon has haste, and since we can sacrifice our guys before reins, we do get to hit for 9 on that turn, which is pretty useful. That being said, I will not vote to keep the gargadon at this point, because I do understand that it's a worse option then the plasm in this deck.
I will vote to remove the banners raised, since while I like the idea, we don't have many token generators, so the bang we usually would get for our buck is somewhere around +3/+0 if we draw another card, which is a little bit low for my tastes.
4 Dracoplasm
4 Mogg War Marshal
2 Veteran Brawlers (1 @ - 2)
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon (1 @ -2)
2 Wall of Lava
2 Flametongue Kavu
4 Preordain
2 Mob Rule
Instant (8)
4 Reins of Power
4 Fire // Ice
Enchantment (6)
4 Unstable Mutation
2 Dream Leash (1 @ -2)
16 Caldera Lake
4 Izzet Boilerworks
2 Forgotten Cave
2 Lonely Sandbar
Graham from Loading Ready Run
My other qualms with Gargadon is- when we get the opportunity to snag enough creatures to bring the Gargadon into play, we may as well just sac the creatures to Dracoplasm. Unless we get the Gargadon suspended turn 1, and in several turns we haven't drawn a DracoPlasm, and are facing a sizable army and we do draw a Reins of Power.
Also, the Reins of Power, other snag implements, and gargadon shift the focus from making a big Dracoplasm- to a "self-induced boardswipe" deck, and the plasm is just along the for the ride.
Maybe the problem lies with Reins of Power, there's going to few times where it'll be in our favor. we snag a couple creatures to feed to the plasm, do we want to hold onto several Reins while we wait for the opportune time to cast it? We have Mob Rule to snag creatures without giving up our own.
Voting out two Reins of Power.
Voting out Veteran Brawlers-a 4/4 for 2 is nice, but it's abilities make it rather ineffective, regardless of the omission of the mana burn rule. I'd rather have something with a "deaththroes" ability, like Keldon Marauders. Gone.
Voting out Dream Leash- when we have things like Control Magic, Confiscate, even Treachery, there are better options. I like Illusory Gains and Hypnotic Siren.
for now, adding two Clout of Dominus- ideally on the Dracoplasm, it gets him +2/+2, haste and shroud. We could slap it on the dominus of fealty, give him the bonus too. if we only had other decent Red/blue creatures.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Wall of Lava
2 Flametongue Kavu
4 Preordain
2 Mob Rule
Instant (8)
4 Reins of Power (1 @ -2)
4 Fire // Ice
Enchantment (8)
4 Unstable Mutation
2 Clout of Dominus
2 Dream Leash (2 @ -2)
16 Caldera Lake
4 Izzet Boilerworks
2 Forgotten Cave
2 Lonely Sandbar
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.
Its mostly about opportunity. we'll have to carefully gauge when it's best to play Reins of Power. I like the idea of trading our creatures to get theirs and sac them to the plasm/don. Still, with Mob Rule, it's redundant to have a full set of Reins.
I want to add Crown of Flames. Slap it on a creature, pump it up, bounce the Crown, sac the creature to the Plasm. win-win.
for now, adding 4 Teetering Peaks, a quick free boost to boost the plasm, or to pump something for the Plasm.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Wall of Lava
2 Flametongue Kavu
4 Preordain
2 Mob Rule
Instant (8)
4 Reins of Power (1 @ -2)
4 Fire // Ice
Enchantment (10)
4 Unstable Mutation
2 Clout of Dominus
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
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.
4 Daze- it's a free counterspell, there's nothing better to ask for. it's no Mana Leak or Force Spike- it's better. This deck needs something to protect the Plasm or a Reins/Mob Rule when we get ready to drop the hammer.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Wall of Lava
2 Flametongue Kavu
4 Preordain
2 Mob Rule
Instant (12)
4 Reins of Power (1 @ -2)
4 Fire // Ice
4 Daze
Enchantment (10)
4 Unstable Mutation
2 Clout of Dominus
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
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.
In my opinion the steal/sac plan is the only one that makes sense. If we have enough big creatures that we could make a big plasm why not just use them to win rather than open ourselves up to a single removal spell blowout?
Gagry + reins is a plague wind that leaves you with you board and a 9/7. Seems ok.
Draco + reins is a plague wind that leaves you with your board and a 20/20 flying firebreathing....
I mean yes, both plays are vulnerable to a single removal spell blowout killing your fatty. But either way you still get to Plague Wind them and drop a huge monster on the board. I don't see why this plan makes less sense...
I'm adding 2 Ponder (card selection is important in a deck that needs to draw certain combinations of cards together). That pushes this deck into cutting phase (finally).
I'm voting against all copies of Daze. Why? Our big play is happening on turn 6. (Dracoplasm + Reins or Mob Rule + Gargadon). By turn 6, if opponent is going to disrupt our play with a counter or removal, there's a good chance he won't have to tap out to do it, which means that Daze can't actually protect what the deck wants to protect most. If we Daze an early play to slow them down (when they have few lands, i.e. when it can still counter things), then we have to bounce a land and that makes it harder to hit big mana to cast our business spells. We probably can't afford the tempo hit. Daze is a tempo card, not a midrange combo protection card. Finally, the best reason not to run Daze is that our budget manabase currently has 12 non-basics that are not Islands... and out of the 12 remaining lands, some will probably be Mountains. So with maybe 8/24 Islands, maybe less, how do we actually cast Daze for free??
I'm also going to vote against Unstable Mutation. With the way the deck shaped up, there's not much appealing to put it on. It looks like we're clearly going the steal+sac route instead of the efficient fatty+sac route. I guess you can plop Unstable on a 1/1 goblin token or on Flamewake Phoenix, but most of the time there aren't any early creatures it really belongs on. At least the other sac fodder creatures play good defense to keep you alive until you get the big plays going. Those creatures are clearly going to be blocking, not attacking, so plopping Unstable on them is just going to undermine your own defenses and lead to card disadvantage (not the tempo aggro attack the card is normally capable of). As for growing Dracoplasm, its impact should be minor and probably not worth a full card.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Wall of Lava
2 Flametongue Kavu
4 Preordain
2 Ponder
2 Mob Rule
Instant (12)
4 Reins of Power (1 @ -2)
4 Fire // Ice
4 Daze (1 @ -4)
Enchantment (10)
4 Unstable Mutation (1 @ -4)
2 Clout of the Dominus
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
Voting against all copies of Daze because it's not a hard counter, and can easily be played around.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Wall of Lava
2 Flametongue Kavu
4 Preordain
2 Ponder
2 Mob Rule (1 @ -2)
Instant (12)
4 Reins of Power (1 @ -2)
4 Fire // Ice
4 Daze (2 @ -4)
Enchantment (10)
4 Unstable Mutation (1 @ -4)
2 Clout of the Dominus
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Wall of Lava
2 Flametongue Kavu
4 Preordain
2 Ponder
2 Mob Rule (1 @ -2)
Instant (8)
4 Reins of Power (1 @ -2)
4 Fire // Ice (1 @ -2)
Enchantment (10)
4 Unstable Mutation (2 @ -4)
2 Clout of the Dominus (1 @ -2)
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Wall of Lava (1 @ -2)
2 Flametongue Kavu
4 Preordain
2 Ponder
2 Mob Rule (1 @ -2, 1 @ -1)
Instant (8)
4 Reins of Power (1 @ -2)
4 Fire // Ice (1 @ -2)
Enchantment (6)
2 Clout of the Dominus (1 @ -2)
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
down with the mutationmutation. Reason: none other than I just really don't think it gels well with the deck theme
Please remember to provide a reason and to update the total.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Bazaar Trader (1 @ -2)
2 Greater Gargadon
2 Wall of Lava (1 @ -2)
2 Flametongue Kavu
4 Preordain
2 Ponder
1 Mob Rule (2 @ -1)
Instant (8)
4 Reins of Power (1 @ -2)
4 Fire // Ice (1 @ -2)
Enchantment (6)
2 Clout of the Dominus (1 @ -2)
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
With that impeccable logic, I'm using my OP-Hammer to remove Gargadon and Bazaar trader.
seriously people, can't you put a little more thought in the reasoning? Unstable Mutation could have done one of several things- pump up a creature for Plasm-sacrifice, slap it on the Phoenix or plasm for extra umph,
Again, seriously though, using my OP-Hammer to remove the Bazaar Trader. gone. Why? Best case, we want to snatch something to feed to the Dracoplasm; worst case- to the Gargadon. There isn't a reason or a need to keep we snag for more than one turn, with the Dominus of Fealty's ability to snatch permanents- this li'l guy makes it too tempting to snatch something, and tag it for our keeping.
to that logic, even Control Magic is moot- why waste an Aura to snag a creature that'd be worth keeping around, when the ultimate plan is to sac it to the 'plasm. something like Ray of Command or Act of Treason would be better suited to steal a creature. Heck, Illusory Gains would have been fun.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Greater Gargadon
2 Wall of Lava (1 @ -2)
2 Flametongue Kavu
4 Preordain
2 Ponder
1 Mob Rule (2 @ -1)
Instant (8)
4 Reins of Power (1 @ -2)
4 Fire // Ice (1 @ -2)
Enchantment (6)
2 Clout of the Dominus (1 @ -2)
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
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.
Why keep a creature? I understand why many players might prefer no Bazaar Trader, but are there really players that believe that there are no creatures in Magic that add more value alive on your side of the board than as sacrifice fodder for their P/T?
Is there really a question why one might want to cast Dracoplasm sacrificing only 6 dudes and keeping 1 dude instead of sacrificing all 7? (e.g. avoid blowout by Terror)
I guess if the purpose is only to make a huge durdly fatty that's fine and dandy, but this doesn't seem like playing Magic anymore... Each to his own, but I'm going to opt out until the next GMAD.
Let me ask a very simple question- What type of player are you? I am a rogue Johnny, that reminisces in Vintage land. In my eyes, the Bazaar Trader distracts from the- yes "let's make a hurdy-durdy large lump of a Dracoplasm" strategy i was hoping for. Why snatch something, and decide to keep it, if we decide not to we're not going sacrifice? Oh, look, someone sneaks in an It That Betrays- we going to sacrifice that to a Plasm? odds are no.
If/when we snatch something from an opponent that is just too awesome to keep, and tag it with the Bazaar Trader, then the deck has shifted to a 'snatch and grab' than a 'feed the plasm' deck.
if your play style clashes against mine, than that's how the show goes.
Voting out 2 Fire//Ice- i like Jilt slightly more than this. A micro-Fireball or a cantrippy tap-a-critter doesn't warrant a full playset.
Voting out Ponder- it and Preordain are basically the same card, we need to trim the deck.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Greater Gargadon
2 Wall of Lava (1 @ -2)
2 Flametongue Kavu
4 Preordain
2 Ponder (1 @ -2)
Instant (8)
4 Reins of Power (1 @ -2)
4 Fire // Ice (2 @ -2)
Enchantment (6)
2 Clout of the Dominus (1 @ -2)
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
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 will vote out 2 fire // ice and ponder, since while they are useful to our deck as a whole, they don't work directly for the specific game plan we have in mind (giant plasm wins), and since we will still have those effects, I am fine with removing them.
4 Dracoplasm
4 Mogg War Marshal
2 Dominus of Fealty
4 Flamewake Phoenix
2 Greater Gargadon
2 Wall of Lava (1 @ -2)
2 Flametongue Kavu
4 Preordain
Instant (6)
4 Reins of Power (1 @ -2)
2 Fire // Ice
Enchantment (6)
2 Clout of the Dominus (1 @ -2)
4 Control Magic
12 Caldera Lake
4 Izzet Boilerworks
4 Teetering Peaks
2 Forgotten Cave
2 Lonely Sandbar
Graham from Loading Ready Run
That's pretty much why I said I was opting out for now. I didn't say that your ideas about the deck are "wrong". This is a group activity; it's implied people will have different opinions that boil down to personal taste, none right or wrong. I just said I couldn't understand the rationale behind its direction and card choices. Not strictly regarding Bazaar Trader, but moreso about Control Magic and Gargadon not fitting and Unstable Mutation belonging. To me, playing this only in 1 linear direction is no longer playing Magic. That doesn't make it wrong for you to play Magic that way, nor did I imply that you should change the deck at all. I just stated that as my reason for confusion and abstention.
EDIT: Anyway, looks like the deck is done.