So I have been trying to put together a good Sun Quan deck for a while, and finally have some time. Here is my initial thought for a deck, but I have some other ideas I am thinking of and would like advice. So far I need to cut a card, but I have so many more I want to add!
How has Telemin Performance performed (heh) for you? Do you usually get a fatty with it, or is it more often a utility creature or something else insignificant? It seems hit or miss but I haven't used the card so I wouldn't now for sure. Maybe that could be the one you cut if you find you don't get much with it.
Dream Halls is a great card, but it might do you more harm than good seeing as how it's a symmetrical effect. If it tends to get you killed and you want to take it out I'd suggest putting a Thassa, God of the Sea in. You have tons of blue creatures so she'd usually be active, she scries every turn so you don't draw land when you don't want to, and if your general gets tucked she serves as a way to still make your creatures unblockable.
I went the other way with this general. Weenie Aggro. It's more of a 1v1 deck though. It's got a shot in 3-way games, but I don't play it in 4-way.
I like to abuse creatures with interesting abilities, particularly those that trigger when the creature connects. Cephalid Constable is one of the dirtiest creatures available, but u probably already know that. Wake Thrasher hits like a Mac Truck.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
I've had pretty mixed performance from Telemin. Sometimes it's been the gamewinner, othertimes I get something useless.
Dream halls I am on the fence with. I have fond memories of using it with Tamiyo in my Mimeoplasm deck, and it seemed like it might be useful here, but it might also force me to chuck too many good cards. This deck really needs to be updated with some Theros and Born of the Gods, not to mention some cards from the new Commander 2013 decks.
I thought about going that route, but the groups I typically play are either 1v1 or 4, nothing in between, and I would rather last longer in a 4v4 game.
I never heard of wake thrasher, loving it. Any thoughts on what to take out? I think i need to take out one card anyway, then another for the thrasher.
Master of waves seemed weenie, which could work, but just didn't seem to fit in. I dont know if i have enough artifacts to justify the architect.
That's the beauty of Grand Architect. You don't need a single artifact to make him worth while. He's a blue anthem, meaning he gives +1/+1 to all your blue creatures. Are you trying to say that's not useful? Big things may be big, but bigger things are bigger.
Wait, were you already running Grand Architect when I suggested it?
You're right about Master of Waves. He is weenie, but he's also an army-in-a-can. Think of the draw with Coastal Piracy, Bident of Thassa, or Tamiyo. If you're looking for something that makes a lot of large creatures all at once then Rite of Replication is the only thing that comes to mind in blue.
I just noticed how low your land count is. Seriously, 33 lands? Maze of Ith and Ice Floe don't count cuz they haz no mana abilities. You had to have noticed this before. I hesitate to even count Thawing Glaciers. You need to up that. I would recommend a BARE MINIMUM of 37 lands given your higher curve. I also recommend fetch lands if you can afford them. They are nice because they improve your draw quality, if only by a small percentage. But they really shine with Crucible of Worlds.
Some other cards you might find useful:
Steel Hellkite - Blue-friendly beatstick, with evasion, pump, and a removal ability to boot.
Duplicant - A creature that removes a guy when it comes in, AND it steals that guy's stats? Sweet.
Phyrexian Ingester - A creature that removes a guy when it comes it, AND absorbs that guy's stats? Sweet.
Vedalken Shackles - You're mono-blue, why are you not running this? It steals guy repeatedly, cheaply, and lets you troll-face. I've heard of a guy running 6 islands in a Modern Masters sealed deck JUST for this card, at a PT. It's that good. Can be used as a pseudo-removal combo with Grafted Exoskeleton. Steal your guy, equip, next turn steal another guy and equip. Oops, did you need those guys? Every time I draw this in my build, it's an all-star.
Deserted Temple - This is strictly to go with Wake Thrasher. Minamo can serve a similar function. They allow you to pump Thrasher on demand, like a shade. Untap self, guy gets bigger, repeat.
Bident of Thassa - A better version of Coast Piracy. Blue-friendly artifact type, "come at me bro" ability, and easy to find since it's still in standard. If you're only going to run one, make it this one, but I recommend both.
Sword of Feast and Famine - This lets you tap out to play guys, draw cards, whatever, and still keep counter-mana up or play even more guys. The discard isn't bad either. Handy.
As for cuts:
Soul Seizer - I'd rather run Treachery, Control Magic, or Shackles over this. It's not particularly amazing since it has to hit the player to steal stuff. Granted, not usually a problem for Sun Quan decks. Still, it's not an impressive body and it's vulnerable to Lightning Bolt when the slot doesn't need to be. If you insist that the effect be a creature, Sower of Temptation is far better.
Caged Sun - Mana Accel that costs 6 doesn't strike me as particularly fast or efficient. The anthem effect is nice, but again, at 6, less than efficient.
Quietus Spike - Seems more gimmicky to me than useful. Unless you have some guy who's really into non-infinite life gain, you're not going to really need this. And even if you did have that problem, you still have One-Shot Robot, Inkmoth Nexus, Grafted Exoskeleton, and general damage.
Ice Floe - Cute, but shouldn't be necessary if you've designed your deck well. Shackles can sort of serve this function, in a round-about way.
Darksteel Plate - This is more of a niche card than anything else. You don't seem to have any exceptionally important and vulnerable creatures. I would rather run another Sword over this (probably Feast and Famine), particularly in Aggro or Mid-Range. It's strictly protective in nature imparting no stat-boost, evasion, aggro-friendly abilities, or anything else useful. It just keeps target guy alive.
Telemen Performence - Bribery is better. Picking a big nasty out is always better than leaving it to chance. You can still go for that same guy, but you get more options. You're not set up to abuse the mill effect, so unless you have an opponent with a creatureless deck, it's not that great.
Raven Guild Master - You're not set up to abuse the mill, he's not getting in on his own more than once, and your suite of morph creatures screams "kill all morphs on sight". There is nothing in there to make someone hesitate to kill your morphs. Two out of three of them have to hit the opponent to do their thing. Part of the power of morph creatures is that the opponent doesn't know what it is or how to effectively deal with it, but you only have 3 and they all do obnoxious things with no defensive capabilities. My suite is small, but has defensive options. Willbender (def/off), Voidmage Apprentice (def), and Vesuvan Shapeshifter (mixed). The opponent may know that I only have 3 options, and they are all good for me, but they have no idea how to properly deal with them without knowing which one it is. With your suite, blocking with a 3/4 or larger is always an appropriate response.
Clone - Vesuvan Shapeshifter is just better. Higher CMC, sure, but it has more options and let's your morph guys troll a little. Plus it can reset itself for the copy effect. That's cool. Ooh, I like that better now.
Master Transmuter - If you are worried about not having enough artifacts to justify Grand Architect, what are you doing with this? She's even more specific than he is.
Dream Halls - This helps everybody at the table, not just you. It's liable to land you in more trouble than it's worth. If you can find a way to sac it on demand, it does get a little better.
Spellskite - This is another strictly protective tool. If you want something defensive, go with Kira, Great Glass-Spinner. She has evasion, beats without help, and protects your whole team all at once. Granted, not equipment friendly, but I can live with that. Can't you?
Braingeyser - This card is kind of awkward. I'd rather not tap out on my turn to draw a bunch of cards for 2 reasons. Being sorcery speed, it precludes countermagic (or bluffing it) and you'll likely have to discard EOT. So unless you happen to have Dream Halls out...
Spin into Myth - This is a personal bias. I don't like 5+ mana tuck effects. In my view it should just be more efficient than that. It's not a terrible card, just not my cup of tea. Besides, between your steal effects and other tuck effects, u should be well prepared. It's kinda lack-luster when compared to some of blue's other spot removal on the scale of cost/benefit ratio. Rapid Hybridization and Pongify for example.
Lonely Sandbar, Remote Isle - These come in tapped, which is so good for aggro. I think you're better off with basics lands. If you have enough card draw, which blue should, the cycling should not be missed.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
That's the beauty of Grand Architect. You don't need a single artifact to make him worth while. He's a blue anthem, meaning he gives +1/+1 to all your blue creatures. Are you trying to say that's not useful? Big things may be big, but bigger things are bigger.
Wait, were you already running Grand Architect when I suggested it?
You're right about Master of Waves. He is weenie, but he's also an army-in-a-can. Think of the draw with Coastal Piracy, Bident of Thassa, or Tamiyo. If you're looking for something that makes a lot of large creatures all at once then Rite of Replication is the only thing that comes to mind in blue.
I just noticed how low your land count is. Seriously, 33 lands? Maze of Ith and Ice Floe don't count cuz they haz no mana abilities. You had to have noticed this before. I hesitate to even count Thawing Glaciers. You need to up that. I would recommend a BARE MINIMUM of 37 lands given your higher curve. I also recommend fetch lands if you can afford them. They are nice because they improve your draw quality, if only by a small percentage. But they really shine with Crucible of Worlds.
Some other cards you might find useful:
Steel Hellkite - Blue-friendly beatstick, with evasion, pump, and a removal ability to boot.
Duplicant - A creature that removes a guy when it comes in, AND it steals that guy's stats? Sweet.
Phyrexian Ingester - A creature that removes a guy when it comes it, AND absorbs that guy's stats? Sweet.
Vedalken Shackles - You're mono-blue, why are you not running this? It steals guy repeatedly, cheaply, and lets you troll-face. I've heard of a guy running 6 islands in a Modern Masters sealed deck JUST for this card, at a PT. It's that good. Can be used as a pseudo-removal combo with Grafted Exoskeleton. Steal your guy, equip, next turn steal another guy and equip. Oops, did you need those guys? Every time I draw this in my build, it's an all-star.
Deserted Temple - This is strictly to go with Wake Thrasher. Minamo can serve a similar function. They allow you to pump Thrasher on demand, like a shade. Untap self, guy gets bigger, repeat.
Bident of Thassa - A better version of Coast Piracy. Blue-friendly artifact type, "come at me bro" ability, and easy to find since it's still in standard. If you're only going to run one, make it this one, but I recommend both.
Sword of Feast and Famine - This lets you tap out to play guys, draw cards, whatever, and still keep counter-mana up or play even more guys. The discard isn't bad either. Handy.
As for cuts:
Soul Seizer - I'd rather run Treachery, Control Magic, or Shackles over this. It's not particularly amazing since it has to hit the player to steal stuff. Granted, not usually a problem for Sun Quan decks. Still, it's not an impressive body and it's vulnerable to Lightning Bolt when the slot doesn't need to be. If you insist that the effect be a creature, Sower of Temptation is far better.
Caged Sun - Mana Accel that costs 6 doesn't strike me as particularly fast or efficient. The anthem effect is nice, but again, at 6, less than efficient.
Quietus Spike - Seems more gimmicky to me than useful. Unless you have some guy who's really into non-infinite life gain, you're not going to really need this. And even if you did have that problem, you still have One-Shot Robot, Inkmoth Nexus, Grafted Exoskeleton, and general damage.
Ice Floe - Cute, but shouldn't be necessary if you've designed your deck well. Shackles can sort of serve this function, in a round-about way.
Darksteel Plate - This is more of a niche card than anything else. You don't seem to have any exceptionally important and vulnerable creatures. I would rather run another Sword over this (probably Feast and Famine), particularly in Aggro or Mid-Range. It's strictly protective in nature imparting no stat-boost, evasion, aggro-friendly abilities, or anything else useful. It just keeps target guy alive.
Telemen Performence - Bribery is better. Picking a big nasty out is always better than leaving it to chance. You can still go for that same guy, but you get more options. You're not set up to abuse the mill effect, so unless you have an opponent with a creatureless deck, it's not that great.
Raven Guild Master - You're not set up to abuse the mill, he's not getting in on his own more than once, and your suite of morph creatures screams "kill all morphs on sight". There is nothing in there to make someone hesitate to kill your morphs. Two out of three of them have to hit the opponent to do their thing. Part of the power of morph creatures is that the opponent doesn't know what it is or how to effectively deal with it, but you only have 3 and they all do obnoxious things with no defensive capabilities. My suite is small, but has defensive options. Willbender (def/off), Voidmage Apprentice (def), and Vesuvan Shapeshifter (mixed). The opponent may know that I only have 3 options, and they are all good for me, but they have no idea how to properly deal with them without knowing which one it is. With your suite, blocking with a 3/4 or larger is always an appropriate response.
Clone - Vesuvan Shapeshifter is just better. Higher CMC, sure, but it has more options and let's your morph guys troll a little. Plus it can reset itself for the copy effect. That's cool. Ooh, I like that better now.
Master Transmuter - If you are worried about not having enough artifacts to justify Grand Architect, what are you doing with this? She's even more specific than he is.
Dream Halls - This helps everybody at the table, not just you. It's liable to land you in more trouble than it's worth. If you can find a way to sac it on demand, it does get a little better.
Spellskite - This is another strictly protective tool. If you want something defensive, go with Kira, Great Glass-Spinner. She has evasion, beats without help, and protects your whole team all at once. Granted, not equipment friendly, but I can live with that. Can't you?
Braingeyser - This card is kind of awkward. I'd rather not tap out on my turn to draw a bunch of cards for 2 reasons. Being sorcery speed, it precludes countermagic (or bluffing it) and you'll likely have to discard EOT. So unless you happen to have Dream Halls out...
Spin into Myth - This is a personal bias. I don't like 5+ mana tuck effects. In my view it should just be more efficient than that. It's not a terrible card, just not my cup of tea. Besides, between your steal effects and other tuck effects, u should be well prepared. It's kinda lack-luster when compared to some of blue's other spot removal on the scale of cost/benefit ratio. Rapid Hybridization and Pongify for example.
Lonely Sandbar, Remote Isle - These come in tapped, which is so good for aggro. I think you're better off with basics lands. If you have enough card draw, which blue should, the cycling should not be missed.
Thanks for all the great tips! It's always the last round of cuts that take me forever!
I'm happy to keep helping you with that, but I have 1 small condition. And I'm sure there are some others with some good input too. Keep us up-to-date on the current list so we know what's what. Updating the original post is fine for a thread this length.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
I'm happy to keep helping you with that, but I have 1 small condition. And I'm sure there are some others with some good input too. Keep us up-to-date on the current list so we know what's what. Updating the original post is fine for a thread this length.
Soul Seizer - As I've stated before, this guy is nowhere near as good as his competition. I think your steal package is fine without him. As a 5-drop creature, he's disappointing. So unless this is a pet card, I would drop it. And if it is a pet card, I would seriously rethink running it. Lighthouse Chronologist - I really like this guy, but he's not an aggro card. The extra turns are nice but most of the time he dies before you get much mileage out of him, especially in multiplayer. If you drop him turn 2, you spend the next 2-3 turns getting him online, only to see him die as soon as you do. You've effectively missed most of your last 2-3 turns. That sets you back a long way in 1v1, never mind a 4-way FFA.
Points of concern: Cephalid Constable - This guy can get obscenely degenerate, but only with proper support. As it stands, your list cannot fully abuse him consistently. You need some more buffs to do that. However even at his base stats, if he's getting in there, the tempo loss is pretty bad.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Soul Seizer - As I've stated before, this guy is nowhere near as good as his competition. I think your steal package is fine without him. As a 5-drop creature, he's disappointing. So unless this is a pet card, I would drop it. And if it is a pet card, I would seriously rethink running it. Lighthouse Chronologist - I really like this guy, but he's not an aggro card. The extra turns are nice but most of the time he dies before you get much mileage out of him, especially in multiplayer. If you drop him turn 2, you spend the next 2-3 turns getting him online, only to see him die as soon as you do. You've effectively missed most of your last 2-3 turns. That sets you back a long way in 1v1, never mind a 4-way FFA.
Points of concern: Cephalid Constable - This guy can get obscenely degenerate, but only with proper support. As it stands, your list cannot fully abuse him consistently. You need some more buffs to do that. However even at his base stats, if he's getting in there, the tempo loss is pretty bad.
How do you recommend abusing him? I did have some success with architect and jitte, but I agree it isn't as awesome as it could be.
Easiest way to abuse Constable is more buffs. Since blue has precious few of those to call it's own, you're looking at more gear. Start with the other Swords of X and Y. Between 5 swords, Jitte, Architect, and Exoskeleton, that would be plenty. Your deck doesn't march to the beat of Contested War Zone. However, finding 3 more cuts will likely prove difficult.
"The distance between genius and insanity... Is measured only by success."
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
To post a comment, please login or register a new account.
1 Aeon Chronicler
1 Arcanis the Omnipotent
1 Blightsteel Colossus
1 Cephalid Constable
1 Drift of Phantasms
1 Duplicant
1 Fatespinner
1 Gilded Drake
1 Glen Elendra Archmage
1 Grand Architect
1 Keiga, the Tide Star
1 Lighthouse Chronologist
1 Memnarch
1 Mischievous Quanar
1 Phyrexian Ingester
1 Phyrexian Metamorph
1 Riptide Entrancer
1 Rootwater Thief
1 Sakashima the Impostor
1 Sakashima's Student
1 Soul Seizer
1 Sphinx Ambassador
1 Steel Hellkite
1 Sturmgeist
1 Sun Quan, Lord of Wu
1 Surrakar Spellblade
1 Teferi, Mage of Zhalfir
1 Thada Adel, Acquisitor
1 Treasure Mage
1 Vesuvan Shapeshifter
1 Wake Thrasher
1 Blue Sun's Zenith
1 Brainstorm
1 Bribery
1 Capsize
1 Counterspell
1 Cyclonic Rift
1 Desertion
1 Devastation Tide
1 Fact or Fiction
1 Hinder
1 Inundate
1 Muddle the Mixture
1 Mystical Tutor
1 Pongify
1 Spell Crumple
1 Stolen Identity
1 Bident of Thassa
1 Coastal Piracy
1 Propaganda
1 Rhystic Study
1 Treachery
Artifacts
1 Extraplanar Lens
1 Grafted Exoskeleton
1 Lightning Greaves
1 Oblivion Stone
1 Sensei's Divining Top
1 Sol Ring
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Thran Dynamo
1 Umezawa's Jitte
1 Vedalken Shackles
1 Tamiyo, the Moon Sage
1 Jace, the Mind Sculptor
Lands
1 Academy Ruins
1 Ancient Tomb
1 Buried Ruin
1 Deserted Temple
1 Faerie Conclave
1 Ghost Quarter
1 Halimar Depths
1 Inkmoth Nexus
1 Maze of Ith
1 Minamo, School at Water's Edge
1 Reliquary Tower
1 Scrying Sheets
22 Snow-Covered Island
1 Strip Mine (2)
1 Thawing Glaciers
1 Tolaria West
I had thoughts to try and add the following
Any thoughts? Recall i need to cut one as is.
Dream Halls is a great card, but it might do you more harm than good seeing as how it's a symmetrical effect. If it tends to get you killed and you want to take it out I'd suggest putting a Thassa, God of the Sea in. You have tons of blue creatures so she'd usually be active, she scries every turn so you don't draw land when you don't want to, and if your general gets tucked she serves as a way to still make your creatures unblockable.
I like to abuse creatures with interesting abilities, particularly those that trigger when the creature connects.
Cephalid Constable is one of the dirtiest creatures available, but u probably already know that.
Wake Thrasher hits like a Mac Truck.
No Bident of Thassa?
How about Master of Waves?
You might also appreciate Grand Architect. It's a walking anthem and cranks out mana for your artifacts like no one's business.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Dream halls I am on the fence with. I have fond memories of using it with Tamiyo in my Mimeoplasm deck, and it seemed like it might be useful here, but it might also force me to chuck too many good cards. This deck really needs to be updated with some Theros and Born of the Gods, not to mention some cards from the new Commander 2013 decks.
I never heard of wake thrasher, loving it. Any thoughts on what to take out? I think i need to take out one card anyway, then another for the thrasher.
Master of waves seemed weenie, which could work, but just didn't seem to fit in. I dont know if i have enough artifacts to justify the architect.
Wait, were you already running Grand Architect when I suggested it?
You're right about Master of Waves. He is weenie, but he's also an army-in-a-can. Think of the draw with Coastal Piracy, Bident of Thassa, or Tamiyo. If you're looking for something that makes a lot of large creatures all at once then Rite of Replication is the only thing that comes to mind in blue.
I just noticed how low your land count is. Seriously, 33 lands? Maze of Ith and Ice Floe don't count cuz they haz no mana abilities. You had to have noticed this before. I hesitate to even count Thawing Glaciers. You need to up that. I would recommend a BARE MINIMUM of 37 lands given your higher curve. I also recommend fetch lands if you can afford them. They are nice because they improve your draw quality, if only by a small percentage. But they really shine with Crucible of Worlds.
Some other cards you might find useful:
As for cuts:
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Thanks for all the great tips! It's always the last round of cuts that take me forever!
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
Edit made It looks like I am two cards over.
Soul Seizer - As I've stated before, this guy is nowhere near as good as his competition. I think your steal package is fine without him. As a 5-drop creature, he's disappointing. So unless this is a pet card, I would drop it. And if it is a pet card, I would seriously rethink running it.
Lighthouse Chronologist - I really like this guy, but he's not an aggro card. The extra turns are nice but most of the time he dies before you get much mileage out of him, especially in multiplayer. If you drop him turn 2, you spend the next 2-3 turns getting him online, only to see him die as soon as you do. You've effectively missed most of your last 2-3 turns. That sets you back a long way in 1v1, never mind a 4-way FFA.
Points of concern:
Cephalid Constable - This guy can get obscenely degenerate, but only with proper support. As it stands, your list cannot fully abuse him consistently. You need some more buffs to do that. However even at his base stats, if he's getting in there, the tempo loss is pretty bad.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."
How do you recommend abusing him? I did have some success with architect and jitte, but I agree it isn't as awesome as it could be.
Karona, Warden of AlcatrazWUBRG
The EPIC EDHWUBRG
Sun Quan Aggro1U
Animar GoodstuffRUG
Horobi MBCB
Medomai NerfWU
Saffi EriksdotterGW
Zur (CF)WUB
-Elliot Carver, Tomorrow Never Dies
"If violence isn't solving it, you're obviously not using enough!"
-Me
A kid at my local gameshop wanted to break a twenty.
"You got 2 tens?" he asked me.
"No, but I probably got 3 fives." I replied.
"Perfect!"
"You might want to check your math there."