Chained to the Rocks
- Elesh Norn
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Member for 4 years, 9 months, and 29 days
Last active Mon, Feb, 3 2014 02:21:09
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Sep 3, 2013Posted in: The Rumor MillQuote from draguzaKoth, Nissa, Tibalt, Tezzeret, Domri and Ral Zarek are all from the planes where they first appeared. Ajani returned to Alara as well, but he didn't appear there.
I beleive Vraska is from Ravnica also, right?
Aug 27, 2013Posted in: SpeculationQuote from ZanetVampires had no good creatures until M13 came along but in general cost more and were harder to use.
That's extemely alse. Oliva Volaren, Stromkirk Noble, Blood Artist and Falkenrath Aristocrats were all standard staples, and there were a few other fringe playables like Bloodline Keeper and Stromkirk Captain. They just had very porr syneergy, their best cards all being 4 drops and very few creatures really cared about other Vampires.
Aug 13, 2013Yes, but it is easy to see that no Huntmasters, no farseeks, and three Thragtusks is a bad idea, period, end of discussion. We need not have a discussion on that so theres no need for him to waste our time here. Put some thought behind your innovation, like migacz, who doesnt mess with the obvious core and backs up his changes with actual reasoning. Don't just change to do it, thats stupid. And then "I don't like it" is an awful reason to cut one of the best cards in the deck, and there's no reason to entertain posts like that.Posted in: Standard Archives
Aug 12, 2013Posted in: Standard ArchivesQuote from SomadelnochaSeriously, I'm tired of people just theorycrafting all day, test new ideas instead of poohpoohing them.
I hate when idiots post bad decks, get shot down because their decks are bad and then post this ****. No Farseeks is bad, you fix mana, you ramp. No Huntmasters is bad, Huntmaster is one of the best cards. Three Thragtusk is bad, hes's one of the best cards you need four. Varolz is bad, he does very little for the deck. So, your deck is bad.
Flaming is not allowed according to MTGS rules. -DarkRitual
Jul 7, 2013Posted in: SpeculationQuote from PejElesh Norn's Prediction :
Sorcery - Mythic :
Draw twenty cards.
When Elesh Norn's Prediction is put in the graveyard from your hand, you can pay 4UU. If you paid it, take an extra turn after this one then exile Elesh Norn's Prediction instead of put it in the graveyard.
If Elesh Norn's Prediction is countered, revealed the five top cards of your library. You may cast these cards without paying their mana costs. If a cost is X, X equal the number of cards in the opponent's hand.
Sounds about right.
I said or, not and, by the way.
Jul 7, 2013Blue hasn't gotten a mythic spell/enchantment yet, which is something that we should be expecting in a core set. I have a feeling thats what will be coming. Something to do with playing things for free, drawing a ton of cards, or taking extra turns.Posted in: Speculation
May 2, 2013Posted in: Standard Archives
Good enough for you?
Nailing them with Boros Charm is awful on turn two. Against Esper, or Bant I want to keep them up Charm to prect from a wrath. Against Aggro or midrage I want to use the indestrutablity of Double Strike ot force through favorable blocks and gain an advantage that war. Grabbing two cards for two life in infinatly better than wasting a Boros Charm for four damage in an aggressive midrange deck. Period.
Trouble catches you up against aggro, and punishes control. And, hey, you can still get your two cards for two life if you want!
I highly doubt you've tested the card, at all.
You don't race against aggro. You can't race Burning-Tree Emmissary decks. They hit you too hard, and we are dropping thee mana two power guys. If you try for your Stromkirk Noble plan you are just going to die.
Trouble will NOT even do what you are proposing. Unless you burn it on Turn Three, they will have so few cards in their hand they wont even care. Turn three against Blitz or Gruul you don't even wnat to do that. You want to play another Tithe Drinker, Vampire Night Hawk, Stromkirck Captiain who can block well. You want to play removal to try an stablize. You want to do something that effects the doard. If you just Trouble their faces their not going to care and just kill you, since you haven't done anything to stop them. Drawing cards is better in every possible way because then you can get to soemthing stablizes. And if you can draw the cards a turn earlier, by playing Sign in Blood, you can possible play something like a Vampire Nighthawk on turn three before they run you over. When you stablize, Trouble is three mana for 1 damage, or something similar. Trouble is a bad card versus aggro.
Trouble is better, still not good, against control. Since wasting a card on an effect that can just be undone by Sphinx's Revelation or Thragtusk is bad, unless you're using it to kill them off. Instead why not draw extra cards to have them waste cards dealing with threats and losing if they can't deal with those threats?
The point is that Sign in Blood is a million times better than Toil/Trouble because Trouble is so niche, marginal and generally useless, so that the extra utility provided by being able to use that card is not worth all the advantages that are inherently in Sign in Blood's lower casting cost.
Apr 30, 2013Posted in: Standard Archives
Because I have won more games using the Trouble side to finish. Its silly to say:
Early game, draw or hit them for 5-7. Late game, draw or finish.
You are silly.
You actually don't address a thing I said. This is a joke.
You can't refute my arguments about how Sign in Blood is better by simply groundlessly, telling me I'm silly and bad. >_< my arguments about sign in blood's better cmc and negligible color cost still stand. my arguments about how drawing into two more cards is more valuable than ~5 damage (realistically that's the most you're going to hit them for on turn three) also still stand. if you want to be taken seriously go actually address a point i made, instead of just saying: "this card did good sometimes, dummy." my="" arguments="" about="" sign="" in="" blood's="" better="" cmc="" and="" negligible="" color="" cost="" still="" stand.="" my="" arguments="" about="" how="" drawing="" into="" two="" more="" cards="" is="" more="" valuable="" than="" ~5="" damage="" (realistically="" that's="" the="" most="" you're="" going="" to="" hit="" them="" for="" on="" turn="" three)="" also="" still="" stand.="" if="" you="" want="" to="" be="" taken="" seriously="" go="" actually="" address="" a="" point="" i="" made,="" instead="" of="" just="" saying:="" "this="" card="" did="" good="" sometimes,=""> my arguments about sign in blood's better cmc and negligible color cost still stand. my arguments about how drawing into two more cards is more valuable than ~5 damage (realistically that's the most you're going to hit them for on turn three) also still stand. if you want to be taken seriously go actually address a point i made, instead of just saying: "this card did good sometimes, dummy.">
Apr 30, 2013Posted in: Standard Archives
Double black is easy to get on turn two. You have 17 black sources. Two mana is huge acctually. It gives oyu something to do on turn two, so instead of having to conflict with your eight three drops, you can curve properly with Sign in Blood, much more so than with Toil // Trouble. Also I would never, ever, ever want to use the Trouble half. Against aggro its dead. And against control I'd rather use the draw to get a hold of my creature threats that are just better, and have the potential deal way more than just four or five damage. And it's usually a dead card against decks with lifegain. They just drop Thragtusk next turn and its like we never did anything.
Apr 30, 2013I'm gonna start this out by saying I don't think Turtleman's list is ay good. Toil /Trouble seems bad. Shadow Alley Denizen seems poor also, and Stromkirk Noble seems counter prodcutive to the decks game plan. You aren't running Godless Shrines. You have no removal. Spot removal is key in this deck to slow down aggro in time to get enough defensive two and three drops to slow them down as well as deal with the potent midrange threats like Olivia Voldaren and Angel of Serenity, etc.Posted in: Standard Archives
Quote from photodyerWrong. Lands are all colorless; they tap for mana, but they have no color cost in the upper-right corner, thus they have no color. Thus, in reality, roughly 40% of the cards in a Standard deck do not activate Nocturnus when they are up. None of these decks are running anything to manipulate the top card (e.g., Sign In Blood), thus variance and statistics are going to hose the Nocturnus pump nearly as often as not.
Sign in Blood, in my opinion should be a staple in this deck. The easiest way to lose to control and midrange is to get out carded by them and Sign in Blood helps fix that, alsong with fixing Nocturnus.
And trying to play such a list without removal in the current Standard is utterly ludicrous. Any of the current aggro decks will run you over, period. You're too slow to take on Reanimator, who is going to chump you with Souls tokens, run up lifegain, then get out Angel of Serenity to yank whatever relevant creatures you have left.
I agree not running removal is bad. But your situation has given the Reanimator player a magical christmas land. Of course Reanimator is gonna win when it just curves perfectly and we just play one or two duce and swing durdily into a pile on souls. The match, while far from good, rarely works out like that.
If you want to run vampires, your best bet in this metagame is a control build and that's still marginal as there are better options. Tribal vamps simply gets going too slow to survive in Standard.
This only partailly correct.The deck, at leasat the way I've built it, is an agressive midrange deck. Meaning that it can spend the begining turns getting incremental damage or stablizing with Life Linkers, First Strikers and Removal and then proceeds to drop haymakers. Turns 4-7 are where aour games happen and are won really.
Apr 29, 2013I think that this archetype has some serious potential, but I think your build is sub-par. I think an agressive midrange deck that goes about trying maximize Vampire Nocturunus and Stromkirk Captain's value is the best way to go. Rakdos has the best removal and anti-control sideboard options while orzhov goes a long way in beating up aggro strategies. The build that I plan on taking to FNM/I have been playing around with on Cockatrice, and then maybe sleeving it up for an upcomming PTQ.Posted in: Standard Archives
Another quick thing.
Debt to the Debtless is bad. Ultimate Price is bad. Mutilate is also bad. Blood Baron is Nuts. Control has problems removing him and he stabalizes against aggro. Just ignore the last little part of him.
Blood Artist is bad for this deck also. We aren't Aristocrats or Zombies where we porfit of of things dieing, instead we play a good number of highquality creatures; we don't want them dead.
I think, aslo, Blind Obedience is slow for this match up and I want to keep the non-Black cards to a minimum. Searing Spear is better in my opinion. Also, I'm not too sure on Bloodline Keeper. I really think he is a sideboard card - or if he is a mainboard card its instead of Falkenrath Aristocrat. Turning your deck into a pile of haymakers against control (that will be uncounterable for the most part), should allow us to just overwhelm them.
Apr 22, 2013Posted in: Third Party ProgramsQuote from HansonWKThis happens when there is a problem with your cards.xml file. Redownload a working cards.xml file and set the path to it and it should work. The most common reason for this happening is missing
at the end of the file, so check if that is missing. If not just download a full working cards.xml and it should work.
Both of those were there. However I did just download the whole thing and that worked fine. Thanks!
Apr 19, 2013So I'm having trouble. I updated the database, just as in your guide, and just as I had done during spoiler season during Dark Ascension, Avacyn Restored, M13, Return to Ravnica, and Gatecrash. However it did not work. So I took your advice and made sure that the path way to the card file was correct, which it was not. Instead of being the C:\Program Files (x86)\Cockatrice, it was in C:\Users\USERNAME\AppData\Local\Cockatrice\Cockatrice. So I switched it to the first one. Cockatrice told me my pathway was invalid. So I changed it back to the original one and edited the card. Now it will tell me that that pathway is invalid also, and I can no longer play. I can't seem to figure out the correct pathway and nothing I do to change this is working, and I can't play anymore. If you could help fix wherever I messed this up, it would be dandy. Thanks.Posted in: Third Party Programs
Apr 11, 2013I feel like I would want to run this in the SB of my Jund Midrange deck just for the Entering side. Assuming junk Rites is a huge player like it is now. Taking my opponent's Craterhoof, Angel of Serenity, Obzedat, whatever seems backbreaking. You're removing the reanimation target AND getting a beat stick at the same time. Or with Craterhoof you might just win.Posted in: Standard Archives
Apr 6, 2013I am very much pro-intervention in North Korea, in the event that North Korea fires the first shots.Posted in: Debate
Quote from IcecreamMan80We have nukes, and we are the only ones who have ever nuked anyone else. Thanks to MAD, our nuclear threat is on all the time, we don't need to say it or posture, because it's an obvious and persistent threat.
The threat we pose to anyone and everyone we don't like is real and saturated. Ever think maybe some of the Anti-Americanism abroad is blowback? We can argue whether or not our causes are righteous, or good, but to think we haven't done anything wrong is just ridiculous.
Ever hear of the PROC?
We love to prop up ****ty dictators, so long as we can make them marionettes.
How does this relate to what he asked about? He said that why, in the face of direct, blatant threat from a volatile antagonistic power, should we stop pressuring this power to stop its unhealthy behavior? Yes, anti-Americanism in North Korea will be great, but I'm willing to allow that in order to prevent nuclear weapons being dropped on the US and her allies.
Realistically, if our Intel so much as thinks the DPRK wants to do anything, it'll be a smoldering crater in a blink. I feel that if they keep blowing smoke, we should go ahead and do it regardless.
This is wrong. Preemptive war is never a good thing, not simply from a moralistic standpoint, but a international diplomacy standpoint as well. We'd be the aggressors. North Korean rhetoric of a warmongering, oppressive United States would be proved correct. Horrible backlash, much more of a probability for foreign intervention, much more difficult to deal with the nation after the war has ended. And more importantly if the diplomatic option is still available why would we discount that?
Mar 26, 2013It is generally thought that, despite it's rhetoric, North Korea doesn't actually have the capabilities to throw out these missiles. Secondly, North Korean-Chinese relations have been strained for some time now, as shown by the recent UN sanctions against North Korea, which were backed by China. So we can assume that if North Korea does make some aggressive moves, China would probably not back them, especially if the US and her allies are on the other end. Thirdly, North Korea is an impoverished, and very weak nation. If it came to a war, North Korea would lose very quickly without Chinese support, which is getting less and less guaranteed as North Korea makes more and more threats.Posted in: Water Cooler Talk
North Korea will not lead to WWIII. There would have to be Great Powers on both sides for a war of that magnitude to occur, and right now it seems to be everyone v. North Korea except for a reluctant China.
Mar 26, 2013Elesh Norn posted a message on [[DGM]] Artwork (pics from Uncharted Realms added)I'm going to preface this with the fact that I am not white. Rather than agreeing with him, I find his posts incredibly insulting.Posted in: The Rumor Mill
Quote from endblinkJust because we have racial prejudices here doesn't mean we need to translate those some prejudices to Ravnica.
You are a prick>. What you are whining about is not only blown out proportion, but also does not matter and here's why:
One. This a game, made by a bunch of white guys, for a bunch of white guys in country full of white guys, about a place that is based on the politics of, essentially, Europe. Which is a place full of white people. No ****ing **** their games are going to be full of white people. You cannot be surprised that generally people create things based on what they see around them. That's just a simple fact. It's the same reason Indian movies are filled with Indians, Chinese movies are filled with Chinese people, Japanese movies are filled with Japanese people etc.
Two. The making of the game does not reflect any racial prejudice, it simply reflects the society we are living in, and Wizard's target audience. White people. Countries that are predominantly white; Europe, United States, South America. If you are upset at the lack of racial diversity in the western world, where most magic players live, you should go take that up somewhere else.
Three. This is a game. This is not where you should be leading your holy crusade against the lack of racial diversity. Go look at something like government, school districts, income distribution, or something, that in the grand scheme of things, actually matters. Or, if you are even taking a stand about the perception of race by the creators of American culture, you should be looking at something that is broader.
Get off of your high horse. You aren't the savior of minorities all across the United States because you whining about the lack of diversity in MTG card art, and presumably other places. It doesn't matter. It doesn't make you a better, more moral person, that you waste peoples time like this. In fact, the fact that you pointed this out, I would argue makes you worse than the rest of us. Nobody else said a word about this problem, simply because nobody else noticed it. To them all they saw were people. All the same as any other white, black, blue whatever person. And this is actually what every minority in America has ever fought for actually, to be the same as the ruling race, NOT to have idiots like you> running around and preaching. Point is, only you have this filter of race in front of your eyes. Everyone else just sees people, and I would advise you to start looking at it all the same.
Please don't flame other users. -TK
Feb 28, 2013Hmm. That seems interesting. What I was interested in is finding cards for the midrange match up, since that, too me, is what I had the most trouble with, so I was more interested in going over the top with Angel.Posted in: Standard Archives
Feb 28, 2013It's not really that bad, but it isn't really excellent either. Games I win are usually t2 kill the champion and then drop a 3 drop. Both Lingering Souls and Loxodon Smiter are kinda difficult for them to get through, and really slow non-Rancor decks down. (Rancor sucks though, Ash Zealot just swings through Smiter and dgafs about Souls. By that point you get to start playing stuff like Thragtusks and Restoration Angel, which just outclasses what they are doing, along with efficient spot removal on their bombs. It's not easy cause Naya can still just explode and kill you, but it's certainly not unwinnablePosted in: Standard Archives
My sideboard plan would be:
-3 Obzedat, Ghost Council
-1 Orzhov Charm
-2 Unburial Rites
-2 Liliana of the Veil
+2 Abrupt Decay
+2 Trostani, Selesnya's Voice
+3 Deathrite Shaman
+2 Oblivion Ring
Farseek is actually really bad in this match up. I'd much rather be casting a turn two removal spell like Abrupt Decay or Victim of Night, but I'm not sure if siding them out is the right play. I might just side the other two out and bring in an extra Sever and a Sigarda, just cause she's big and blocks well.
Obzedat, in my opinion is the crux of the deck. Even against aggro, he can just outrace them, if you have a decent degree of stabilization. And he just gives you free wins against Esper and Flash, which I think merits the as a 3-of. I agree that there are better options, but in my opinion, he's just too good for less than 3 in the main.
I do want to find room for Angel of Serenity. Lotleth Troll has been, by far, the worst card in the deck, so I am considering switching that around.
Feb 26, 2013I've been playing this deck for about two weeks now, and in my opinion it has some excellent match-ups across the board.Posted in: Standard Archives
A couple things:
- Ultimate Price sucks. Seriously. You miss out on so much stuff it's not even funny: Boros Reckoner, Obzedat, Olivia, Falkenrath Artistocrat, Huntmaster, Cartel Aristocrats, Smiters, Burning Tree Shamans, the list goes on and on. The best removal spells in the format are easily Abrupt Decay and Victim of Night, which between themselves hit everything in the format other than Olivia Voldaren, Huntmaster of the Fells, Falkenrath Aristocrat, but we have a while bunch of other hard removal to deal with them. While Oblivion Ring and Sever the Bloodline are, in my opinion, a little too slow to be main-decked against the explosively fast Naya Humans Aggro and Rx variants, in large numbers. I like main-decking one because then I have something to deal with Jund's creatures pre-board. Also, Sever has flashback, so it works with Liliana of the Veil well, as well as against grindy Jund decks as well. Also, slightly irrelevant, but I hate you if you chain Burning Tree Emissaries.
- Liliana of the Veil is really great in this deck. I have in my build a decent amount of graveyard interaction, so the +1 is almost always a 1.5 for 1. I shouldn't have to explain why -2 is a gold mine, but since some of our creatures (Obzedat, Thragtusk, Sigarda, even Loxodon Smiter to an extent) are difficult to interact favorably with spells, opponents have to resort to favorable creature combat to defend, so repeatable removal is great.
- Loxodon Smiter is where we want to be in the early game for this deck. Vampire Nighthawk and Centaur Healers are kind of bad in a format where every aggro deck is packing a playset of Spears. You play Centaur Healer, gain three life, and more often then not, he's just going to eat a spear without putting up a fight. Nighthawk is even worse, since it doesn't have an ETB effect. Smiter, against every deck except Aristocrats and Zombies, forces the opponent to 2 for 1 themselves if they want the Smiter off the board. (Or Gruul just Rancor's it's Ash Zealot and you table flip). Then Smiter plays offense a billion times better than Nighthawk, since it's so big, so once you start dropping Thragtusk's to stabilize, Smiter turns around and smashes face. Also he trades with Boros Reckoner, can't be countered by Flash and messes with Liliana of the Veil and Rakdos' Return from Jund. He's kind of just an all around all-star.
-Lingering Souls does something similar, but in the air, and interacts favorably with Liliana of the Veil. Difficult to remove for aggro decks, and allows you to get to your Thragtusks and Obzedats. Not nearly as stellar as Smiter, bu because of the fact that it can slow down aggro, and doesn't interact well with opponent's removal.
- Sigarda's a boss. Jund is by far the worst match-up and Esper's not too hot either. The thing I like about Sigarda and Obzedat is that g1, Esper seems to side out it's sweepers since they aren't really good against Souls, Lotleth Troll, Thragtusk and Obzedat and tend to move into removal that can deal with Obzedat. Sigarda doesn't much care about that removal and just beats face. She wins the game against Jund all by herself too.
- Speaking of Lotleth Troll, I'm not so sure about him. The discard a guy and then reanimate it thing is cute, but he's almost always the card I least want to see. I tried to make an effort to have as few dead draw mid/late game as possible since with have no Think Twice or Sphinx's Revelations to adequately sift through the deck, and Lotleth Troll (Other than a Land or Farseek) is the closest thing to useless after turn three or so.
- I don't really see the point of Avacyn's Pilgrim > Arbor Elf either really, and I'm not even sure how strong it would be. t2 Souls or Smiter seems pretty good though.
Jan 17, 2013Elesh Norn posted a message on [[GTC]] Dailymtg Previews 1/18: Simic Manipulator & Truefire Paladinhttp://media.wizards.com/images/magic/tcg/products/gtc/lmjzkisdor_en.jpgPosted in: The Rumor Mill
Truefire Paladin I believe is new in the Image gallery.
Jan 15, 2013Elesh Norn posted a message on [[GTC]] DailyMTG Previews 1/16: Thespian's Stage & SlaughterhornWhy is the land amazing?Posted in: The Rumor Mill
Jan 15, 2013The reason this card is not very good, not because it's a poor card by itself (by itself its decently strong), but because it is basically Terminus. Exiling, sending to the botom of the library are equally good now. Except it trades the miracle cost for two abilities that are not too relevant. Planeswalkers aren't very good, or common, in standard at the moment, and neither are artifacts or enchantments. The chance to flip over a Terminus on turn two or three (and then have counter-magic, or Azorius Charm back up) is far better than being able kill a few artifacts or Planeswalker every now and again.Posted in: The Rumor Mill
Nov 1, 2012Zombies is an aggressive deck. We need to run the most aggressive creatures around, because our game plan is to kill the opponent really quickly. If we don't we're just gimping ourselves, making ourselves slower, and giving the opponent enough time to drop something dumb like Thragtusk and go over the top. Or we're letting the opposing aggro decks put us on the back foot. Zombies, has no defense. We're either the beat down or loosing (Not just Messenger, Gravecrawler, Rakdos Cackler, Diregraf Ghoul, and Falkenrath Aristocrat hurt our defensive capabilities), so we need cards that advance that plan. Geralf's Messenger is the best, best, best card in that vein. It shocks your opponent when it enters and then again when it dies. It has on curve power and toughness, and resiliency to sweepers. It's even got the correct creature type. Its literally the reason this deck is on the map.Posted in: Standard Archives
What would you even add instead of Messenger? Huntmaster? Thragtusk? Strangleroot Geist? None of those card, at least by themselves, are better than Geralf's Messenger (I would say overall, but at least for this deck). Taking it out your straddling in between Jund Midrange and Zombies, lose your focused game plan, but don't have the powerful spells Jund has to deal with that. You also loss the internal synergy of the deck, cards like Falkenrath Aristocrat, Gravecrawler and Blood Artist become weaker.
Besides, you'll still need to run enough Black sources to get a triple 1-drop start in reliably enough. (I think the number was 17 Black sources for double black on turn two?) So you probably couldn't even support Strangleroot Giest or Wolfir Avenger, or other off-color intensive spells properly.
People rarely hold pillar for Geralf's Messenger. Zombies has a huge amount of threat density and so many cards that are just pillar magnet. Yes, Messenger will get pillared often, but "dies to removal" is an argument for anything in the deck. Its like proposing not to use Aristocrat cause people might hold Tragic Slip for it.
This is the deck I am running right now, that won me game day, and
4-0'd my last two FNMs, and I have no desire for other colors.
Oct 31, 2012Really? Dropping messenger? Playing sigarda? Resto angel? Desecration demon? What the hell is wrong with this thread?Posted in: Standard Archives
Messenger is the best card in zombies bar none. Period. End of discussion. Going to a less black heavy mana base without the messenger just gives us a less powerful, less resilient aggro deck. Yes dreg mangler is a decent replacement but it is not nearly as good as the messenger. IMO you should be just running both.
We have so many pillar targets in this deck. Generally we have more targets than they have pillars. If we put enough pressure on the early fame (READ: using the normal zombie shell NOT crap like lingering souls) we will probably exhaust their pillars very quickly and we should be able to overrun them.
Sep 22, 2012Elesh Norn posted a message on How many zombies do you need to play to warrant playing Gravecrawler?B/R zombie decks get away with just running 12 zombies (Crawlers, Ghouls and Messengers). I find that this t=number is the sweet spot honestly. The recursion with just 12 zombies isn't around at all times, but it is common enough to make it very very relevant and generally reliable.Posted in: Standard Archives
Sep 8, 2012Posted in: New Card Discussion
I think I would try to run some sort of Hyper-Aggressive build such as this, the first go around. Based around all twelve two power one drops. Dreg Mangler, Gravecrawler and Slitherhead all buff up LolTroll with other value.
Jun 6, 2012I disagree. I'm going to for sure jam a couple of Nighthawks in my list. Zombies are incredibly resilient, so lifegain could actually be very very relevant. Also having some flying alongside Aristocrat, could be excellent in G/R aggro/Naya matches, since those tend to have ground stalls. It would just slowly knock them down into a range where you can alpha strike and win, while gaining you life so they cannot do the the same. Its also tough enough to escape Galvanic Blast and Pillar of Flame. Also its the best sword bearer in the deck.Posted in: New Card Discussion
Also besides Messenger and Metamorph in red/Diregraf Captain in Blue what other good three drops are there? Soulcage Fiend? Swords?
May 23, 2012Posted in: Standard Archives
This is my version of Bant Hexblade. Still working on the sideboard and the manabase. Basically it wants me to put a sword on a hexproof guy, and beat face.
Apr 10, 2012Not really. Day of Judgement/BSZ of T4 is a pretty crucial spot for control, and often saves them from being aggroed out by removing/weakening all the opponents threats. Killing Wave might take care of a couple weenies but at that point in the game aggro its probably going to just sac its early drops (Strangleroot Geist, Gravecrawler, Diregraf Ghoul, Doomed Traveler) and pay the life for its beaters (Hero of Bladehold, Phyrexian Obliterator, Huntmaster of the Fells), and continue to push through the last bits of damage.Posted in: Baseless Speculation
I guess the problem is, Killing Wave doesn't sweep, it kills the most expendable creatures tour opponent has, and does a little damage.
Apr 7, 2012Elesh Norn posted a message on [PAX East] AVR Spoilers - New Angels, Miracle, Soulbound, etcPosted in: The Rumor MillQuote from Hawk7915If Jace, the Mind Sculptor hadn't ruined standard and been hit by the ban-hammer, we would have had a brief window with three different Jaces all legal in standard. As someone pointed out, we have Sorin Markov and Sorin, Lord of Innistrad now. We also had two Ajanis and two Sarkhans at different points in standard.
In other words, there's lots of cases of us having 2+ versions of a walker legal in standard simultaneously. It appears to be a bit of design space that WotC still enjoys exploring
Wasn't there a point where all three Chandras were legal? D:
Mar 8, 2012I thought about Steel Sabotage, but I decided that destroying it would porbably be better than countering it/bouncing it. Tokens arent really a problem ever, its kinda slow but loses to most of the defense against aggro that i already have, so i decided to keep ratchet bombs out. I havent thought about Surgical extraction but a 1-shot wreaking of Gravecrawler/Geralfs/Sword would be really really good. BSZ is extra card draw, mainly because I dont have alchemys.Posted in: Standard Archives
Mar 7, 2012Posted in: Standard Archives
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Lands - 26
4 Glacial Fortress
4 Seachrome Coast
2 Ghost Quarter
Creatures - 6
4 Snapcaster Mage
2 Elesh Norn, Grand Cenobite
Spells - 24
2 Oblivion Ring
2 Blue Sun's Zenith
2 Feeling of Dread
3 Mana Leak
4 Think Twice
4 Day of Judgement
3 Timely Reinforcements
Planeswalkers - 2
2 Gideon Jura
Artifacts - 2
2 Nihil Spellbomb
3 Phantasmal Image
3 Celestial Purge
2 Divine Offering
2 Jace, Memory Adept
I've been testing it out on Cockatrice and it seems to be doing very consistantly, but I hear the quality of players there isn't exactly great... I'm poor and cant irl get these cards and don't really want to pay for Magic Online. Anyways, The mainboard is set that way to curbstomp aggro, with 4 Days, 3 Timelys, and 2 Feeling of Dread. The latter two help me slow aggro decks so i can survive long enough to drop a Batterskull, Day, or Elesh. Giddeon is awesome being spot removal and again stalling as I dig for a Day or something and is a threat all at the same time. Sideboard has a couple specific answers, jace/Nihil beats UB control which I have trouble against since they can just drownyard me. The other problem decks are Zombies (hence three purges) and swords (Offerings) everything else is fairly standard. Elesh and Batterskull are two of the top cards out there right now and I feel as have consistent wipe in Day is better than the spot removal from black. The first kinda shuts down aggro if she sticks and Batterskull can easily turns games around and is really resilient.
Jan 20, 2012Posted in: The Rumor MillQuote from ImaginarionThere's room for 1 more multicolored card, but I'm betting it's a GW mythic.
I doubt it. This sets all about humans getting wrecked and monsters taking over. A human mythic, a card that would empower them and help them fight back doesn't seem likely, while a card that pumps another group of monsters trying to eat humans definitely fits.
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