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  • posted a message on [SCD] Deathrite Shaman
    I thought Id mention Ive been playtesting him as a 2 and 3 of my legacy pod build(NOT NIC FIT). Hes a beast in there as he helps accelerate early game while forces through damage on a clogged board late game. Everybody keeps mentioning the accelerating or the ping for 2 but readily overlook his third ability it seems. The fact he gives back the two health from pod activations or damage while having a big enough body that he can block quite a few creatures. Before hand I was having trouble versus some fast paced aggro builds but hes solved many of those issues. In three games vs creature oriented decks I used him to generate something like 70 health. Perhaps hes not enough in the veteran explorer pod builds but has helped non-explorer builds become more competitive. On a side note while its always preferable to target an opponents graveyard hes really shines in a build that can fuel your own graveyard. I saw a junk style deck using a lot of hand disruption wreck an opponents hand then drop this guy turn 3 he dealt a substantial amount of damage before the other guy found an answer. It ended up costing him the game.

    I realize hes not as great as many claim but having played a few dozen games with him at this point I feel hes one of the most undervalued cards of the set. Id agree he might only find a home in one or two established decks being played right now(and certainly is no auto-replacement in any). But I think his real value will show in the near future with some developing deck. Right now I for one am seeing quite a few more experimental decks that are extremely close to competitive being played then when I started this game years ago and hell find a home in one.
    Posted in: Legacy (Type 1.5)
  • posted a message on The Oblivion Crisis
    Hey there everyone I recently just started playing EDH to give me a break from my usual legacy format. After looking through a slew of Generals I decided to build one outside my usual color pie and play style. Graze in the other pasture so to speak. Baring this in mind I opted for Zirilan of the Claw. After numerous games my spike kicked in and I couldn't help but change my build into something more competitive. The biggest obstacles with a zirilan build I decided were twofold. One the fact in aggro matches while your dragons are fearsome you tend to not play out as fast as other builds. Two you just cant do the degenerate plays most of the other combo decks can. Most decks with this commander went full blown aggro with enchantments designed throw extra damage when the dragons come into play and just beat face. Fun but ineffective when your zirilan gets tagged. So I opted instead to make my deck a toolbox using one of the strongest tutors Ive ever seen. So without further ado here's the decklist followed by a brief summary.


    Its runs nearly without fail if my general is not answered. Yet its built to run without him as well. The basic idea is to just keep sweeping the field with targeted and sweeper removal. It works very efficiently and the combination of dwarves with the firebombers and the obsidian fireheart creates a vicious land lock. Side note with all the mana your producing the fireheart is great. It doesnt seem like it but with all of the field clearing thats bound to happen 4 or 5 points of damage a turn begins to add up. Worldgorger and several other dragons mean that if you can untap your general you have built in protection against your general being "tucked". You have enough mana accel having him destroyed does little more then slow you down.
    Strengths:
    -Your sweepers come with bodies
    -One of the most powerful tutors in the game
    -Utility your dragons give you a variety of options from lock to removal
    Weaknesses:
    -Enchantments
    - Decks with extreme amounts of tuck
    -No counter spells
    My only weak spot is enchantments though I do have one or two solutions to those though they are slow. Suggestions are welcome and questions are great Ill do my best to update the post perhaps have it turned into one of the primers for the general.

    CARD CHOICE EXPLANATIONS:
    Many of you may be wondering about the flashfires well my meta has a huge amount of mono white players so I added it as a nuke card against them as I owned one. As Ive played whites flare for enchantments proved to be particularly irritating and its proven to be crippling against what I consider the most difficult match ups.

    Side Side note: Rimescale is the one of the most powerful underrated dragons in the game.

    Combo's and Tricks:
    Coming Soon
    Posted in: 1 vs 1 Commander
  • posted a message on Magic: the Gathering, the musical, with puppets
    OH YEA this is on my watch list that preview just made my week
    Posted in: Magic General
  • posted a message on Is exalted a viable legacy option
    Quote from mordraid
    I've built a "only for fun" exalted deck and it turns out to be quite good. In fact, i transformed my maverick deck into this exalted deck and i never wanted to go back. It lack some versatility that maverick got with green sun's zenith but, it got some raw power to compensate.



    Some cards may be questionable over others, but it's well thought. The first is the choice of knotvine paladin over knight of the reliquary. It is true that knight of the reliquary is an overall better card. But in an exalted deck you are rewarded with having only one of your dudes go to war. Knotvine paladin almost always attack at 4/4 minimum on turn 3. Another odd choice is silverblade paladin. Getting one of your dude double strike is something to consider, especially with mother of runes. A silverblade paladin and a single mother of runes can outrace many decks.

    Imagine this:

    T1: forest, noble hierarch, GO
    T2: plains, silverblade paladin (unbound), GO
    T3:land, sublime archangel (bound to paladin), attack with 6/6 double strike paladin, GO
    T4: Play whatever, swing with archangel for 8/7 flying double strike.

    That play be seems like a god draw but, the truth is, it's almost always like this. Let's see another scenario.

    T1: mother of runes
    T2: knotvine paladin
    T3: silverblade paladin, swing with 4/4 knotvine paladin double strike (pro-color)
    T4: Noble hierarc/qasali pride mage, swing with 6/6 double strike knotvine paladin for the win.

    Cavern of souls help a lot at getting your creatures into play. Naming either human or angel will ensure you got all you need on the table. Sure you are weak to creature removal, but so is any decks that kills with creatures.

    If you got any ideas on how to improve this deck, i'll be happy to share.


    Im going to reiterate one more time though maze is a train wreck for you(not even denzel washington could save your train wreck). Id splash for vindicate or run wastelands at the least. Played a guy last night running a similiar build few counterspells one maze and I was able to out run him with a geist. Also if you cant answer their creatures your in for a world of hurt. Throw in a few swords or paths of your own I kept flashing spellstutter in and chumping him bitterblossom though not as common can prove to be an irritation.
    Posted in: Legacy (Type 1.5)
  • posted a message on Is exalted a viable legacy option
    We have a fellow at my local shop who plays with the exalted mechanic as a pet deck for our legacy tourneys. While tenuous at times if the opponent lacks the proper removal or counters it can turn vicious very fast. Tier 1 no but strong.
    Posted in: Legacy (Type 1.5)
  • posted a message on Just found this ancient relic in my box of cards
    Got to love that new release hype I pulled a temporal, a vexing devil and a sigaarda (and about another 100 dollars in cards which I traded for various other cards) traded them for 2 intuitions. Best part the box was won for 20 off a tournament I took 1st in with high tide. Dont feel to bad though we all bite those bullets in life sometimes.
    Posted in: Magic General
  • posted a message on Hatred towards young players.
    Consider it a right of passage. I just turned 23 from the time I was 13+ due to my siblings being late 20's and early 30's I tended to hang out with older people. Even out where I work I am the youngest by over 10 years and I still take flack. Sometimes its not about respect for the player just old fashion ribbing from someone whose older. They do the same in any hobby or activity you participate in, right now at your age though magic may just be the only thing in which you interact frequently with that age group so you haven't noticed it. Treat it like an initiation they toss a little gruff your way and you throw some back about them being old and eventually you have some new buddies.
    Posted in: Magic General
  • posted a message on [Deck]FaeryNinjaStill
    Quote from Ace1
    Ok, i guess i could cut the cliques, with all the hand control she doesn't seem as necessary:



    Hmm well that depends on if you like her I myself just have never cared for V cliques as much but many swear by them. If you wanted to keep them Id go 2 zephyrs as you were and cut perhaps a even the bitterblossoms. I love them but my question is how do you find them in your build? Seems to me that you have plenty of bodies so building a spellstutter count is not an issue. Plus the high number of creatures makes it seem like you arent in need of the pressure every turn. Maybe drop then for the cliques or equipment?
    Outside of that hows it been playing actual reports make advice easier.
    Posted in: Developing (Legacy)
  • posted a message on [Deck]FaeryNinjaStill
    Higure is just to clunky and slow honestly. Id rather play jace in his slot one time investment and multiple uses. It also doesn't require mana every turn.

    On the question of sprite vs tormented soul I would stick sprite he contributes to spellstutter and flying is almost as good as unblockable. If you were running more equipment I may agree to switching them until then Id stick with sprites. I also would not suggest cutting NotDH hes just by far your best ninjitsu card and should be a 4 of.
    Posted in: Developing (Legacy)
  • posted a message on [Deck]FaeryNinjaStill
    Quote from Ace1
    Alright so i got some really cheap thoughtseizes today, adding them to the list. This is what i'll be testing next thursday night legacy:



    Had good results last week, went 2-0, 2-0, 1-2, lost to maverick due to bad opening hands and too much etbT lands. Fixed that since then so it should play better now.


    Ha I was right :p just what i need an even bigger ego lol glad to see you shore the mana base up a bit and put some solid card discard in there. Cabals are another good cheap option in these builds as you usually have the creature to throw out. Im still thinking 4 mistblades and 4 zephyrs are to many. Cut them down to 2/3 or 2/2 and throw in a play set of spell snares or pierces or even good old counterspell if you really want to stick to budget perhaps. Id advocate standstills if you can get them they just provide crazy CA and your builds set to play around them.

    @ferro man yea Id pull higure hes fun but way to slow to be competitive and whenever I had the mana to play him I always had something Id rather play. His tutor ability is nice but he also tends to just eat your mana and is a removal magnet.
    Posted in: Developing (Legacy)
  • posted a message on [Deck]FaeryNinjaStill
    @Kidbuu Ive always like familiars ruse how did it treat you? Seems awesome in conjuction with the ninja's is it worth be a multiple of? My only other concern is Daze I love the card in certain matchups but the ones you listed it seems weak. Perhaps pull them and up the pierce/snare count? Then move them to the SB for other matchups.

    @Ace1 I like baleful strix actually hmm Im tempted to see how it works in my build now. Especially as I play turbodrazi regularly and sower can be to slow to handle their mid-range threats.

    If you want to run student my first inclination is to cut the mistblades. They are awesome however you rarely want to see more then 2 of them. I would reduce their number first. If I were you I would reduce the cavern harpy and zephyr sprite number as well and add another bitterblossom (your running no standstills so a third is critical to give you a good chance at drawing) or just remove them period. Your running quite a few fae as is and dont need the ninjitsu targets so theyll just eat your life away most times.

    In those slots Id throw some hand disruption such as inquisition or cabal even hymn. Since your not running much counter or FoW blacks hand disruption is the main reason to run it besides the creature removal. It packs a nasty punch to and Ive cut most of my counter package for hand disruption.

    Last question is does your land base give you much trouble? I see way more CiPT lands then Id like. I know its budget but grabbing a few fetches and just playing basics seems like it might be a better option.
    Posted in: Developing (Legacy)
  • posted a message on [Deck]FaeryNinjaStill
    [QUOTE=Elusidity;/comments/4149959]

    SB: 3 PtE, 2 snuff out, 2 Surgical Extraction, 4 Daze, 2 Sower of Temptation, 1 Karakas, 1 Thoughtseize

    Hmm I like the idea of the phantasm and of the cards in the v5 mono list pest and daze are what I would consider the two most underwhelming. I never really like pest to begin with though.

    On the topic of proven builds I run my UBW version at FNM regularly. Its not quite a PTQ but we get quite a few competitive decks there. Ive tried it vs High Tide, Enchantress, Various Control, Legacy Knights and others I can post a few results. However my question is do we still consider monoblue the standard no matter what color you add I feel its weakest version. When it works it really works I just dont feel its consistent enough in power. Perhaps pick some of the UBW and BR lists and add those in? Im sure whomever deck you copy would be more then happy to write a small informational section.

    On the subject of splashes have you gotten any testing in silenzio? My versions not doing to shabby though Ive recently pulled a few cards(1x Mistbind and 1x TtMS) and have been playtesting 2x Sinkhole and 2x orims chant in my main in their place. The sinkholes have been interesting. My favorite part about it is the fact that after sideboard I usually have 12-17 cards MB to fight any particular strategy(Aggro, control, Combo).
    Posted in: Developing (Legacy)
  • posted a message on [Deck]FaeryNinjaStill
    Probably I think the whole list v5 could use a reboot just my opinion though I dont really run mono blue.
    Posted in: Developing (Legacy)
  • posted a message on [Deck]FaeryNinjaStill
    Thats the great thing about the swords options as they are all about personal feelings and meta decks. I use the swords less so for the pro as the effect you get. The draw can really keep your deck running while the burn eeks out the last bit of damage. So long as your running one there arent any real bad options. As youve said some nifty turn tricks with mistbind from feast and famine. Though dont underestimate light and shadow as well the creature recursion can generate real CA. However onto the next point.

    Personally I feel almost the exact opposite of you. That if your going to run red then packing all the burn you can into the build is why you would. At this point your running red for a sweeper and removal. White and black both give you better options in these departments. From my perspective your not running enough solid control with big enough beaters to maintain your advantage. Your running pingers and only a few equipment pieces which means your constantly racing. The possible 12 extra damage could mean the difference between losing and winning.

    Grim Lavamancer is the up in the air card yet I feel he merits testing at least. Gives you use for your graveyard in a creature that doesnt need combat to win.Your running enough blue for FoW (general rule I was taught is 16 min and my last list has something like 24) so on that point I think that argument is a bit moot. If you feel the need to replace them however I think ponder, or Top should be included. These decks tend to play out fast and top decking becomes critical. Another option is jace he is just brutal in this deck enough creatures to defend him fixes your draws clears defenders and gives you fateseal so you can limit critical spells that need countered. Yet his best feature is the fact its a win con that does not rely on combat.

    On the debate over counters Counterspell is almost never run anymore yet could prove playable in your build and a hard counter is always better then a soft counter and certainly better then daze (grain of salt dosage recommended as I have a severe distaste for daze). Test it and let us know how it worked! Side note I always like snare I know some consider it to weak in todays current world of decks yet it hits the cards that I feel cause the most damage in a race(goyf and mystic).
    Posted in: Developing (Legacy)
  • posted a message on [Deck]FaeryNinjaStill
    Honestly Im not really feeling that UR build. My analysis would be more like:
    Blood Moon: Extremely potent however your playing way way to many non-basics I see it being more detrimental to your own game plan in the long run.
    Firespout: I would keep it if your meta has alot of tribal or weenies otherwise not sure. Most of your creatures fly and it kills your own ninja's. Keep it in the SB and only if your meta really calls for it.
    Fire//Ice: Never really cared as much for this card. The versatility looks good at first but I always find it disappointing never doing quite what you need in any situation.
    Bolt: Classic staple not much else to say.
    Blasts: If your running into a lot of blue control in your meta then yes otherwise as much as I like them they seem to limited in what decks you would use them to merit eating 4 SB slots.

    As of right now your build seems to give just not pack enough punch. Your giving up the speed and control in mono builds for a few utility cards. Which is not a bad thing however everything you want to gain in red you have only better options in other colors. I do think red could have potential.
    What do you think about pulling 1 V. Clique both the fire//Ice and maybe a cloud for a set of chain lightnings? Its basically another set of bolts for control and in all the games Ive played even burn vs burn Ive never had the bolt bounced back at me. Adds more to the face or another removal slot.

    I would pull a jitte for a sword probably fire and ice as its one of my favorites in this deck build. As much as I like more control the dazes would become sb material for combo or other matchups. They can prove invaluable at times but are just to offsetting to your own game plan to merit MB material.

    Perhaps replace them with 2x Grim Lavamancer and 2x mistbind cliques? Your build seems like it fills the graveyard fast enough that Grim could provide that last bit of damage. Mistbind in a deck with so many fae to champion gives an awesome 4/4 body while simultaneously offsetting an opponents plan. It also performs some funny tricks when burned off or removed and you championed spellstutter of cloud. Ive used that once or twice to counter a key spell that my opponent forgot I had access to.
    Also Mistblade shinobi is great main or sb as his affect can seriously screw an opponent. Ive had people leave open key critters just to stop the threat of his ninjitsu.
    My suggested build:


    Sideboard:
    SB: 4 [A] Red Elemental Blast
    SB: 3 [SHM] Firespout
    SB: 3 [HOP] Relic of Progenitus
    SB: 2 [DK] Mistblade Shinobi
    SB: 3 [ZEN] Spell Pierce
    Posted in: Developing (Legacy)
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