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  • posted a message on [[Activity]] Draft-practice
    Thank you very much, you've been very helpful. I'm going to proceed trying to find out drafting etc from within the server. Thanks to Zoomzilla as well for answering my questions/tipping about the site.
    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] Draft-practice
    Where can I find the draft rooms? Are they on Cockatrice or Wooger? Or somewhere else? (I'm going to admit to having very little clue about this. My experience with Cockatrice is making decks with it, and playtesting solo about 1 year ago)
    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] Draft-practice
    Thank you for the link! How do I draft with it?
    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] Draft-practice
    If you're talking about cockatrice from cockatrice.de, it's been shut down. Or are you talking about some other cockatrice?
    Posted in: Limited (Sealed, Draft)
  • posted a message on [[Activity]] Draft-practice
    Is there anyone up for some draft-practice? Using the draft thing from TappedOut.net and playtesting on UnTap.in to pseudo-draft, and ideally some deck/pick discussion afterwards.

    Why I'm asking: Personally I'm noticing I'm doing fairly bad at drafting and I want to improve, but it's a bit expensive to draft where I live (roughly $26 for each time) compared to how much I'm winning/gaining in card value, so I need to practice a bit online to improve my skills without going bankrupt. I've played for a while (roughly 2 years), but I'm noticing that people who have played significantly less are beating me, causing me to rarely go home with prizes aside from random FNM card give-outs. This kind of practice is good for both new as it allows people to get more experienced at drafting, but also more experienced drafters who want to fine-adjust picks etc.

    The drafting will be a 30-sec per card, with pick time refreshed for every new pack and will be a JOU/BNG/THS draft.

    Not sure if I'm using tags correctly/posting in correct forum (but it's my best guess).
    Posted in: Limited (Sealed, Draft)
  • posted a message on Synergy recursion deck (Needs suggestions)
    I am very in conflict about the Grisly Salvage vs Mulch. They both have strengths and weaknesses.

    Mulch strengths
    -Less mana reliant, GG works just as well as BG. The only creature actually reliant on G mana is Lotleth Troll, since the rest is reanimation based, or B. If I'm short on B mana, I certainly don't want to waste it too much.
    -Allows me to draw all lands cards, not just one, which will benefit the Landfall on Bloodghast more than a single land most often will

    Grisly Salvage strengths
    -Greater chance of drawing a land
    -More creatures in GY each time
    -Allows me to draw creature card in an emergency (though I think I've already pretty much lost if my GY is sealed off)
    -Instant speed

    Summary: Mulch is more flexible cast-wise, but Grisly Salvage is more powerful at most other aspects. For now, I think I'll think I'll swap for Grisly Salvage.

    TL;DR: -4 Mulch, +4 Grisly Salvage

    P.S: I might add both later, if I find no better card draw-effects.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Synergy recursion deck (Needs suggestions)
    Ok, so +1 Skullclamp, -2 Rancor and +2 Phyrexian Altar.

    Reasoning for not adding the others:
    Abyssal Gatekeeper - Fun card, but it doesn't possess any innate recursion, and I feel it's not synergetic with anything but Grave Pact, where it only adds another effect of the same type. For that Mana, I'd rather just equip a skullclamp to a Gravecrawler and gain 2 cards instad of forcing them to sac one more, or sac it for an additional mana with [CARD]Phyrexian
    Altar[/CARD], recast it with the gained mana and repeat, for infinite forced sac, assuming Grave Pact is in play

    Golgari Rot Farm - First glance there's nice synergy with the Bloodghasts, but it sets my mana back slightly, and playtesting, I find myself always spending my mana as much as I can. I draw a lot of cards with Mulch and Skullclamp, so I rarely need to find another land. I'm rarely without lands before turn 6. Fetchlands also trigger the Blooghast effect, so I gain two recasts for having fetchlands instead of other ones.

    Tortured Existence - See Carom's comment.

    Blasting Station - Got little idea what to replace for it. I like the card as a part of the deck, but I only got so many slots. None of the creatures can go, but if anyone got a good understanding of what can go for it, without making the deck too ''I want every effect there is''-ish - please tell me. I feel Rancor is a sort of win-more, but adding trample means more damage goes through, and it adds a +2 damage every turn. Rancor is also nicely synergetic with the rest of the deck, in the way that it bounces if I sac the creature, or it dies.


    Other issues I've ran into is card-draw. I got 8 card draws (counting mulch, since recursion means I don't care about creatures in my graveyard, and any lands I draw from it adds to Bloodghast recursion), but I'd like more, since my deck is incredibly reliant on the Skullclamps. Do anyone know of any cheap cards (manawise) that lets me draw cards? Perhaps with a ''Discard a card'' or ''Sacrifice a creature'' effect as cost?

    (P.S: I've been testing on Cockatrice, not in real life, so playtest isn't 100% accurate)
    Posted in: Casual & Multiplayer Formats
  • posted a message on Synergy recursion deck (Needs suggestions)
    Okay, so I'm hoping to make a casual-ish deck where I have a lot of creatures that can be recast from graveyard. What I want from the deck is a lot of synergy, but also casting up from graveyard, meaning that self-mill, as well as sacrificing creatures for effects is good. I.e, assuming I have a zombie in play, I'd play Gravecrawler, equip a Skullclamp onto it, and repeat for 4 cards or so, sometimes forcing me to discard to 7, allowing me to put additional creatures in my graveyard, and recast them next turn.

    Current deck list is:


    I'm going to use basic card substitution for real-life playtest (printed cards above a real one, in sleeve), so don't worry about price all that much. I don't plan to use it too much competatively, though I'd like the deck to be able to face one if required. Anyone got any ideas about what I should do? All kinds of ideas are welcome.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Adaptable Sabotage
    I read your comments, and I do agree. White seems to actually be a mismatch for this decktype. I think I'm going to move to a BRG deck instead, since red, black and Rakdos in general seems to have a lot more of the destructive vibe. I'm also curious about what blue could do for the deck, with counterspells, and a generally more controlling gamestyle.

    I don't feel like I can remove green, since it's the primary source of ramping and mana-fix, but I also feel that four colors could be a bit too much to ask for. The deck would need a lot more manafix if I did go Non-white (all four colors except white).

    Any thoughts on this?
    Posted in: Standard Archives
  • posted a message on Adaptable Sabotage
    I've had an idea for a deck for a while now. While I doubt that I'm the only one to come up with the diea, I think that it would be one of the most fun decks to play, due to its versatility against several decktypes. The deck idea is rather simple: Sabotage your opponent.

    Well, not like reverse-shuffle them or cheat in any way, what I mean is: Make a deck that simply destroys the strategy of your opponents deck. Simply put, it's an anti-deck, that specializes heavily in a good and fitting sideboard, that changes the deck to beat the most popular decktypes around now.

    The general strategy is that the deck has some sort of stable ramp, that leads up to a deck-devastating card, i.e. what Curse of Death's Hold could do against a swarm-style aggro-deck. For now, the deck is GWB, much because of how much Arbor Elf interacts with the forest-type shocklands.

    The deck is far from complete, but what I have now is a rather crude take on how it might look like. I hope you guys find it as intruiging as I do, and that you can help me make this deck work.



    (And yes, the manabase is terrible, but it's a rough sketch at the moment, we find the manabase last, so I just listed up the relevant dual-colored lands).
    Posted in: Standard Archives
  • posted a message on Goblin Token
    Ok, so Krenko, Mob Boss is an extremely nice goblin token spawner. I came. I saw. I loved it. And I came again. Does anyone see a viable idea for a goblin token deck in standard, perhaps by topping the whole thing with token abusable such as Burn At the Stakes? And maybe some sort of board-wipe protection? It's just an idea, but after all, the goblins have some relatively nice cards in M13, and there's things like Krenko's Command to further boost the Krenko token doubling, leaving us with a TON of tokens. Possibly splash with white for using some spells of the soon-to-be outrotated B/W token decks?

    Does anyone see any viability in this?
    Posted in: Standard Archives
  • posted a message on [[Official]] UR Tamiyo Control
    Hey guys! I just made myself an outline to a R/U deck, and I got told of this thread after I had posted mine. I'll just throw my decklist into the pile and hope for the best here. I feel like I've got a slightly different take on this than you guys, but I'm pretty sure you know better what you're doing. I haven't read through the entire thread yet (though I plan to do so), so this might all be old stuff to you. Sorry if I'm wastin' space!

    Posted in: Standard Archives
  • posted a message on U/R Control
    I don't feel like any of these cards are bad, but are there any major flaws more experienced deckbuilders can point out? I know there's not much I can offer in return, but please have a look at least. I'm a novice deckbuilder and I need some help from more experienced deckbuilders. I feel like the combination of area removal and control might be an effective combination, but please tell me if I'm doing anthing borderline retarded (or even just mediocre).


    Decklist here.

    Posted in: Standard Archives
  • posted a message on [[Official]] The "I Need Help Deciding What To Play" Thread
    Are there any sort of control decks going on atm, or is it stupid to play it due to Cavern of souls? I don't know what to play (I don't have any decks atm), but I think I want a control deck. I'm a fairly new player and I really don't know what to play. I haven't played too many games, but I think i prefer reactive decks. Well, at least I prefer having some control of the game, so I guess some sort of control deck is what I'm after.
    Posted in: Standard Archives
  • posted a message on Noob needs help with a B/U control deck
    I think I messed up my own writing. What I meant was that I'm concerned about how many win-conditions I have. Sure, I can control the hell out of the battlefield and keep my hand full of usable stuff at the same time, but there's not much in the deck that actually lets me win a match. I got extremely few offensive things, and that's what worries me. But that can just be me not having enough experience playing this deck.
    Posted in: Standard Archives
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