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Hello everyone, just getting into Pauper and brewed up a red green eldrazi spawn deck.
The deck uses all of the ways to make Eldrazi Spawn tokens in Red Green, i.e. Nest Invader, Spawning Breath, Brood Birthing, Growth Spasm, Kozilek's Predator, and Emrakul's Hatcher.
It has a few ways to win, using Impact Tremors, then playing token generators to deal damage to the face while making chump blockers/extra mana. If you're able to get out multiple Impact Tremors it can be pretty devastating, dealing 3-8 damage with just one of our cards that make tokens.
We can also cast a turn three Hand of Emrakul, or even hard cast it later in the game if we only have a couple Eldrazi Spawn.
There's also Echoing Courage for when we want to go wide with our tokens.
In removal I have Lightning Bolt and Massive Raid, which can also close out a game.
It also has one Sylvok Lifestaff to gain a chunk of life back in a pinch.
Initially the deck had four Raid Bombardemnt but after playtesting it was way too slow and inconsistent because I'd usually lose my tokens in combat.
I want to keep the main package of Hand of Emrakul, Impact Tremors, Brood Birthing, Spawning Breath, and Nest Invader because that's the core of the deck.
I'm not familiar with the format so I don't know what sort of sideboard I should build either.
Any help is greatly appreciated!
No-Dachi seems like the most efficient way to make this guy a powerhouse. Daybreak coronet or sword of vengeance would be super strong but sword doesn't go online until turn four and daybreak is too fragile
Not really, other than taking out their best guy assuming they have no first strike.
He only has one point of damage to assign across every creature blocking it
This guy seems to really like first strike. Although there aren't any good first strike enablers in standard right now there's some good stuff in modern.
No-Dachi gives +2 power and first strike for 5 which is costly but it curves out well and it basically gives you a 3/3 first strike death touch.
Peregrine Mask is cheap, for 1 to cast and 2 to equip it gives defender flying and first strike, making it a beast of a blocker.
Sword of Vengeance does what No-Dachi does but ads vigilance which is nice since it will kill anything that blocks it.
Dragon Grip gives surprise death touch with ferocious.
Daybreak Coronet seems crazy good with it in an aura based build, maybe with ethereal armor and hyena/spider umbra, vigilance first strike life link death touch 4/6.
I don't know if any of this is good enough for competitive play but I'll be definitely trying it out.
I feel like Temur Ascendancy has a lot of potential. Haste is good already, and drawing cards is a huge deal imo. In modern I think it will be played with Imaginary Pet and other cards like that which really benefit from either being played again or haste, or both. Vengevine would be good too, along with Cosmic Larva.
Very true about remand. I could see that being really good as a potentially better Hour of Need.
Unfortunately, about what cyberium is saying, those are mostly non modern cards. Legacy is just too fast for this deck.
I tried one of my lists and every game I could stick a TA on turn three I won. The card advantage is just immense, while at the same time beating in hard. Imaginary Pet is insanely powerful. In the cases where they were able to remove him, I had already recast him at least once, making him do more than replace himself and beat in for 8.
What if you could cheat him out? Or ramp him out? In a rock GBx build? I could see him being a player in that, with a lot of removal to make him more of a threat.
In the scenario where you get Ascendancy, that would be perfect. Only downside is the lack of draw without it. I do like the idea though. Xenagos seems pretty fitting as well. I would swap two esperzoas with gladiators or something that can interact with the board. The deck just needs more than two cards that can remove threats.
I like the lightning mauler inclusion a lot, and Izzet Charm would definitely help getting out the ascendency. I would replace the bolts in my list with those, and the ancient with mauler. I'm trying to think of something that could protect the ascendancy or fatties. Dropping the esperzoas for 2 vexing sphinx and 2 hour of need, a larva for the fourth mauler.
Sure. Maybe we will get a few more delve creatures that would work, and you could put goyf in with it and self mill, and have a whole new way of playing it with graveyard interaction.
Eater of days would definitely be good. And peek abilities (gitaxian probe primarily)would probably be a must with cards like that and, as you mentioned, cosmic larva swinging twice. Obstinate Baloth could be good in the sideboard I think, for black decks and aggro. Illusory Angel is decent, but really could only be played quickly with a probe or vexing devil. Hour of need is awesome. Not sure about the channelers. Baloth Cage Trap is a card I think could be pretty decent in the side board. Spellbreaker could be a good sideboard, or main board maybe, idk. It's a bit tough to cast but it shouldn't be a problem. I put together a rough list.
Dunno about how many lands for sure. 22? A lot of people say you shouldn't go below 24, but this decks curve tops out at 4. Couldn't find room for everything and I'm not sure about what to cut. Bolt for some board interaction, since the only other thing is cyclops gladiator. Probe and Visions to dig. Cyclops I think is really good and I'm gonna have to try it out to be convinced otherwise haha. Sheltering ancient, despite the upkeep, is a freaking 5/5 for 1G which is pretty dang good IMO. Awesome play is ascendancy t3, t4 Pet and Ancient. That's what I thought of when I first started imagining this deck.
The deck uses all of the ways to make Eldrazi Spawn tokens in Red Green, i.e. Nest Invader, Spawning Breath, Brood Birthing, Growth Spasm, Kozilek's Predator, and Emrakul's Hatcher.
It has a few ways to win, using Impact Tremors, then playing token generators to deal damage to the face while making chump blockers/extra mana. If you're able to get out multiple Impact Tremors it can be pretty devastating, dealing 3-8 damage with just one of our cards that make tokens.
We can also cast a turn three Hand of Emrakul, or even hard cast it later in the game if we only have a couple Eldrazi Spawn.
There's also Echoing Courage for when we want to go wide with our tokens.
In removal I have Lightning Bolt and Massive Raid, which can also close out a game.
It also has one Sylvok Lifestaff to gain a chunk of life back in a pinch.
Initially the deck had four Raid Bombardemnt but after playtesting it was way too slow and inconsistent because I'd usually lose my tokens in combat.
Here's the decklist
2 Massive Raid
4 Impact Tremors
4 Echoing Courage
1 Sylvok Lifestaff
4 Nest Invader
4 Spawning Breath
4 Brood Birthing
2 Growth Spasm
4 Kozilek's Predator
1 Emrakul's Hatcher
4 Hand of Emrakul
4 Rugged Highlands
6 Forest
12 Mountain
I want to keep the main package of Hand of Emrakul, Impact Tremors, Brood Birthing, Spawning Breath, and Nest Invader because that's the core of the deck.
I'm not familiar with the format so I don't know what sort of sideboard I should build either.
Any help is greatly appreciated!
He only has one point of damage to assign across every creature blocking it
No-Dachi gives +2 power and first strike for 5 which is costly but it curves out well and it basically gives you a 3/3 first strike death touch.
Peregrine Mask is cheap, for 1 to cast and 2 to equip it gives defender flying and first strike, making it a beast of a blocker.
Sword of Vengeance does what No-Dachi does but ads vigilance which is nice since it will kill anything that blocks it.
Dragon Grip gives surprise death touch with ferocious.
Daybreak Coronet seems crazy good with it in an aura based build, maybe with ethereal armor and hyena/spider umbra, vigilance first strike life link death touch 4/6.
I don't know if any of this is good enough for competitive play but I'll be definitely trying it out.
Unfortunately, about what cyberium is saying, those are mostly non modern cards. Legacy is just too fast for this deck.
I tried one of my lists and every game I could stick a TA on turn three I won. The card advantage is just immense, while at the same time beating in hard. Imaginary Pet is insanely powerful. In the cases where they were able to remove him, I had already recast him at least once, making him do more than replace himself and beat in for 8.
4 Vexing Devil
4 Imaginary Pet
4 Lightning Mauler
2 Cosmic Larva
2 Vexing Sphinx
4 Izzet Charm
4 Gitaxian Probe
4 Serum Visions
2 Hour of Need
2 Cyclops Gladiator
2 Thrun, the Last Troll
22 Lands
I would drop the thruns for something that gives my permanents protection from a color, especially enchantments. Anybody know a spell that does that?
4 Imaginary Pet
4 Vexing Devil
3 Cosmic Larva
3 Sheltering Ancient
4 Esperzoa
2 Thrun, the Last Troll
2 Cyclops Gladiator
4 Serum Vision
4 Lightning Bolt
4 Steam Vents
4 Sacred Foundry
4 Hallowed Fountain
4 Arid Mesa
4 Misty Rainforest
2 Island
Dunno about how many lands for sure. 22? A lot of people say you shouldn't go below 24, but this decks curve tops out at 4. Couldn't find room for everything and I'm not sure about what to cut. Bolt for some board interaction, since the only other thing is cyclops gladiator. Probe and Visions to dig. Cyclops I think is really good and I'm gonna have to try it out to be convinced otherwise haha. Sheltering ancient, despite the upkeep, is a freaking 5/5 for 1G which is pretty dang good IMO. Awesome play is ascendancy t3, t4 Pet and Ancient. That's what I thought of when I first started imagining this deck.