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  • posted a message on Triumph of Gerrard
    I have to say this is one of the more intriguing Sagas. The drawback of most enchant creature spells was the idea that when you cast it, the opponent would remove the target and essentially fizzle your spell for a 2 for 1 card advantage. While this does risk the same outcome in that when you cast it, it is possible you don't have a target on the board when it triggers. However, you subsequently can still have advantage later in the game. I think this one is cheap enough to absolutely get some play in a deck that potentially takes advantage of having enchantments on the board which I am going to assume was on Wizard's minds when designing the set (and to come degree...prior sets...looking at your sram, senior edificer
    Posted in: The Rumor Mill
  • posted a message on Dinosaur Tribal General Discussion
    Hello Crew,
    Now that the new set is fully spoiled, and hopefully the monitors are allowing us to write about it here (not sure?)...Here is my take on Dino's with a few questions primarily around the 4 drop. As I see it, you can go aggro or midrange with Dinos and I prefer midrange. So, I will focus there. I prefer to think in play turn sequences and about what might be played each turn given a set deck list. So, I will only include cards on my decklist currently and what can/could happen each turn.
    Turn 1
    commune with dinosaurs
    reckless rage (I don't think I would ever do this but who knows....at least it is an option. Rules question would be whether I can given I would not have a creature of my own to target)

    Second Turn Plays
    Thunderherd Migration
    drover of the mighty

    Turn 3 plays
    ranging raptors
    sweltering suns
    If ramping happened
    ranging raptors + reckless rage or commune with dinosaurs
    ranging raptors + savage stomp or commune with dinosaurs
    Ripjaw Raptor

    Reasonable Turn 4 plays
    Ripjaw Raptor
    If single ramp happened
    regisaur alpha
    ripjaw raptor + reckless rageor commune with dinosaurs or reckless rage
    ripjaw raptor + savage stomp or commune with dinosaurs or reckless rage
    regisaur alpha
    If double ramping has happened
    carnage tyrant
    burning sun's avatar
    Reasonable Turn 5 Options
    regisaur alpha
    If single ramp has happened
    carnage tyrant
    burning sun's avatar
    If double ramp has happened
    carnage tyrant plus any of our 1 mana options
    burning sun's avatar plus any of our 1 mana options
    If we happen to have enough power on the board, this should not be hard ghalta primal hunter

    My deck has the following numbers
    4 Commune
    2 reckless rage
    4 savage stomp
    4 thunderherds
    4 drovers
    4 rangings
    4 ripjaws
    4 regisaurs
    2 carnage
    2 burnings
    4 swelterings
    1 Ghalta

    Between communes, ranging raptors and thunderheads, I think we can go with 21 land and be certain not to miss one.

    Anyone out there able to test online yet. I am only a paper player and while I am saying that this is my deck...until a couple weeks from now, it is not my deck yet. My group unfortunately frowns on playing a proxy you don't really own.

    Having played this deck minus the thunderherds, rages, and ghalta I have learned...
    1.Don't overextend (put too many creatures in play)...mass removal is real and prevalent
    2.This deck is really are good at cleaning up the blockers and little guys...attack every turn you can and you'll get there. Opposing creatures are not a threat. Few creature based decks stand a chance. The 4 sweltering suns are a necessity to stay ahead in a creature based environment. The only creature in your deck that cares about that spell is the ranging raptors and those are really there initially to get killed. If your not in a creature based environment than out goes the suns and in comes a sideboard option (probably naturalize)

    I used to rely on creature based ramp. I think all the ramp options allowing you to play any spell (not just creature spells) is so important to this deck. I can't wait to playtest.




    Posted in: Deck Creation (Standard)
  • posted a message on Verdant Sun's Avatar and Gishath Interaction
    If I attack with gishath, sun's avatar and when revealing and putting dinosaurs into play via the triggered effect, what happens if I get verdant sun's avatar into play with other dinosaurs? Am I able to gain the life from other dinosaurs coming into play (in essence putting the life gain trigger on the stack prior to other creatures entering the battlefield)?
    Posted in: Magic Rulings
  • posted a message on Shell for [c]harvest season[/c] and [c]cryptolith rite[/c]
    Realizing we need more creatures. Censor played a good game of protecting key components in the early game but I think it must go. I have found throne is fun but not needed cuz when we combo out, we combo out. Playtesting shows we are pretty weak and if we don't ramp into something spicy early. So, added some early ground defense to bolster the Cryptolith rite/harvest season capabilities.
    1 Mana Cards (1st turn plays)
    4 loam dryad
    4 greenbelt rampager
    4 narnam renegade

    2 mana cards (2nd turn plays)
    4 cryptolith rite
    4 servant of the conduit
    4 walking ballista

    3 mana cards (3rd turn plays)
    4 harvest season

    The payoff cards on turn 4
    4 paradox engine
    3 nissa, steward of elements

    So that is 35 cards leaving room for 25 lands. I don't think we need that many lands especially with the cryptolith and harvest season. So, I am thinking back in might go 3 duskwatch recruiter so we can find our combo winner in ballista. Any suggested ways that I might be able to return a creature and/or artifact (love it to be both) from the yard in the blue green colors? Any suggestions on what to cut for more card draw/search capabilties as well as what might help with either?

    Help fellow brewers Smile Deck is fun to play. Sure...I don't think we can get to Tier 1, but this is not the forum for that Smile
    Posted in: Standard Archives
  • posted a message on Spending energy if it is not enough
    Lets say I have greenbelt rampager in my hand and I want to be able to repeatedly play it. To do so, I need to make sure I have less than 2 energy. So, if I had a demon of dark schemes in play. Can I attempt to use energy to activate the demon's ability even if I do not have enough to activate it?

    Another example might be if I had a architect of the untamed in play. Could I attempt but fail to activate the ability and drain the energy that I have?

    Posted in: Magic Rulings
  • posted a message on Shell for [c]harvest season[/c] and [c]cryptolith rite[/c]
    Great feedback all. Sam Black seems to have gone in a cool direction but a different one from what I am thinking...Here is the latest list.
    1 Mana Cards (1st turn plays)
    4 loam dryad
    4 greenbelt rampager

    2 mana cards (2nd turn plays)
    4 cryptolith rite
    4 censor
    3 throne of the god-pharaoh
    3 servant of the conduit
    4 walking ballista

    3 mana cards (3rd turn plays)
    4 harvest season

    The payoff cards on turn 4
    4 paradox engine
    3 nissa, steward of elements

    I still need to trim some cards and really need a way to insure I am finding combo pieces as I am going for the combo of infinite untaps/mana. Hmmmm......
    Posted in: Standard Archives
  • posted a message on Shell for [c]harvest season[/c] and [c]cryptolith rite[/c]
    Meecht! That is a FANTASTIC selection as I was thinking that this deck is likely to finish the job around turn 6 or 7. So, this gets a few damage points in earlier. Here is a more complete build as I see things currently

    0/1 Mana Cards (1st turn plays)
    4 ornithopter
    4 loam dryad
    4 greenbelt rampager

    2 mana cards (2nd turn plays)
    4 [c]cryptolith rite[c/]
    4 longtusk cub
    4 censor
    2 duskwatch recruiter
    3 [c]throne of the god-pharoah

    3 mana cards (3rd turn plays)
    4 harvest season

    The payoff cards on turn 4
    3 paradox engine
    3 nissa, stewart of elements
    2 aetherflux reservior

    In his build I am going for the infinite mana through replaying greenbelt rampager repeatedly with longtusk cub and paradox engine on the board. If I have a duskwatch recruiter on the board I can dig and dig with the hopes of a high count on aetherflux reservior or make a super huge Nissa. Issue I think will be consistency and I can't think of many card draw options without diluting the needed components to go big early.

    More Ideas from anyone?
    Posted in: Standard Archives
  • posted a message on Shell for [c]harvest season[/c] and [c]cryptolith rite[/c]
    So these two cards need a standard home. Here is my starting place...
    A absolutely perfect manabase Smile

    4 of each of the signature cards harvest season and cryptolith rite
    Cryptolith enablers that might also stand a chance to be helpful on their own
    greenbelt rampager
    loam dryad
    ornithoper
    narnam renegade
    Some ramp in case you don't have cryptolith
    servant of the conduit
    ulvenwald captive
    harvest season

    1st turn: play one of the above 0/1 mana options
    2nd turn: cryptolith + another of the 0/1 options perhaps or maybe hold back for some instants to respond to the other players nastiness

    third turn is harvest season

    Now it gets fun......:)

    This allows for a 4th turn where you are have 6 mana (as long as you did not miss a land drop) but could have as much as 9 in Christmas-land

    So...what do we do with all that fun? Go blue with nissa, stewart of the elements and back it all up with some counterpower?
    Add the combo of [c]paradox engine[c] seeing as we are already using Greenbelt + Servant infinite combo?
    Just go aggressive and keep it green and drop some green or colorless bombs?

    Love some ideas folks. I know it is just a jumping point but one I want to explore Smile
    Thanks in advance to anyone who helps
    Posted in: Standard Archives
  • posted a message on [Primer] UW Spirits/Flash
    Can metallic mimic be flashed in with rattlechains in play?
    Posted in: Standard Archives
  • posted a message on Oath of Ajani
    Turn 1: birds of paradise
    turn 2: any other ramp spell or oath
    Turn 3: hardened scales + spike feeder
    turn 4: oath of ajani + any 5 mana walker
    Turn 5: any walker for 8 or less or possibly a 4 mana and a 5 mana walker

    This sounds like fun magic to me Smile
    Maybe not super competetive but super fun. Superfriends unite
    Posted in: The Rumor Mill
  • posted a message on 5-Color Panharmonicon
    Not sounding like a jerk at all Cappuccino Smile
    In fact, you are answering the exact question I hoped someone would answer. So...thanks Smile

    I may see if simply adding one waste to the deck makes it viable to add colorless needed cards. 4 sources only aether hub and no way to search for them makes it too risky without. Now with pilgim's eye as a 4 of, and 1 waste, it might be doable. Still testing a lot on this. So may good cards...so many good choices. I am thinking that the next set will really need another 5 drop artifact with a ETB trigger to send this over the top. Right now the only option I can find is verderous gearhulk and while that is a fantastic option, I would love to see some sort of control card as I have found this is a mid-range to control deck.
    Posted in: Standard Archives
  • posted a message on 5-Color Panharmonicon
    I guess my big question is whether something like prophetic prism and/or aether hub has the ability to make colorless mana. When you can make any color with something...can you make colorless mana? Is colorless considered a color? Sorry...possibly a nube questions but knowing this will open options for deckbuilding here such as thought knot seer and the eldrazi blink king Smile
    Posted in: Standard Archives
  • posted a message on 5-Color Panharmonicon
    I am a fan! Love this deck as well. I have 4 colors and abandoned red as I could not really find anything in red that provided significant benefit. The path to victory is often Verderous Gearhulk with counters placed on a cranes, pilgrims, or himself. So, 3 of these is critical. I have found a couple of the blue puzzleknots to be helpful as the scry is needed to find the signature card early and scrying twice is nice later to find the win cons (plus you get some extra energy for color fixing through the hubs and servants. I have found two Skysoverigns to also be helpful as an answer to planeswalkers and they can be found with the crane.

    Question...for those who have tried some of the cards that require colorless mana, how are you getting that to work successfully? With so many colors fit in, do you add one waste as a search target for Pilgrims and then simply count on that and Aether Hub as a source? Inventor's fair is nice but can't be searched and I wonder if that is worth it as it adds the color screw risk. Also, can you use the prism to make colorless mana?
    Posted in: Standard Archives
  • posted a message on Primer Decks: Reanimator
    Has anyone mentioned anger
    With a little shock land or any dual land that calls itself a mountain, your in business even earlier
    Posted in: Casual Primers
  • posted a message on French preview : Land that turns into a Demon
    I really don't see the Reflector Mage worry as that will be only cast on the next turn. An 18 point life swing is easily worth a few measly token creatures Smile
    Posted in: The Rumor Mill
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