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  • posted a message on Athreos Disruption
    I put together an Ozhov disruption/aggro deck that I'd like some feedback on. It centers around hand peeking and discarding effects alongside Athreos, God of Passage. Let me know what you guys think:



    It plays kind of like a tempo/weenyish deck with disruption. It's done pretty well in playtesting on untap.in but my biggest problem is finding a win-con. Usually I'll win, but it will take a while (turn 9+) and will result from an onslaught of small creatures and a tax from Athreos.
    Posted in: Standard Archives
  • posted a message on American Control: Exiling Post-JOU
    Yeah, control is losing a ton of staples after RTR rotates. I'm sure they will print some control love, however.

    Here is the casual list. It has a few hate-kinks because of what my friends are running, but for the most part it is what I would build for Block-Constructed at this point. I would run 4 Elspeth, Sun's Champion in Block, but knocked it to 3 for a more Standard-oriented list.



    Deicide in the sideboard would be present, maybe even mainboard, we'll see in the new Standard. The rotation of Supreme Verdict leaves control with limited wipes, short of Fated Retribution which I'm not a fan of at 7CMC. If the new Standard is slower, which I predict it will be, Retribution might be more playable. Part of the reason Verdict is great is that it can wipe so early, something Retribution will never be able to do. That leaves the only real wipes in the deck being Anger of the Gods and Elspeth, Sun's Champion. Elspeth has a similar problem to Retribution, but Anger is decent, especially considering Athreos, God of Passage will be a thing.

    Losing Sphinx's Revelation is also tough, leaving me to run four Divination. I think Wizards will print a good "recharge and redraw" card for control in the next set, though, so this will be remedied by then. If not, alternative draw such as Dictate of Kruphix or the blue Font will become necessary. I guess I should mention Dakra Mystic here, as it is sort of a draw card. I really play it more for the casual/fun side of my playgroup's matches, but honestly I think it could possibly see Standard play when RTR rotates. I use it to keep my opponent at bay once I stabilize. So, around turn 5, after I've Banishing Light or Chained to the Rocks'd a few threats, Dakra is there to eliminate further threats from ever getting to my opponent's hand. Say they reveal a Polukranos, World Eater and I reveal a Plains that I don't need, and have no cards in my hand to deal with that threat, I would force the graveyard. Essentially you are viewing your threat matchups and anticipating whether you have an adequate response or not.

    I'm running Reprisal because my friend plays G/R Hydras, but I left it in this Standard list because it is the complement to Lightning Strike and Magma Jet. The two latter red cards are for handling small decks/threats, the white card for bigger ones. I don't know if it will be Standard playable post-rotation, but we'll see. It's sort of a grown-up Last Breath with no downside.

    Stormbreath Dragon is the biggest threat to this deck because of its pro-white. The only options are 2 for 1'ing with red burn spells or an Elspeth nuke. I'm hoping for a blue or red card to kill/exile it in the next set. Right now for Standard that's what Verdict and Mortars are for.

    RTR rotating will probably put a strain on control initially. I'm not very experienced at all, so like I said in my OP, all of the above could be bull. This is all just from my limited (not the format, hehe) time playing Magic off/on casual/draft/some standard for the past few months.
    Posted in: Standard Archives
  • posted a message on American Control: Exiling Post-JOU
    Hello all, in light of the new cards Deicide and Banishing Light coming out in JOU, I have built an American (UWR) control deck for my friends' casual block-constructed group. But it seems these new cards give significant power to a UWR control deck in Standard as well.

    The main points here are the interactions between Banishing Light, Chained to the Rocks, Detention Sphere, Sphere of Safety, and threats in the current meta.

    So, two of the three exiling enchantments above can target "nonland permanents." This includes gods, planeswalkers, and enchantments (such as Whip of Erebos). Detention Sphere was around pre-JOU, but was one of the only cards that could do this. Being able to exile nonland permanents is particularly powerful in the current meta (I'm looking at you, Master of Waves).

    Next, all of the three above exiling enchantments (once again: Banishing Light, Chained to the Rocks, and Detention Sphere) above are essentially low-cost removal spells without constraints such as "nonblack," "mono-colored," or "creature or planeswalker." Sure, the CMC difference of 1 for Banishing Light and Detention Sphere is present, but does the versatility outweigh this? Maybe. I will also note that they are not instant speed, which is a definite downside, but that brings me to my next point.

    All of these are enchantments that interact with Sphere of Safety. I know this card has a relatively high CMC (at 5) and hasn't seen much play, but if you are mainboarding 12 enchantments that will most likely stay on the board, you're looking at most likely a 3-5 mana toll on every attack against you. That is by no means insignificant. Factor in that in these colors you can play Assemble the Legion as a one or two of if you are so inclined and you now have around 15 enchantments to pump Sphere of Safety.

    In an American control deck, you also still have access to some staples of the current control meta; Supreme Verdict, Sphinx's Revelation, Aetherling, and Elspeth, Sun's Champion (in addition to an assortment of counterspells). But you also have access to a few other powerful removal spells such as the aforementioned Chained to the Rocks alongside Mizzium Mortars (which hits both Blood Baron of Vizkopa and Stormbreath Dragon, two deadly cards that are immune to your exiling enchantments)and Anger of the Gods.

    But what does American control now, in JOU, not have, in comparison to Esper? Well, Hero's Downfall is a huge one. The tradeoff there is instant speed vs. versatility. Other removal spells such as Devour Flesh are also relevant. Thoughtseize is another powerful spell not available to American control. I should also note Azorius control, which still retains the advantage of a more smooth mana base, something American control struggles with, especially considering that Chained to the Rocks requires a mountain to latch onto.

    In conclusion, I believe American Control decks may become more of a "thing" after JOU hits. The availability of three exiling enchantments that all synergize with Sphere of Safety and allow your colors to be in range of Mizzium Mortars/Anger of the Gods is pretty powerful. Now that gods, planeswalkers, and other enchantments are all very present in the meta, versatility in removal is key.

    What do you guys think? I'm not even a control player so the above could very well be 100% bull, hah. So please, feedback, criticism, comments?

    This is the decklist I am currently playing around with, but have no idea what to do with for the sideboard (what do control players side in against control?):

    EDIT: Updated decklist.

    Posted in: Standard Archives
  • posted a message on [[JOU]] Launch the Fleet
    This would be fun with Purphoros. Zap! Zap! Zapzapzapzap!
    Posted in: New Card Discussion
  • posted a message on [[BNG]] Dakra Mystic
    I've had fun playing this guy as a 3-of in a UG deck I'm running. He works well alongside Courser of Kruphix and Dictate of Kruphix. I've only done a little playtesting, but so far he functions with great utility. It's kind of an intangible value during the game. I especially like denying my opponent's land drops. Kiora's Follower is his best friend. At the very least he's useful for using that last bit of mana at your opponent's EOT. Also, you can chump against a fatty and use his ability pre-damage so he can accomplish more. I would definitely recommend at least trying this card to experience it's usefulness. Probably my favorite card of the set so far; I think his home is in GU.
    Posted in: New Card Discussion
  • posted a message on Really scared right now, should I call the police for this?
    Quote from magickware99
    If it puts your mind at ease, yes.

    A speeding ticket is inconsequential to the way the police will look at you anyhow.

    And if the colors had anything to do with it, you'd probably be dead or at least shot at, especially if it's the crips or the bloods (the two gangs from L.A. traditionally associated with the red and blue colors) involved. Those folks do not ****ing kid around with their gang rivalries.

    If they were gang-members, which I wouldn't doubt given the whole brandishing of guns and whatnot, then they probably just wanted to intimidate you.


    Thanks for the words. I did end up calling them, and basically said exactly what I posted here. They told me to calm down and that they wouldn't cite me for reckless driving for anything, and just said they would send a unit to that street/area and look around but they're probably long gone by now. I gave the best description of the car and guys that I could but honestly it could describe hundreds if not thousands of people in this area. I didn't get their plates which would have been good, but I was more worried about getting away. I managed to reach one of my friends who's been calming me down. But this was the craziest thing that's happened to me.
    Posted in: Real-Life Advice
  • posted a message on Really scared right now, should I call the police for this?
    Hi guys. I don't really know where else to put this since I don't really have a presence on any other forums (barely on this one) and none of my friends are picking up their phones. I've read some things like this on the internet before and I've always called bull**** on it, but trust me, I wouldn't be posting this if it hadn't happened for real.

    Tonight on my way home from work (I'm 17 and work at a gas station on the weekends to save for college and for spending money) I was driving *exactly* the speed limit on a 30mph road, because I got a speeding ticket last week (my first ever) and I'm paranoid about cops now. So this car behind me was tailgating me hardcore, and started flashing his brights. I was looking in the rear view mirror and was about to pull over when I noticed the next light which I was coming up on was yellow, and I was about to run it. So I slammed the brakes to not run the light (maybe not smart, but I wouldn't have made it) and the guys pulled up next to me in the bike lane. The car was like a 90's-early 00's honda that had a spoiler and was totally riced out. The two guys in the front seat rolled down their window and started screaming and cussing me out and flipping me off. I looked away and waited for the light, and then, I swear to god, the one in the driver's seat pulled a gun and held it out of the window pointed up (not at me). I got super scared at that point, and since there was no one around (not a lot of people on this street at night) I put my car into manual-shift and GASSED IT the hell out of there. I drive a Passat with an aftermarket turbo so I can go pretty fast, but at that point they did the exact same. I got scared thinking they were following me so I pulled into a side street to the right. They turned also and accelerated. So I kept going as fast as I could to get away, and I came to a coltesac (spelling sorry) that I didn't know was there and FREAKED OUT because I didn't think I would make it out. I managed to pull around and get out and they still kept following me. At that point I realized I needed to go on roads I knew, because NOBODY can keep up with me in my home town streets if I'm going as fast as I can. So I kept going, at this point like 85 in a 30 just to keep them at bay (still gaining on me). I had to pull around this corner too fast and I lost traction in the rear and almost hit someone, but they kept gaining. I figured if a police comes to pull me over GOOD because I'd rather get in trouble and LIVE and not get shot by these dudes. I finally managed to out-pace them in the streets where I live because I know them so well, and I started really shaking because I didn't know if they would be able to find me or something. I've never done anything illegal except the speeding ticket I got last week so I'm really scared, both about what I did and about the guys with the gun. Should I call the cops and report this? I got away, and I think I'm safe now at home, but I'm still really scared. Help?

    EDIT: I should probably add too that I live in an area with gang presence, and I have a *red* Rebel Alliance sticker on my rear window because I'm a Star Wars fan, so I'm scared that maybe they were blueraggers or something (I don't know what the specific gangs are) because if they were they would have seen my sticker as a signal that I'm in an opposing gang or something.
    Posted in: Real-Life Advice
  • posted a message on Help; how do I quit my job?
    Quote from Infecter4life
    Very easy, you simply go up to him and say you are quitting (if you want to do it the official way you have to give him 2 weeks notice, but you aren't obligated to if you feel that you really need to go asap...which if you need to study seems like the case). Don't be afraid. I worked numerous jobs like yours, and you have to realize how high the turn-over is for them. You have no obligation to work there, and his feelings shouldn't come into your decision making process. It's your life, not his.

    Edit: If your boss doesn't enjoy the turnover rate, then he shouldn't be working at a GAS STATION.....ridiculous, no clue how he expects people to be loyal for near minimum wage with ****ty conditions and no room for advancement.


    Thanks for the reply. The thing is though, the conditions aren't ***ty. They're nice. This is a nice neighborhood to work in, an affluent neighborhood. Granted it's not like working at a lounge, but there are much sketchier gas stations one could work at.

    Also, there isn't really a high turnover at this particular gas station. The two weekday shift guys have been there, happily, for like ten years. The other kid who works there (morning weekends) has been there for about a year I think. The only reason my slot opened up was because the previous-previous guy went to college, and the guy they replaced him with got fired because people complained that he was rude. There are only 4 employees ever (one at a time there, though, not including the garage mechanics there on weekdays), and there is usually little turnover.
    Posted in: Real-Life Advice
  • posted a message on Help; how do I quit my job?
    Hey mtgsalvation people. I'm in need of some advice. (sorry this turned out to be pretty long)

    I'm 17 and still in high school as a junior. In mid/late October I got a job at a local gas station working weekends in the afternoon. My shifts are 2-9PM.

    It's not that I dislike my job, or my boss, or the other guys who work there, in fact I like it, I just feel that I need that time back to regain my energy/sanity and do school work. I'm trying to get into a good college, and I just feel that a lot of my time to do my work has been taken away by, my work (pun intended).

    My boss is a really nice guy. He's owned the gas station for a long time, and lots of people go in there and say they've known him forever and only come to this gas station and he's the nicest guy ever and this and that etc. I like him, he's a good boss, a fair boss, and he pays me well (like $11/hour in a first job). When I took the job I told him that I can work 2-9 weekends no problem, and could stay in the job at least until I leave for college (at the end of next year).

    About a week after I had been working there we were talking about how much I could work during the summer, and he was offering to let me take some more shifts in case I wanted more money during the summer. Understand that he wasn't pushing me to take more hours at all, he was just letting me know that the option was there in the summer, he was being nice. During this conversation he mentioned that he doesn't like employee turnover, as in, he doesn't like it when people get in the job then leave after a short time. Well I've only been working for a couple months, so I would feel bad leaving so soon.

    The thing is, he is really nice, but he can also be serious when he needs to be. He is professional and expects his employees to be professional. I feel like I'd be letting him down or betraying his kindness and the opportunity he has given me if I leave after only working for a short time.

    I really like my coworkers, too. The kid who works the morning shifts on weekends is my age and also a student, and we get along really well. The adults who work weekdays are also really nice, and I've made good friends there. I don't want to offend them or anything, especially my boss.

    I just feel that I need more time on the weekends for myself. I need to study for the SAT and the ACT (well I don't NEED to, but I want to). I want to have more time to relax and recoup from the school week (I take pretty rigorous classes, and go to a private high school). I also want more time to do my homework on the weekends. I can do some work while I'm on my shifts but it's not as easy or focused as when I do it at home.

    So, those are my reasons for leaving, and those are my reasons why I'm having a hard time doing it. I'd really appreciate some advice from anyone who has gone through something like this (or hasn't). Thanks guys.
    Posted in: Real-Life Advice
  • posted a message on Homebrew Prophet of Kruphix Ramp
    Hey guys. I'm looking for feedback/suggestions on a homebrew I worked on a while ago then forgot about in lieu of a midrange I made. It revolves around Prophet of Kruphix and was originally intended to make use of Kalonian Hydra, which didn't end up actually making the cut. Otherwise, it's pretty similar to other ramp decks. Let me know what you think;



    Looking at it now, I think Kalonian Hydra may still work in this deck. The fact that I can flash it in negates the main downside of K-Hydra because I can do it when I know my opponent is tapped out, thus avoiding any Mizzium Mortars or other removal spells they have. Plus, it will be ready to swing as soon as it is my turn again. Thanks Prophet of Kruphix!

    So, let me know what you guys think. I'm looking for any suggestions or feedback of any kind.
    Posted in: Standard Archives
  • posted a message on Interaction Between Legion's Initiative and Purphoros, God of the Forge
    Hello everyone. I have a question about how these two cards work together:

    Legion's Initiative / Purphoros, God of the Forge

    So, say you had enough devotion such that Purphoros is a creature. Now, you activate Legion's Initiative's ability. Does Purphoros also exile? I would say yes because at the time he is a creature, but also no because he would may no longer be a creature after some others leave the battlefield (assume they were giving him the devotion he needs to be a creature). So, all the creatures exile at once (thus he is exiled), or is it a stack situation (he might not be)?

    Also, if Purphoros is exiled in this way, when he returns, does his triggered ability activate? Like the previous question, do they all come back at once (his trigger does not activate), or is it a stack (he can come back first, meaning he will trigger)?

    Thanks for any help!
    Posted in: Magic Rulings Archives
  • posted a message on GWB Buy-All-The-Cards Junk Deck
    Quote from LewisCBR
    I just dont like the randomness of chant. Sure, in a long game it could work to your advantage, but in a long game you are already a pretty bad underdog. Costing 6 to bring out is a big deal.

    Id rather just side in the 8 hand disruptions and few needles. If you can wreck their hand early a few creatures is all it will take to win by turn 6 or 7, hopefully. To be honest, though, I havent seen a lot of control online lately.


    I guess you're right about being screwed in a long game anyway. That's out. I'm going to put in 2 Selesnya Charm then, to exile against a mono color deck playing gods.

    So my current sideboard looks, well, exactly like LewisCBR's. lol
    Posted in: Standard Archives
  • posted a message on GWB Buy-All-The-Cards Junk Deck
    Quote from EggShen
    How has the whip been in testing? I find myself scowling at that card in your decklist. I realize it plays well with Obzedat, but I wonder if something else might be better. Maybe a little more ramp so you can both drop a critter and keep up a kill spell?

    If it's been amazing or the lifelink is just too critical to give up, feel free to disregard.


    I've loved the Whip so far. The lifelink alone is invaluable, because this deck tends to dip low in life in the first 5 or so turns, but the Whip works as an insane stabilizer. I could survive without it, sure, but it gives a nice cushion to work with. I'm also running a bunch of shocklands which makes it important. Desk demon + whip = massive health gains.

    Its secondary ability is also nice as LewisCBR said, against control to keep pumping out more threats in case I run dry.



    I like the idea of a control-hate sideboard because as you said, we have a pretty stacked match up against aggro already. I'm definitely going to be running Pithing Needle, Golgari Charm, Thoughtseize and Duress from there. I've also been looking at Deadbridge Chant against control, mainly for the clause "put it onto the battlefield" meaning the card can't be countered. It gives a little extra steam that makes control have to deal with more targets, and reloads/reanimates making board-wipe less of an end-all/be-all scenario. What do you think about it?
    Posted in: Standard Archives
  • posted a message on GWB Buy-All-The-Cards Junk Deck
    Quote from Nev
    It feels a little odd to have the mana base slightly tilted against green when your early plays are tilted towards it. I think I'd consider splitting the doom blade count between it and ultimate price as well as considering splitting the putrefy count between it and abrupt decay (which notably hits Domri rade and detention sphere).


    Really good points. I totally overlooked the early mana distribution. I updated by adding in two forests, taking out a plains and a swamp each. Do you think this is enough?

    I had abrupt decay in the SB against control, but I guess mainboarding it would be a better option as it is more versatile. Same with ultimate price.
    Posted in: Standard Archives
  • posted a message on GWB Buy-All-The-Cards Junk Deck
    Hey all. I'm looking for some feedback on a new decklist I made. It centers around having multiple win-won and pressure cards with a strong removal and creature base.




    A lot of the cards I'm running are more individually powerful than synergistically powerful, which makes me hesitate at first, but from playtesting it always seems to work out. That said, here are the reasons I'm running the cards I am:


    4x Sylvan Caryatid: A great 2 drop to stop early attackers and will always be there to tap for any color mana. Very important ramp in a tri-color.

    4x Fleecemane Lion: An OP (imo) 2 drop that is already pretty good on his own, being a 3/3 for 2, but once his monstrocity hits he becomes a force to be reckoned with. 4/4 dodging all removal that I can think of can either lock a game down on its own or shut down the opponent's creatures until your other win-cons come out.

    3x Voice of Resurgence: An all-around good card and a staple. Works well on its own but becomes exponentially more powerful if Elspeth, Sun's Champion comes out.

    4x Desecration Demon: Another staple, and a reason to run tri-color. Running three colors gives the deck flexibility to have multiple different colors of staples, thus more numerous threats. Desk demon is always a threat, meaning I can feel more secure about having room to get out even bigger dudes.

    3x Reaper of the Wilds: Mainly for its versatility. I was on the fence about this card, but with the mana base I have it will be able to dodge lots of removal with hexproof, deals with most aggro as a 4/5, and can deathtouch as a last resort against really big guys. All at 4 CMC.

    2x Blood Baron of Vizkopa: Great card, dodges some removal. Lifelink. Can take it to the house if he starts hitting your opponent. Potential win-con.

    2x Obzedat, Ghost Council: Amazing card. Big hitter but also a win-con if your opponent can't deal with it somehow. Dodges a lot of removal.

    The key with the creatures in this deck is that each is a big threat in its own right, and if the opponent doesn't deal with just one of them it can often mean the game.


    The rest of the deck is about augmenting the creatures and dealing with threats by removal.

    1x Doom Blade: Cheap, effective removal. Can be sideboarded out against black.
    2x Ultimate Price: Split between Doom Blade and this, same function, different targets.
    2x Abrupt Decay: As Nev pointed out, a bit more versatile in that it hits detention sphere and Domri Rade, but can still destroy low-costing creatures early if needed.
    3x Hero's Downfall: Versatile and powerful removal. Deals with creatures and planeswalkers.
    1x Putrefy: A bit more versatile removal, bringing the removal count up to 9.
    2x Whip of Erebos: Insane with Blood Baron. Has a cool combo with Obzedat. Powerful even without these tricks. Always seems useful with such powerful creatures.
    2x Elspeth, Sun's Champion: Another threat that must be dealt with. Can end games. Works well with Voice. Win-con if I've ever seen one.
    Posted in: Standard Archives
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