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Lineage 2 Revolution DB
 
Jaya Ballard Returns
 
The Magic Market Index for Nov 17, 2017
  • posted a message on Limited Resources spoiler: Uncommon Desert Cycle
    Rivulet (U) is pretty interesting as a win condition because the ability is fairly cheap. I think you'd want a way to recur lands from the graveyard though. The new Ramunap Excavator and/or Splendid Reclamation seem like good enablers. The whole deck is probably a pipe dream though.

    However Ruins (R) is downright great for Standard because the reach is invaluable for red decks (especially if they can fit in 4-8 more deserts).

    I also play New Perspectives so I appreciate that at this point Shefet Monitor is a toolbox.

    In limited the black one is nuts and the green and white one are decent.
    Posted in: The Rumor Mill
  • posted a message on Mardu Reanimator
    This type of deck is going to be very good with the introduction of Razaketh to the format. Haunted Dead and Prized Amalgam can also be great in the right deck and have favorable interactions with Razaketh. I plan to make a deck centered around these cards and was seriously considering playing Nahiri. I'll be writing a primer on it when HOU is completely spoiled and I settle on a list.
    Posted in: Standard Archives
  • posted a message on God-Pharaoh's Gift
    I think the Grim Flayer suggestion is a very good one, but I'd need to see the other supporting cast. The Insolent Neonate/Cathartic Reunion could certainly be a start as well. I suppose any deck trying very hard to accomplish this task may be able to use Haunted Dead + Prized Amalgam as an additional payoff for milling (although there's obviously some tension in that returning them puts you farther away from God-Pharaoh's Gift). Gate could also find a home in a Sam Black style Hidden Stockpile deck with Thraben Inspectors and Sacred Cats. That deck actively sacrifices its own creatures without losing board presence and is able to dig with scry to find more. Furthermore, a 4/4 Sacred Cat with haste is very cool.
    Posted in: The Rumor Mill
  • posted a message on Gathering Magic Spoiler - RAZAKETH
    Liliana, Death's Majesty was looking for a reanimation target in Standard. I didn't dare hope it would be this good. Razaketh's tutoring turns creatures into cards, so you just have to ensure that those cards generate more creatures. Consider the following engine:

    4x Prized Amalgam
    4x Haunted Dead
    4x Liliana, Death's Majesty
    3x Razaketh, the Foulblooded

    Here are some key interactions:
    Haunted Dead allows you to discard Razaketh
    Razaketh likes recursive creatures and creature tokens to tutor with
    Lili's reanimation triggers Prized Amalgam
    Razaketh can tutor for more Amalgams, fueling the reanimation engine further
    Razaketh can tutor for Lili in response to non-exiling removal so you can get him back again

    The way these all combine is such that if you reanimate Razaketh with Liliana, you can sacrifice your Haunted Deads to tutor for Amalgams. You then discard these to reanimate the Haunted Deads and Amalgams, then you can sacrifice those to get more Amalgams (or whatever you want). If Razaketh is allowed to hit the board he can spiral out of control very quickly with this type of engine.

    I almost forgot to mention that this sequence gets you an 8/8 flample beater and a great planeswalker that ticks up while making zombies.

    Also, the whole engine is mono-black. Don't let Amalgam fool you, you don't need to cast him. You just need these 11 cards along with discard outlets. You can use Cryptbreaker and Collective Brutality, which are good cards and leave you still in mono-black. You can also get some great additions from other colors: Red gives you Cathartic Reunion and Lightning Axe to discard, which are both great. Green gives you Grim Flayer to mill, Traverse to tutor pieces, and Ishkanah as Ishkanah. Blue gives you Pull from Tomorrow and counterspells, as well as the ability to cast Amalgam. Mardu gives you Nahiri, which is a discard outlet that can also ultimate for Razaketh.

    If anyone is reading this and wants to play a deck with these cards, my only request is that it be named, "Razzle Dazzle".
    Posted in: The Rumor Mill
  • posted a message on Metalwork Colossus Decks
    I have an event coming up and was considering playing Colossus, as I've had previous good luck with the deck.

    Personally, I am not a big fan of either the Cranes or the Foundry Inspectors. I'd love to play a Foundry Inspector on t3 if I got to untap with it, but I've found that it never happens game 1. As for Crane, I try to focus on explosive power first and I don't like paying mana for something that doesn't reduce the cost of Colossus and much prefer a Puzzleknot, Prism, or Key.

    Instead I'd prefer to invalidate creatures altogether since the top decks all rely on attacking. I was intrigued by the monoblue list running Engulf the Shore, but I am extremely worried the creatures in this metagame will rapidly grow out of it's range. Furthermore, this deck's explosive potential is contingent upon playing your Sanctums first, which is a nonbo if you need to use Engulf to survive. I also like Baral's Expertise and Skysovereign, but I think I'll stick with the gold standard of Fumigate.


    Does anyone have strong opinions on the way I have constructed my deck? I'd love to entertain argument for Crane or Inspector. It's also possible 3 Reverse Engineer is totally unnecessary until after sideboard and I should replace some or all of those with more interaction. I am definitely worried about the Mardu matchup.

    Edit: Forgot to actually attach list
    Posted in: Standard Archives
  • posted a message on Mirage Mirror via Blake Rasmussen's Twitter
    Metalwork Colossus looking tasty with HOU
    Posted in: The Rumor Mill
  • posted a message on Selesnya Anointed Tokens
    I was playing something similar after trying to force Nissa into Sam Black's PT list. I like what you have but I would move the Declarations in Stone to the main deck when the biggest decks are zombies and Marvel. Also, if you're going to play 12 4-drops I would really want some 2-drop ramp spells such as Channeler Initiate or Servant of the Conduit. Oath of Ajani sort of works as long as Gideon is in your hand. How has Angel of Invention been for you? I was also considering Ishkanah, Angel of Sanctions, and the Catlord.
    Posted in: Standard Archives
  • posted a message on Second sun approaches
    npusnakovs, Thank you for posting this list. While Aintrazi's deck has some similar card choices such as Haze, Censor, and an Approach of the Second Suns kill, the play pattern is exceedingly different. This thread has really only been used for the New Perspectives combo deck and I think the title of the thread should be changed accordingly. If you'd like to dicuss simic and bant ramp lists, I would strongly encourage you to start a new thread.
    Posted in: Standard Archives
  • posted a message on Second sun approaches
    Kibbelz, thanks for the FNM story. It seems that those of us that playtest against Mardu and other aggressive decks come to different deck building conclusions than the people that have focused on tweaking the original list.

    However one thing I do think that ksk0601 got right was the Traverse the Ulvenwald. I had my doubts about it when I found this thread, but I tried it out and I haven't looked back. We play so many ETB tapped lands that in the set up stages I like to use it to search for a basic and then save it in my hand to ensure I hit the 4th mana for Shefet or the 6th mana for New Perspectives untapped. What's more, I consider it a great addition while comboing because as soon as delirium is achieved you can grab a Vizier, which nets you 1 mana immediately and 2 on future Shadow loops.

    Speaking of, I think it is a cardinal sin to not play 4 Shadow of the Grave. It's true that they're pretty mopey outside of comboing, but the importance of drawing at least one copy outweighs the risk of drawing too many early. It's just too easy to fizzle without them.

    Some final thoughts, 4 Weirding Woods increases combo speed, which I think is better than extra fogs against aggro. Pulse of Murasa and Commit // Memory I have already advocated for on this forum. I also play 23 or 24 lands. IMO if you often have to cycle to hit your land drops, you're not playing enough of them. After all, you can also cycle extra lands.

    Here's my current list:


    And a bonus list where I tried my very best to force Sweltering Suns into the maindeck:



    Posted in: Standard Archives
  • posted a message on Second sun approaches
    Since adding Traverse the Ulvenwald to my deck, I'm inclined to agree with you on Approach of the Second Sun because you can get Viziers earlier in the combo and build up more mana. I've never had a problem with red mana because you can easily depend on Weirding Wood over adding a Mountain, but the list is very tight and I lean towards Approach simply because it tends to take up one fewer noncycling slot. Speaking of, these MODO players must be really concerned about control to maindeck a Sphinx of the Final Word. That card seems pretty abysmal most of the time and I'm relegating it to my sideboard.

    For the record, I think playing fewer than 4 Weirding Woods is a mistake. I started with only 2 and found that Weirding Wood on 3 was the best way to ensure a match win over decks that want to race. Shefet is good but it's better saved for the combo turn, I like having 8 ramp effects, and by the 4th turn you're more likely to have to use mana on a Haze of Pollen than the 3rd turn. In addition, Weirding Wood lets you both ramp and defend yourself on the 4th turn with Haze of Pollen.

    I still don't like Renewed Faith. I very rarely end up cycling it and then finding myself at 1 or 2 life, which would mean that the incidental lifegain had saved me. Aggro decks are so good at building board presence in this Standard that if I lose it's usually in chunks of 7-10 at a time and a paltry 2 life wouldn't change the outcome. And if I have 2 mana and want to cycle, I literally always feel like I have a land to use for that (I play 23 or 24 lands even with Traverse, which I believe to be the right choice).

    I've been investigating the potential of Pulse of Murasa. Pulse offers the same ratio of cmc: lifegain as the front side of Renewed Faith, but it usually doesn't put you down a card because of the frequency of cycling lands. It's a little more expensive while comboing but it will do the job to dig you a card deeper by grabbing a cycling land or creature. In addition, if you do grab a cycling creature it's virtually a little cheaper than 3 mana because the creature generates mana when you cycle it. Speaking of, a more subtle effect is that it lets you cards from earlier in the game on your combo turn. If you're like me you tend not to cycle Viziers unless you have to because they're so critical while comboing. But with 1-3 Pulses you can feel a little more free to cycle Viziers early since you know you can rebuy them and add them back into the loop later.

    Quote from Vormi »
    The problem with Censor: At the point where you can afford to start the counter-war your opponents will have 32423452 mana anyways and we need other things in the main just for the cycling which will help us survive until to that point. The first Cast Out gets cycled all the time.

    I think you're misunderstanding the point of Censor. It's not for starting a counter war with control you cannot win. It's early interaction- I rarely have trouble casting it turn 2 and countering a Heart of Kiran saves you more life than the front side of Renewed Faith. It also often makes aggro and midrange decks wait until they have an extra mana up. If you don't mind cycling the first Cast Out, you just have to invert that play pattern for Censor. Cycle Cast Outs early, cast them late. Cast Censors early, cycle them late.

    Posted in: Standard Archives
  • posted a message on Second sun approaches
    I've been playing the following at FNM and on Cockatrice for the last 2 weeks:




    Given the similarity between the decks, I believe I can comment the archetype.

    Just in case it's not obvious to others finding this thread, New Perspectives means not only not paying the cost for things like Cast Out, it means not paying the mana for Shefet Monitor and Vizier of Tumbling Sands. These cards generate mana when you cycle them for free, which you use to cast Shadow of the Grave to get everything you've cycled in your combo turn back. Vizier is particularly important because Shefet runs out of fetchables and Vizier generates 2 mana with Weirding Wood. With this mana, you cast Shadow of the Grave and get everything you've cycled back to use again. It takes 2 Shadow of the Grave loops (3 max) to draw your entire deck and you usually have around 10 mana floating.

    The deck is extremely consistent for a Standard combo deck. Given the amount of cycling, you can always eventually find a New Perspective and resolving it with 4 cards is usually lights out. You just have to survive to that point. My testing has been mostly against Mardu Vehicles, and that has motivated many of my card choices. That being said, I like elements of both decks and will combine them moving forwards. I like the Traverse and I'll be putting them in mine. However I also like Censor and probably won't cut it. It's great to have maindeck counterspells to protect the combo and it's good against aggression, which is the exact archetype I fear. I have not been impressed testing with Renewed Faith and cut it very early. I've had a good time with Roilmage's Trick given the diversity of the manabase (it usually reads fog + draw a card, which is exactly what I'm in the market for). Also a singleton Commit // Memory has been very good since it's like playing a maindeck Negate when you combo and it gives the ability to give the combo another go if you somehow fizzle. In relation to that, I like a Fling win condition better than Approach of the Second Suns, given that 14 mana is very intensive.

    Drake Haven is the best Midrange and Control sideboard option. I also love the inclusion of a singleton Sphinx with Traverse. Sweltering Suns has been good against the fastest aggro decks but weaker against Gideon and vehicles (hence only in the sideboard). Negate is a necessity since everyone brings in discard or other noncreature hate. Dispossess is an additional card for Marvel, which is a bit faster than this deck.

    How has everyone felt about Cast Out and Renewed Faith? Do you cast them for their front side very often? Have you tried Censor? Have you tried a Fling win condition?

    PS. Don't forget to Shefet Search and then Shefet search again with the card draw from the first Shefet still on the stack.
    Posted in: Standard Archives
  • posted a message on Liliana, Death´s Majesty (Gathering Magic)
    Dear sweet god

    Easily my favorite planewalker of all time

    + to generate a 2/2 AND refuel your graveyard?? This is not a fair card!

    I, for one, welcome our reanimator overlords.
    Posted in: The Rumor Mill
  • posted a message on [Primer] UR Zombie Emerge
    Has anyone played a large number of matches with this deck against 4 color Saheeli?
    Posted in: Standard Archives
  • posted a message on [Primer] UR Zombie Emerge
    Hello everyone,

    I played RB zombies most of the last standard to great success but am looking to switch into this deck for obvious reasons (RIP in peace Smuggler's Copter). Does anyone have new information with the GB constrictor, Mardu Vehicles, Saheeli Rai meta?

    I wish to maximize Elder Deep-Fiend, Kozilek's Return, and Prized Amalgam. I would like to add counterspells but doubt there's room. The things that unnerve me about the deck are the weakness to a creature with 5+ toughness and the obvious damage that a Negate can do to Cathartic Reunion or Tormenting Voice.

    I was considering Fevered Visions in the main deck because I like it against Control, Saheeli, and GB, but I feel very uncomfortable about feeding Mardu cards. I also was considering Baral's Expertise because it's very good against the overplayed GB menace and synergizes well with Fevered Visions but I think it's too narrow and doesn't do enough against Control, Saheeli Control, and Mardu on the draw.

    Does anyone have a preferred build? I was thinking about something along these lines.



    Maybe I'm also too high on Fiery Temper as a holdover from RB, as it is less important when you have 4 Kozilek's Return. But I do like to have a couple good madness cards in to mitigate the loss in card advantage from the Stitchwings and Axes. Are there any decent draw spells in Standard? This deck would be insane with something half as powerful as Treasure Cruise to refuel.
    Posted in: Standard Archives
  • posted a message on Yet Another Combo Deck (resevoir storm)
    I thought about writing my own thread, but you have one here and there seem to be 2 others on the deck creation forums. I suspect people may get tired of a bunch of different storm threads. So I hope you don't mind me posting some slightly different ideas. I'm with you on Sram, Paradoxical Outcome, Reservoir, and Cheerios, but I have some alternate choices than some of the green cards like Attune and Unbridled Growth (although I do like that they let you cut lands and increase density).



    You absolutely need 4 Sram, Senior Edificers. IMO he's literally the reason to play the deck and raises the win percentage immensely. You don't care that he's legendary or if you draw 2; if they can't deal with him you'll draw too many cards and win. I don't like being dependent on him but playing only 3 copies without counterspells in the maindeck.

    The other card I've been extremely impressed with is Baral's Expertise. I tried to make this deck work in the last Standard and was a big advocate for Crush of Tentacles. It seemed like it was often a time walk + board wipe + threat. So you have to understand how high I am on Expertise when I say I like it better than Crush. Expertise gets rid of 3 threats while deploying an Aetherflux Reservoir or Gisela, the Broken Blade without knocking your other Reservoirs back to hand (my biggest problem with Crush). The other big thing to note is that when you aren't bouncing threats it's an advantage generator or storm piece. Sometimes I find myself slowing down with Sram when I draw multiple lands, but you can bounce your own cheerios with Expertise and replay them to draw more cards and cast more spells. Overall in a deck with so much card advantage I think Expertise is a fantastic inclusion.

    I also feel that Metallic Rebuke is a fantastic card for almost any match up but in particular will give you a fighting chance in a meta that I expect will include a significant amount of control (thanks Fatal Push, Disallow). It's usually Mana Leak or better in this deck.

    Some optional, less sure inclusions from my brainstorming and testing are Sigarda's Aid and Gisela, the Broken Blade. As you mentioned, Aid lets you storm more efficiently with equipment and auras. It also lets you save creatures from toughness or damage based spells with Cathar's Shield. Gisela's inclusion is a nod to the occasional need for alternate game plans and a good card to snipe planeswalkers or defend against aggro. The only thing Gisela ever needed to make her good IMO was to not die to Harnessed Lightning and Grasp of Darkness, which Shield conveniently fixes and also gives her vigilance.

    Also a note on what I haven't included: While Ornithopter is great with a lot of the deck, I ultimately cut it for cards that serve a more essential purpose because it doesn't draw a card with Sram and can be targeted with removal. It hurt me though, as the new art is lovely.

    Other things: I always liked Contraband Kingpin in previous versions of the deck for his ability to scry into lands, but the mana constraints were too difficult for me in this version. I also really like Tezzeret's Touch with Ornithopter (and it draws a card with Sram!) and Tezzeret the Schemer himself. Whir of Invention was in a previous version of the deck but UUU was really difficult to get. If you do include it throw in one copy of Torrential Gearhulk so late game you can tutor it and flashback Whir for a 0 mana artifact. Reverse Engineer similarly was cut from 4 copies because it took down Metallic Rebuke and paying UU or 1UU mana almost always felt like taking a turn off.

    Edit: Accidentally repeated what OP had already said, deleted that part.
    Posted in: Standard Archives
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