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  • posted a message on Slimefoot & Bontu's
    Slimefoot would see all the creatures dying simultaneously, so his ability would trigger however many times even though he is also getting destroyed
    Posted in: Standard Archives
  • posted a message on B/W Flying lifelink Deathtouch
    So I took you idea and turned it into a more aggressive version of what your original list did. It's a lot lower to the ground so you'd be much less likely to get blown out by super fast aggressive decks like what you'd encounter at FNM. Idk what your budget for this deck is but this list definitely wouldn't break the bank. Enjoy!

    Posted in: Standard Archives
  • posted a message on Jund Delve
    I like what you're trying to do but I think you missed the mark on the execution a little bit. Here are a few ideas for you Smile

    -You definitely need 4 Hooting Mandrills and 4 Murderous Cuts main. They'll be your bread and butter with all the delve fueling you've got going on.
    -You can probably cut red, as neither Generator Servant nor Dragon-Style Twins are that great. For how much delving you want to do, I think Nyx Weaver makes sense for you, since he also allows you to buy back some cards that end up in the graveyard via Commune and Wayfinder. Necropolis Fiend, Shambling Attendants, and Sultai Scavenger are better options than those red cards.
    -If budget isn't an obstacle, I'd go up to 8 fetches, even if you are dropping to 2 colors. Acts as deck thinning as well as delve fuel.
    -You'll have to test and see if all the delving you want to do interferes with Strength from the Fallen or Nighthowler. Those cards want your graveyard full, which delve hurts.
    -I'd also up your Mystic count to 4, since it can attack and they'll have to respect the possibility of Become Immense
    Posted in: Standard Archives
  • posted a message on Ugin Planeswalker's abilities
    I think Ugin will most likely be colorless, if only to give the card the widest appeal possible. People already know he's the master of colorless magic, so I think they take advantage of that and make this a card everyone can/will want. I also think that his CMC is going to be a minimum of 6, but no more than 9. Basically one less than whatever Bolas is. I also think that if any Planeswalker is going to get 4 abilities, it's going to be Bolas(Ugin is his rival, not his equal).

    That said, here's my approximate guess..

    Ugin, the Spirit Dragon 7
    Planeswalker - Ugin
    +2: Ugin, the Spirit Dragon deals 3 damage divided as you choose among one, two, or three target creatures or players.
    -4: Search your library for a colorless or Planeswalker card and put that card into your hand, then shuffle your library.
    -10: (Either an All is Dust/Perilous Vault effect, an Emblem that lets you take extra turns or skip opponents turns, or an emblem that lets you use colorless mana as mana of any color)
    5

    I really don't have a guess which direction they'll take the Ult, but if it is the emblem to let you use colorless mana as any color, it'd probably cost 8 instead of 10.
    Posted in: Speculation
  • posted a message on B/W/R Aura Control
    I almost forgot. Greater Auramancy is also pretty awesome for protecting your enchantments from spot removal, which is almost always the only enchantment removal people have in Modern. (Back to Nature is not something that's common to see)
    Posted in: Deck Creation (Modern)
  • posted a message on B/W/R Aura Control
    I think this is a really cool idea but I do have some ideas that might interest you.

    Have you thought about adding in some Idyllic Tutor or Heliod's Pilgrim? It would add some redundancy to your strategy of getting enchantment's to your hand and even let you use a little wider of a variety. In your colors with access to fetches, running Chained to the Rocks would almost certainly be preferable to Journey to Nowhere. If you play Heliod's Pilgrim that also makes Underworld Connections a good one of option for you. It would also let you play any of the Curse cards from Innistrad Block that strike your fancy. And lastly, Angelic Destiny and Assemble the Legion are cards that play into your strategy pretty well. Destiny doesn't work great with Glitterfang, but any other creature becomes a win con with it.

    Just some food for thought. I have been brewing up some ideas like this myself. I'll post one later if I can get together what I think are a decent 75.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] : Mardu Midrange (RWB)
    Lightning Strike and Bile Blight take out most of the creatures they run. Anything with lifelink is good, Sorin, Butcher, Whip of Erebos(out of the sideboard). And otherwise you just try and race them. Seeker is good in theory but they have so much burn he will just die most times.
    Posted in: Standard Archives
  • posted a message on [Primer] : Mardu Midrange (RWB)
    Quote from rujasu »
    Moved to Established


    Woohoo look at us go Smile
    Posted in: Standard Archives
  • posted a message on [Primer] : Mardu Midrange (RWB)
    @Shogun, my experiences with Sorin, Solemn Visitor have almost always been stellar. I started out running 2 and immediately went to 3. Sorin is excellent because he is never a dead card. He can obviously make for huge life swings but even when that's not the case he makes you a blocker, almost immediately becoming a 2 for 1 in your favor(a few exceptions exist, one being Crackling Doom). I think he is exceptional value and I can't think of a time when I have been sad to see a Sorin in my hand. Don't underestimate the value of a couple swings with a (usually) 3/2 flyer (Delver, Mantis Rider, etc.) and this one will have lifelink.

    @TheIronCaptain, I think it really depends on the style of deck you want to play, grindy or tempo. Personally, I think most of the potential of Jeskai was revealed in the Pro Tour, where it was very successful. Aside from a few sideboard cards, I don't think the Jeskai Tempo decks will change all that much, so I think they'll suffer due to being known quantities. How do you beat them? Lifegain and spells that kill 3 toughness creatures. I think Jeskai is going to evolve into more of a control deck in the future, with less creatures and more counters and walkers to finish things off. Mardu on the other hand didn't have a great showing at the Pro Tour, so you could argue that it's just a worse deck, but I think it has more to do with people not finding the right 75 for it to perform optimally. I think its place is to be the other midrange deck in the format across from Abzan, but with that said, it needs more tuning in general, which can be a blessing or a curse, depending on how much you like to experiment/playtest.
    Posted in: Standard Archives
  • posted a message on [Primer] : Mardu Midrange (RWB)
    I'd say cut the God's Willings for 2 Chained and the 4th Thoughtsieze. I think it looks really solid, and the additional one cost spells will help you have very efficient turns.
    Posted in: Standard Archives
  • posted a message on [Primer] : Mardu Midrange (RWB)
    @Kahmos, here is a thread trying to do something akin to what you're talking about: http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-deck-creation/573998-mardu-tokens-aggro-the-new-mud
    Posted in: Standard Archives
  • posted a message on [Primer] : Mardu Midrange (RWB)
    You just need it to be a mountain though. You don't need it untapped. You just need your turn 1 land to produce white, and a second land that is or can fetch a mountain, then your game plan is still on track. Also, in hindsight, I think the 2 Temple of Triumphs should be 2 more Temple of Silence, to ensure that turn 2 you're either playing Chained to the Rocks or Thoughtseize.
    Posted in: Standard Archives
  • posted a message on Standard Proven and Established Archetypes
    List looks good to me!
    Posted in: Competitive
  • posted a message on [Primer] : Mardu Midrange (RWB)
    @Adelaise I like your list, but I think if you're trying to run Chained to the Rocks you should just play all 4 of them, and in addition, you've got to make your manabase work with it better. I think something more like this would work better with Chained:

    Lands: 25
    4 Nomad's Outpost
    4 Bloodstained Mire (if you have the 4th, if not run a 4th Wilds)
    3 Evolving Wilds
    2 Temple of Silence
    2 Temple of Triumph
    2 Caves of Koilos
    1 Battlefield Forge
    4 Mountain
    2 Swamp
    1 Urborg, Tomb of Yawgmoth (I don't think playing more than 1 of these is right, but that's just me)

    That gives you 11 ways to get a mountain out, which is about the minimum I'd run if I'm wanting to use Chained.
    Posted in: Standard Archives
  • posted a message on [Primer] : Mardu Midrange (RWB)
    @Bluemagic, when you get a chance, you should update the first page of this when you can with the lists that had 21 points in the standard portion of the Pro Tour. There were 2 Mardu Midrange decks that did it, one was a more creature-ish build and the other was more Planeswalker oriented.
    Posted in: Standard Archives
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