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  • posted a message on Tamiyo and Smuggler's Copter
    Excellent, thank you both.
    Posted in: Magic Rulings
  • posted a message on U/G Flashmi
    While I can't speak for Viroid, my goldfishing with their build suggests that the specific combat interactions of the wolf/spirits was part of the durdling plan (as would be the counterspells). Which I assume is why some of the other flash creatures were left out.

    The main problem is that without Rashmi the deck has trouble competing - which is why I suggested the 'walkers. Which means relying of Rashmi to hope to get instant speed out of non-instants and such tricks is so inconsistent as to be a handicap. More likely to have a non-instant stuck in your hand then cast off Rashmi. (I tried an unrelated Rashmi/Brain in a Jar deck, but I couldn't get anywhere with it).

    A secondary problem I experienced with the OP deck was that there frequently isn't enough to do on the first 3 turns. That the lack of early plays means frequently doing nothing on 2 of the first 3 turns. Yes, I assume hitting a Copter with Negate feels great, but it isn't as likely as it seems.

    My own testing continues.
    Posted in: Standard Archives
  • posted a message on Tamiyo and Smuggler's Copter
    I would like to know how the +1 ability of Tamiyo, Field Researcher works with Smuggler's Copter (or other vehicles I suppose).

    I understand that the Copter has to already be crewed into creature status before Tamiyo's +1 could target it. But that is a likely enough situation. The specific interaction I am concerned with is the next-turn clause of Taimiyo's +1 ability. "Until your next turn".

    As vehicles stop being creatures at end of turn, do they lose the status Tamiyo's +1 gives them? Specifically, if the vehicle became a creature again the next turn would Tamiyo's effect still be in effect?

    For (I hope) clarity I will provide 2 instances where this might be relevant.

    1: I control a Copter, a Tamiyo, a Duskwatch Recruiter, numerous other creatures and sufficient lands for mana. On my turn I activate the Copter with one of my extra creatures and then I target my Copter and Duskwatch Recruiter with Tamyo's +1 ability. At the end of my turn the Copter stops being a creature. On my opponent's turn we still have not reached my next turn and the Duskwatch Recruiter still has the "draw cards if combat damage" in effect. If I again crew my Copter, do I draw a card if the Copter does combat damage (blocking) on my opponent's turn?


    2: More or less the inverse. Assume sufficient mana and vanilla creatures for crews. I control Tamiyo and my opponent controls a Copter and a Duskwatch Recruiter. It is my turn and as part of my attack my opponent crews their Copter to block. Post Combat Main Phase I use Tamiyo's +1 to Target my opponent's Copter and Duskwatch Recruiter. At end of turn the Copter stops being a creature. On my opponent's turn the Duskwatch Recruiter is certainly still under the effect of Tamiyo's +1 and I will draw a card if the Duskwatch Recruiter does combat damage.
    If my opponent again crews their Copter and attacks with it, will Tamiyo's +1 still be in effect on the Copter? Will I draw a card from the Copter's combat damage on my opponent's turn?


    Because Tamiyo's +1 is a creature specific ability, does the vehicle lose it when it stops being a creature, or does the ability come back when the vehicle again becomes a creature?
    Is it any different for battle lands like Hissing Quagmire?


    Thank you. If you could cite the specific rules so I can understand this better I would appreciate it.
    Posted in: Magic Rulings
  • posted a message on U/G Flashmi
    Evolving Wild, which helps delirium for Tranverse (which can fetch Rashmi)also plays well with Pulse ( I might increase the number of pulses).
    Posted in: Standard Archives
  • posted a message on U/G Flashmi
    Glimmer of Genius
    Blossoming Defense

    Traverse the Ulvenwald (not an instant, but there is nothing to do on T1 except play a lumbering falls).

    I'd say cut back on the expensive counters.

    Consider some of the planeswalkers.


    Am working on something similar, keep me updated on what you find.
    Posted in: Standard Archives
  • posted a message on G/x Ramp
    Sandmanness

    I suggest you consider Sylvan Scrying as a 2 mana pseudo ramp (in that it searches for Shrine). You may also like to consider additional non-basics, especially Sanctum or Haven.
    I like the idea of the Reclaim, though I am uncertain which match ups you bring it in?
    Posted in: Standard Archives
  • posted a message on G/x Ramp
    Sylvan Scrying is great if you aren't running dorks. It creates a T2 play, and many of the none basics are quite powerful. Especially Shrine to Ramp or Sanctum to Fetch a dude. Broadly I dislike the dorks because they just die. But mostly you can't compare them, they function differently and are appropriate to different decks.
    Posted in: Standard Archives
  • posted a message on G/x Ramp
    SandmandNess,

    What is the point of including The Great Aurora? I have played around with it. Both with Pact (interesting, but unreliable) and in a build like yours. In the latter case it was fun with Ulamog and Ugin - felt kind of like the Karn mini game. But I wasn't clear what benefit it actually provides, so I abandoned my testing. Certainly it clears the board, but by that time life was often low enough to be in very real danger from the handful of cards I just gave my opponent. What am I missing?
    Posted in: Standard Archives
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