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Jan 11, 2017Today's story was good. Kari Zev is a neat character, and the fight choreography for that sky battle at the end was fairly immersive. However, Jace was acting less smart than usual, and the guy who checked the story for typos should be fired. I caught at least three.Posted in: Magic Storyline
Dec 21, 2016It was just part of their 'best of' week for this year. Notably, they picked a story not involving the gatewatch.Posted in: Magic Storyline
Dec 19, 2016Posted in: The Rumor MillQuote from YuriTheGodslayer »The fact the token created bay the +1 have to tap + sacrifice is tough.
It's to make sure he isn't stupidly broken with Improvise cards. The tokens would make two mana each in that case.
Dec 1, 2016Lord_Mektar posted a message on Looking for a Commander/Ideas for an Enchanted Evening DeckFracturing Gust. That is all.Posted in: Commander (EDH)
Nov 30, 2016This was well worth the wait. Yahenni's emotions were visceral here.Posted in: Magic Storyline
Nov 8, 2016Hi everyone. So, I put together a construct tribal commander deck, which can be found over here. However, none of the existing commanders meshed with the vision I had for the deck, which was to either go wide in a unique way. After much brainstorming, this is the design I came up with. Personally, I think it's hilarious.Posted in: Custom Card Creation
United Gearhulk 5
Legendary Artifact Creature - Construct
United Gearhulk is all colors.
flash, vigilance, first strike, trample, menace
Champion five Constructs
The idea is that you literally fuse five robots together into one giant one ala Voltron. The five keywords come from the Gearhulk cycle, which is a focal point of the deck. They make great targets for the ability as well, since you can reuse their ETB effects if the United Gearhulk dies. My playgroup has basically already approved this version, but I'd appreciate any feedback on the design you might have. I also have a render if you guys want to see that.
Nov 8, 2016Hi everyone. This is a casual list I've recently put together to serve as both my tribal deck and my voltron deck, since I previously had neither. However, the way we pull the latter off here is different from the traditional sense of "slap a bunch of stuff on your general" due to my choice of commander, which is a card I designed myself and my playgroup has approved. Discussion of United Gearhulk as a card shall take place in a separate thread over here. Basically, it demands I play as many Constructs as possible as soon as possible, which is why I'm running jank like Whispergear Sneak. In terms of colors, True Voltron is a mostly colorless deck, but splashes five-color so I can run the Gearhulk cycle and other colored Constructs. So my basics are all Wastes for flavor reasons.Posted in: Multiplayer Commander Decklists
I'd appreciate some feedback on potential cards I could swap in.
Oct 29, 2016Ok, this discussion about Heliod is kinda getting out of hand. Shouldn't we be talking about the new legendaries?Posted in: Magic Storyline
Personally, I think Thrasios' card doesn't work very well as a portrayal of a 'hero', more like a scholar or explorer. In fact, I would have much rather seen the famous Fblthp as the character with those effects. He's a groundskeeper for the Azorius, so it fits. Also, how can you give Bruse a card and not that little guy?
Oct 12, 2016I like this idea very much, and was looking for an excuse to design some cards again. For everybody reading: keep in mind that the point here is to work together to improve upon eachother's cards for the purpose of producing commander designs the community clamoring for, not to show off cards we think are neat.Posted in: Commander (EDH)
I'll start with some critiques. Deep_Woods and cannon, I think that out of the three Boros 'hatebear' commanders you've made, Bobo is the best, because I think that's how the color combination would approach the idea. White has many ways to mess with opponents, but red rarely does outside of damage. Red and White, when combined, exemplify the idea of enforcing justice. A Boros hatebear wouldn't prevent your opponents from doing things, but rather punish them with damage or a larger threat, such as Zo-Zu the Punisher or Kazuul, Tyrant of the Cliffs. In that sense, a tweaked version of Bobo seems like the perfect fit.
Since nobody's tried a werewolf yet, I'll throw my hat in:
Raymond the Butcher 1RG
Legendary Creature - Human Werewolf
Whenever a Werewolf you control transforms, put a +1/+1 counter on it.
~ Werewolf trigger ~
* Flip *
The Mutilator of Gavony
(R/G) Legendary Creature - Werewolf
Prevent all combat damage that would be dealt to attacking Werewolves you control.
~ Werewolf trigger ~
This creates a neat subgame for your opponents, as counters don't go away when a permanent transforms. They'll want to keep your werewolves human, but then when they can't anymore, the threat will be that much greater. Huehuehue.
Oct 10, 2016Honestly, we could probably come up with an equation that predicts the likely number of planeswalkers to have their spark ignite within a set time period on a given plane. Something like:Posted in: Magic Storyline
W = (P/1,000,000)*E*T
Where W is the number of planeswalkers, P is the plane's population of sentient beings, E is the frequency of people being emotionally traumatized on the plane, and T is the timespan being tested. This one even works in reverse. For instance, the one variable here hardest to figure out is E, so a fun side project would be calculating which plane is the worst place to live. My money's on Innistrad.
Oct 5, 2016How has nobody addressed the best part of today's story yet? And by that, I mean Shadowblayde. She's a quirky, female version of every unnecessarily edgy comic book character from the '80s, complete with ridiculous name and an excessive number of pouches on her outfit. If she doesn't have a card in Aether Revolt, I will be extremely disappointed.Posted in: Magic Storyline
Sep 19, 2016Since we're casting it off of Scepter anyway, we don't even need to run blue at all. We can just run a bunch of mana dorks and have a base green deck with a red splash for Grapeshot. That way, we can just run stuff like Wurmcoil Engine to buy time or act as alternate win conditions.Posted in: Deck Creation (Modern)
Sep 12, 2016My OCD is aggravated by the fact that they don't have the full Sword cycle. I would have cut Champion's Helm and Static Orb for them. The former makes no flavor sense on Kaladesh, and the latter is just annoying as hell.Posted in: The Rumor Mill
Aug 29, 2016Homesick is probably the single best piece of MTG fiction they've put out since the Theros block novellas, or possibly Khanfall. The characters are all extremely well defined when compared to many of their previous portrayals, especially Nissa, now that she has to deal with her agoraphobia as well as her emotional and magical scars that formed during Eldritch Moon. Dovin Baan, our first planeswalking Vedalken, is a great new addition, and the definition of a mono-blue character. His unique magic, appearance, personality, and mannerisms are all reminiscent of Admiral Thrawn of the Star Wars expanded universe. And that's a very good thing, since the trio of novels that share his name are regarded as superb for a reason. As for the plot, it was paced almost perfectly, with bits of levity sprinkled throughout breaking up the emotionally tense scenes. I, for one, eagerly await any further work Chris L'Etoile does for Magic.Posted in: Magic Storyline
Aug 20, 2016I wish I had seen this thread before I left for college, since I have the Myths one, and read it over the summer. I'll just summarize what I remember as best I can.Posted in: Magic Storyline
One story is about an island of pompous glassmakers somewhere on Dominaria that gets visited by a powerful sorceress, narrated by a poor vagrant who was once a glassmaker's assistant. The sorceress commissions the most skilled of them to make a carnelian in a specific, magical shape so she can get her skyship airworthy again. These carnelians, imbued with magic, have the power to levitate, and obey instructions from their owners. Consumed by laziness, the island's people start to use the artifacts to perform all manner of menial tasks. The vagrant impresses the sorceress in some manner I can't recall and leaves as a crewmember on her ship. Eventually, the island has so many of the carnelians on it that the whole thing is ripped out of the sea and into the heavens. Its denizens would die if they turned them off and let it drop, so they stayed up there. This island eventually becomes known as the Null Moon by the rest of Dominaria, though the story may not be true.
Another tale is about a vicious pirate captain known as Samal the Razor who is chased by either other pirates or some nation's navy into cursed waters. The island nation of Tyree was taken advantage of by those from the mainland who stole their people and recourses, so a witch who lived there keeps all ships away with illusions. He and some of his crew, one of whom is a former native, manage to thwart the traps to get there. Of course, Samal tries to kill the witch so he can pillage as he pleases. I can't remember if his scheme works, but it was well-thought out, and he manages to escape the island at the expense of his crewmates.
Then there's the phyrexian origin one, which is actually told to us in the form of memories implanted into a librarian they had captured and were compleating to serve as a keeper of knowledge. In the end, the librarian's own phyrexian assistant/lover betrays him in the same vein as Yawgmoth's wife.
Next is an origin story, which may or may not be true, for Dominaria, told to us by a snarky crab. Written in a biblical style, apparently all sentient life grew and warred inside the original Leviathan before land existed. Merfolk evolved first, they had multiple factions one of which was addicted to magic weed or something.
I don't remember much about the one with the badass Keldon Warlord, except that he was badass and had to pass a bunch of trials.
The other creation myth is about Gaea and the mountain god having a daughter, making the animals, elves, dwarves, etc. The kid has to hibernate or something to heal after fighting a grueling war against the goblins none of the gods created, along with Balthor, and the dwarven tribes go pay their respects to her stone cocoon every once in a while and protect the whole mountain range. The story was told by an old dwarf to his granddaughter, who thought she had better things to do than go to church.
My favorite of the lot is about a city with five colored merchant guilds (not ravnica). A higher-up in the white one had had enough of the black guild's shenanigans, and gathers some mages to summon an avatar of justice to punish them. However, the avatar soon becomes out of control, roaming the city in search of all wrongdoers and meting out punishment as it sees fit. Even those who merely stole fruit when they were like seven get cursed with boils. Appalled by his superior's hubris, the white-guild mage protagonist pleads with the old witch who runs the black guild to help him banish the avatar. She begrudgingly agrees, and they manage to stop the avatar after a grueling battle. Having learned to work together, the guilds all get along better afterwards.
There were probably one or two more I can't recall, but Squirle Master up there is definitely wrong, in that the Mirari was not involved in Balthor's story.
Aug 19, 2016Lord_Mektar posted a message on Games Laboratory (Australia) Facebook Previews: Show and Tell and tons of new cards/reprints!Ok yeah this is the new best set of all time.Posted in: The Rumor Mill
Jul 13, 2016Lord_Mektar posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)Hi guys. So, I just posted a crazy new brew over in the deck creation subforum, called Memory Scourge, and I was thinking the list could serve to benefit from having some people experienced with this strategy run through it, since the ramp engine/shell is similar. I'm mostly concerned about the quality of the manabase right now, and it would be great to get some feedback.Posted in: Developing Competitive (Modern)
Jul 13, 2016Posted in: Deck Creation (Modern)
Have you ever thought to yourself 'You know what would be great? A four mana sorcery that let you draw seven cards.' Were you to voice this thought, your friends would probably reply 'Are you crazy? Wizards would never be stupid enough to print that!' Well, dear reader, your friends would be wrong. You just have to work a bit for it. May I present: Memory Scourge. Is it a midrange deck? Ramp? Combo? I have no idea; I just know it works. Here's the list.
Memory ScourgeMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures
4x Eternal Scourge
3x Torrent Elemental
4x Arbor Elf
4x Kiora's Follower
4x Scavenging Ooze
4x Selective Memory
4x Utopia Sprawl
3x Garruk Wildspeaker
2x Kiora, Master of the Depths
4x Intruder Alarm
4x Breeding Pool
4x Hinterland Harbor
3x Eldrazi Temple
3x Nykthos, Shrine to Nyx
Memory Scourge is a U/G deck that aims to win using card advantage and synergy, entirely eschewing many cards traditionally seen as playable in the format. Despite all the ramping we do, I don't really see the list as a traditional ramp deck, since the aim is to play tons of medium sized threats instead of one huge one. The enabler and pivotal piece here is the usually-useless Selective Memory. However, when combined with the deck's signature Eternal Scourges and Torrent Elementals, it essentially reads: Draw seven cards, all of which are good creatures. That is absurd. We can also take out all the other copies of Selective Memory from our deck whenever we cast one, and we do.
The Elementals themselves are our main wincon, allowing the cheaper Scourges to swing in unimpeded. Often, we can obliterate our opponent in one or two hits once we assemble a decent boardstate. Without Eternal Scourge, the list wouldn't be nearly as effective in the midgame. Any spot removal becomes an Unsummon against one, and they are therefore almost certain to trade for other creatures or hit face if our opponent doesn't have any sweepers. The Torrent Elementals are fairly resilient, since they survive Lightning Bolt, laugh at Path to Exile, and are essentially uncounterable due to the 'put into play' nature of their ability. Though, we only run three because if you haven't won after playing three of them onto a board already full of Scourges, your opponent deserves their victory. Of course, you can also just cast any copies of either you happen to draw. Below is a card-by-card breakdown of the rest of the deck.
Arbor Elf plus Utopia Sprawl: These two combine to form our main ramp engine, allowing us to hit four mana on turn two and compete with those new-fangled Eldrazi decks. Both also work well individually. This is the same combo utilized by Green Nykthos Devotion.
Kiora's Follower: Arbor Elf in bear form. Can also untap Torrent Elementals so they can be used to block right away.
Scavenging Ooze: Scooze's ability to perform in modern midrange decks is already proven. In this list, it has the added bonus of allowing us to recast any Scourges or Elementals that have hit the graveyard while growing in the process.
Garruk Wildspeaker Another card common in ramp decks, especially in ones with lands that can tap for more than one mana. The beast tokens and mass pump effects are also super useful. An extremely good value.
Kiora, Master of the Depths Replaces the fourth Garruk to lessen our chances of drawing multiples (plus the second one). Her first ability is often better than Garruk's in this deck, but her other two aren't nearly as good.
Intruder Alarm: Almost every time you see one of these, it's in conjunction with something like Kiki-Jiki, Mirror Breaker so you can go infinite, but not for us. Here, its use is twofold. First, it ramps like nobody's business with our mana dorks. With the right combination of cards, we can use this to easily play all our Scourges and an Elemental in one turn. Second, it puts a damper on our opponent's offensive and defensive capabilities, forcing them to play creatures to untap anything that attacked last turn or was tapped down by an Elemental. Meanwhile, we run a spell which tutors for seven creatures. Just be sure to save one to play (or a Garruk activation) for after combat to keep your creatures blocking ready. In multiples, we can stack our mana effects in between the untap triggers to further double our mana acceleration, so we play four.
Breeding Pool: It is important to note that these count as Forests for our ramp cards.
Eldrazi Temple and Nykthos, Shrine to Nyx: These two lands both have the ability to tap for multiple mana by themselves. The temple is more consistent, since it doesn't require us to have a devotion-laden boardstate, but we can only use the extra mana on Scourges. Meanwhile, the shrine's mana can be spent on anything, but it's legendary, and we need at least four green pips on board for it to net us an advantage. So, we have a three-three split.
The sideboard is a work-in-progress, and any tips would be appreciated. Other than Relic of Progenitus for graveyard-centric or control matchups and Fracturing Gust for Affinity, I'm not sure what the deck would need post-board. Thoughts on improving the main deck are also more than welcome. Match results will also be posted eventually, once I play some events. Then, I'll turn this thread into a full primer.
Jul 11, 2016Lord_Mektar posted a message on Tempo in the Ice - The Return of Mono Blue Tempo (No Ninjas, No Bears, No Delvers)Neat list. Just popping in to throw out Summary Dismissal as a possible sideboard card against Supreme Verdict, which you mentioned was giving you trouble.Posted in: Deck Creation (Modern)
Jun 2, 2016Lord_Mektar posted a message on Potential Plotline for a Return to New Phyrexia (Substantiated)Posted in: Storyline SpeculationQuote from Jay13x »Elesh Norn actually has the upper hand among the Praetors, per The Lost Confession, which is a kind of epilogue to New Phyrexia and Prologue to Theros.
Honestly, I think the next step is for New Phyrexia to start invading. What's interesting about old Phyrexia is that while they traveled to other worlds all the time, the only one they actually wanted to conquer was Dominaria, as it was their ancestral home. They mostly just explored the others for artifacts, taking if they needed to.
There are a lot of planes ripe for New Phyrexia to invade. Esper/Alara is the most obvious, but on Fiora there is the Coercive Portal which smacks of old school Phyrexia. Kaladesh is also a good one, and it has quite a few similarities to the Thran, which is an interesting parallel.
Oh, huh. I had completely forgotten about that story. Anyway, in regards to them invading, I agree in that it seems likely, and probably would be cool. The issue is that we've seen a Phyrexian invasion twice already. They'd be competing with the Eldrazi titans at that point, except that the titans effectively can't do anything else and still be in character. So allowing the evil race that's able to do other stuff to do said other stuff is the better call, in my opinion.
Jun 2, 2016Posted in: Deck Creation (Modern)
Avatar doesn't really work in this list, but you just reminded me of the perfect card: Palisade Giant. Not only does it essentially make us unkillable, but it's on-flavor as a giant!
Jun 1, 2016So, I recently had a flash of inspiration regarding a new modern deck, one built around a potentially ridiculous card: Favor of the Mighty. All we need to do is ensure that we have the most expensive creatures out to give them 'unblockable', 'indestructible', AND 'hexproof'. Since it's not an aura, we don't lose card advantage even if they boardwipe our dudes, and we can play it before the creature(s) we aim to use it with in many scenarios. Here's the shell:Posted in: Deck Creation (Modern)
Abzan Favor of the MightyMagic OnlineOCTGN2ApprenticeBuy These Cards The Centerpiece
3x Favor of the Mighty
4x Birds of Paradise
4x Noble Hierarch
4x Sakura-Tribe Elder
3x Soul of Theros
3x Tasigur, the Golden Fang
3x Necropolis Regent
4x Commune with the Gods
2x Vessel of Nascency
2x Oblivion Ring
The manabase is TBD, obviously. Having our bombs at 6 CMC is ideal for modern, as effectively nothing outside the breach/reanimator decks sees play that's larger. We want them all to be the same CMC in case we land multiples. An even mix of the three creatures above is probably not ideal, but those three are nonetheless our best options, in my opinion. Soul of Theros has vigilance, which is insane with Favor, and those activated abilities are amazing. Tasigur, the Golden Fang can be delved out quickly, while Necropolis Regent will usually end the game in two attack steps. Other possibilities are Massacre Wurm against creature-heavy decks and Admonition Angel against problematic permanents in general.
The rest of the deck mainly serves as oil to smooth out our draws or gas to ramp hard. Both Commune and Vessel essentially hit everything we could need while filling our 'yard for Tasigur, including the O-Rings. Exalted on Noble Hierarch is super relevant here as well. The Thoughtseize playset allows us to preemptively rip countermagic or opposing 6+ mana creatures out of the hands of the enemy before they can stop us.
So, does this look promising to anybody else? I've done a bit of goldfishing, and the list seems to be able to get its combo out around turn four usually.
May 30, 2016Lord_Mektar posted a message on Potential Plotline for a Return to New Phyrexia (Substantiated)New Phyrexia. We're bound to return there at some point; the block was too popular for Wizards not to. The question is: what can be done in regards to furthering the story? Well, I have some theories. Most of them are substantiated by tidbits within the Planeswalker's Guide articles, and I'll be referencing them throughout. Let's get to it.Posted in: Storyline Speculation
When we last left the plane, the Mirrans had all but been crushed completely, with only small pockets of resistance still present in the furnace layer. However, all is not lost. Thanks to Venser's sacrifice, Karn regained his spark, the silver golem free once more. The block basically ended there, but this pivotal event has even more drastic implications for the Phyrexians than it does the Mirrans. Karn, having brought the glistening oil to Mirrodin in the first place, was hailed as the new Father of Machines, replacing Yawgmoth. But with him gone, who will hold the title and rule absolute? There is significant evidence to suggest that the answer lies at the end of a vicious civil war between the various powers of Phyrexia, and that this war will be the focus of future stories.
Probably the most direct evidence comes from the article on the black-aligned faction, The Seven Steel Thanes. Namely, this tidbit:
"Each thane wages a secret war of succession, understanding with absolute certainty that he/she/it is the true Father of Machines. All that matters is the thane's eventual ascension."
So, this sort of oncoming conflict is already brewing in the shadows, the ambition of each thane is too great to allow them to sit idly by. But wait, you ask, just who are these thanes? How come I don't remember them from the set? Well, that, dear reader, is yet more evidence. Why would Wizards even bother to write an article about these fellows if only two of them, Sheoldred and Geth, were to be seen in New Phyrexia? Azax-Azog was quoted on the flavortexts of Dismember and Dementia Bat, but the other four weren't mentioned anywhere at all. They probably gave us the information because they were going to use the thanes in a future set.
In that case, assuming this 'civil war' theory is true, how about the other four praetors? Well, their involvement is less clear, but I think I've figured out which of them would be inclined to fight for the throne from the other articles. Urabrask seems solely focused on maintaining the various furnaces under his watch, and therefore would keep well away from the conflict. Hell, his title 'The Hidden' is in reference to his non-involvement with Phyrexian politics. Jin-Gitaxias, on the other hand, would probably at the very least make a token effort. Becoming Father of Machines would ensure that his work on The Great Synthesis would come to fruition. However, he strikes me as smart enough to know that getting too involved would endanger his life, and then he couldn't trust that the work would ever get finished to his satisfaction. Perhaps he would ally himself with Elesh Norn, who almost certainly wants the title, as shown below.
"Conniving and wise, Elesh Norn maintains an appearance of Phyrexian grace and respectability at all times, but secretly she manipulates Phyrexian dogma and the interpretations of the Argent Etchings to suit her own ends."
She's already a praetor, there aren't any other major 'ends' she could be aspiring to achieve. As for Vorinclex and Glissa...
"The green-aligned faction doesn't revere Yawgmoth's memory. They believe his defeat is a sign that he was not the true Father of Machines, and faith or reliance in a single leader was a bad idea. They also believe that the having a single focal point of leadership contributes to stagnation."
Therefore, we can infer that while neither of them want anything to do with rulership, both would wholeheartedly approve of the war itself, since such infighting fits the 'accelerated natural selection' process that the Vicious Swarm holds dear. Maybe they'll show up to rip in half whoever comes out on top.
Personally, I think this type of plot would be a breath of fresh air. Lately, we've been getting nothing but good vs evil or neutral vs neutral conflicts, and a clash between villains is always fun to watch. My money's on Kraynox. Also, following this first set, maybe the remaining Mirrans could band together with Karn and take the offensive amidst the infighting for the second one.
Anyway, let me know what you think of this theory. Does it makes sense? Would be excited for a block with this structure? Discuss in the comments!
May 19, 2016Posted in: Magic StorylineQuote from Jay13x »Yeah, go ahead and PM me. I evaluated whether or not the anthologies were worth picking up, and while they have some cool world building ultimately they weren't worth the cost for Archive Trap (especially when things like Shattered Alliance run for $40(!) these days.
Ok, cool. I figured as much. Funny story, I just randomly stumbled upon a beat-up copy of the anthology at Half-Price Books for four bucks.
May 19, 2016So, I recently snagged a copy of The Myths of Magic Anthology from 16 years ago. It's a great read. As the title suggests, most of the short stories are just myths passed down by the people of Dominaria, but one of them, Phyrexian Creations, provides some insight as to how the Phyrexians view Yawgmoth, as well as a bit of his true backstory. Is that something you could use in the Phyrexia article? If so, I could probably whip up a paragraph or two to add.Posted in: Magic Storyline
May 19, 2016I believe that yes, spectacle creep is happening. However, it's not the real problem. Having large-scale conflicts is necessary because all of the modern day protagonists used by Wizards in their stories have vast powers. In the old days, conflicts on about the same scale we're seeing now felt more intense since the characters had to overcome greater relative obstacles. Sure, you had godlike characters such as Urza, but there were also people like Gerrard Capashen, Toshiro Umezawa, or Agrus Kos who weren't even mages, let alone planeswalkers. By occasionally focusing a block's story around a character closer to the layman side, Wizards could craft plots with equal or greater intensity to those seen before without actually raising the stakes at all.Posted in: Magic Storyline
May 11, 2016Lord_Mektar posted a message on Magic Story Articles Discussion: SOI & EMN [No Spoilers]Loved what the did with Tamiyo's character here. Her personality takes aspects of Ugin and Nahiri and rolls them into one. Essentially, she's the logical blue 'walker to contrast with the very emotional Jace.Posted in: Magic Storyline
Also, great to see them at least acknowledge pre-revisionist stuff.
Mar 27, 2016Ah, Adventure Time. One of the most widely beloved cartoons of the decade. And for good reason.Posted in: Television
But that's not important. What is important is the latest episode, the 27th of season seven. Because holy crap, you'll never guess who Gunther (the dinosaur, not the penguin) namedropped: F***ing Emrakul. Hold onto your butts, s*** just got real.
Feb 24, 2016Posted in: The Rumor MillQuote from Silver_Spellthief »Oh my god.
This is probably the most hilarious thing I've ever seen Wizards do.
I know, right?
Feb 18, 2016Lord_Mektar posted a message on [Primer] Modern Belcher (Forest Belcher/Land Thinning Belcher)Ah. Carry on then.Posted in: Deck Creation (Modern)
Feb 18, 2016Lord_Mektar posted a message on [Primer] Modern Belcher (Forest Belcher/Land Thinning Belcher)This deck is neat. However, I did recall a new card that was practically printed for this list: Nissa's Pilgrimage. It rips three forests out of your deck if you have spell mastery online, which should be really easy in this case. Especially if you forgo the wall suite for more Rampant Growth type cards. Why are you people not running playsets?Posted in: Deck Creation (Modern)
Feb 10, 2016Lord_Mektar posted a message on Current Modern Banlist Discussion (1/18/2016 update - Summer Bloom/Splinter Twin Banned)Posted in: Modern ArchivesWe need powerful answers
This is my stance on the matter. Modern is home to a ton of degeneracy right now. The most elegant thing Wizards could do to combat this, without needing to resort to bans, would be to simply reprint Force Spike in an upcoming set. This would help give control decks a place in the format again, as they would have a new, efficient tool for combatting all these crazy efficient aggro decks that want to tap out and play their threats.
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