2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [[M14]] Return of Slivers
    It seems like changing "all slivers" to " slivers you control" is just a cheap/lazy way to reprint a bunch of cards with out them actually being reprint. Pretty much every sliver spoiled card has already been printed, they just changed it from 'all' to 'you control'.
    FWIW I don't like the new humanoid look either but that dislike is independent of what I feel is just a poor core set bunch of reprints.
    Posted in: The Rumor Mill
  • posted a message on [Variant] Jund + White
    Quote from xitaun
    i dunno, what would be the point of splashing white? because it is not an easy task to splash fourth color, i think you should think about the goal. for example, i want to play supreme verdict bacause of meta issues, that is why i pondered between RUW, bant and esper (mana is good enough that i did not want the pure azorius, with few removal), and ended up choosing esper because of ultimate price on angel of serenity.

    if you choose to play white, it should be for some good cause, actually making the deck better at something. if you take off constancy of the deck just to put some random good white stuff i don't think that would work. 3 colors is being hard enough for me...


    White gives you access to Smiter, Resto A, S Charm, AtL. All good cards. Having access to both reconer and smiter for a turn 2 drop gives most aggro decks fits. Honestly I don't see why you would have trouble running 3 colors. Generally the only I trouble I had was getting a green source turn one for a dork or farseek. With pilgrim, farseek and arbor elf as long as I landed one I normally didn't too much trouble. Overgrown tomb & Kessig WR are the only lands that don't product reconer colors, so as long as you hit three lands you have an 80% + chance of casting it. I could see if you aren't running green it might be harder but farseek + shock can get you any color you want. The biggest issues I had was turn one G or turn 5 having 3 G for Garruk. I think tweeking the mana can fix that. Just my 2 cents.
    Posted in: Standard Archives
  • posted a message on [Variant] Jund + White
    Quote from DarkRitual
    Well, the first thing I notice is you probably should run at least 3 of each of the G/x duals... if not 4... because of Arbor Elf, because you actually need a Forest to untap... but also because of being able to drop mana dorks turn 1. Dropping that turn 1 into a Reckoner or Smiter is a big deal IMO.

    You could probably take out 2 Rootbound Crag for 2 Stomping Ground, but then perhaps go the other way and take out all but 1 Godless Shrine, Blood Crypt and go with Dragonskull Summit so that you have about the same number of duals/checks.

    I notice you have the Reanimator package in the deck. What do you tend to bring it out against?

    Also... you mentioned the Caverns not working for you. Think those are worth taking out for more shocks/checks or could they stay in because they in theory tap for any color mana for your early game creatures?



    I am planning on swapping the the Caverns out for a x/G land. More often the not I wished it was a stomping ground then a cavern. The unburials come in vs any kind of a control deck. They're there for the fun probably more then anything.It's great to bring in game two for the reconers and see the awkward look on their face when they mill an unburial. I usually don't have too much trouble with agro, my meta is like 60% aggro %20 mid %10 controlish. There are normally 30-50 players and I can normally make top 8/16 but have a hard time against some of the better plays who play control once they cut. So you need to be able to beat Naya Blitz etc. cause you will see a lot of them but then normally, once they cut to top x, the better players you run into are playing control so that why most of the sideboard is anti-control but main board is for agro.
    Posted in: Standard Archives
  • posted a message on [Variant] Jund + White


    This is what I ran last night. Don't know if you want to call Dark Naya or Light Jund. I had two Caverns in but they were causing me more issues then they helped. I went 4-2. Most of the time I lost due it was due to mana issues so I know i need to rework the mana base. I have too many black sources and not enough green as it is now and I'll be cutting the Caverns for Stomping Grounds. Turn 2/3 Reconer or Smiter happens pretty consistently. My biggest issue was token swarms so I was thinking of adding Electrickery to the board. Aurelia's Fury always seemed Meh. It did help one match by tapping down an opponents creatures to allow me through but most of the time I drew one I just as soon have drawn an Olivia. I wasn't a beliver in Assemble but in the right match up it is a house. Any thoughts on the mana base would be appreciated. This is what I was running.
    3 Isolated Chapel 
    3 Temple Garden
    3 Overgrown Tomb 
    2 Stomping Ground
    2 Cavern of Souls 
    2 Blood Crypt
    2 Rootbound Crag
    2 Clifftop Retreat
    2 Godless Shrine
    2 Kessig Wolf Run
    Posted in: Standard Archives
  • posted a message on Blood Scrivener
    Varolz, the Scar-Striped & Lotleth Troll & Blood Scrivener seem like they could have some good synergy between them.
    Pitch cards with Troll, draw extra cards with Scrivener, reuse the creatures in the yard with Varolz.
    Posted in: New Card Discussion
  • posted a message on Emmara Tandris
    I haven't read the books, but going on what is described in the thread how about:

    Emmara Tandris2WG
    Legendary Creature - Elf Cleric
    Token creatures you control have lifelink.
    Choose and discard a land card: Put a 8/8 green and white elemental creature token into play. It gains haste. Sacrifice it at end of turn.
    3/4

    Short lived elementals, but powerful ones. And some healing through the lifelink. And really fits the guild.


    Wow that seems way overpowered. Turn 3 an 8/8 hastey attacker (with a mana dork), sure you have to pitch a land but if they don't have a blocker pitching a land for 8 damage seems really good. Or turn 4 slap a rancor on it and you get a 10/8 haste trample.
    Posted in: Speculation
  • posted a message on [Variant] GWB Midrange
    I've always found Armada Wurm underwhelming. Seems like I almost always would rather have a Angel of Serenity or even Sigarda. I've never played with Sorin, my 4 spot is already pretty crowed but I might try squeezing him in.
    Posted in: Standard Archives
  • posted a message on [Single Card Discussion] Ajani, Caller of the Pride
    Quote from Jaydubs
    No offense taken and I agree with your evalulation on the other pW except for Gideon since I havn't had any testing with him....MD I run 2 Domri and 2 garruk and now 2 Ajani and the control matchup has been really favorable...Ajani isn't taking the place of the other more favorable PW but is acting as a utility to make even just 1 creature a must answer...it's also much less vulnerable than say drawing another creature like silverblade...


    You can run townships for the +1 effects and not waste the card slot. Also the +1 counters don't mesh well if you are using Resto Angel to. I ran him for a bit felt like Sasky said, there are just much better options at the three drop.
    Posted in: Naya Midrange
  • posted a message on RTR vs GTC boosters
    OK, thanks for the input. That was kind of my thoughts as well. Always good to know you aren't way out of line with your thought process.
    Posted in: Market Street Café
  • posted a message on RTR vs GTC boosters
    So my wife likes to by me the occasional booster when she it out shopping. Normally she knows enough to by what ever is the newest set out. There aren't any cards in particular I 'need' so I've thought about telling her to pick up RTR instead GTC next time. Just seems to me that there is more value (especially @ uncommon) and it's spread out more in RTR, while GTC has more of a hit or miss feel I.E you get a card $10-15 or crap.

    What are your guy's thoughts? Which set would you rather get a random booster from?
    Posted in: Market Street Café
  • posted a message on [Sideboarding] (Naya) Assemble the Legion
    Maybe I am missing something but how would this be better then either Garruk? Or Sorin or even thrag? I could certainly be wrong but to me this seems like this is a 5 drop that does nothing when it comes into play, and then nets 3 1/1 tokens over the next two turns. Seems under whelming. You can get 3 token from either Garruk over three turns, and they make bigger tokens, and have more options. If you want 1/1 guys play Lingering Souls, at least they fly. Maybe I am missing something, if the game goes 4-5 more turns you can start to get an advantage, but they are still only 1/1. Just about any creature they have can chump them all day.
    Posted in: Naya Midrange
  • posted a message on Loxodon Smiter
    Quote from colesy4971
    Smiter is an undercosted, undiscardable, uncounterable 4/4 beater for 3, practically standard's Tarmogoyf, except it doesn't rely on graveyards (for better and for worse).

    Personally I'm baffled they're so cheap and think they'll rise over time since people already know it's a solid card and sees play in modern hatebears.


    Funny you say this. I had someone trying to convince me that Wight of Precinct Six was the 'Goyf of standard last Friday.

    Fixed Tag -Sparki
    Posted in: Market Street Café
  • posted a message on [[Official]] [GTC] Running Tally of highest priced cards. Updated: 11/20/14
    Also if you think about it, a lot of people bought boxes before release of GTC becuase of RTC value and scarcity so there was very likley a huge amout of pre-orderes which would lend to a higher volume sold at the very beggining of each set's life cycle. While people may be disappointed in what they have got an not bought any more the hype was there and carried over from GTC that poeple may have bought more initially.
    Posted in: Market Street Café
  • posted a message on Competitive Blink Deck?


    Threw this together yesterday afternoon. Went 3-3 FNM. Probably should have gone 4-2 but I made some bad plays that cost me at least one game. I almost always sided out slimes for Healers and or Abrupt Decay. Going to have 4 AB in the 75 and probably main 4 Healers next time.

    Game one
    Red/Green aggro
    He runs treetop bracers, that deathtouch snake and blood rush guys.
    Note, his deck can be scary fast but does pitter out faster then other R/W/G deck. The blood rush can win a game but if you can get any kind of life gain going and manage to take out 1-2 of his guys not to bad.
    I win 2-1
    Overall 1-0

    Red/White boros
    Game 1 Boros Reckoner is a pain, need to run more AB.
    Game 2 Deck is fast but an early Healer bounced then unburial slows him enough for me to win
    Game 3 goes long, I think I going to grind it out till he plays the R1 spell where you exile cards to do damage directed at Reckoner, I take 18 to the face
    He wins 2-1
    Overall 1-1

    Blue/black mill
    He mills or flashes guys back, I o-ring or when his guy gets to big ( the one who */* equals cards in your grave yard.
    I win with 1 card left in my library
    Game 2 ends at time.
    I win 1-0-1
    Overall 2-1

    Red/White boros
    Pretty much the same as other Boros match, lose game 1 win game 2 lose game 3
    He wins 2-1
    Overall 2-2

    Red/Blue guttersnipe
    Game 1 get Closet / Thrag going , keep through bests at him wind up winning
    Game 2 3 guttersnipes me 6 damage every time he loots/whatever too much for me.
    Game 3 he never draw a guttersnipe fairly easy win
    I win 2-1
    Overall 3-2

    Red/White/green humans/battlion
    Game 1 he starts to fast can stabilize
    Game 2 start to stabilize get gready and attack with smiter, forgot to add in the +1/+1 from the Mayor of Avarbruck and he does 10 on the attack back, I at 10 sad face
    He wins 2-0
    Overall 3-3


    As you can see my meta is flooded with Rx aggro, no zombies to be seen and nary a control deck. Thinking of another Fiend Hunter or two. The whole cast, cloudshift, you lose two dudes, one permanently is great against aggro decks. Or even bouncing him to exile a guy middle of combat to pull one guy out of the attack is helpful. Think of moving at least two Rites to the board, they are two slow against agro, but a ton of help against other decks. Takes some use to playing it, but I think it has potential. Would think of going red instead of black for huntsmasters but Abrupt Decay is an all star, hate to lose it. Anyfeed back appreciated (yes I know there are 61 cards)
    Posted in: Standard Archives
  • posted a message on Foreign Cards
    You could combine certain collectible tribes (ie. Angles, Goblins, Dragons, etc) and try and trade/sell them that way. It might not be worth a ton but it might help out even a trade that is a couple $ short on your end or something.
    Posted in: Market Street Café
  • To post a comment, please or register a new account.