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The Magic Market Index for Jan 12, 2018
 
Treasure Cruisin' Tempered Steel
 
The Magic Market Index for Jan 5, 2018
  • posted a message on U/R Locust Storm
    That's great! Thanks for the interest.

    The Inspiring Statuary is very interesting and the Prophetic Prism is a reasonable 2 drop that fix mana and loot. On the other hand, I don't like the Renegade Map. When I started brewing this deck I looked at all possible brown 1 drops and the one that looked best to me were Merchant's Dockhand (which I am currently testing and I think will take the place of the Aviators and something else*), Sentinel Totem (currently in the still-in-the-works sideboard) and Traveler's Amulet. This last one I think it's better as it enters untapped later in the game and can be tapped for Improvise, while the Map is a straight up dead draw.
    How did Memory perform? I felt like letting our opponent draw seven cards would be too risky so I jumped straight to Overflowing Insight, even though Commit is great.
    Inventor's Fair seems like an obvious upgrade, don't know how I forgot that card. I wouldn't play with 4 Desert of the Mindful as it's great when cycled but not as a third/fourth land drop.

    *yeah, so, I've cut two Experimental Aviator, a Cogworker Puzzleknot and a Walking Ballista for 4x Merchant's Dockhand. I found it very good on one hand as it digs really deep and becomes very versatile in the late game, while on the other hand tapping artifacts it's not good with the Improvise. I might end up cutting the Reverse Engineer. I don't agree on cutting the Thopterists, they are probably the best at what they do in this deck, while also providing a body (three in the worst case scenario) to block with.

    Glad you've picked up the list, can't wait to hear more! Keep rockin Jam
    Posted in: Deck Creation (Standard)
  • posted a message on Jund Dino-Hailfire Ramp
    I'm working on a Ascend Ramp deck with Hour of Promise + Arch of Orazca as the main engine. Hour puts 4 permanents onto the battlefield and tutors for the Arch, granting the Blessing - as soon as turn 4 thanks to Wayward Swordtooth or any ramp spell we've cast before - by itself, which is nice.

    Another pair of cards which works well together in a ramp shell are Thunderherd Migration + Tetzimoc, Primal Death. From what I've noticed playing with it, revealing a Tetzimoc basically says "Dude, don't play creatures or you're gonna lose them real soon". That's right: PSYCHOLOGICAL WARFARE.
    Tetzimoc slows down creature-based decks just by being in your hand. It's NUTS. It works well with Migration because you can reveal it on an empty board and at the same time ramping into it. I LOVE the design of Tetzimoc, it's brilliant.

    The double edge of Thunderherd Migration is the need of having a dino in hand, so that's what we're pushed towards. Here's my list of favorite dinos (apart from the aforementioned Swordtooth and Tetzimoc):
    1. Carnage Tyrant: the hardest to deal with is the safest to play with, simple as that;
    2. Ripjaw Raptor: 4 cmc is not really what I would consider a ramp "payoff" but it's just a huge turn 3 play;
    3. Ghalta, Primal Hunger: it's the most intuitive target for a deck like this and you should play it. I just find it boring.
    Other non-dino cards that needs testing are: Twilight Prophet, which on paper seems just too good not to play along with big spells, and Tendershoot Dryad, which if left alive for a couple of turns it gives an almost insurmountable advantage.

    Now, about your list: I really like Razaketh, the Foulblooded as a creature, but it's really unintuitive in a ramp deck without valuable sac targets. The only creatures you're gonna have on the battlefield are the ones you don't want to lose. That's why I think Carnage Tyrant is so much more valuable.
    Also, I don't like the Drover of the Mighty in a list where all relevant drops are >=6cmc. It works best in an aggro shell with relevant 4 drops like the Ripjaw or Raging Regisaur.
    The Mastermind's Acquisitions are interesting but not necessary. Ramp decks are very streamlined and you can just adjust your top end in game 2. I'd rather spend 4 mana on actual board development.
    The red Gearhulk is ok. I personally prefer the Noxious Gearhulk as it's a sure shot, comes with a hard to block body and also gains life.
    The Hailfire is perfectly reasonable as a back up plan. I am a big fan of Cut // Ribbons in decks that aim to go late, s I'd suggest you to try it out. Early removal + possible lethal life loss is VERY valuable.

    I'm gonna get back with a list and some tests next time. See ya!
    Posted in: Deck Creation (Standard)
  • posted a message on U/R Locust Storm
    Storm the Vault is easily my favourite card from RIX and I want to play with it. How? Well, my friend Vizier of Tumbling Sands will show you!



    This is just a rough sketch, but the idea is simple: flip Storm the Vault (Vault of Catlacan), make tons of mana, draw a bunch of cards, make insects thanks to The Locust God, untap the vault cycling Vizier of Tumbling Sands, make more mana, draw more cards, make more insects.

    The choice of cards is very intuitive as in the first turns we want to create the most artifacts that we can, so the Puzzleknot, the Schematic, the Toptherists and the Aviator all brings at least two artifacts. The flying topthers also help getting treasures with Vault which is nice. Treasure Map is great as it fixes the draw and make not 1, not 2, but 3! treasures and can provide some sort of card advantage when flipped. The Ballista seems an obvious inclusion as a mana sink when we run out of draw spells.

    God-Pharaoh's Gift works amazingly with the Vizier as it gives him (her?) haste and can untap the Vault again. It also provides a back up plan as both Maverick Thopterist and Experimental Aviator are great targets.

    The list is very new, I didn't see anything like it on the internet so I'm very proud of it. Please give me your thoughts: how would you improve it? What would you change? Also keep in mind that this is not meant to be tier 1, it's just for fun (but the more competitive it gets, the funnier it gets, right?)
    Cheers!
    Posted in: Deck Creation (Standard)
  • posted a message on January MCC 2018 Round 2 - Fixing Standard
    Holy Fusillade 1W
    Instant (U)
    Choose one:
    • Holy Fusillade deals 2 damage divided as you choose among any number of target attacking creatures.
    • Holy Fusillade deals 4 damage divided as you choose among any number of target attacking Goblins.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Space Jam 2UR
    Enchantment - Aura (R)
    When Space Jam enters the battlefield, exile target creature an opponent control with converted mana cost 3 or less. When Space Jam leaves the battlefield, return exiled creature onto the battlefield under its owner's control.
    Enchanted creature gets +X/+Y, where X is the power and Y is the toughness of the creature exiled with Space Jam and gains all activated abilities of that creature.

    IIW: White Horrors.
    Posted in: Custom Card Contests and Games
  • posted a message on January MCC 2018 Round 1 - Completing the Cycle
    Mamor of the Bronze Mane 5WW
    Legendary Creature - Beast Avatar (M)
    Flash
    All damage that would be dealt to you or creatures you control is dealt to Mamor of the Bronze Mane instead.
    When Mamor of the Bronze Mane dies, another non-Human creature you control becomes a copy of it. Put a +1/+1 counter on that creature.
    Mamor's undying will is both a blessing and a curse.
    5/5
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Defiled Artisanship 2BB
    Sorcery (R)
    Create a token that's a copy of target creature or artifact. You lose life equal to that permanent's converted mana cost.
    Corruption is a sublime form of art.

    IIW: A non-black Horror
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Round 3/Top 8: Decoration Distraction
    Hemlock - I like the flavor on this one, it has a cool name. The ability itself is ok, I don't get the purpose of the second one. I think indestructible would have worked better.
    kjsharp - Great design, nothing feels out of place. Fight is a favourite mechanic of mine so I like that.
    Flatline - Very cool and unique. Nothing that I don't like about this but I think that the Imprint keyword would have improved the overall appeal.
    TheDrB - Very nice reference to Glacial Chasm, I can totally see this being a centerpiece for a Modern prison deck. But it's just Glacial Chasm again, so it' not really original.
    willows - Feels very (like, VERY) powerful. Free tutor effect and the ability to add a copious amount of mana for the little investment of tapping a land. Wow. Other than that, the flavor is wonderful (like, W O N D E R F U L) and I appreciate that.
    Antiantiserum - Sorry but I don't get how this works, it's worded pretty weird. Basically I can activate abilities of the enchanted land by sacrificing other lands whenever I like? If that's that, that's great, it's certainly unique and can have cool applications. If not, well, sorry.
    IcariiFA - Balanced, creative, flavorful. Amazing design.


    1. IcariiFA
    2. Flatline
    3. kjsharp
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Round 3/Top 8: Decoration Distraction
    Blessed Seedings 1(G/W)
    Enchantment - Aura (R)
    Enchant Land
    Enchanted land has "T: Add one mana of any color to your mana pool"
    1GW: Create a token that's a copy of Blessed Seedings and attach it to another land you control.
    Totem armor (If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura.)
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Round 2: Expanding Waistline
    RaikouRider - That's one hell of a boost. The interesting part though is the "drawback", which can actually turn in our favor sometimes. Like equipping this thing on a Transguild Courier would be awesome.
    IcariiFA - Really unique anthem effect. Really powerful too, as just having one creature on the battlefield is enough. I like how it demands some kind of build around rather than just "go wide".
    PsyOp - This is definitely more "unbrindled" than IcariiFA's entry. I can see some possible synergies with the counter. Neat design but you forgot the mana cost which takes away most of the appeal. Fix that! You still have time!
    netn10 - This is hilarious. I also like the weird flashback cost which makes it all the more appealing.
    willows - Don't know if this card is just good or waaay too good. It saves from wrath spells, spot removals and can be a finisher. Way above the curve for a 2 mana spell I think. I like the flavor, just tone it down a bit and we're good to go.
    TheDrB - I like this very much, nothing else to say, really. I like how old-school it looks and its applications. Nice.

    1. TheDrB
    2. netn10
    3. IcariiFA
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Early Signups/Round 1: Calendar Countdown
    Flatline - This is to Time Walk what Ancestral Vision is to Ancestral Recall. Nothing wrong wih the design in itself but a little unimaginative.
    mirrodin71 - Well balanced all around. Definitely a bomb in Limited so I guess rare is right.
    Subject16 - As the card itself doesn't have suspend nor vanishing, I don't think it pass the main challenge. But let's assume that just having one of the keywords in the rule text box is enough: very creative spin on cheating stuff on the field. Through the Breach every turn makes for a scary card and the fact that it can keep your fatties for more than one turn is woah.
    kjsharp - I really like the design and the flavor, as it feeds on the souls of the dead to live longer and grow stronger. Uncommon feels just right.
    Hemlock - I love Cascade. I also love repeating Cascades. This card does exactly that. Actually, it's all it does... do I like it? Maybe.
    willows - First things first: that artwork is amazing. As for the design: it's great. Given the fact that suspend doesn't use the stack, it makes this an uncounterable counterspell, so 5 mana is ok. I just don't get why its mana cost is 6 just to bounce itself, but that's me and me is slow.

    Also, I'd like to point out to Subject16 that suspend is not restricted at sorcery speed. It's an alternative way of casting the card, so if the card is an instant, you can suspend it as an instant. If you're reading this, please consider editing your critique.

    1. willows
    2. kjsharp
    3. mirrodin71
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Round 2: Expanding Waistline
    Slippery Blade 1
    Artifact - Equipment (U)
    Equipped creature gets +3/-1.
    Whenever equipped creature deals combat damage to a player, unattach Slippery Blade from it at the end of combat.
    Equip - (2/R)
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Shores of Emilyal
    Legendary Land (R)
    T: Add C to your mana pool.
    Mana produced by Shores of Emilyal doesn't empty from your mana pool as steps and phases end.


    IIW: A card that costs WWWW, UUUU, BBBB, RRRR, GGGG or CCCC
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Early Signups/Round 1: Calendar Countdown
    Temporal Entanglement
    Sorcery (R) (U)
    Suspend X - XXU. X can't be 0.
    As long as Temporal Entanglement is suspended, each opponent can't cast spells with converted mana cost X or less, where X is the number of time counters on Temporal Entanglement.
    Draw a card.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Runes of Greater Enlightenment UUUR
    Enchantment
    Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, create a token copy of this enchantment without its epic ability.)
    Imprint- When ~ enters the battlefield, search your hand, graveyard, and library for an instant or sorcery spell, and exile it.
    Pay the mana cost of the exiled card: Copy the effect of that card.
    Discard two cards that share a type: Counter target spell that shares a type with the discarded cards.

    IIW: Fun with graveyards.

    I really, really enjoy how this card lets you do stuff even after Epic resolved, instead of being the same boring effect over and over. That's exactly what I would have liked to see. I also appreciate the fact that it's not a win condition per se but it requires building around, and seems challenging to play with. The mana cost is very weird and it's not very appealing to look at but it doesn't distract from the fact that this design kicks butts. Great job!
    Quote from Moonleaf »
    Doom of Power 4UB
    Sorcery {M}
    Each opponent sacrifices a permanent, then puts X cards from the top of his or her library into his or her graveyard, where X is the sacrificed permanent's converted mana cost.
    Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

    IIW: A card based on a movie.

    This makes me feel miserable just by looking at it. That is a sign of good design, don't worry. It's very well balanced in both the sac and the mill plan. The name sounds great. I would have liked a sprinkle of flavor text but that's me. Well done.
    Legion of Myr 9
    Sorcery [M]
    Create 2 1/1 Myr artifact creature tokens with "Cumulative Upkeep- Create a token copy of this creature."

    Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

    IIW: Permanents that transform back and forth repeatedly

    That's a whole lot of myrs Jesus Christ. So, I cast this and get two tokens. The next turn I get the two cumulative upkeep tokens and other two tokens. That's 6. Then I get six tokens for the cumulative upkeep and then other two. That's 14, ok. Then it's 30, alright. Then it's 62, amazing. The thing is that for 9 you get two tokens. LMAO. That's a risky investment of mana, definitely. It's a fun card nonetheless, but it needs some adjustments.
    Chaos Pact 2RRR
    Sorcery
    You may put a permanent card from your hand onto the battlefield. Return a random permanent you control to its owner's hand.
    Epic

    IIW: A new mechanic that involves untapping opponents' permanents

    This is great. It's creative, seems very powerful and the randomness of the drawback can lead to some memorable moments. I would totally play around with this.
    Quote from Hemlock »
    Endless growth GGG
    Instant
    Populate, then proliferate, then create a green 1/1 Plant Creature token with "This creature enters the battlefield with a +1/+1 counter on it."
    Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

    IIW: A card that pushes the color pie towards an allied color, like Evangelize or Unyaro Bee Sting.

    At GGG you could cast this Epic spell on turn 2. That doesn't sound fun, right? WRONG! Getting an evergrowing amount of tokens on the battlefield, counters to move and plants everywhere... this feels like gardening! So relaxing! Have you ever thought "Why am I playing Storm? Man, I wish I was at home watering my plants"? THEN THIS IS THE CARD FOR YOU!
    Quote from willows »
    Inescapable Ennui 5UUU
    Sorcery (R)
    Target opponent returns a permanent he or she controls to his or her hand, then exiles cards from the top of their library equal to the number of cards in their hand.
    Epic

    IIW fashion

    Just as Moonleaf entry, this makes me feel miserable. Only ten times more. There is no escaping this. It's brutal, relentless and sadistic. That gives you bonus points btw. I love this.
    Quote from AntiPox »
    Mad Science - 5UBR [Silver Border]
    Sorcery

    For each player, reveal the cards from the top of that player's library until he or she reveals a creature card. Create a token with the colors, types, names and textboxes of each revealed creature, power equal to the revealed creatures's total power and toughness equal to the revealed creatures's total toughness. Then each player shuffles their library.

    Epic

    IIW: I card with two mechanics from different blocks.

    This is it. The ultimate Frankenstein: this is what I dream to be, and this card gives me that power. An unlimited amount of it. Amazing flavor, amazing design, looks like a ton of fun in multiplayer. Wonderful.

    It's AntiPox! *Cheering in the background*

    Next challenge is: A card with two mechanics from different blocks
    Posted in: Custom Card Contests and Games
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