I think there's a fair amount of control for mp so that's good.
ARGH! there's so many things you can use with shepherd (that I had to drop)... I am almost tempted to make a singleton version of the deck; might not get me shepherd reliably, but it could be more fun.
How important is Martyr's Bond in here? I don't have Academy Rector's to reliably get it so should I keep it? What are your experiences with it in MP?
In this deck I think I'll like the little nifty interactions, like the red spellbomb, wich I can either sac for damage or draw with when a shepherd is about to enter the field.
Thanks for your thoughts/ideas to improve the deck.
Additionally, other reanimation cards are not allowed.
Excuse me but I think that's just wrong. Why would you want to limit any possible strategies? Plus the Monstrosity is only a one shot thing because of the exile clause.
Also this card is quite hard to cast at 7 mana, so we can't cheat it in play using reanimation? I'm thinking of some kind of UG dredge deck here.
Otherwise, we can use a ramp strategy, but then what do you reanimate besides sac ramp guys like STE?... grumbles :no:...
...
Ok, anyways for now I'm just going to suggest 4 Fauna Shaman, at least we can dump some guys in the grave for later reanimation with the chosen card.
Nope, we don't use sideboards, though we do modify and update decks between Magic nights, for example when new sets are released or when the meta changes too much because of a new player(s) or a bunch of new decks.
I prefer that all my casual decks have general answers (interaction/protection) arlready incorporated. Plus this means faster turnaround between games.
I also play a lot of multiplayer; how do you sideboard against 4 different opponents? 2 cards vs the aggro guy? 4 cards vs the control guy? 3 cards against the artifact lock deck?... Sideboard cards are usually pretty narrow, so I don't see any advantage there.
You could return the original if you win the second clash (since you chose top or bottom first, your opponent will probably act in such a way that this won't necessarily happen but it's possible).
Ok, by this you mean it gives me the chance to win via an extra clash?
So If I reveal a big CMC card off of the copy clash then I just keep it on top of the library for the original spell's resolve and have a better chance to get the sorcery back.
I hadn't thought of it this way, it actually makes Riku, the Krark's Thumb for clash cards :), Thanks.
Besides that, they also combo nicely with Sun Titan, like Voyager Staff (which should be in your deck as well) and Saffi Eriksdotter. These guys aren't just Titan targets when they sit in the grave... Any of the four make Sun Titan virtually unkillable.
And yes, I would also put Mnemonic Wall in here. Ghostway is so strong, so the Wall gives you a 2nd creature to combo with it.
Could I then return the original spell named Titan's Revenge (that is still on the stack) to my hand?
Or is this again that the card is just referencing itself only and the copy does nothing after clashing?
I have a feeling it's the 2nd choice; I'm just asking because I don't think I've seen this question asked of spells on the stack and I want to be sure.
How about using Tradewind Rider with Riku, he's a cheap flyer, plus copying him means we have one less creature to worry about for the bounce cost requirement...
The Wave suffers from the same problem as Ghostway does. All the creatures return to the battlefield at the same time; and to affect other creatures, the Essence of the Wild must already be on the battlefield.
But at least Parallax Wave is not all or nothing (like Ghostway), I can choose to leave the Essence there so that when Wave exits, all the creatures come back as Essence copies.
On a related note, if Essence of the Wild is enchanted by Elemental Mastery, will the token Essence copies created also have the Tap ability that the aura grants to Essence?
Vote to remove 1 Thunderstaff (thinning).
Vote to remove 1 No Mercy (thinning).
Vote to remove an Overseer; with no early-game acceleration, reanimation or otherwise cheating it into play, who wants to see this early? (sadly).
Vote to keep Mask of Memory.
Vote to remove one Tendrils of Corruption (we don't want to see this before we get to 4-5-6 lands anyway).
...
A bit disapointed that Mask of Memory dwindled to a single copy. Yes Arena is strong but it's kind of linear and unoriginal. Mask could have opened up all sorts of strategies (reanimation, madness, etc).
All the creatures come on the field at the same time but I choose the order in with the ETB triggers resolve?
Does this mean I can end up with my Witness entering the field as a Witness to bring my Ghostway back up, then choose my elves to be copies of the Essence?
Here's an idea I have for my multiplayer group:
3 Archon of Justice
3 Twilight Sheperd
3 Mudbutton Torchrunner
4 Greater Gargadon
3 Perilous Myr
2 Brion Stoutarm
4 Summoner's egg
2 Angelic Renewal
2 Seal of Cleansing
2 Martyr's Bond
2 Austere Command
3 Pyrite Spellbomb
1 Mana Vault
1 Sol Ring
2 Skullclamp
1 Strip Mine
2 High Market
3 Arid Mesa
2 Plateau
3 Sacred Foundry
3 Flagstones of Trokair
5 Plains
4 Mountains
I think there's a fair amount of control for mp so that's good.
ARGH! there's so many things you can use with shepherd (that I had to drop)... I am almost tempted to make a singleton version of the deck; might not get me shepherd reliably, but it could be more fun.
How important is Martyr's Bond in here? I don't have Academy Rector's to reliably get it so should I keep it? What are your experiences with it in MP?
In this deck I think I'll like the little nifty interactions, like the red spellbomb, wich I can either sac for damage or draw with when a shepherd is about to enter the field.
Thanks for your thoughts/ideas to improve the deck.
Locks, often auto-concessions:
Magus of the Disk + Darksteel Plate or Yavimaya Hollow
Nevinyrral's Disk + Darksteel Forge.
Knowledge Pool or Omen Machine + Teferi, Mage of Zhalfir.
Creature lock only:
Mephidross Vampire + Triskelion.
Goblin Sharpshooter + Basilisk Collar.
Lifegain combo, again auto-concession:
Aluren + Cavern Harpy or Shrieking Drake + Essence Warden.
off-the-wall Mill combo:
Training Grounds + Paradise Mantle + Knacksaw Clique.
Others:
Riku of Two Reflections + Palinchron.
Sun Titan + Goblin Bombardment + Angelic Renewal.
Pandemonium + Sekki, Seasons' Guide.
Phage the Untouchable + Endless Whispers (if you can't get him through somehow)
...
Single card that wins games like crazy: Biorhythm, try it, you'll see !!
In MP there's Insurrection that also translates as GG.
Excuse me but I think that's just wrong. Why would you want to limit any possible strategies? Plus the Monstrosity is only a one shot thing because of the exile clause.
Also this card is quite hard to cast at 7 mana, so we can't cheat it in play using reanimation? I'm thinking of some kind of UG dredge deck here.
Otherwise, we can use a ramp strategy, but then what do you reanimate besides sac ramp guys like STE?... grumbles :no:...
...
Ok, anyways for now I'm just going to suggest 4 Fauna Shaman, at least we can dump some guys in the grave for later reanimation with the chosen card.
4 Moldgraf Monstrosity
4 Sakura-Tribe Elder
4 Fauna Shaman
24 Placeholders
Fleshbag Marauder (VS creatures) also makes for some neat Titan interaction.
I prefer that all my casual decks have general answers (interaction/protection) arlready incorporated. Plus this means faster turnaround between games.
I also play a lot of multiplayer; how do you sideboard against 4 different opponents? 2 cards vs the aggro guy? 4 cards vs the control guy? 3 cards against the artifact lock deck?... Sideboard cards are usually pretty narrow, so I don't see any advantage there.
The creature comes with it's own auto-sac and it'll always get bloodthirst when it comes back at EOT.
Ok, by this you mean it gives me the chance to win via an extra clash?
So If I reveal a big CMC card off of the copy clash then I just keep it on top of the library for the original spell's resolve and have a better chance to get the sorcery back.
I hadn't thought of it this way, it actually makes Riku, the Krark's Thumb for clash cards :), Thanks.
Besides that, they also combo nicely with Sun Titan, like Voyager Staff (which should be in your deck as well) and Saffi Eriksdotter. These guys aren't just Titan targets when they sit in the grave... Any of the four make Sun Titan virtually unkillable.
And yes, I would also put Mnemonic Wall in here. Ghostway is so strong, so the Wall gives you a 2nd creature to combo with it.
Also, I second the person who suggested Venser, Shaper Savant.
I have Riku of Two Reflections on the field and I cast Titan's Revenge and copy it, when the copy resolves I clash with opponent and I win the clash.
Could I then return the original spell named Titan's Revenge (that is still on the stack) to my hand?
Or is this again that the card is just referencing itself only and the copy does nothing after clashing?
I have a feeling it's the 2nd choice; I'm just asking because I don't think I've seen this question asked of spells on the stack and I want to be sure.
Thank you.
Thoughts?
But at least Parallax Wave is not all or nothing (like Ghostway), I can choose to leave the Essence there so that when Wave exits, all the creatures come back as Essence copies.
That was my thought too.
...
That would be Dovescape.
...
On a related note, if Essence of the Wild is enchanted by Elemental Mastery, will the token Essence copies created also have the Tap ability that the aura grants to Essence?
Thanks again.
I'm trying to find a way to profit from the creatures that came on the battlefield before Essence, so I don't need to hold back.
Mogg Infestation on yourself?... but you'd still have to find a way for Essence to stick around...
EDIT: Lifeline would work as well, Cauldron of Souls too.
I'll have to think of something else.
Thanks.
Vote to remove 1 No Mercy (thinning).
Vote to remove an Overseer; with no early-game acceleration, reanimation or otherwise cheating it into play, who wants to see this early? (sadly).
Vote to keep Mask of Memory.
Vote to remove one Tendrils of Corruption (we don't want to see this before we get to 4-5-6 lands anyway).
...
A bit disapointed that Mask of Memory dwindled to a single copy. Yes Arena is strong but it's kind of linear and unoriginal. Mask could have opened up all sorts of strategies (reanimation, madness, etc).
4x Stronghold Overseer (1 vote to remove 1)
4x Nether Traitor
4x Dauthi Warlord
4x Dauthi Slayer
4x Dauthi Horror
4x Tendrils of Corruption (1 vote to remove 1)
Sorceries (6):
2x Exsanguinate
2x Beseech the Queen
2x Syphon Mind (-2)
Enchantments (4):
2x Phyrexian Arena (-1)
2x No Mercy
1x Mask of Memory
2x Caged Sun
2x Thunderstaff
Lands (24):
2x Cabal Coffers
22x Swamp
39 Nonland
24 Land
63 Total
All the creatures come on the field at the same time but I choose the order in with the ETB triggers resolve?
Does this mean I can end up with my Witness entering the field as a Witness to bring my Ghostway back up, then choose my elves to be copies of the Essence?
There's a lot of things I'm confused with here.
Thanks for any help.