Another monowhite loop consideration: a deck with 4 Felidar Guardian and 4 Restoration Angel can rack up ETB triggers with any two of them as long as they aren't both angels (so two Cats, or one Angel and one Cat).
In your white token deck, if you're running Blade Splicer these fit nicely anyway even when they don't come together for the infinity combo. Felidar can re-trigger Legion's Landing or Cartouche of Solidarity for token generation, too.
- Bkotz
- Registered User
-
Member for 6 years, 6 months, and 2 days
Last active Tue, Jan, 30 2018 20:02:04
- 0 Followers
- 44 Total Posts
- 0 Thanks
- To post a comment, please login or register a new account.
-
1
thatmarkguy posted a message on Infinite Loop Combo?Enduring Renewal + Altar of the Brood/Pious Evangel (and its flipside for the killing wincon, rather than just endless lifegain) + any of Hangarback Walker / Endless One / Walking Ballista. With Enduring Renewal out, you cast the X/XX creatures for X=0, trigger anything that triggers on a creature or permanent entering the battlefield, leaving the battlefield, or dying, and get the card back in your hand to do it all over again.Posted in: Modern
Or you could just play the deck as a pure lifegainer using Soul Wardens and the like, then once you've gone to infinite life, use Felidar Sovereign or Aetherflux Reservoir or Approach of the Second Sun as eventual wincon.
Note that Ranger of Eos can tutor up both a Soul Warden *and* an X or XX cost creature.
Likely need to run Idyllic Tutor to get redundancy on the Enduring Renewal though. That's the real reason this sort of deck usually runs a secondary color - better means to tutor up that critical enchantment. -
1
Zimagic posted a message on Mana Acceleration Commander DeckHey, what's your budget and your access to cards? Aiming easy access, low budget, this si what I'd suggest:Posted in: 1 vs 1 Commander
Right off the top of my head you don't have enough mana spells. If you're avoiding artifact accelleration and you want to hit big spells early, you need a selection of the 2-mana & 3-mana accellerators (Farseek, Rampant Growth, Nature's Lore, Three Visits, Edge of Autumn // Spoils of Victory, Cultivate, Kodama's Reach) though you really should be playing Sol Ring too at the very least. The only ones you seem to have are Natural Connection, weirding Wood & Font of fertility. I'd change the ones you have and increase to 3x2cc & 2x3cc.
I am also a big fan of creatures that search out lands, Wood Elves & Sakura Tribe-Elder and inexpensive cards that dig into the top of the library like Coiling Oracle (and there's a pile in U that do similiar things), the idea being that your creatures are all more than just a dude.
Then there's a lot of options but top-of-the-library cards are very good, either for extending your hand or allowing you to clear away lands in order to get to creature spells faster: Lurking Predators, Oracle of Mul-Daya, Courser of Kruphix, Vizir of the Menagerie, Garruk's Horde, Future Sight, Nissa Vastwood Seer (the flip version from Origins). The ones that allow you to play lands off your library especially as they can draw you into creatures more quickly and you can always sandbag a couple of lands in hand in case someone gets frisky with mass land destruction.
I'd also look to add in cards that you can sink mana into like Khamal Fist of Krosia or Ant Queen.
What else? I don't think you have a non-creature way of killing artifacts & enchantments, you should include 1-2. Lightning Greaves & Swiftfoot Boots are always good adds if you have them. Do you interact with graveyard much? If not, maybe a couple of ways for you to block other players from doing it would be useful. Ground Seal, Tormod's Crypt, that sort of thing.
I don't think I suggested anything to expensive, you should have acces to most or all of that in the common / uncommon / bulk-rare bins of your LGS and a few from the trade binders. You can always add in some creature tutors in green or card draw in blue if that's the direction you want to go.
Sorry if that's a bit good-stuff-y advice but it's the sort of things that are universally useful in a green based deck. Unless I have a very strict theme that calls for me to build differently, these would be the cards I start with, even in non-budget builds, to set up my bigger plays earlier. Then, as I play, I'd add more or less of these cards to fine-tune.
Hope this helps. -
1
Uldakh posted a message on White Token DeckI like your list looks pretty fun in a casual setting. Few cards out there that do wonders and are nice with tokens in white if your not building around specific token types just to suggest some so you know what they are.Posted in: Casual & Multiplayer Formats
Also Sun Titan is nice for what it does. since your benefiting from Phalanx Leader, Ainok Bond-Kin and Abzan Battle Priest might be worth looking into along with the man himself Odric, Lunarch Marshal. -
2
k0no posted a message on Question about UntappingPosted in: Magic RulingsQuote from Bkotz »In the same sense what about changing your mind. I have a friend that loves to play something and then be like “oh wait never mind”. Tho he never takes his hand off, Iv seen the card so I can’t see how this would be allowed. I guess it’s not a big deal for just causal play but it’s still annoying. I plan on hitting some local tournaments up in the near future and if that’s something that’ll get us a warning or disqualifed for I’ll choose a new partner.
You wouldn't get a warning, he just wouldn't be able to take back his choice. Generally speaking, tournament magic = no takesies-backsies. FNM (Friday night magic if you're not familiar) is casual rules-enforcement-level (REL) and both the players and the tournament organiser will have a more lenient stance on this kind of thing. It's meant as an entry point and anyone can attend. It should be a welcoming environment for newer players. That doesn't mean you can take the 'mick', but chatting with your opponents is encouraged so you could tell your opponent in each round that you're just starting out or something like that. People are generally happy to walk you through the nuances of tournament play and help you feel welcomed.
General rule of thumb for your friend: Announcing a spell is casting the spell. Then he has to pay costs etc. and resolve the spell.
If your friend is capable of playing a good solid game of magic but otherwise is more in the habit of "playing out loud", then he just needs to slow down a little and do a self-check before announcing what he intends to do. Admittedly it can be a bit of a rude awakening if you're used to playing fast&loose casually and then attend (for example) a big modern tournament, but I don't think that's what you meant?
Also some stuff is inconsequential and you can 'undo', such as tapping lands before announcing a spell. I could (for example) tap three lands, have a quick reconsider, shrug my shoulders and immediately untap them again. As long as I didn't announce any spells or abilities this is allowed and fine. You see it even at the highest levels of play on coverage at large tournaments. Just be clear that at larger tournaments as soon as you announce your intention to use an activated ability or cast a spell, you're "locked in".
Occasionally weird stuff happens, like someone casting a spell into a chalice of the void and the owner of the chalice missing the chalice trigger. In this instance, the spell would resolve despite chalice being on the board. You can't know all of these corner-case rules foibles so it's just something you'd have to learn while playing.
Definitely don't be afraid to attend local small tournaments like fnm and be sure to enjoy yourself and chat with your opponents. -
1
Legend posted a message on Creatures that can block multiple attackersBrave the SandsPosted in: Magic General
Mounted Archers
Cenn's Tactician
Avatar of Hope
Entangler
Give No Ground
Guardian of the Gateless
Ironfist Crusher
Palace Guard
Valor Made Real
Wall of Glare
There's a few more. -
1
WizardMN posted a message on What do you think of this?More than 1 on the field is redundant in regards to its ability so I don't think you want too many in the deck. I could see adding 1 more to the deck to help make it more consistent to get to it, but I wouldn't go beyond that. If you decide to go the full 4 of Fanatic of Mogis I could see moving up to 3 as the Devotion it grants is pretty relevant.Posted in: Casual & Multiplayer Formats
Once you have a modified list, go ahead and post it just so we can see where you end up. Not all of my suggestions need to be taken as gospel but I am curious where you go with the deck,
Also, when posting a deck list, you are probably better off using [deck] tags like I did above rather than individual card tags. it is faster to type out a list of cards and it makes it easier to read (in my opinion) -
1
WizardMN posted a message on What do you think of this?Ah. If the restriction is simply cards you already have, that certainly changes things. I would suggest pointing that out in the future as a lot of advice is predicated on the idea that you can acquire cards.Posted in: Casual & Multiplayer Formats
As to your list, Leyline, Peak Eruption, and Flame Wave seem bad. Leyline is really mana intensive for little payoff. Peak Eruption is very conditional in that it needs to destroy an opponent's Mountain. If they are not playing red, it is a dead card. And Flame Wave is really overcosted for its effect.
Whipflare isn't all that good either as it doesn't hit opponents. If you are playing against token decks, I could see where it would be good, but beyond that it probably isn't worth the slot.
Razortail Whip seems like it is unlikely to be very effective as it deals 1 damage a turn.
Your creature suite actually isn't too bad. Most are the right cost or have a decent effect to be worth including. I would recommend finding a replacement for Cyclops Gladiator as it is a 4 drop that isn't always going to hit the opponent. The others above it in your list are small enough or have effects that can hit the opponent outside of combat, but this one doesn't. Yes, you can potentially destroy any creature your opponent controls with power *and* toughness 4 or less for "free" (the power matters as it would kill the Gladiator otherwise) but for a red deck, that isn't what you want to be doing usually and even with the cards you have, it seems like there should be something better.
Smoldering Werewolf isn't awful, but it isn't great either. Dealing 1 damage to creatures is not bound to be very relevant and paying 6 mana is hard to do in this deck. Its transformed side is actually pretty good, but it makes Fanatic of Mogis worse (which is a good card; you should add another if you have it) and for 6 mana you want to be ending the game with a flurry of burn spells or Inferno Titan. Having to spend that mana to transform a creature and then have to attack to deal 2 damage is not very efficient.
The rest of the creatures seem alight even if they are not great. Inferno Titan is a beast and you should run another one if you can.
The remaining problem is your mana base. 20 lands is fine for the list I posted above because the CMC of spells never goes above 2 (and Fireblast is never being cast with mana). For your list, I would recommend 23-24 lands to ensure you get to your 4th land for some of your creatures and your 6th land for Titan. So, maybe just cut the Leylines and Peak Eruption for lands and then try to find some replacements for the other cards. -
1
Rezzahan posted a message on Looking for Card RecommendationsThere isn't really much that binds the angel tribe together. Most are more or less just big flyers at the upper end of the mana curve. So your deck will most likely just come down to be a white fatty deck of sorts. For this, you'll need mana acceleration, which is scarce in white but available, mostly as mana rocks, like Mind Stone, Ur-Golem's Eye, Fellwar Stone, Hedron Archive, Thunder Totem, etc.Posted in: Casual & Multiplayer Formats
Some cards, that do reward you for playing lots of angels are:
Bladed Bracers (though not an impressive card by any means)
Defy Death (you do want a way to get your costly fatties back, and this is quite a good tool for that)
Herald of War (if you want to play with even costlier Angels of 7+ mana, this can make them affordable, especially when cheating more counters on it)
Scroll of Avacyn (5 life and a card isn't a bad deal for a total of 2 mana)
Seraph Sanctuary (basically free life gain in monowhite)
For mana accel, you can also try the Urzatron (Urza's Mine, Urza's Tower, Urza's Power Plant) or 8-post/12-post/16-post (Cloudpost+Glimmerpost+Vesuva+Thespian's Stage). -
1
Naifu Neko posted a message on Black Life Gain DeckGlad to see you're taking an interest in the game, and in eternal formats such as Modern! Welcome to the frayPosted in: Deck Creation (Modern)
In the kindest way I can put this, This deck will not succeed.
In Magic, lifegain is not typically considered a very powerful effect, simply because it doesnt really cause you to win games, or interact with the opponent. Oftentimes, your oponnent simply doesn't care how much life you're gaining until you reach well over 45, and some decks dont at all
Also this deck does not pack a lot of redundancy. Often youll want to be running 4 of any good creature you can get your hands on.
Another problem is that a lot of these cards are simply not playable in modern due to their low powerlevel.
If you want to try a black based life drain strategy, i would advise looking into Vampire Tribal instead. (think cards like Gifted Aetherborn, Vampire Nighthawk, Vampire Nocturnus, Gatekeeper of Malakir etc. These are much more playable lifelink/kill things creatures.) I would be happy to help you build this if you're interested. - To post a comment, please login or register a new account.
1