So, I know what happens to a spell or ability that picks a target that becomes illegal. I also know what happens when there are no legal targets for a spell. But, what happens to one if you accidently choose an illegal target?
For example, if I have Go For The Throat and my opponent has Drogskol Captain and another spirit in play. I cast Go For The Throat and target the other spirit, not remembering it has hexproof. What happens to the spell? Does it fizzle due to illegal target, sent back to my hand, or do I have to pick Drogskol Captain as the target?
I have to say that it would be incredibly BORING in my opinion to have back to back blocks dealing with Eldrazi. It seems so uninventive to make the cause of everything simply Eldrazi again. Not saying I don't like the Eldrazi, but I'd like to have some space before bringing them back into the lore and sets.
The whole premise of the deck is to pick apart the opponent's life while supplementing my own with Lifelink. With almost half my creatures not innately having the ability, Gift of the Orzhova and Vault of the Archangel can supplement for me. Utter Ends help remove any problematic noncreature permanents for me while Karlov and the Liege help remove pesky creatures from the board. Due to all the creatures being both black and white, Honor of the Pure powers everybody, giving a cheap way to boost the Knights.
I like the idea of Unwinding Clock in the deck with so many tap effects, and after looking over Skeleton Shard closer I opted for Retrievers. Perilous Myrs can help take out other creatures, and the Enforcer can be a quick beat-face. I'd use Myr Matrix, but I don't own any and my store doesn't have any in stock at the moment, though I'm not sure what to take out aside from the Monument. I also can't decide what to switch out Mirrodin's Core for.
After deciding that I wanted to update my artifact deck, I looked around on Gatherer to see what I wanted. Well, ended up making a Myr-based deck with some fun in it.
Basic idea is simple, get a lot of myr onto the field and swing with the Battlesphere for the win. I wanted something to help with removal, so I decided on the Lux Cannon, which a Coretapper can charge in a single turn. The Skeleton Shard provides retrieval of my non-myr artifacts, though I suppose it could be switched out for a Darksteel Forge, while the Monument is simply for fun.
This came up in a game I was playing a little while ago. How do Auras work with power and toughness changing affects?
For example:
I have a Zealous Guardian equipped with Steel of the Godhead. After attacking with the Guardian, my opponent uses Inkfathom Witch's ability to turn my Guardian into a 4/1. Does it get the additional +2/+2 from the Steel of the Godhead or is the increased power and toughness calculated when it attacked and it's not recalculated into the new power and toughness?
That Phyrexian Crusader deals its damage as poison counters is exactly the reason for its inclusion in the sideboard. My meta has plentiful decks that are protection based, gain rediculous amounts of life, or produce white/green tokens. Having a creature that can give me a win through all that protection or life is highly valuable to me. As for the Undead Warchief, I won't deny that I've thought about him plenty of time, but I'm sure he's needed in the deck. Most of my zombies are 1 or 3 cmc creatures, with only 4 being outside that range (The Grave Titans aren't actually zombies). I find the removal potentional on the Skinrender to be more valuable to me.
Changed out the Noxious Ghouls for some Skinrenders, and I believe the works better with them. Though the effect only targets one creature, it's permanent and it doesn't affect the Grave Titans.
After recieving a few of the new zombie cards, I decided to revamp my old zombie deck into this. So far, it seems to be a brutally efficient deck, losing only to Fairies, and rarely at that. The main idea behind it is to methodically wipe out the opponent's side of the board with zombie token generation and sacrifice.
One of the ideas I'm mulling over is whether the deck needs the Noxious Ghouls or not, considering the one sided Call to the Grave. I've been thinking of moving the Nested Ghouls to the mainboard for additional token generation. Waning Wurm is another zombie I've been looking at for that spot, as the vanishing can actually work in my favor with Quest for the Gravelord.
This deck is designed to be the most brutal multiplayer deck that I can make. It's soley made to punish opponents by taking away their life for actually playing the game. The deck has been going through major changes since it's Kamigawa days. Painful Quandary and Bloodchief Ascension are some of the lynch pins to the deck. Overall, I love how the deck works, though it doesn't fair as well in a 1v1 environment.
The Purges has helped me so much in the deck, and the Grimblades and Jundblades are working out nicely. I do find fault with Torrent of Souls though. For some reason, I draw the card when I don't need it, or when it will only make me win more. So, I think I need to find a replacement for it. Another thing I thought about briefly was the red and black mentor to give all my creatures wither and first-strike.
I love the idea of the Shielding Plax, but I'm not sure what to remove to add it. Part of me wants to remove the Snakeform to add them in, but I might need those.
I like both the ideas being given. I am starting to think that maybe I should remove the black from the deck and make it a straight Blue/Green landfall deck. I like the idea of the Moonfolk, though I'm not sure which one would be the best for the deck. I'm thinking Soratami Savant.
Obviously the idea of the deck is to get your lands out quickly and as many into play at one time as possible. The spells are simply to get my lands out, while all my creatures benefit from it. The deck is slightly budgeted, as I would have Bloodghast instead of Adventuring Gear. I haven't actually bought any of the cards yet, so any suggestions are helpful. I'm sticking with the basic lands, aside from the Expanses because otherwise I wouldn't be able to search for them. I've been thinking of a deck like this, but I just put the actually decklist together a little while ago.
For example, if I have Go For The Throat and my opponent has Drogskol Captain and another spirit in play. I cast Go For The Throat and target the other spirit, not remembering it has hexproof. What happens to the spell? Does it fizzle due to illegal target, sent back to my hand, or do I have to pick Drogskol Captain as the target?
4 Nip Gwyllion
3 Karlov of the Ghost Council
4 Tithe Drinker
2 Athreos, God of Passage
4 Blood-Cursed Knight
4 Drana's Emissary
2 Deathbringer Liege
4 Edge of the Divinity
3 Honor of the Pure
4 Gift of the Orzhova
3 Utter End
Lands
4 Godless Shrine
4 Isolated Chapel
4 Marsh Flats
3 Caves of Koilos
3 Plains
3 Swamp
2 Vault of the Archangel
The whole premise of the deck is to pick apart the opponent's life while supplementing my own with Lifelink. With almost half my creatures not innately having the ability, Gift of the Orzhova and Vault of the Archangel can supplement for me. Utter Ends help remove any problematic noncreature permanents for me while Karlov and the Liege help remove pesky creatures from the board. Due to all the creatures being both black and white, Honor of the Pure powers everybody, giving a cheap way to boost the Knights.
Creatures-25
4 Myr Retriever
4 Perilous Myr
3 Coretapper
4 Myr Galvanizer
4 Palladium Myr
4 Myr Enforcer
2 Myr Battlesphere
4 Myr Reservoir
3 Lux Cannon
3 Unwinding Clock
4 Myr Turbine
1 Eldrazi Monument
4 Cloudpost
4 Darksteel Citadel
4 Glimmerpost
4 Mirridon's Core
4 Phyrexia's Core
I like the idea of Unwinding Clock in the deck with so many tap effects, and after looking over Skeleton Shard closer I opted for Retrievers. Perilous Myrs can help take out other creatures, and the Enforcer can be a quick beat-face. I'd use Myr Matrix, but I don't own any and my store doesn't have any in stock at the moment, though I'm not sure what to take out aside from the Monument. I also can't decide what to switch out Mirrodin's Core for.
Creatures-25
4 Myr Servitor
4 Hovermyr
4 Plague Myr
3 Coretapper
4 Myr Galvanizer
4 Palladium Myr
2 Myr Battlesphere
4 Myr Reservoir
3 Lux Cannon
4 Myr Turbine
3 Skeleton Shard
1 Eldrazi Monument
4 Cloudpost
4 Darksteel Citadel
4 Glimmerpost
4 Mirridon's Core
4 Phyrexia's Core
Basic idea is simple, get a lot of myr onto the field and swing with the Battlesphere for the win. I wanted something to help with removal, so I decided on the Lux Cannon, which a Coretapper can charge in a single turn. The Skeleton Shard provides retrieval of my non-myr artifacts, though I suppose it could be switched out for a Darksteel Forge, while the Monument is simply for fun.
For example:
I have a Zealous Guardian equipped with Steel of the Godhead. After attacking with the Guardian, my opponent uses Inkfathom Witch's ability to turn my Guardian into a 4/1. Does it get the additional +2/+2 from the Steel of the Godhead or is the increased power and toughness calculated when it attacked and it's not recalculated into the new power and toughness?
Thanks.
20 Swamp
3 Unholy Grotto
Creatures-23
4 Festering Goblin
4 Putrid Imp
4 Cemetery Reaper
4 Death Baron
3 Skinrender
3 Grave Titan
1 Gempalm Polluter
4 Quest For the Gravelord
4 Go For the Throat
3 Call To the Grave
Artifacts-3
3 Nim Deathmantle
4 Doom Blade
4 Phyrexian Crusader
3 Nested Ghoul
3 Zombify
1 Gempalm Polluter
Changed out the Noxious Ghouls for some Skinrenders, and I believe the works better with them. Though the effect only targets one creature, it's permanent and it doesn't affect the Grave Titans.
20 Swamp
3 Unholy Grotto
Creatures-23
4 Festering Goblin
4 Putrid Imp
4 Cemetery Reaper
4 Death Baron
3 Noxious Ghoul
3 Grave Titan
1 Gempalm Polluter
4 Quest For the Gravelord
4 Go For the Throat
3 Call To the Grave
Artifacts-3
3 Nim Deathmantle
4 Doom Blade
4 Phyrexian Crusader
3 Nested Ghoul
3 Zombify
1 Gempalm Polluter
After recieving a few of the new zombie cards, I decided to revamp my old zombie deck into this. So far, it seems to be a brutally efficient deck, losing only to Fairies, and rarely at that. The main idea behind it is to methodically wipe out the opponent's side of the board with zombie token generation and sacrifice.
One of the nice interactions in the deck is with Nim Deathmantle and Call to the Grave allowing me to sac a Grave Titan and return it as a zombie. Originally Zombie Infestation held Call to the Grave's spot, but I slowly realized that I was hardly discarding anything from my hand to generate tokens from it.
One of the ideas I'm mulling over is whether the deck needs the Noxious Ghouls or not, considering the one sided Call to the Grave. I've been thinking of moving the Nested Ghouls to the mainboard for additional token generation. Waning Wurm is another zombie I've been looking at for that spot, as the vanishing can actually work in my favor with Quest for the Gravelord.
4 Bile Urchin
4 Maggot Carrior
4 Blood Seeker
4 Soot Imp
2 Seizan, Perverter of Truth
4 Bloodchief Ascension
4 Dash Hopes
4 Underworld Dreams
3 Painful Quandary
3 Polluted Bonds
2 Wound Reflection
9 Swamp
4 Leechridden Swamp
4 Piranha Marsh
3 Cabal Coffers
2 Urborg, Tomb of Yawgmoth
This deck is designed to be the most brutal multiplayer deck that I can make. It's soley made to punish opponents by taking away their life for actually playing the game. The deck has been going through major changes since it's Kamigawa days. Painful Quandary and Bloodchief Ascension are some of the lynch pins to the deck. Overall, I love how the deck works, though it doesn't fair as well in a 1v1 environment.
4 Manaforge Cinder
4 Emberstrike Duo
4 Goblin Deathraiders
4 Grixis Grimblades
4 Jund Hackblades
4 Shambling Remains
2 Lightning Reaver
4 Fists of the Demigod
4 Terminates
3 Phyrexian Purge
3 Torrent of Souls
Lands-20
5 Mountain
5 Swamp
4 Akoum Refuge
4 Graven Cairns
2 Ancient Ziggurat
The Purges has helped me so much in the deck, and the Grimblades and Jundblades are working out nicely. I do find fault with Torrent of Souls though. For some reason, I draw the card when I don't need it, or when it will only make me win more. So, I think I need to find a replacement for it. Another thing I thought about briefly was the red and black mentor to give all my creatures wither and first-strike.
4 Grazing Gladehart
4 Soratami Savant
4 Windrider Eel
3 Baloth Woodcrasher
3 Rampaging Baloths
3 Roil Elemental
4 Khalni Heart Expedition
4 Harrow
4 Journey of Discovery
3 Snakeform
8 Forest
8 Island
4 Simic Growth Chamber
4 Terramorphic Expanse
The Savantsand Snakeform act as disrupters for me. Changed out the Rampant Growth for the Journeys.
4 Hedron Crab
4 Surrakar Marauder
3 Hagra Crocodile
3 Windrider Eel
3 Rampaging Baloths
3 Roil Elemental
4 Khalni Heart Expedition
4 Rampant Growth
4 Harrow
Artifacts-4
4 Adventuring Gear
7 Forest
7 Island
6 Swamp
4 Terramorphic Expanse
Obviously the idea of the deck is to get your lands out quickly and as many into play at one time as possible. The spells are simply to get my lands out, while all my creatures benefit from it. The deck is slightly budgeted, as I would have Bloodghast instead of Adventuring Gear. I haven't actually bought any of the cards yet, so any suggestions are helpful. I'm sticking with the basic lands, aside from the Expanses because otherwise I wouldn't be able to search for them. I've been thinking of a deck like this, but I just put the actually decklist together a little while ago.