In preparation for ptq season, I've decided I'm playing some form of a gifts rites deck. The only problem I have is deciding between Esper or 4-color rites. Any suggestions or thoughts between the two?
Just so I don't get any random PM's about something I'll have no clue about, someone is patrolling around MWS with the tag of "TheRealShotGunNova". That used to be my tag, until I beat someone mercilessly and they just stopped playing. Then proceeded to "steal" my tag. So, please, don't send me your angry PM's about me calling you some racial slur or anything of that sort.
Why no Mind's Desire/Temporal Fissure? High Tide was like a Storm deck before Storm was invented -- these cards are amazing in that regard.
Diminishing Returns is actually quite good, as well. In my experience, the "drawback" has always been negligible.
You can check out my Rasputin list (in my sig) for more ideas, if you're interested. It's not a dedicated High Tide deck, but High Tide plays a huge role.
I completely forgot about Mind's Desire. Such a newb thing to do. Temporal Fissure is... eh imo. Sure, it essentially makes your opponent scoop, but I'd rather deck them. I know Returns is good, but I can't recover the cards lost by it. I'd rather just run the "bad" versions of Time Spiral.
I was bored and decided to build a mono-blue deck(which I hate). But didn't want to make it counter control. And didn't want to run the typical combo of Grim Monolith+Power Artifact+random x draw spell. So I decided on porting a High Tide deck to edh. I went through almost all the tourney postings that I could find that had High Tide decks that Top X'd and came up with this... "masterpiece"?
Question for narglfrob. How much better(or worse) is the Necrotic Ooze combo over the Project X version? I am currently playing Project X and rarely get interrupted, however, I see far less removal spells effecting the outcome once you activate Hermit Druid. The only creature removal I see stopping this list is Sudden Death.
I would have to agree with hajukin. You have no way in the list given to create an "infinite" number of mana. It would be better if we're given a more descriptive game state. Something more than, "You have Arcum, an artifact creature and some lands. GO!!!". The best I can see is you can cast Memnite with Mirrorworks in play, duplicate it. Arcum one away and duplicate the ability with Rings of Brighthearth in play, get Oblivion Stone and Darksteel Forge. Hope you draw Academy Ruins along with about half-a-dozen other cards to make your opponent scoop.
I say the "knower of all" explains his/her wonderful combo that a bunch of people(of which I assume are knowledgeable in the game of Magic) can't see.
Ultra Pro has matte sleeves that are sold in 100 packs.
I've been using them and the corners have been splitting on majority of the sleeves. I'm starting to not like them as much and want to start using the sleeves I used when I played legacy.
I hate to necro a seemingly dead thread, but anyone have any sort of idea where I can find KMC matte sleeves in 100ct packs? Unfortunately, they've switched over to 80 ct packs and those are less ideal for edh decks.
Using the exact list in multiplayer, you'd activate Hermit Druid putting you library in your graveyard. Have a Narcomoeba trigger into play and unearth Fatestitcher. Then sac all to Dread Return targeting Crypt Champion. Champion then has 2 serperate come into play trigger: one getting both or all players a creature out of their yards and one that checks if R was spent to cast it. You then choose to return Saffi Eriksdotter for the first trigger. Then you put the second trigger on the stack and sacrifice Saffi to return Champion when you resolve it's other ability by sacfricing him. Rinse and repeat for X times being the highest life total divided by 2 plus the number of creatures your opponent has in play or any number you choose that kills each player in one swing. Then allow one more recur of Crypt Champion to return Caller of the Claw and his ability triggers giving you tokens. Having a MOUNTAIN land in play is key giving all your new token friends haste with Anger in yard and damage to kill. The most important part of this entire thing is to be sure have a green source, a blue source and a mountain in play from 3 seperate mana sources. Green for Hermit Druid. Blue for Fatesticher. Mountain to give guys haste.
Since you'd be using this in a multiplayer game and if you're using the exact list, you then need to flashback Krosan Reclamation targeting Pull from Eternity and Regrowth. Remove Reclamation from the game. Kill another player. Depending your draw, you can either use Pull to get Reclamation back to yard and use it again next turn or Regrowth Silence to use when you play Pull and Reclamation the next turn.
Now, I noticed that you mentioned wanting to be budget. This list isn't exactly that. But there are ways to make it cheaper. I would definately at least use the shock lands due to them tapping for 2 colors and 4 being mountain land types. You could also use Prismatic Omen to give your lands all land types. But I wouldn't included any basics at all so you can do everything in one turn. And feel free to PM me if you have any questions on anything with it.
I completely forgot about Mind's Desire. Such a newb thing to do. Temporal Fissure is... eh imo. Sure, it essentially makes your opponent scoop, but I'd rather deck them. I know Returns is good, but I can't recover the cards lost by it. I'd rather just run the "bad" versions of Time Spiral.
1 Tidespout Tyrant
1 Mnemonic Wall
1 Cloud of Faeries
1 Fabricate
1 Flow of Ideas
1 Cryptic Command
1 Concentrate
1 Compulsive Research
1 Careful Consideration
1 Braingeyser
1 Gush
1 Peer Through Depths
1 Frantic Search
1 Vision Skeins
1 Snap
1 Thirst for Knowledge
1 Impulse
1 Flash of Insight
1 Serum Visions
1 Windfall
1 Timetwister
1 Time Reversal
1 Tidings
1 Temple Bell
1 Mind Spring
1 Sensei's Divining Top
1 See Beyond
1 Repeal
1 Recurring Insight
1 Perilous Research
1 Opportunity
1 High Tide
1 Time Spiral
1 Preordain
1 Ponder
1 Merchant Scroll
1 Turnabout
1 Meditate
1 Brain Freeze
1 Force of Will
1 Brainstorm
1 Blue Sun's Zenith
1 Mind Over Matter
1 Candelabra of Tawnos
1 Knowledge Pool
1 Chain of Vapor
1 Call to Mind
1 Wipe Away
1 Remand
1 Extraplanar Lens
1 Doubling Cube
1 Vedalken Orrery
1 Personal Tutor
1 Mystical Tutor
1 Relearn
1 Gauntlet of Power
1 Leyline of Anticipation
Agreed. Hermit Druid next time. Definitely sold on that, for sure.
I say the "knower of all" explains his/her wonderful combo that a bunch of people(of which I assume are knowledgeable in the game of Magic) can't see.
I've been using them and the corners have been splitting on majority of the sleeves. I'm starting to not like them as much and want to start using the sleeves I used when I played legacy.
Agreed. Land hosing is not a fun way to win, but it is what it is.
Using the exact list in multiplayer, you'd activate Hermit Druid putting you library in your graveyard. Have a Narcomoeba trigger into play and unearth Fatestitcher. Then sac all to Dread Return targeting Crypt Champion. Champion then has 2 serperate come into play trigger: one getting both or all players a creature out of their yards and one that checks if R was spent to cast it. You then choose to return Saffi Eriksdotter for the first trigger. Then you put the second trigger on the stack and sacrifice Saffi to return Champion when you resolve it's other ability by sacfricing him. Rinse and repeat for X times being the highest life total divided by 2 plus the number of creatures your opponent has in play or any number you choose that kills each player in one swing. Then allow one more recur of Crypt Champion to return Caller of the Claw and his ability triggers giving you tokens. Having a MOUNTAIN land in play is key giving all your new token friends haste with Anger in yard and damage to kill. The most important part of this entire thing is to be sure have a green source, a blue source and a mountain in play from 3 seperate mana sources. Green for Hermit Druid. Blue for Fatesticher. Mountain to give guys haste.
Since you'd be using this in a multiplayer game and if you're using the exact list, you then need to flashback Krosan Reclamation targeting Pull from Eternity and Regrowth. Remove Reclamation from the game. Kill another player. Depending your draw, you can either use Pull to get Reclamation back to yard and use it again next turn or Regrowth Silence to use when you play Pull and Reclamation the next turn.
Now, I noticed that you mentioned wanting to be budget. This list isn't exactly that. But there are ways to make it cheaper. I would definately at least use the shock lands due to them tapping for 2 colors and 4 being mountain land types. You could also use Prismatic Omen to give your lands all land types. But I wouldn't included any basics at all so you can do everything in one turn. And feel free to PM me if you have any questions on anything with it.