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  • posted a message on Shocklands in Gatecrash?
    They only printed 5 M10 lands for a while and then printed the last five in a random block, so it could happen.


    Not in this case, no. There's 0 chance that they don't print them, further backed up by other posts here that previews of sorts for them have already been shown. M10 lands are, again, a much different story than the Ravnica shocks, which represent the guilds. M10 lands are only there to be duals, Ravnica shocks are there to fix in a widely multicolor environment and embody their guild's colors.
    Posted in: Speculation
  • posted a message on Shocklands in Gatecrash?
    But the uncounterable cycle was not completed, so I don't know if we can be sure...


    There's a difference between not completing an uncounterable cycle, which likely won't bother people as much, and not reprinting the rest of the shockland cycle, which might prompt people to riot and storm WotC's headquarters in outrage. The rest of the shocklands will definitely be there.
    Posted in: Speculation
  • posted a message on [RRR] What would you first pick? (#5)
    Came down to the last four for me. I like the trample on the giant and the potential to be a 5/4 trampler, as well as the rare's to be similar. The Mangler seems good, too, but lacks trample or flying like the other three. My pick would be the Roc, as a 3/3 for 4 seems solid enough, plus there's the upside of possibly returning a creature to your opponent's hand to clear the way a bit for any other dudes you might have.
    Posted in: New Card Discussion
  • posted a message on U/R Talrand
    Quote from pauvro
    I understand why taking stormtide leviathan out makes sense. The card is very powerful and I have won twice with it, but I understand trimming down the deck to focus more on Talrand's win scenario. Spelltwine I've used a few times with success. Most opponents will utilize an instant that I could also utilize as well, and I'm always doing so with my deck so while I understand the reasoning I could still see usage from it. Still it is situational and I'd rather everything be more finely tuned, so I see where you're coming from

    I see your thought process on removing mystic retrieval, kraken, artful dodge and clone. While I believe clone to be a versatile card, it isn't needed. Nor is the kraken (although it's nice for defense, a fog bank is better) increasing vengeance wouldn't be too useful only for a handful of times. Although you don't think charmbreaker devils is a good idea? I believe they fit perfectly with this deck, always allowing me to bring back instants and sorceries and rewarding me for playing them just like talrand does. Please tell me why you suggested taking charmbreaker out. Other than that some decent suggestions, so I thank you. Why do you prefer dissipate?


    Charmbreaker Devils suffers from costing too much and not immediately impacting the board. You have to hope that it survives a turn for it to get you back that Instant or Sorcery. Even then, that's really all it does beneficial. While it does get bigger when you cast Instants and Sorceries, its lack of evasion means it will rarely get through. You might think this means the Dodges should go back, but build-your-own-creature is not usually a game you want to play. You want cards that are good on their own and immediately impact the board.

    Even Talrand suffers a bit from this, but being cheaper, you can usually cast him and have mana up to right away play a spell or defend him. Also, Talrand rewards you with separate creatures that stay around after Talrand is gone. Those Instants and Sorceries won't be coming back anymore after the Devils are gone.

    If you insist on Spelltwine, I think it'd be better sideboard, for when you KNOW you opponent will have an awesome spell for you to nick.

    As for Dissipate, while it costs one more, I prefer the ability to counter any spell over the more situational counter one or the other kind of thing. Not to say that Negate and Essence Scatter are bad, just that you get caught with your pants around your ankles in certain situations with them (An aggro deck with Negate; a near/creatureless control deck with Essence Scatter). Dissipate counters anything legally counterable AND makes sure it isn't coming back from the yard to bite you in the butt later.
    Posted in: Standard Archives
  • posted a message on U/R Talrand
    Alright, while I'm not really in the standard game as of late, there are definitely some changes that need to be made.

    First off, to get down to 60 cards:

    -2 Stormtide Leviathan
    -1 Spelltwine

    Both are just not plausible for constructed standard play. Leviathan costs too much too be easily removed and Spelltwine is too dependent upon IF your opponent has something good or not.

    Now, for just adjustments:

    -2 Charmbreaker Devils
    -2 Mystic Retrieval
    -1 Increasing Vengeance
    -2 Kraken Hatchling
    -2 Artful Dodge
    -1 Clone

    +2 Delver of Secrets
    +2 Think Twice
    +2 Talrand's Invocation
    +2 Augur of Bolas
    +2 Dissipate

    Might also consider replacing some of the Essence Scatter and Negate with 2 more Dissipate and relegating the former spells to the sideboard. Again, I haven't played Standard in some time, but this is what seems like it would at least help in my opinion.
    Posted in: Standard Archives
  • posted a message on Should there be an mtgo commander section?
    I would love to have a separate section for mtgo commander. There are just some cards online that are ridiculously cheap and yet way expensive in paper just because of the set their from. Everytime I post a decklist I have to be sure to mention that it's online, otherwise they generally do not seem as budget as I intended.
    Posted in: Commander (EDH)
  • posted a message on Karador Wurm Tribal, Gaddock's on the bench.
    No Autochthon Wurm? I know it costs 15 mana, but it does have convoke and is a 9/14 trampler. Seems like a neat wurm to me. Maybe that's just me. Then there's also these that seem like decent wurms:



    There a couple others that are just big tramplers, but those would help up your wurm count if you wanted to try Descendant's Path and are less vanilla than lots of other wurms.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[RTR]] StarCityGames Portland Spoiler - Desecration Demon
    Quote from flynne6
    Those who say there is no drawback need to remember that swarm strategies can keep him tapped down when they attack. If you have a bunch of tokens demon's owner has to tap him down.

    That said, its a very strong finisher for a control strategy which should be keeping the board clear.


    It's a drawback that's more or less easy to take care of. If your opponent wants to swarm with little creatures, hold off a turn playing the demon and wrath so your opponent has no or very few creatures to work with. Even on turn 5 or 6 a 6/6 flier is nothing to sneeze at.
    Posted in: The Rumor Mill
  • posted a message on Signets in RTR and GTC?
    I doubt they'll be back again as they're apparently considered "too powerful" for Magic nowadays, unfortunately. I certainly won't complain if the DO come back though, that's for sure.
    Posted in: Speculation
  • posted a message on Is it really that bad that I have dual lands in my deck?
    I don't really get the point of complaining about someone's land base, whether it's expensive duals or all basics. My solution is just blow up the land or disrupt otherwise and move on, regardless of what is part of the mana base. People need to stop being jealous little whiners, seriously.
    Posted in: Commander (EDH)
  • posted a message on What do you enjoy more in EDH: playing games or building decks?
    As much as I love playing EDH decks, my budget is low, so my decks usually get trashed regardless, so I have MUCH more fun with the building process when the decks still seem amazing and my reality hasn't been crushed. Lol. Even better when a deck actually turns out to be good though.
    Posted in: Commander (EDH)
  • posted a message on Favourite engines.
    Quote from jylichan
    ETB trigger exploits.


    Pretty much this. Probably why I like blink decks so much. Great to blink things like Mulldrifter, Terastodon, or Tyrant of Discord every turn with Deadeye Navigator, Nephalia Smuggler, or Tawnos' Coffin. And if you want to get really mean you combine those latter three with Gulf Squid or Mistbind Clique.
    Posted in: Commander (EDH)
  • posted a message on Crazy Plays in EDH.
    Not CRAZY, but:

    Some forgotten number of turns into a 1v1 game I thought I had my opponent down. Both of us were playing decks with blue in them (can't remember either general exactly), but I looked like I was going to win with about 6 creatures out including a Chancellor of the Spires to my opponent's one creature.

    Cue my opponent ripping a clone varient and copying my Chancellor and THEN choosing to cast the Rite of Replication in my yard to make a loop of Chancellors. I promptly conceded after this and laughed my ass off.
    Posted in: Commander (EDH)
  • posted a message on (MTGO) (Super Budget) "Mean" With Monogreen
    Alright, now I'm using Molimo, Maro-Sorcerer as my general for this deck, just because it CAN get a bunch of land, but it can be a different general if you like.

    Now, some might not consider this deck actually mean, however, those that don't like having their lands blown up or the like might think it IS. As I USUALLY try to avoid land destruction outside of non-basic, I wanted to try a deck that does this actively. With green's ability to often just flat out destroy "noncreature" permanents, it seem like the better option. Below is the list itself, after which will follow a description for the uses of each card in the deck and combos (That I have noted - I may haved missed), as well as cards I am looking to get, but cannot pick up due to one reason or another.

    Keep in mind, this deck is on MTGO and is very budget when suggesting changes, topping out under 5.5 tickets (IF you get the promo Rampaging Baloths - Non-promo boosters the cost about 8 tickets).

    Decklist


    Cards I'd Like To Get


    Individual Card Purposes

    Creatures

    • Acidic Slime - Utility creature that blows up a land or troublesome artifact/enchantment, then hopefully hangs around to trade or keep creatures at bay. Combo with Roaring Primadox.
    • Brutalizer Exarch - More utility. Tucks something troublesome/sets opponent back or finds me a different creature that I need. Combo with Roaring Primadox.
    • Budoka Gardener - Alternate option to the land denial/destruction: LOTS of land. Budoka Gardener thrives with lots of land.
    • Citanul Woodreaders - Card draw. Treated as a 6-drop. Combo with Roaring Primadox.
    • Devoted Druid - Mana accel; Should probably be Fyndhorn Elves or Boreal Elf.
    • Elvish Visionary - Card draw. Combo with Roaring Primadox.
    • Fierce Empath - Finds fat creatures later game. Combo with Roaring Primadox.
    • Groundskeeper - Recurs basic lands discarded with other effects, like Harvest Mage and Jolrael.
    • Gurzigost - Big, cheap beater that can get damage through little guys while shuffling used cards back into the library.
    • Harvest Mage - Mana accel/doubler.
    • Hystrodon - Card draw.
    • Jolrael, Empress of Beasts - Has potential for alpha strike or feeding Gurzigost cards. Combos with Cyclone.
    • Krosan Tusker - Early game, mana accel, late game beater.
    • Llanowar Elves - Mana accel.
    • Masked Admirers - Card draw; Recurrable chump blocker
    • Mold Shambler - More noncreature permanent destruction with a body. Also kills Planeswalkers.
    • Molder Slug - Forces opponent to give up artifacts. Combo with Spine of Ish Sah.
    • Obstinate Baloth - Life gain; Good against discard. Combo with Roaring Primadox.
    • Pelakka Wurm - More life gain; Card draw; Late game beater. Combo with Roaring Primadox.
    • Rampaging Baloths - Token generator and beater
    • Roaring Primadox - Bounce engine for ETB creatures.
    • Sakura-Tribe Elder - Mana accel; Chump blocker.
    • Seedguide Ash - Mana accel; decent-chump blocker.
    • Silklash Spider - Kills of flying creatures that my fat creatures can't keep back.
    • Soul of the Harvest - Draws cards and beats.
    • Stingerfling Spider - More death to flying creatures. Combo with Roaring Primadox.
    • Terastodon - Noncreature permanent destruction tripled. Can be used on excess lands to boost attack potential or makes chumps. Combo with Roaring Primadox.
    • Tilling Treefolk - Gets back cycling or "fetch" lands, as well as Buried Ruin or discarded lands. Combo with Roaring Primadox.
    • Wood Elves - Mana accel. Combo with Roaring Primadox.
    • Yavimaya Elder - Mana accel; Card draw.


    Sorcery

    • Boundless Realms - Mana doubling; Deck thinning.
    • Bramblecrush - More noncreature permanent destruction.
    • Chain of Acid - See Bramblecrush. Has a downside, but shouldn't be an issue with card recursion.
    • Creeping Mold - Less useful Bramblecrush.
    • Creeping Renaissance - Mass recursion.
    • Desert Twister - Anything destruction.
    • Elven Cache - Recursion.
    • Far Wanderings - Mana accel; Better than others late game the ability to pull three land.
    • Harmonize - Card draw.
    • Kodama's Reach - Mana accel.
    • Mwonvuli Acid-Moss - LD+Mana Accel.
    • Overrun - Alpha striking purposes; Good with Terastodon or Rampaging Baloths.
    • Rain of Thorns - Multiple artifact/enchantment/land removal.
    • Ranger's Path - Mre mana accel.
    • Reap and Sow - LD+Mana accel.
    • Recollect - Recursion.
    • Revive - Recursion.
    • Skyshroud Claim - Mana accel.
    • Stunted Growth - Hand "destruction".


    Land

    • Buried Ruin - Gets back artifacts sacrificed to Molder Slug or just destroyed. Can be recurred with Tilling Treefolk.
    • Evolving Wilds - "Fetch" land & thinning.
    • Forest - Mana
    • Phyrexia's Core - Purely for combo with Spine of Ish Sah.
    • Reliquary Tower - JUst in case my hand gets too big.
    • Slippery Karst - Card draw.
    • Temple of the False God - Mana "accel".
    • Terramorphic Expanse - "Fetch" land & thinning.
    • Tranquil Thicket - Card draw.


    Artifact

    • Everflowing Chalice - Mana accel.
    • Liquimetal Coating - COmbo with any artifact destruction.
    • Loxodon Warhammer - Life gain.
    • Spine of Ish Sah - Permanent destruction.
    • Tormod's Crypt - Graveyard hate.


    Enchantment

    • Cyclone - Crowd control.
    • Night Soil - Graveyard hate.
    • Tornado - Permanent destruction.
    • Vernal Bloom - Mana doubler.


    Instant

    • Crushing Vines - Kills fliers/artifacts.
    • Harrow - Mana accel.
    • Rootgrapple - Noncreature permanent destruction at instant speed.

    Combos

    Jolrael, Empress of Beasts + Cyclone: With three or more counters on Cyclone, activate Jolrael turning all an opponent's lands into 3/3 beast and wipe them all out.

    Molder Slug/Phyrexia's Core + Spine of Ish Sah + 7 Mana Each Turn: Recursive destroy any permanent each turn and gain life or get an opponent to lose an artifact as well.

    Roaring Primadox + ETB Creature: Reuse abuse of triggers from Acidic Slime, Mold Shambler, etc.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Certain Types of Cards in Monogreen
    Alright, so I'm looking to get a little mean with monogreen. By that I mean I want to use green's ability to blow up noncreature permanents, as well as cards similar to Plow Under and Stunted Growth. I would like help thinking of more cards like this. Here's the list off the top of my head:



    Will also likely make use of the combination of Liquimetal Coating and artifact destruction.
    Posted in: Commander (EDH)
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