This just occured in the Modern Cube on MTGO. I cast Approach of the Second Sun, opponent later restarts the game with Karn Liberated, I later cast Approach of the Second Sun and MTGO awards me the win. I cast AotSS twice: once before Karn's ultimate, once after the game restarted. From what I could find in the comp rules and some research threads on Karn, this shouldn't be the case. I was wondering if anyone had further input.
I attack with Eager Cadet. My opponent blocks it with Gray Ogre. I cast Gideon's Reproach targeting Gray Ogre. My opponent responds by casting Lightning Bolt on my Cadet. Cadet dies. Does Reproach resolve, i.e. is the Ogre still a blocking creature?
Similarly, I attack with Eager Cadet. My opponent blocks with Gray Ogre. Combat damage occurs and Cadet dies. During the end of combat step, can I cast Gideon's Reproach targeting the Ogre?
I couldn't find anything in the comp rules specifically answering this question, but lord knows I've missed answers there before.
I was 1 point of damage away from going 5-0 in a competitive league with this deck!
I've been toying with Zada decks since we came back to Zendikar, and while I've enjoyed them, they've always struggled in the face of the meta. This build has given me more success than anything previous. I borrowed the idea from Seth over on MTGGoldfish. He was trying to make a funky combo deck that attempted to create a million clues and use those to Ghirapur Aether Grid people to death.
I never connected the idea of Partisan and Zada, but they both work so well together. Not just through Zada feeding extra targets to all your wolves with a Partisan out, but by the mere fact that they both want to play the same sort of cards. I tried making this a werewolf deck, but it just wasn't worth it; there aren't a lot of worthwhile wolves, and even the good ones aren't quite right for this deck. So I went for value instead. Abbot is a natural pair with a deck playing cheap cantrips, and it gives my deck another needed source of card advantage. Hydra is somewhat the same, though you're trading value for ferocity. This card gets so out of hand so quickly. I've had it at 10+ multiple times in league play. Den Protector follows the same theme, giving you a source of recursion while also providing another needed 2-drop to the deck. Despite the deck requiring targeted spells to work, you don't actually want many; they're dead cards when you're without creatures. Protector and Abbot give you ways to cheat downward on those spells while continuing to consistently draw them. Duskwatch is Duskwatch; you should be familiar with it by now. This isn't the best deck for it, but it adds yet another source of card advantage while being good with Partisan. The instants were chosen to have crazy combo potential, but they also just shore up some of the deck's weaknesses. Cantrips are good. Expedite is an awesome card in this deck, providing for some powerful surprise turns.
I've been crushing all sorts of control decks. Once you know they're control, just hold back on all of your pump spells. Be patient; all your creatures threaten to draw you more cards, so 1-for-1 answers wear thin quickly. Playing around Languish hasn't been that hard. What I really need is some suggestions on ways to handle GW Tokens, since it's the menace of the format. I've had fair results against the deck, but I'm still losing more than winning to it. I've had a few SB configurations that just didn't do much; the deck really doesn't wanna change all that much, being primarily combo and all. Clip Wings has been good, but after that, nothing has seemed perfect. I'd be interesting in a transformational SB if anyone has an interesting design for this deck.
Quite a while ago there was a round were you submitted two decks, a sword and a shield. Players used the shield om the draw and sword on the play, a cool concept, but it didn't quite work since there wasn't enough reward for playing one aggresive and one defensive and one aggresive deck. Therefore I bring you a modified version:
Players submit two decks, one shield and one sword. When a player is on the play that player uses his or her sword hand. The shield deck is used when on the draw. The shield deck wins If the sword deck is unable to kill it within finite turns.
Since the shield hand doesn't need a win-con I figured it should be smaller. Sizes could be:
Sword: 5 cards
Shield: 4 cards
No land rule
Thoughts?
I think this makes it worse, actually. The shield deck not needing a win condition of its own makes it less interactive. I didn't see much issue with the last Sword and Shield, but I think I did well in it, too.
Well, this don't go well I assume. I was excited to try this format, then found no time to really research it. Oh well. I had the land rule wrong anyway.
4v1: IDK
4v2: Sweet deck. (0-6)
4v3: Dreadnought smash! (0-6)
4v5: You get enough zombies to make my counter-measures worthless. (0-6)
4v6: Once you establish Miner + Wheel, I can't effectively do anything. And since I incorrectly built my deck for this format, you easily do that. (0-6)
4v7: You can go infinite on turn 5, casting both Apprentice and Angel at that point. I can't beat you faster than that, and Ring being sorcery speed doesn't quite interrupt fast enough. (0-6)
4v8: I can Ring a Dreadnought a turn starting turn 3. Which is too slow on the draw, but just fine on the play. Edit: See below. (0-6)
(This all assumes that we're not playing with Grave Titan saying "Whenever a land enters the battlefield under your control or attacks", as the rules as written literally say: otherwise it's easier.)
Funny enough, if your deck was Titan/Mutavault, you'd get to trigger that ability every attack phase. Ha!
To be clear on hideaway, it would still self trigger since it is in fact a land entering the battlefield. I'm only about 90% certain on this, but I believe the reason cards like Abuscade Shaman reference themselves is for clarity, not because there's a rules conflict.
For clarity's sake, I think it should change keywords. I know this is contrary to how keywords actually work with text changing effects, but this is more of a game changing effect anyway.
5v1: I start Misting on turn 2, which is just soon enough to stop your Memnites from killing me. From there I just ping you out. 6-0
5v2: Mists keeps Emperions and Abunases from killing me. If only Leyline could kill creatures. *sigh* 2-2
5v3: Too fast for me. Can't prevent it all. 0-6
5v4: Boo burn boo. 0-6
5v6: I kill on turn 5, which make me faster. We can't interact with each other much beyond damage. 6-0
6v7: Starting turn 3, you get to attack with Emrakul, cast another, and take another turn. I can survive that a short while, but not long enough I think. I'm conceding this one without doing all the math, but I think it's correct. 0-6
6v8: I shut down Inkmoth and ping away. 6-0
6v9: I Mist Inkmoth forever and a day. 6-0
6v10: I'm too slow for third-turn burn. 0-6
6v11: I love Voidstone. Gets me good here. 0-6
6v12: I can stop Ascendants with Mists, and buyback keeps me safe from Extraction. 6-0
3 Card Landfall
Change the text of all cards by replacing "When [CARDNAME] enters the battlefield" with "Whenever a land enters the battlefield under your control."
As person who submitted this round, I think it's better without a land rule. You already have 12 cards you're working with. That was my intention, anyway.
Similarly, I attack with Eager Cadet. My opponent blocks with Gray Ogre. Combat damage occurs and Cadet dies. During the end of combat step, can I cast Gideon's Reproach targeting the Ogre?
I couldn't find anything in the comp rules specifically answering this question, but lord knows I've missed answers there before.
4 Abbot of Keral Keep
4 Duskwatch Recruiter
4 Den Protector
4 Managorger Hydra
4 Silverfur Partisan
4 Zada, Hedron Grinder
4 Confront the Unknown
4 Expedite
4 Rush of Adrenaline
Land (24)
4 Cinder Glade
4 Game Trail
4 Evolving Wilds
6 Forest
6 Mountain
I was 1 point of damage away from going 5-0 in a competitive league with this deck!
I've been toying with Zada decks since we came back to Zendikar, and while I've enjoyed them, they've always struggled in the face of the meta. This build has given me more success than anything previous. I borrowed the idea from Seth over on MTGGoldfish. He was trying to make a funky combo deck that attempted to create a million clues and use those to Ghirapur Aether Grid people to death.
I never connected the idea of Partisan and Zada, but they both work so well together. Not just through Zada feeding extra targets to all your wolves with a Partisan out, but by the mere fact that they both want to play the same sort of cards. I tried making this a werewolf deck, but it just wasn't worth it; there aren't a lot of worthwhile wolves, and even the good ones aren't quite right for this deck. So I went for value instead. Abbot is a natural pair with a deck playing cheap cantrips, and it gives my deck another needed source of card advantage. Hydra is somewhat the same, though you're trading value for ferocity. This card gets so out of hand so quickly. I've had it at 10+ multiple times in league play. Den Protector follows the same theme, giving you a source of recursion while also providing another needed 2-drop to the deck. Despite the deck requiring targeted spells to work, you don't actually want many; they're dead cards when you're without creatures. Protector and Abbot give you ways to cheat downward on those spells while continuing to consistently draw them. Duskwatch is Duskwatch; you should be familiar with it by now. This isn't the best deck for it, but it adds yet another source of card advantage while being good with Partisan. The instants were chosen to have crazy combo potential, but they also just shore up some of the deck's weaknesses. Cantrips are good. Expedite is an awesome card in this deck, providing for some powerful surprise turns.
I've been crushing all sorts of control decks. Once you know they're control, just hold back on all of your pump spells. Be patient; all your creatures threaten to draw you more cards, so 1-for-1 answers wear thin quickly. Playing around Languish hasn't been that hard. What I really need is some suggestions on ways to handle GW Tokens, since it's the menace of the format. I've had fair results against the deck, but I'm still losing more than winning to it. I've had a few SB configurations that just didn't do much; the deck really doesn't wanna change all that much, being primarily combo and all. Clip Wings has been good, but after that, nothing has seemed perfect. I'd be interesting in a transformational SB if anyone has an interesting design for this deck.
I like the 6 card version better. There's bound to be a ton of crossover between decks, but I think it could make for a fun week.
I think this makes it worse, actually. The shield deck not needing a win condition of its own makes it less interactive. I didn't see much issue with the last Sword and Shield, but I think I did well in it, too.
4v1: IDK
4v2: Sweet deck. (0-6)
4v3: Dreadnought smash! (0-6)
4v5: You get enough zombies to make my counter-measures worthless. (0-6)
4v6: Once you establish Miner + Wheel, I can't effectively do anything. And since I incorrectly built my deck for this format, you easily do that. (0-6)
4v7: You can go infinite on turn 5, casting both Apprentice and Angel at that point. I can't beat you faster than that, and Ring being sorcery speed doesn't quite interrupt fast enough. (0-6)
4v8: I can Ring a Dreadnought a turn starting turn 3. Which is too slow on the draw, but just fine on the play. Edit: See below. (0-6)
Funny enough, if your deck was Titan/Mutavault, you'd get to trigger that ability every attack phase. Ha!
I completely misread the extra land rule. I thought it was just the land rule with an Exploration effect. Oops.
Edit: Although the Oracle on Unstable Shapeshifter suggests otherwise.
Sorry for the late response. Been sick and AFK.
5 | 6 2 0 0 X 6 0 6 6 0 0 6| 32
5v2: Mists keeps Emperions and Abunases from killing me. If only Leyline could kill creatures. *sigh* 2-2
5v3: Too fast for me. Can't prevent it all. 0-6
5v4: Boo burn boo. 0-6
5v6: I kill on turn 5, which make me faster. We can't interact with each other much beyond damage. 6-0
6v7: Starting turn 3, you get to attack with Emrakul, cast another, and take another turn. I can survive that a short while, but not long enough I think. I'm conceding this one without doing all the math, but I think it's correct. 0-6
6v8: I shut down Inkmoth and ping away. 6-0
6v9: I Mist Inkmoth forever and a day. 6-0
6v10: I'm too slow for third-turn burn. 0-6
6v11: I love Voidstone. Gets me good here. 0-6
6v12: I can stop Ascendants with Mists, and buyback keeps me safe from Extraction. 6-0
Change the text of all cards by replacing "When [CARDNAME] enters the battlefield" with "Whenever a land enters the battlefield under your control."
To be played with 7.3b, the extra land rule.
Banned: Exploration