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  • posted a message on Pangea, Plane of Nine Worlds
    Quote from Ultimoron
    ...Okay then, let's have a look at the non-evergreen mechanics:

    Snow Mana: sure, just make sure that you have Snow lands in the set.


    Yup, that would be silly if I didnt't Smile

    Quote from Ultimoron
    Black has too many mechanics (Undying, Dredge and Morbid). I can see why you want all three of them, but I'd suggest you choose one and stick with it. I think that Undying is the best of these, because it ties in to the "Undead Hordes" vibe the best of the three.


    I agree. I have already put Morbid into the second set, but maybe I'll put dredge into the second set instead and put morbid into the third. Or have morbid as a multicolor ability.

    Quote from Ultimoron
    Overrun X is nicely designed, and has an interesting design philosphy behind it. I'm not sure if the bonus should be purely front-loaded or if it should be a P/T boost.


    Thanks Smile As of now, I like it as a pure power bonus because it is supposed to be something the Brator use when pillaging. It is a shear force and is very reckless.

    Quote from Ultimoron
    Land-bound is broken. If you have four or more lands, it can't die? Not just indestructible, but the ONLY way to remove one of these is to cast Path to Exile on it? Nope.gif. Now, if it was "You may sacrifice a land and tap this creature instead", maybe: but I would assume that this mechanic was in Green/Black.


    I must have worded it wrong. Land Bound makes it so if it would die and you control four or more lands, you may tap it instead. There for if it is already tapped, you cannot use the ability.

    Quote from Ultimoron
    Last Grasp doesn't seem like the right name for it, but it's interesting: you're trading a card from your library to cast a card from your graveyard once. I think a batter reminder text may be:

    If you would draw a card, you may instead skip that draw and cast this for its mana cost. If you do, it has, "When this card would be put in a graveyard or hand, exile it."


    Yeah that sounds good.

    Quote from Ultimoron
    A more flavorful name for the mechanic would be Recall.


    Hmm. Yes I will consider this. I was just thinking Last Grasp as something to resemble a card's dying breath after it died, but I guess this would be better if the ability was something like "when this card dies". Hmm that could be interesting mechanic for the third set.

    I think I will change it to Recall then.

    Quote from Ultimoron
    A couple of notes on specific cards:

    Great Discovery could easily be a Time of Need reprint, though I do appreciate your modification.

    Volcano of Eternal Fire is really strong, and possibly broken.

    Pangaea, World Crucible could easily be a reprint of Crucible of Worlds, but should be considerably stronger for a Legendary Artifact.


    Yes I did think that Great Discovery was better since it can fetch any legend card, not just creature. Though I wasn't sure if it should cost 2 or 3 so I made it cost 3.

    Which part of the Volcano do you think it OP? I was thinking of maybe just taking the second ability off of it.

    Pangea I could make better, I just didn't want to make it too good since I knew that crucible of worlds was already a very good card. Do you have suggestions for it?


    Edit: Finished or nearly finished with the basic story line
    Double Edit: Card Pictures re-uploaded with corrections
    Triple Edit: Most card picks have been removed by mods because I didn't have the artists, but you have still see the cards on my photobucket page. Also I am posting the cards w/o pictures.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Pangea, Plane of Nine Worlds
    Quote from Ultimoron
    There's a lot of grammatical errors on the cards (mostly missing commas and typos). It seems interesting, but the mechanical tiesa re a horribad mess. Make it cleaner with fewer non-evergreen mechanics. I understand that you want cards such as Jotun Grunt in, but unless you're putting in Cumulative Upkeep as a mechanic, having just one isn't a positive for your set.


    Yes yes I realize all the grammatical errors once I uploaded them, they are almost all fixed on MSE, once I made sure they are all fix I will re upload them. I see what you mean about the mechanics also. Ill have to decide on some. I do need to keep undying and landfall, but something like Cumulative Upkeep isn't really necessary, I just thought that Jotun Grunt might fit well in the frosts. I'll take him out. Thanks for the comments Smile
    Posted in: Custom Set Creation and Discussion
  • posted a message on Pangea, Plane of Nine Worlds
    Quote from sputnik34
    the set looks pretty cool so far Smile

    but how on earth did you add images??


    Thanks Smile

    I used Magic Set Editor (MSE) to make the cards, uploaded them to photobucket and then copy pasted the photobucket image links.

    Edit: added several picture-less cards
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Deck] - Glimpse Storm
    Quote from serenechaos
    If you fizzled with 2 4-creature hands, and especially if you "hit one non-creature and were done", you were playing the deck wrong. If the deck failed "because you couldn't turn 1", you were playing it wrong. Did you never draw Spoils? Because you can Spoils for Scapegoat, or Cantor, or Petal, or another 0-drop. Did you never whiff and find Doran, or a tutor for him? Because then you can just swing lethal next turn. Did you never, ever draw a second Glimpse of Nature?


    I don't really know what happened. I just never had enough mana to play Doran when I got him, and the other times I played 6-8 ceatures and got stuck with nothing. I guess it was just unlucky?

    Quote from serenechaos
    I'm also worried about your statement that you "couldn't turn 1". If you're going to play Cheeri0s, you have to accept that there are turn 2 hands, and you have to know how to read them, or you will die.


    No the hand I drew were the hands that I get (with my build) that turn 1 kill easy. It was just that I couldn't get a scapegoat.

    Quote from serenechaos
    I already mentioned that I'm worried about my number of Scapegoats (my other two lists run 3), but I'm more worried that you seem to be feeding us inconsistent results with this deck and not listening to someone who has much more experience playing it. If you really want to test, get on Cockatrice and we'll run the mirror match a few dozen times.


    Cockatrice = Postsrgood
    Posted in: Developing (Legacy)
  • posted a message on Pangea, Plane of Nine Worlds
    Quote from Piet
    Some text-versions of your cards would be nice too.
    Some people can't see the images.
    Also for the images you need to add the artist's name to the card or else they will be removed by a mod.


    Alright thanks will do.

    Also if anyone knows some of the artists can you please tell me so I can update the cards? I got some of pictures off of an art forum that doesn't have names.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Pangea, Plane of Nine Worlds
    Mechanics


    Land Bound - Whenever this creature would die and is untapped and you control four or more lands, you may tap it instead.

    Land Bound is an technique that the Cerral soldiers use to defend Pangea as they are sworn to do so. They defend Pangea with their lives and because Cessel wants to protect all of Pangea, her soldiers are included. She graced each soldier with her glory light and now when they are attacked, they can create a shield using the land around them.

    Recovery (cost) - If you would draw a card, you may instead skip that draw and cast this for its Recovery cost. If you do, it has, "When this card would be put in a graveyard or hand, exile it."

    Recovery is more of a general ability. It isn't used by a certain tribe exclusively, but is mostly a green ability.

    Overrun - When this creature attacks, if there are two or more other creatures attacking, it gets +{param1}/+0 when blocked this turn.

    Overrunning is a technique used by the Brator savages (and occasionally some other nonhuman creatures.) when pillages lands or other tribes. It was developed originally to hunt the Dragons because they were far too powerful to fight one on one. After the Brator began to "overrun" the Dragons, they have since been hidden and thought by many to be extinct.

    Returning ability
    Undying - When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield with a +1/+1 counter on it.

    The Cult of Kaba Ra is an undying army of zombies, demons, necromancers, and betrayers. After forming a deal with the Eternal fire, the cult members become undying.

    Second Set, Recovery, Ability Spoiler
    Deathlink - When this creature deals combat damage, you lose half that much life rounded down.

    A negative ability. The minions of the Cult of Kaba Ra's souls are constantly being drained by the demon Kaba Ra.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Pangea, Plane of Nine Worlds
    Cards

    Not sure if over powered
    Fry
    or if terrible.....

    Will Upload more when the first pack is finished 166/249

    Pangea (Cards With Images) some cards from the first pack of the set (the ones that I could find the artist)

    tap symbol Lands - 26

    black mana Black Cards - 22

    red mana Red Cards - 19

    blue mana Blue Cards - 10

    white mana White Cards - 27

    green mana Green Cards - 19

    chaos Multicolor - 21

    0 mana Colorless - 17

    This might take a while but:
    Cards (w/o) images

    Lands

    Artifact

    Black

    Amalgoyf 1B */*+1
    Creature - Lhurgofy
    Amalgoyf’s power is equal to the number of creatures on the battlefield.
    Amalgoyf’s toughness is equal to the number of creatures in your opponent’s graveyard plus one.

    The Black Death BBBB
    Sorcery
    Each player sacrifices a creature, land, artifact, enchantment, and planeswalker. Each player discards two cards and sends the top five cards of their libraries to the graveyard. Each player loses 3 life.

    Born of Shadow 1BB 1/*
    Creature - Shade
    Born of Shadow’s toughness is equal to the number of swamps you control.
    B: Born of Shadow gets +1/+1 until the end of the turn.

    Brator Brute BB 2/2
    Creature - Zombie
    B: Regenerate Brator Brute. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)

    Castle of Necropolis 1B
    Enchantment
    Black creatures have Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield with a +1/+1 counter on it.)
    The cult keeps is followers from dying so that they may continue to serve Kaba Ra.

    Cemetery’s Beckon 2B
    Enchantment
    At the beginning of each end step, destroy all creatures.
    Players can cast creatures from the graveyard for 1 more mana and at any time.
    All creatures that were cast from a graveyard gain haste.

    Cult Ceremony B
    Sorcery
    As an additional cost to play Cult Ceremony sacrifice X creatures.
    Add X amount of B to your mana pool.
    Each member of the cult must give blood to complete the ceremony.

    Dark Paths BBB
    Sorcery
    Target player loses three life then searches his or her library for a card and adds that card to their hand. Then if they do, that player shuffles their library.

    Dominance 3B 3/2
    Creature - Demon Giant
    Protection from creatures with less power.
    As long as you control a nonbasic land and Dominance is in your graveyard, the creature you control with the most power has protection from creatures with less power than it.

    Doom Blade 1B
    Instant
    Destroy target nonblack creature.
    The blade of Kaba Ra can cut through any living being as if it were only being swung against the air.

    Doom Mount Dragon 3B 3/3
    Creature - Zombie Dragon
    Defender, Flying, Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield with a +1/+1 counter on it.)
    The guardian of the Eternal fire.

    Eye of Kaba Ra 2B
    Sorcery
    Recovery BBBBB (If you would draw a card, you may instead skip that draw and cast this for its Recovery cost. If you do, it has, “When this card would be put in a graveyard or hand, exile it.”)
    Name a creature card. Search target player’s library, hand, and graveyard for all cards with that name and exile them.

    Fleshripper Demon 3BBB 5/3
    Creature - Demon Zombie
    During your upkeep, if Fleshripper Demon is in your graveyard pay 2 life and return it to your hand.
    Trample, Overrun 4 (When this creature attacks, if there are two or more other creatures attacking, it gets +4/+0 when blocked this turn.)

    Into the Infinite Pit BB
    Instant
    You may return a swamp you control to your hand rather than paying Into the Infinite Pit’s mana cost.
    Exile target creature. You lose life equal to its converted mana cost.

    Kaba Ra, Forever Bound 3BBB 4/4
    Legendary Creature - Demon Angel
    Kaba Ra cannot attack or block
    Your opponent plays with the top card of his library and his or her hand revealed.
    Whenever an opponent casts a spell, counter that spell unless that opponent pays 2 life.

    Kaba Ra's Seekers 2BBB
    Sorcery
    Recovery 2BB (If you would draw a card, you may instead skip that draw and cast this for its Recovery cost. If you do, it has, “When this card would be put in a graveyard or hand, exile it.”)
    Put four 1/1 black Zombie creature tokens into play.

    Kheoba, Zombie General 3BB 3/3
    Legendary Creature - Zombie Knight
    Sacrifice a Zombie: Return Kheoba from your graveyard to play.
    “I will never rest until I find you my lord.”

    Lich of Kaba Shrine BBB 3/2
    Creature - Zombie Knight
    Pay two life: You may cast Lich of Kaba Shrine from your graveyard this turn.
    First Strike
    Kaba Ra’s power keeps the dead from sleeping in hopes that they will find the Infinite Pit and free him.

    Mental Torture B
    Enchantment
    During your opponent’s end step, if they have three or more cards in their hand, that player loses 3 life.
    When a hero is captured by the Cult of Kaba Ra, they are put into the numbing chamber until they lose their thoughts.

    Occult Preist 1B 2/2
    Creature - Zombie Cleric
    2BB: Target creature gains undying until the end of the turn.
    The cult priest give the dead the blessings of Kaba Ra so that they may rise again.

    Paranoia B
    Instant
    Target player reveals his or her hand. You chose a nonland card from it, that player discards that card. You lose life equal to the converted mana cost of the card discarded this way.
    Even a glimpse into the eyes of a construct brings absolute madness.

    Quest for Ultimate Knowledge B
    Enchantment
    Whenever you draw a card you may put a quest counter on Quest for Ultimate Knowledge.
    During your upkeep as long as Quest for Ultimate Knowledge has three or more quest counters on it reveal the top card of your library. You take damage equal to its converted mana cost then add it to your hand.

    Tomb Expedition B
    Enchantment
    Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Tomb Expedition.
    Remove two quest counters from Tomb Expedition and sacrifice it: Search your library for a card and put it into your graveyard. Then if you do, shuffle your library.

    Tomb of Kaba Ra 2BB
    Enchantment
    Creatures you opponents control get -1/-1.
    Kaba Ra was a great Demon who was sealed away by the heroes Bera Ha, Demi, Yoni, Giba and Cessel and there he has stayed for 300 years.

    Blue

    Asphyxiate 1U
    Instant
    Counter target ability or tap target creature.
    And the Zeylish were taught by the Giha that they are not the only wizards on Pangea.

    Carrier Fish UU 1/1
    Creature - Fish
    Flying
    When Carrier Fish enters the battlefield, you may attach target aura to it.
    The Shaelee use flying fish to send messages to one another.

    Freezer Giha 2U 1/1
    Creature - Human Wizard
    Flash
    When Freezer Giha enters the battlefield, counter target noncreature spell with converted mana cost 3 or less.
    The Giha use the ice to stop the enemy’s spells in their tracks.

    Giant Polar Bear 3UU 4/4
    Creature - Bear
    If S was spent to cast Giant Polar Bear, it enters the battlefield with a +1/+1 counter.
    These great beasts roam the frost lands in search of prey.

    Giha Illusionists 2U 2/3
    Creature - Human Wizard
    Opponents creatures cannot attack you if another opponent controls more creatures than you.
    They direct attention elsewhere in times of war to escape the griefs of the battle.

    Guardian of The Sea Shrine 2U 4/4
    Creature - Sea Serpent
    When Guardian of The Sea Shrine enters the battlefield, put a shine counter a land you control.. As long as you control a land with a shine counter, Guardian of The Sea Shrine has defender.
    Islandwalk
    Lands with shine counters are indestructible.

    Haze Grapher 3U 2/3
    Creature - Dragon
    Flying
    Nonbasic lands do not untap.
    The job of the Dragons is to observe the lands of the World and deem them pure or impure.

    Mass of Ice 3U */3
    Creature - Elemental
    Mass of Ice’s power is equal to the number of snow lands you control.
    SSS: Tap target creature
    It resides in the caves of the frosts and freezes intruders.

    Quaziquailos, Sea Dragon 2UU 4/4
    Legendary Creature - Sea Serpent
    Islandwalk
    Each player chooses two lands. All lands that are not the chosen lands are islands.
    The greatest being in the sea and a God of the Shaelee tribe.

    Sapphire Crescent Mage 1U 0/2
    Creature - Human Wizard
    Flash
    When Sapphire Crescent Mage enters the battlefield, creatures your opponent controls get -1/-0 until the end of the turn.
    The Giha do not rely on brute force to win their battles, the are gifted in other ways.

    Sea Storm UU
    Instant
    You may return an island to your hand rather than paying Sea Storm’s mana cost. Return target artifact, creature, or enchantment to its owner’s hand.
    The effect of a battle between the great Sea Serpents.

    Serpent Calling 2UU
    Sorcery
    Recovery 5UU (If you would draw a card, you may instead skip that draw and cast this for its Recovery cost. If you do, it has, “When this card would be put in a graveyard or hand, exile it.”)
    Put a 4/4 blue Sea Serpent creature token with islandwalk into play.

    Shaelee Marinomancer U 1/1
    Creature - Human
    Whenever a player casts a blue nonhuman creature spell, you may draw a card, then discard a card.
    He studies the creatures of the ocean in hopes to one day swim with them.

    Shaelee Simulacrum 1UU
    Enchantment
    You may play an extra land each turn.
    Sacrifice three lands: Put a 4/4 blue Sea Serpent creature token with islandwalk into play.
    The Shaelee have no particular hero so their monument is dedicated to their God, the lord of the Sea.

    Steam Sculptor 2U 2/2
    Creature - Human Wizard
    When Steam Sculptor enters the battlefield, you may search your library for an artifact creature card with power 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.

    Tinker Toy 3UU
    Instant
    As an additional cost to play Tinker Toy, sacrifice a creature.
    Search your library for an artifact creature and put it into play. Shuffle your library.
    The Dolls often toy with the living, adding parts to them, and harvesting their living parts.

    White

    Angelic Harmony 1W
    Enchantment
    Whenever you gain life, you may put a Soul counter on Angelic Harmony.
    Whenever you gain life and Angelic Harmony has 3 or more soul counters on it, put a 2/2 white Angel token creature with flying onto the battlefield.

    Angel’s Nimbear 1W 2/2
    Creature - Bear
    As long as you control an angel, Angel’s Nimbear has lifelink.
    He is the Angel’s bear made from clouds that guards the sky.

    Angels of Glory 3WW 4/4
    Creature - Angel
    Vigilance, Land Bound (Whenever this creature would die and is untapped and you control four or more lands, you may tap it instead.)
    They ride through the lands leaving only a white glow behind.

    Beacon of Light 1W
    Enchantment
    White creatures get +1/+1.
    The Angels grace Cerral with their warming light each morning.

    Cerral Empire 2WW
    Enchantment
    1W: The next time you would draw this turn, you may instead search your library for a Soldier creature, reveal that card, and add it too your hand. Then if you do, shuffle your library.

    Cerral Peasant 1W 1/1
    Creature - Human
    Landfall — Whenever a land enters the battlefield under your control, you gain 2 life.
    In Cerral the peasants are forced to farm so that the army can be fed.

    Cessel, Cloudbond Angel 2WW 4/4
    Legendary Creature - Angel
    Flying, Lifelink
    Whenever a creature enters the battlefield, you may gain 2 life.
    Before the great War she was an unknown Angel, but not she is treated as a God.

    Cessel's City WWW
    Enchantment
    At the beginning of your upkeep, gain 1 life.
    Instant spells cost 2 more to cast.
    The Cerrel, who worship Cessel, built two giant stone statues of their beloved Hero.

    City Guards W 0/2
    Creature - Human Soldier
    Defender, Land Bound (Whenever this creature would die and is untapped and you control four or more lands, you may tap it instead.)

    City Seer Statue 2WW
    Enchantment
    Creatures your opponents control cannot attack unless their controller pays 2.
    Sacrifice City Seer Statue: Exile target attacking creature.
    The cities are sacred to the humans and must not be disturbed.

    Cleanse W
    Instant
    Exile target creature with power 4 or greater. Its controller may put a land from his or her hand into play.
    Landfall — If a land entered the battlefield this turn, you may exile any target creature instead.

    Clear Vantage 2WW
    Sorcery
    Exile all artifacts. You gain life equal to the number of cards exiled this way.
    Though many of the Cerral see power in building, there are a few who can see its true effect.

    Cloud Watcher 1W 0/1
    Creature - Human Wizard
    Whenever you gain life, you may pay 2 to draw a card.
    The sky is endless, there are always more worlds to explore.

    Conquer Quest W
    Enchantment
    Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Conquer Quest.
    Remove two quest counters from Conquer Quest and sacrifice it: Gain control of target instant spell.

    Construction 1W
    Enchantment
    Artifact spells you cast cost 1 less.
    All they do is build and build. And when they finish what they are building they just build something else.

    Dragonslayer Hero 2W 3/3
    Creature - Human Soldier
    Tap an untapped creature you control: Untap Dragonslayer Hero.
    Protection from red
    Land Bound (Whenever this creature would die and is untapped and you control four or more lands, you may tap it instead.)

    Glory King WW 2/2
    Creature - Human Soldier
    Land Bound (Whenever this creature would die and is untapped and you control four or more lands, you may tap it instead.)
    Other White creatures get +1/+1
    Glory to the people! Glory to Cerral! Glory to Pangea!

    Glory Rider 2W 1/2
    Creature - Human Soldier
    When Glory Rider enters the battlefield, you gain 2 life.
    Land Bound (Whenever this creature would die and is untapped and you control four or more lands, you may tap it instead.)

    Hearth Fire WWW
    Enchantment
    Prevent the first 3 damage that would be dealt to creatures you control each turn.
    The Wizards enchanted the fires of Cerral to give strength back to the tired soldiers.

    Heroes Fallen 4W
    Sorcery
    Return target creature from your graveyard to play. You gain life equal to its power.
    It is said that Magic from the Ha Ba can bring those who are strong willed enough back to life.

    Life Bond W
    Enchantment - Aura
    Life Bond cant be countered.
    Enchant target creature.
    As life bond enters the battlefield exile target creature you control.
    Enchanted creature gets +X/+X and vigilance, lifelink, and first strike where X is the power of the exiled creature.

    Oblivion Seal 3W
    Enchantment
    When Oblivion Seal enters the battlefield, exile another target permanent.
    When Oblivion Seal leaves the battlefield, return the exiled card to the battlefield under its owner’s control.

    Protector of Pangea WW 2/2
    Creature - Human Soldier
    Vigilance, Land Bound (Whenever this creature would die and is untapped and you control four or more lands, you may tap it instead.)
    The Cerral train their soldiers to use the land to evade death.

    Quest for the Snow Maiden W
    Enchantment
    Whenever a player searches his or her library you may put a quest counter on Quest for the Snow Maiden.
    SSS: Search your library for a Human creature card with converted mana cost 1 or less, reveal that card, and add it to your hand. Activate this ability only if Quest for the Snow Maiden has two or more quest counters on it.

    Quest to the Sacred Grove W
    Enchantment
    Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Quest to the Sacred Grove.
    Remove three quest counters from Quest to the Sacred Grove and sacrifice it: Put two 1/1 white spirit tokens into play.

    Reinforce W
    Sorcery
    Put a +1/+1 counter on target creature you control. If that creature is a soldier, put two +1/+1 counters on it instead.
    “The soldiers need to stay strong. Bring more food peasant!”

    Snow Giant 1W 4/4
    Creature - Giant
    When Snow Giant enters the battlefield, return up to three cards in graveyards to the bottom of their owner’s libraries.
    Whenever Snow Giant attacks or blocks, pay 1S. If you cannot sacrifice Snow Giant.

    Steam Scientists, Ivan and Kevin 1W 1/2
    Legendary Creature - Human
    Artifacts you control have shroud.
    Whenever you cast an artifact spell, you may gain 3 life.
    Sacrifice two artifacts: Exile target creature with power 2 or less.

    Stone Soldier 2W 3/2
    Artifact Creature - Wizard Golem
    2, Sacrifice a land: Return target land from your graveyard to play.
    Wizards on the 4th World had to put their bodies into Stone Statues so that they may inhabit the hazardous wastes.

    White Magic Ring 1W
    Enchantment
    When White Magic Ring enters the battlefield, exile target enchantment or creature with power 2 or greater.
    A spell that adventurers use to rid of anything chasing them.

    Green

    Red

    Multicolor

    Colorless

    Blandlight 4
    Enchantment
    Creatures with power 4 or less are 1/1 colorless Emerhobb creatures with no abilities.
    Those who manage to survive on the forth world and are too weak to withstand the radiation and turned into Emerhobbs.

    Desert Shrine 3
    Enchantment
    At the beginning of your upkeep, sacrifice a land.
    Whenever a land taps for color, it instead adds colorless to the mana pool.
    The 4th world is a cruel and uninhabitable place for most sources of life.

    Karn, World Maven 6 L:5
    Planeswalker
    +1 Target land can only produce colorless mana.
    -2 Target creature becomes a 1/1 colorless Myr creature.
    -7 You get an emblem with “creatures are 1/1 colorless Myr creatures and lands produce colorless mana.”

    Landwalker 5 5/5
    Creature - Spirit
    When Land Walker enters the battlefield, target land becomes your choice of a mountain, island, or forest.
    Mountainwalk, Islandwalk, Forestwalk


    ***** Anyone know how to add a shape to MSE pack symbols? It would be much appreciated*****
    You can find the cards with pictures on my photobucket http ://s1066.photobucket?.com/albums/u418/Ottur/

    Sorry, but I have to remove the uncredited renders. You may edit this post to add renders in as you locate the artists, but do not remove this text. Thanks! -Gerrard's Mom
    Posted in: Custom Set Creation and Discussion
  • posted a message on Pangea, Plane of Nine Worlds
    Hello all and welcome to Pangea Hi!

    This set is a mix of a few things.
    1. It is a land set and has some similarities to Zendikar (i.e. landfall).

    2. The plane of Pangea contains 9 worlds total. They are held together by the Tree Yggdrasil (from Norse mythology). Because there are several worlds, it is not in a set time period. There are tribes from worlds that have more advanced tech. Tribes that are great spell casters, and tribes that are very barbaric. There is even a world that is very uninhabitable.

    Everything There Is To Know Coffee & News
    (If you have any questions feel free to ask. Also, a lot of the story can be found in the flavor text of the cads).

    The Tale of Kaba Ra
    Part 1: Heroes
    300 years ago five great heroes set out to vanquish the evil demon Kaba Ra. These heroes were
    1. Bera Ha, the great Dragon slayer hero from the barbaric tribe of "the Brator".
    2. Giba, the greatest wizard in all of the nine worlds (whom the wizard tribe of "the Giha" was named after.)
    3. Yoni and Demi, the twin Keepers of the forest who are the heads of the Zeylish Elves.
    4. The Angel Cessal, who no one knew.

    The demon, Kaba Ra, knew the true reason for Yggdrassil, the great tree. This tree did not only hold the nine worlds together, but it kept balance to a great power that would be released if the nine worlds where realigned in the solar system. The only other who new the secret of Yggdrassil was the ancient Dragon God, Nidhogg, who had hidden himself inside Yggdrassil to try to tear its grasp from Pangea.

    The Heroes did not know why Kaba Ra sought the tree, but they knew from the Zeylish evles (the followers of Nidhogg) that it contained some kind of power.

    Part 2: The Great War
    Their was a great war between the Heroes of the Plane and Kaba Ra's army of the undead. For 20 long years, the forces clashed with one another and each year, Kaba Ra's forces drew closer and closer to the tree, Yggdrasil.

    Knowing that it was their only hope, the Zeylish twins, Demi and Yoni, used an ancient art taught by Nidhogg. This art, however, was sworn to never be used because a great sacrifice was required to cast it. Bera Ha, rash and brave offered himself as the tribute claiming that he would be the only one needed for it because of his great strength. Unfortunately, the spell only was able to drain some of Kaba Ra's power, creating a shadow of the demon. The twins, Demi and Yoni, left never to return because they believed that they had failed the world.

    Part 3: Still Hope
    Giba, however, did not give up. He cast a mighty frost using all his might to solidify the whole army of the dead, trapping them as long as he held the spell. Because the army was frozen, Kaba Ra's clone ,Karakas Ra, fled into the crypt to create more undead. With his power weakened, Kaba Ra was no match for Cessel. It was she who defeated the demon, gained the glory and threw him into the infinite pit (an inescapable chamber located at the heart of the first world). After Kaba Ra was thrown into the pit, his clone and shadow, Karakas Ra was forced into its depths as well. There, what Cessel did not realize is that the two reunited as one being again. Kaba Ra could not escape, but his power was still able to influence the land.

    Part 4: What Remained
    Many of the Brator mourned the death of their great Champion, but those who were non-warriors left to follow Cessel and treated her as a God. Because she had never been known glory before, she started to slip and become corrupt. The tribe of the Cerral was founded to follow her and her orders. After seeing true evil, Cessel was bent on protecting everyone no matter their wishes. Her people built great cities over the nine worlds and began to invent steam power. Cessel returned to the sky to forever watch over her people granting them a glorious light every morning.

    Part 5: The Creation of the Ha Ba
    However, the Angel had forgotten about Giba who was now tired and old from using up all his magic. Ashamed of the hungers of the other tribes, he journeyed until he could not walk anymore and ended up in the frosts. With the last remaining ounce of his strength, he locked all of his powers beneath a great temple called the Ha Ba. All of his magic flowed through the world and into the great tree, Yggdrasil, and became the source of all the magic in the entire nine worlds. Eventually other wizards discovered Giba's remains in the frosts and searched for the Ha Ba. Once they found it, however, they could not break the lock that Giba had set on his magic. These wizards became the first of the Giha clan and remained in the frosts.

    Part 6: And What of the Dragon?
    Nidhogg who led the Zeylish, was still in Yggdrasil when Giba cast his last spell. There he has been for 20 years trying to break the tree off from the worlds. The magic of the Ha Ba, that had spread across the nine worlds when Giba died, put a barrier around Yggdrasil and it is there that Nidhogg became trapped.

    Part 7: The Tribes
    The Brator have remained to this day and are a war hunger tribe that conquers lands and slays Dragons to prove their worth.

    The Zeylish elves with the loss of their Dragon God did not know what to do so they spent their days building sacred temple to hold the teachings of Nidhogg. They also grew forests among the worlds (which was Nidhogg's final request before he went missing.) It was said that Demi and Yoni became one so that there was balance between them if one ever felt the need to abandon their tribe in search of Nidhogg.

    The Volcano Ser Ra came to life as a being Serra Ra. It had been constantly drained by the Kaba Ra so that he may gain power. Serra Ra's eternal flames melted Giba's frosts on the undead and now they follow her as the cult of Kaba Ra. They search endlessly for their master.

    After the passing of 300 years new tribes have formed. The old ones that remain are the Brator, the Cerral, the Giha, and the cult of Kaba Ra. There is now the savannah tribe of Ooa, the sea tribe of Shaelee, and the Dolls of the wastes (a world that has cruel deserts that to the living cannot withstand). There are also many multi-tribe Guilds who often adventure and explore Pangea's 9 worlds.

    Part 8: The New Heroes
    The current great Heroes are Valrah, the Brator's new Dragonslayer champion who has the power to bind the Dragons to the ground and Gita, a great Giha wizard who was offered title of archmage after Jerra Ba (the previous Archmage) journeyed to the wastes and was never found (Gita despite his knowledge thought that he would be a bad Archmage because of his anger and instead trained with the Brator and Zeylish tribes and is currently in search of Nidhogg. Cessel, the Angel still remains (it is a secret to what happened to the Zeylish Keepers Yoni and Demi)

    The Nine Worlds
    The great tree on Pangea (also known as the world tree and the tree of life), Yggdrasil, holds together the nine worlds of the solar system into one plane. Most of these worlds are quite inhabitable and are, therefor, constantly fought over by the human tribes. Each World contains it's own unique moon that emits a certain kind of light or radiation onto the World during a full moon.

    Worlds
    1.
    Smile
    This is the World that the Cerral call home. It is the World closest to the skies of Pangea and closest to the Cerral's beloved Angels. This World is almost entirely covered with immense cities built by the Cerral scientists and engineers. There is a part of this World, however that is controlled by the Brator and is constantly being for over by the two tribes. The Brator's great training camp is held here on top of a Volcano that's said to have flames that strengthen mortals. Deep within the darkest cave of this World is the Infinite Pit where Kaba Ra is being held.This world's moon makes the clouds more solid.

    2.
    EMO
    The 2nd World is home of the Eternal fire, the Volcano that is Serra Ra. The undead run rampant on this World and the dead are constantly being spewed out of the Eternal fire, returning to the World alive once more. The undead move from this World to all of the others constantly in search of Kaba Ra. The Brator and the Cerral control a small portion of this uncharted World. Whenever the Cerral try to find the source of the undead, the Brator get in their way. The Brator however are not friend with the dead and are always slaying them and returning them to their graves. They stop the Cerral because of their hatred for the Cerral's technology. The moon of this world was destroyed by Kaba Ra.

    3.
    Mob Justice
    The 3rd World is controlled by the Brator Savages. On this world there are many mountain ranges which where the former homes of the Dragons (who the Brator have drove to near extinction). Although many small guilds and tribes live here because of its fertile land, the Brator often drive them off with their mad raids. The Moon of the 3rd world’s light turns the normally green and white Savannah into a crimson red.

    4.
    ~*~ Y
    The 4th World is the World of the Wastes. It is a vast Deseret land that is mostly sand. Although quite harsh, there are some forms of life (though it is mainly plant life). Some Dragons who are powerful enough to melt the sand of the land are able to survive on the planet. There are also great desert Wurms, the artificial life forms, the dolls, and some powerful Wizards who can survive the World's radiation. Those who manage to survive on the forth world and are too weak to withstand the radiation and turned into Emerhobbs, bland creatures that do not resemble any forms of life in most ways. They are grey, faceless and emotionless. It is the moon of this world that constantly turns everything into dust.

    This World did not always use to be such a barren Wasteland. In fact it was home of the great Zeylish elves before the 9 Worlds were bonded into one. Some of the Zeylish elves most ancient Temples still lie in ruin on this barren wasteland of a World.

    5.
    It's magic!
    The 5th World is the Worlds of magic. It is also the farthest world on Pangea from the sun so it is very cold. On this World lies the Ha Ba, the source of magic. Underneath the great frosts is the remaining life force of Giba, the great Wizard, which powers the magic of the Ha Ba. Because they are not very powerful, the Giha share dominance of of this world with the Zeylish elves. The two tribes never fight because the Zeylish are almost never seen by the Giha. They keep to themselves in the forests and are very secretive, while the Giha are constantly trying to fertilize the frosts and uncover its magic. This World is also home to the ice Dragons and ice Giants. The moon of this world is also partially to blame for its cold temperature as it absorbs a lot of light.

    6.
    Sleeping
    The 6th World is the smallest of all the Worlds. In fact, if you would put 5 Worlds the size of the 6th World together, it would not even be the size of the next biggest World. Deep beneath this World lies the tomb of the giants, a cave where thousands of forgotten Titans slumber. The Ooa hold complete control of this also uncivilized world. The 6th World is so small that it does not have its own moon.

    7.
    Crying
    Vast with its seas, this 7th World is only 17% land. Because of this, most of the tribes do not care much for it. But the Shaelee, who love the sea, call it home. Here, the Sea Serpents are the kings and the Shaelee treat them as Gods. Some of the Zeylish Elves also reside here, but only those who seek to find what is underneath the seas. Long ago the Angels fought the Sea Serpents for Domain of this World and the battle was so great that the great majority of the land sunk under the ocean. This World was home to Nidhogg's mountain and therefor the Zeylish fear that he might be under the sea. The moon of this World creates monstrous tides.

    8.
    Juggs
    The 8th World is the World of color. The moon of the world reflects the light in different ways depending on its location and creating different colors for each location. The 8th World is vast with jungles and therefor home to many of the Zeylish elves. This World contains almost no cities, only small villages and Zeylish temples. The Ooa also hold partial dominance over this World and get along with the Zeylish because of the fact that they take care of the land. It is also believed that a small group of lost adventurers live deep within the jungles of the World.

    9.
    Love
    The 9th World is the great World of all life. On this world, is the base of Yggdrasil, the tree of Life. The Ooa hold dominance over this world and fiercely protect it because they do not want it's great beauty to change. Many of the remaining Dragons live in this World and its moon purifies that lands.

    The Great Tree
    Long ago there was a solar system ruled by the might of a great Angel. It was he who watched over all the planets in the whole starway. Because of the Angel, the starway was at peace. One day, a force challenged the Angel, it was the demon known as Kaserraka Ra. This demon had fed on the souls of mortals for years in the shadows where the Angel could not see. The mortals believed the demon to be the true God and offered him sacrifices each day. And so it came to be that the demon had grown strong enough to leave the world and travel into space. It was here that the demon devoured the sun and gained the strength of the Eternal fire. The Angel now had seen what the demon had done to the sun and the two deities clashed. They fought in the starway for hundreds upon hundreds of years.

    Finally, when the Angel knew that there could be no winner, it sacrificed itself to cast a hex on the Kaserraka Ra, removing the sun from the demon and absorbing half of the demon into the Angel. The remains of the sun and the demon were cast down into the world becoming a great volcano, Serra Ra, and the demon, Kaba Ra. The Angel however, now had a great darkness inside of it and knew that it would soon grow corrupt like the demon. The Angel created a massive startree strong enough to bind itself inside. This tree's lock was held together by all the living worlds which the tree bound together. This tree became known as Yggdrasil, the tree of life and inside it, the Angel-Demon has stayed.

    The Five Human Tribes

    Arctic Rage The Brator red mana
    The Brator are the savage tribe of Pangea. They are able to conquer many lands because of their brute force and their low sympathy. The Brator believe that to prove them-self a great warrior, they must slay a Dragon. The Brator who has slain the most Dragons is awarded the title of Champion. The Brator often pillage other neighboring tribes to assert their dominance over them. They often hunt in packs to over run their opposing force. The Brator hold dominance over the 3rd world and partial dominance over the 1st and 2nd worlds.

    Science! The Cerral white mana
    The Cerral are the people who live under the rule of Cessel the Angel. It is their sworn duty to protect Pangea from any kind of evil. Because of this, however, the Cerral have become corrupt. They sacrifice the needs of the many to strengthen their soldiers so that they can defend Pangea. The peasants are forced to toil in the lands for many hours a day to provide enough food to feed the army. They scientists and engineers must keep building the empire with their steam technology so that the Cerral can one day be large enough to "protect" all of Pangea. The soldiers are bound to the lands and must never retreat, never surrender, and never lose, no matter what. They must keep Pangea in its glory.

    It's magic! The Giha G/U mana
    The Giha are the weak wizard tribe who reside on the 5th World where the Ha Ba is. These wizards are the greatest spell casters in the nine worlds, but are terrible at fighting wars. They really only care to uncover the frosts and discover the secrets that Giba, the great wizard, left behind. The Giha often build cities and temples over spots with the greatest magic and are able to grow great gardens from the magic. The head of the Giha tribe is always the greatest wizard in all the nine worlds and is given the title of Archmage.

    ~slobberyslob~ The Shaelee blue mana
    The Shaelee are the lovers of the sea. They worship the Sea Serpents as Gods and aspire to one day be able to live within the Seas of the 7th World. The Shaelee do not care much for other worlds and therefor are not very well known by the other tribes. They only care about the great mysteries of the sea and the Sea Serpents.

    We-oo-we-oo-weeee-oooooo, keh! The Ooa W/G mana
    The Ooa are the great warriors of life. They love all that is living and aspire to keep all life at peace. They have complete control of the 9th World where Yggdrassil is and defend it because of all the life that stems from the great tree. The Ooa mostly likes the Savannahs and domesticate its lions which they use to hunt with. The worlds that the Ooa hold power in are watched over by transworldly cats of prey.

    The Other Tribes


    Evil The Cult of Kaba Ra
    These are all the evils of the World. Run by Serra Ra and her Eternal fire, the cult is forever seeking the Infinite Pit where their lord, Kaba Ra, lies. Even though trapped, it is Kaba Ra's powers that infect the fires of the Volcano and bring the dead back to life as his minions.

    Gone Fishin' The Dolls
    The dolls are construct beings created by Jera Ba, the previous Archmage of the Giha. After traveling to the wastes and not returning, the Giha believed their great wizard to be dead. In reality he found all the secrets of the 4th World, which was the original home of the Zeylish elves. He built the dolls as indestructible beings to inhabit the World after seeing the blank, lifeless Emerhobbs. The dolls did not come out quite as Jerra Ba wanted and take pleasure in torturing the Emerhobbs and turning them into one of them.

    Muh The Emerhobbs
    Any creature who goes to the 4th World and is not powerful enough to withstand its radiation turns into a grey, blank, lifeless and faceless creature known as an Emerhobb. They do not know. They do not feel. They do not see. All they know to do is to fly around the world acting as a sign saying "leave this evil World."

    Halo The Angels
    The great light of the Cerral tribe. The Angel watch over Pangea and are led by Cessel. Because of this many of the Angels are on the verge of corruption thinking only to protect the plane. Each morning it is the Angels who bring light to the nine worlds and each night, it is the Angels who take the light away when they return to their home on the clouds.

    bunny The Lost
    A tribe of lost adventurers said to be somewhere in the jungles of the 8th World. They are all the adventurers who did not find greatness in their life and now stay in the jungles to watch over some of their discoveries.

    Mad The Dragons
    The Dragons once roamed the nine worlds as the greatest and most feared being in all of Pangea. Now, after Nidhogg became lost, many believe the Dragons to be extinct. They hide away in the mountains of the Worlds fleeing from the Brator savages who slay them and burn the grounds of their mountains so that none of them can be scaled. Many Dragons retreated to the frosts and the wastes, lands that the Brator find uninhabitable.

    It is the duty of the Dragons and the Dragons alone to watch over the lands and deem them pure or impure, but because of their fear, they can only come out at night to do so. Only when the corrupt Angels have left, only when the tribes and asleep, only when there are no Brator and only the lands around their mountains where they return every morning. Some of the times the Dragons still fight back picking off the people of the Brator is they are alone.

    Link The Zeylish Elves
    The Zeylish Elves are the followers of the Dragon God, Nidhogg, who has been lost long ago. The Zeylish build hundreds of temples and sanctuaries for the tired spirits and creatures of the forests. It is there job, given to them by the Dragon Nidhogg, to watch over the forests of the world and keep them as natural as they can be. Long, long ago, when the Worlds were separate, Nidhogg granted his servants immortality. These beings became the first of the Zeylish elves.

    ***** Anyone know how to add a shape to MSE pack symbols? It would be much appreciated*****
    ***** Please help me find the artists who drew the amazing pictures on these cards!!!*****
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Deck] - Glimpse Storm
    Quote from serenechaos
    Cabal Therapy is the main reason to run black, Spoils is just the tutor I chose. Personal is probably better at consistent wins, but Spoils is fun and perfectly good at finding Glimpse, or any other piece I need. Changes I've been considering lately include putting the Therapies in the sideboard for a Land Grant and a Scapegoat, upping the number of Summoner's Pacts, and running some maindeck split of Revival/Probe.


    Summoners pact is really handy for me. It thinks the deck and gets you ESG. Also some of the times I play it, it gets countered. I don't really know why, but it seems to lure away their counter spell for some reason.

    I'm assuming you don't have the bayou which is why you run overgrown tomb.

    Skyshroud Cutter and Doran are really interesting.

    As for Grapeshot, I prefer Brain Freeze because you do not have to storm as much to win with it.

    I also haven't seen people using Emrakul yet, but I do have Haze of Rage sided in case of him/leyline. Maybe I should replace it with Bushwaker? Idk which do you think is better? As long as I have one creature that can attack Haze should work fine, but If you generally win when you Bushwaker like you said, then maybe it is better since you can Turn 1 with it.

    Also why Devil's Play in SB?

    Edit: Tested your deck and lost 1-2 to merfolk. I think you need to take out 1 or creatures for two scape goat. I had a good hand turn 1 with scape goat and glimpse and won, but the other games I could turn 1 because I kept drawing into junk with glimpse. You need more scape goat to refuel!!! I had 3 glimpses fizzle out of the games, I with 3 creatures, and two with 4 creatures (in hand). I drew into a good amount of creatures, but once I hit a non-creature I was done. It was terrible because G2 I got grapeshot with 18 or so storm, but no mana to cast it.
    Posted in: Developing (Legacy)
  • posted a message on [Deck] - Glimpse Storm
    Quote from serenechaos
    Color is irrelevant in this deck. 4 Wild Cantor+4 Lotus Petal+absolutely minimal color requirements. I run Scapegoat, Brain Freeze, and Goblin Bushwhacker both in my version; and I can cast them all on the turn I go off.


    I understand that by the end of the combo I'll have plenty of mana of different color, but sometimes I just don't draw the manamorphose when I am getting there. Usually when I use recall, it is because I have ran out of options. I don't use it because I can. Bushwhacker is interesting. Do you ever win the turn you kick him or do you have to scape goat him or something?

    Quote from serenechaos
    The creature sacrifice is only relevant if you continue to run next to no Kobolds (I'll discuss this in a moment). If you have a single non-artifact creature out, Scapegoat and Retract will be equal. You also have Wild Cantors. It is not optimal to bounce them, but sometimes it is necessary to keep going.


    This does make sense, but sometimes it is necessary to not sacrifice a creature to scape goat just like it could be necessary to return cantor. I guess the cards balance out in this way as well. After finding out that you use bushwaker, it seems that scapegoat is only better in a deck that runs him.

    I'm sure that goat is good, its just not currently better in my deck because of a certain situation that could happen.

    Quote from serenechaos
    You absolutely, positively do not have enough 0-drops. You have 18. I would never run fewer than 26, and I would feel iffy about that. You need about 12-15 mana sources, and you currently have 20. As one of the people who has spent a great deal of time optimizing this deck and playing it in tournaments, I believe that ratio is wildly off.


    I have occasionally drawn into some bad spots from that lack of creatures. Maybe I will add a few more into the mix. As for the amount of mana, it seems solid right now. The most I would feel comfortable doing is taking out a SSG. I don't know how you came up with 18 though. I have wild cantor (who I count as a creature not a mana source). This would make 22. Still less than what you recommend however.

    I'm thinking -1 SSG for +1 Kobolds, but I'm am not really sure what else I would want to drop besides maybe manamorphose or cantor.

    Quote from serenechaos
    You get no advantage from Spoils, it is 1-for-1. It is good for the same reason that Personal Tutor is good; it is another copy of Glimpse of Nature. Personal Tutor is definitely worth the slot, and is not in any way the same as a mulligan. If you have an opening hand with P Tutor and mana in it, your odds of seeing Glimpse next turn are 100%. If you mulligan that hand, your odds of seeing Glimpse are 35%. It costs you a card and a turn, but it is in every way that matters another copy of Glimpse, and is invaluable for that reason.


    I must have seriously misread spoils, I could have sworn it said that you add all the cards to your hand (which would be pretty OP). I still disagree with you on tutor though. I tested plenty of games with and without it and the deck ran smoother without plain and simple.

    Quote from serenechaos
    There is a fatal flaw in this logic. If you have a Probe and use it, and see Force, you know it's there. But you can't play around it, only through it. It will still be there next turn, and the turn after that. Eventually, you will have to play Glimpse, and it will be Forced. Your only hope is to draw another Glimpse, and hope that as you wait for it, they don't draw another counterspell.

    Revival, on the other hand, allows you to win without drawing another Glimpse. It is much more valuable to get a Glimpse back from Force, than to simply know that it will be Forced and not have any backup.


    I was thinking that it would be better to side more anti-fow cards rather than to wait a turn to reuse glimpse. Wouldn't it be better to have pact of negation in your hand that a Noxious Revival? I'm not saying it isn't a helpful card to have, I just don't think I could fit it into the SB over Pact of Negation or Xantid Swarm.

    Quote from serenechaos
    Unless you have verifiable results to back this up, I have to say that it simply sounds false. As I said, I have played the deck for 3 years, and while I have beaten my fair share of control decks, it is nowhere near 60-70%. Game 1 Forces are highly relevant, not to mention this deck does not always win on turn 1. I have payed for a lot of Dazes and Spell Pierces, but I've died to more of them. Game 2 they know how to beat you. Unless you are playing against bad control players, this number is unreliable. I love this deck more than anybody, but I cannot claim results that it simply cannot put up; it is weak to control. End of story.


    I have play tested a lot and the greater majority of the times I played control games 2 and 3 were no sweat once I got Xantid Swarm. It may sound false seeing that you lost to control X amount of times, but those statistics come from the games that I play tested. Granted, I cannot guarantee that I played against the best players, but the strategies I have against control worked for me.

    Quote from serenechaos
    I said win without Petals. As in, combo out and use mana other than Petals to pay for the wincon. I have done this in tournaments to Chalice@0. You play your creatures, let them get countered, and use Spirit Guides and Cantors to win.


    Oh ok. I wasn't quite sure what you meant. This seems logical, lock down type decks do tend to be very slow.

    Maybe you could post your deck list so I can see how smooth it runs for myself?

    Edit: testing results of up to 13-6
    Posted in: Developing (Legacy)
  • posted a message on [Deck] - Glimpse Storm
    Quote from serenechaos
    How is Retract better? It bounces *most* of your 0-drops, while Scapegoat bounces *all* of them. The only thing that Retract does that Scapegoat doesn't is to bounce Petals, which is next to useless unless you need the extra Storm (if you're bouncing stuff, you don't).

    I'm not saying you shouldn't use Retract; it's perfecty fine as a personal preference over Scapegoat. I just don't see how it's better.


    Its better (slightly) because
    1. I don't have to sacrifice a creature.
    2. Its blue (which is my win condition color)
    3. Retract has virtually the same effect w/o the cost because I only have a total of two non-artifact 0s.

    Quote from serenechaos
    Looking at your list again, I would cut the SSGs for more Kobolds, and maybe 1 ESG as well. Pact allows you to run fewer ESGs and Wild Cantors.


    I would add some more Kobolds if I switch retract i think. As of now I think I have enough 0s. As for cutting the Spirit Guides, I wouldn't because they are some of my only mana sources (since I only have 3 lands.) Therefor, I need to draw into them in my opening hand as often as possible. I do see it possible to drop 1 or 2 Simians for spoils though.

    Quote from serenechaos
    You said you have a 50-60% turn 1 rate; I typically see about 70% turn 1 and 85% turn 2 thanks to tutors. You're in Blue, so Personal Tutor is the easiest for you to run, but since color requirements mean nothing in this deck, you can splash for Gamble or Spoils of the Vault if you like them better. I like Spoils because it can get Scapegoat mid-combo, but P. Tutor is more reliable and Gamble is at least marginally more recoverable if it fails (while Spoils just kills you).


    I tried Personal Tutor, and I didn't really see it as worth the card slot. It gets you the glimpse, but delays you a turn and is a -1 advantage. Therefor it is the same as taking a mulligan, except if I mull I don't lose a turn. Gamble I doesn't look good to me. Even though useing a combo deck seems like a gamble most of the time, if you build the deck right, it isn't. Spoils of the Vault seems better because I know I will get the card no matter what. It has a chance to kill me which seems really bad, but I don't think that this would be any more likely than loosing glimpse of nature to gamble.

    The best part about spoils is that you get advantage from it, and a lot of it. Therefor when used turn 1, it is very, very possible to still combo out that turn whereas with Gamble or Personal Tutor it is not.

    Quote from serenechaos
    The sideboard against Force should either be 4 Xantid Swarm, 4 Silence, or 4 Pact of Negation. Silence requires more mana on the turn you go off, Swarm requires you to wait a turn, and Pact only stops one spell instead of preventing any interaction at all. You can also consider siding out most or all of your Probes for Noxious Revival. Probe checks for Force, Revival fights through it.


    This is really REALLY helpful thanks Smile Here is what I feel about the cards:

    I didn't even think of Pact of Negation for some reason. It is just a better version of Flusterstorm for my SB.

    I don't like silence.

    Xantid Swarm is very usable in my SB (which is why I have it in) because when you side it in you are playing against control so you don't have to worry about comboing out until turn 4 or 5 even because control won't kill you that quick.

    Now Noxious Revival is very interesting. You make a very valid point about it fighting through force of will. However, I am not quite sold on it because if I Gitaxian Probe and see a fow, I do not have to play glimpse that turn. I can wait for a Xantid Swarm or Pact of Negation. I guess the question with this one is "How soon do I need to win when my opponent is using control?".

    I am assuming that after a fow counters Glimpse, Noxious Revival could indeed guarantee me the win next turn, but If I already have the Xanthid Swarm or Pact of Negation in my hand then that Noxious Revival could very well just be a dead draw that only gives me a -1 if cast.

    I can currently conclude that if I have at least 3 Xatid Swarms and 3 Pact of Negation in the SB, I do not need the Noxious Revival, especially with the Serum Powder in my deck.

    Quote from serenechaos
    I don't see you having 60% vs. control. In 3 years of playing Cheeri0s competively, I have beaten a fair share of control decks, but not 60%.


    I am able to beat control now more like 70% chance with those Pact of Negations in my SB. When playing control, I win unless they get fow.
    1. They are too slow to win quick enough
    2. Daze can work, but then again I can start the game with two mana sources in my hand (a combo of land, SG, Petal) which would just render that useless.

    Game 1 is can I combo out turn 1 or 2? No > wait a few turns, Yes > Do they have fow? Yes > I lose, No > they lose. Id give that about a 45/55 chance of me winning to them winning.

    Game 2 and 3 however, it is a whole different story. It now becomes:
    Did I draw into Xantid Swarm or Pact of Negation and Glimpse? Yes > I win, No > I can wait to draw both a maximum of four turns.
    Did I draw into Glimpse? Yes > wait a maximum of four turns to draw Xantid Swarm or Pact of Negation then I win, No > Did I draw Xantid Swarm or Pact and a decent hand? Yes > wait a few turns to draw Glimpse (if I dont draw it I lose), No > mulligan or Serum Powder.

    Id give this about a 80/20 chance of me to them winning unless they draw two fow.

    Quote from serenechaos
    To beat Chalice of the Void@1, sideboard 4 Ingot Chewer. To beat Chalice@0, just win without using Lotus Petals (usually requires double Glimpse right off the bat).


    Ingot chewer is interesting I'll probs add a few to the SB.

    I don't understand how I can use Lotus petal to get past chalice at 0????

    Chalice 1. Counters Lotus Petal
    2. Counters all my playable creatures besides wild cantor.
    Posted in: Developing (Legacy)
  • posted a message on [Deck] - Glimpse Storm
    Quote from serenechaos
    Nice Cheeri0s deck. Instead of Retract, you might consider Scapegoat, which is what I use.

    You should check the Cheeri0s thread in the first couple pages for more ideas.


    Its an interesting card, but seeing as the greater majority of my 0 drops are artifacts I think that Retract will work better for the time being.
    Posted in: Developing (Legacy)
  • posted a message on Miraculous Recovery Signatures - All Guilds welcome.
    Quote from Rivenor
    I don't believe this actually works anymore due to the image number limit they added.


    Oh ok. I didn't know that :p I feel a little silly now.
    Posted in: Avatar & Sig Shop Archive
  • posted a message on [Deck] - Glimpse Storm
    Quote from jake1er
    So is any hand without glimpse an auto mulligan? I like cherrios because I can toss in a couple spoils of the vault to enable a dig (albeit a risky one) for glimpse.


    Its not necessarily an auto-mulligan, but if you are going for a turn 1 win then yeah. Spoils looks interesting to try out in here. Not sure if it will be very good because of the spirit guides but its worth a test.
    Posted in: Developing (Legacy)
  • posted a message on Miraculous Recovery Signatures - All Guilds welcome.
    Quote from Rivenor



    Not perfectly halved but meh.


    Like this. If you have it split you can have a bigger image in your signature right?
    Posted in: Avatar & Sig Shop Archive
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