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  • posted a message on priority during the untap phase?
    thanks.
    Posted in: Magic Rulings Archives
  • posted a message on priority during the untap phase?
    If Player A controls a Consecrated Sphinx and is tapped out of mana, during his untap phase, is there any time opponent B can cast Act of Aggression and have it resolve before he has counter mana backup?

    (beginning of the untap phase?)
    Posted in: Magic Rulings Archives
  • posted a message on [SCD] Mental Misstep
    does this counter a kicked goblin bushwhacker?
    Posted in: Standard Archives
  • posted a message on RG haste beats



    Here's a list I ran a few times. The point is to just keep throwing cheap/value creatures at them while semi ramping out larger hastier threats. vengevines are hard to counter, especially if you've got a goblin guide or bushwhacker follow up cast, and viridian emissaries are great fodder for chumping (and most people are reluctant to give you value by blocking them)

    You have a pretty sweet burn package for ending the game if they let too much through, and the devastating summons/bushwhacker combo can be pretty brutal G1 if they're not paying attention. (hero of oxid ridge really surprises them too, if they are planning to chump)

    Postboard, against controlish decks that board in flashfreeze (basically any blue deck), you can side in the full set of titans and summoning traps, and the wurmcoils are pretty sweet trap targets too. I like tumble magnet more than mark of mutiny simply because everyone is playing tumble magnet, and that ruins mark of mutiny pretty handily. also, it's a fair answer to swords (and blockers) to help you get the last 8-10 damage in.

    I felt like a few crush/manic vandals would have been nice, or possibly a few spikeshot elders for 1 drops (to activate vine, add a little extra reach) Also, I really like goblin ruinblasters against control/ramp since most of your beats are 'expendable' anyway. (T1 guide, T2 emissary/nest invader, T3vengevine/hero/bushwhacker) is pretty good.
    Posted in: Standard Archives
  • posted a message on RG haste beats
    please delete, data base error.
    Posted in: Standard Archives
  • posted a message on RG haste beats
    please delete (data base error when i was submitting?)
    Posted in: Standard Archives
  • posted a message on molten tail masticore self exile damage?
    i don't remember where, but i think i read something like this:

    if molten tail masticore is in play at the beginning of your upkeep, you can choose to not discard and sacrifice it, and somehow respond to that by exiling itself from the graveyard to do 4 damage to a target. does that work out at all?

    molten-tail masticore
    Posted in: Magic Rulings Archives
  • posted a message on venser + cunning sparkmage
    if my opponent has a vampire lacerator and i have a venser, the sojourner and cunning sparkmage, can i tap the sparkmage to do a damage, +2 venser, and then tap the sparkmage at my end of turn step before damage is wiped off the lacerator to kill it?
    Posted in: Magic Rulings Archives
  • posted a message on WU Aura Control
    ive tried this deck enough times to say that it's not strong enough to stand up against many pure aggro/pure control decks.

    kor spirit dancer is only a 0/2 and most aggro decks will remove him on sight, since you have no other real threats. control decks can just sit tight and beat you in the late game because their finishers are stronger. and finally, journey to nowhere, jace bounce, mark of mutiny, all still trump your 1-2 creature board.

    putting defender/narcolepsy on a lotus cobra doesn't stop it from being awesome and koth/manlands will still go right through you.

    it's a fun deck for sure, but when pit against the t1 decks, it really can't put up much of a fight. (sorry to rain on your parade :| )
    Posted in: Standard Archives
  • posted a message on [Official] KRed/Goblins/RDW
    Quote from Knyght
    Glint Hawk Idol is not worth splashing for alone, is my point. You can do almost the same exact thing with R/x. If you're splashing W, splash further to make it worthwhile. Steppe Lynx + Geopede for Landfall or Ardent + Edgewright for Metalcraft or even Accorder + Crusader. If your deck has 25 artifacts in it, you're not really running a Kuldotha deck. I'm not sure what you're running.


    don't really feel like arguing, but wanted to restate the point: the transformational sideboard changes the deck from a small swarm deck into a burn + sorcery-removal resistant deck. most decks post board will be bringing in the full suite of pyroclasms, black suns, slagstorms, and with glint hawk idol, you avoid those countermeasures, while also having a lot more direct damage, which can be a huge advantage if they are not prepared for it.

    siding in any of the options you mentioned would still fold easily to any of the sweepers mentioned.
    Posted in: Standard Archives
  • posted a message on Paying life at one life
    are state based actions checked before the spell resolves? ie: if i was at 1 life, and had some spell that said pay 1 life, deal 1 damage to target player, would it resolve?
    Posted in: Magic Rulings Archives
  • posted a message on [Official] KRed/Goblins/RDW
    Quote from Knyght
    A) Glint Hawk isn't Glint Hawk Idol
    B) Chimeric Mass has the same mana for power ratio as GHI, and can be activated with a mountain instead of a plains
    C) Splashing 1 Plains isn't going to up your consistency at all. You'll draw the one card that needs a Plains and then it's dead mana for half of the rest of the game.


    A) you're right, i meant glint hawk idol.
    B) you get free activiations when you play an artifact for the idol, and post board i'm running 25 artifacts. it also has evasion (flying) which is relevant. when you're running on 2-3 lands for most of the game, every mana counts.
    C) 4 arid mesa's give you ample opportunity to fetch for the plains if it ever becomes relevant/necessary, not to mention the mox opals will help with the mana fixing.
    Posted in: Standard Archives
  • posted a message on [Official] KRed/Goblins/RDW


    i've got a pretty interesting transformational sideboard that ive been trying out. generally most people will be boarding in sorcery speed sweepers (pyroclasm, arc trail, black sun).

    the plan for this sideboard is to use glint hawk to avoid the damage since it isnt a creature on their turn, to preserve some board position after sweepers. (this works a little less effectively against ratchet bomb, obviously). i side out goblin guide, goblin wardriver, 2 devastating summons, blade of the bloodchief, and 2 flayer husk and 2 kuldotha rebirth for the entire sideboard.

    you take a more direct damage route, running 11 direct damage spells post board, and 4 perilous myrs, and still have the potential for decent explosive attacks with all your 0 drops triggering glint hawk idol, and the potential of having signal pest and bushwhacker come down and attack.

    one plains is in case you need to pay W to trigger the glint hawk, and is generally enough, since you usually trigger them with artifacts. the mox opals also come in handy here.

    adventuring gear + some artifacts is pretty sweet.
    for example:
    T1: mountain, (signal pest, or goblin guide and a 0cc artifact)
    T2: adventuring gear, mox opal, (another 0cc artifact), equip adventuring gear, play a fetchland, crack--> is pretty good value.

    i've tried the jinxed idol route, this one seems to throw more people off, since they are prepared for small creature removal, and you are throwing bolts at the dome instead.
    Posted in: Standard Archives
  • posted a message on canopy cover + abyssal persecutor + bazaar trader
    if i control a abyssal persecutor and enchant it with my own canopy cover and then give it to an opponent with bazaar trader, the opponent still can't target it with his spells/abilities because i still control the canopy cover, right?
    Posted in: Magic Rulings Archives
  • posted a message on inferno titan, redirecting to multiple planeswalkers
    if i have an inferno titan coming into play and the opponent has 2 planes walkers, is there anyway i can do damage to both of them with the inferno titan's trigger?
    Posted in: Magic Rulings Archives
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