- shinbatsu
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Member for 13 years, 1 month, and 11 days
Last active Fri, Sep, 22 2017 11:52:13
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Sep 22, 2017shinbatsu posted a message on Changes to MTGSalvation User AccountsWell this site mostly died for me shortly after curse took over. Trades/sales dried up and the navigation quality of the site made it where it wasn't worth it anymore. Now we are being forced into yet again another merger. I've been a member for almost 7 years, been through some really good times and made some awesome deck building threads. 488 sales/trades. But yeah, I'm not making a twitch account, I don't go on twitch and don't want one. So I guess that's it for me. Thanks for the memories, MTGS.Posted in: Articles
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Feb 3, 2014shinbatsu posted a message on Launch Giveaway!Baleful Strix is my favorite card in Commander right now. So much value!Posted in: Announcements
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You pretty much have to be offering a nice sized bounty at this point, or fill your list with mass quantities of stuff 50pp or less. I log in once a day and all I see on recent trades is mostly small items (>50pp) and anything large is because the receivers username is something like "20% all wants".
I was still sending cards right up till last month because I had hope the site would turn itself around. But it's no fun just sending and not receiving anything. So just like many users, I suspect people are holding off on sending until they receive, which continues the cycle and everything stagnates.
Similar to when this site was bought out by curse. My sales thread used to do 2-3 sales a week, now I'm lucky if I do 1 a month. I still miss the old MTGS layout and function.
I want 4x of the new fastland.
Purely anecdotal, I have 14 w/b sources in my build, 4x Sculler. I land sculler on curve I'd say 2/3 times I see him in my opener. I'd love to see some hard numbers on how often other people are landing Tidehollow on curve.
Everytime I try to click a package to send, it says X trader no longer needs card Y and no matter how much I refresh or log in/out of the site, the same packages show up as available when I try to send.
The only real upside isn't working now. I'm not going to trudge through want lists when the site makes my eyes bleed. They need to bring the old site back while they work out the bugs.
I'm having the exact same issue now. None of the packages at the top (I organize by pp) show up as the advertised pp amount when i click them, it's much less. They need to address this as it's making the package send (the only real benefit right now) worthless.
My choice of Oblivion Ring over Anguished Unmaking isn't a budget decision, it's a meta call as I have some very aggressive decks in my group.
Right now as it stands I'm already getting really low on life before stabilizing (this deck does a lot of damage to itself), so the 3 life possibly twice over the game could be really bad. I also run 6 processors main deck along with a way to blink 4 of them in the 7th slot, and also most decks do not run enchantment hate pre board so the possible removal of the ring isn't a huge factor for me. You can see that in my build with my 4x Tidehollow Sculler which operates similarly.
If it resolves you pretty much have no way to win.
Be sure you try and run at least 1 maindeck answer, in my deck I run 2x Oblivion Ring with 2x Sea Gate Wreckage to try and draw into them.
Early testing today, but I drew 4 cards with Wreckage during the course of a long game. The card is really an all star.
Guess I've been playing Blight Herder incorrectly this whole time! I actually prefer to blink Tidehollow after processing it's exiled card for more value, and with enough mana and exiled cards (or a relic) you can pretty much lock the opponent out of the game. TKS doesn't work as well because they draw when he leaves vs returning the exiled card.
I totally feel you on Mind Stone, I think for different applications of the deck different cards work well maindeck. It wasn't my cup of tea, but I can see with your meta and build how it can shine and bring a lot of consistency to T3 TKS or T4 Smasher.
Even with 2x Ghost Quarter maindeck the Tron match is near unwinnable (1-2 today vs GR during lunch) because they have so many ways to tutor for missing tron parts and unlike Death and Taxes or Eldrazi and Taxes we have no way to reuse them nor any way to prevent them from getting a basic. I Quartered twice on his Tower in game 2, and he just tutored them right back up while my board remained underdeveloped due to not expanding on mana. Sea Gate just feels like it's so much better. I run out of cards into the late game pretty much every game unless I'm holding back a removal spell.
Thanks for the feedback and keep up the good work! I'm enjoying this deck quite a bit so far.
I've also gone up to 2x Sorin Solemn Visitor. There has never been a game where I'm not happy to see it, and with just a singleton that wasn't happening often enough. My next planned change is to somehow find room for Eldrazi Displacer #2 as they just get out of control with Strangler or Blight Herder and a ton of food from 4x maindeck Proggy Relics.
deaddrift is much more experienced with the deck for sure, but I'm just not seeing some of these parts in the deck framework mesh well, and I don't think it's my lines of play that is the issue. It probably has more to do with my local meta than anything else.
Duress is going to be Thoughtseize or IoK, and Tragic Slip / Journey is going to be a 2/1 Split with Path and Declaration in Stone (meta card) (I will also up the budget on my tappedout list accordingly - aiming for $200)
So far I've had no problem casting Sculler on curve, I really believe the manabase is actually pretty solid with the 13/13/11-13 + 2 stone split
Thank you for the feedback! I plan to be active in this thread and hopefully pick up some deck ideas.
I should also add during today's games during lunch, the deck ran a little smoother. Though I'm still at a loss for how to fix the late game w/o cutting the 2x Ghost Quarters for 2x Sea Gate Wreckage
In early playtesting (around 10 games), I have some early observations. A lot of games this deck just runs out of steam with no way to keep the momentum going. I'm going to try cutting my 2x main Ghost Quarters for Sea Gate Wreckage. Also, I know the primer says run a singleton, but I feel like going up to 2x Sorin SV is the way to go, as he really makes spirit tokens and pretty much everything else in the deck into huge life swings. With just one, you pretty much never see him (most of all since this deck lacks card draw) so he might as well not be there. I'm also running Displacer over Reshaper as I feel the former is just a way better mana sink for when the game goes long. I'd love to run 2x if I can find the room, I already cut to 3x Proggy Relics as I run a playset of Tidehollow and double O Ring which equal a lot of incidental exile.
I also feel like if you draw the parts out of order, the deck also gets really clunky. The bright spot I've seen is the manabase works very well with its current ratios. I'm running 13 w / 13 b and 11 <> with 2 mind stones. 23 lands total instead of 24. I just kept flooding.
I'll post my list once I refine it a bit more, but I was just a bit disappointed with my results vs all of the positive outcomes I've read on this thread. I know YMMV and all, but maybe you can fill me in on what this deck is supposed to do if the game goes long or if you draw your curve out of order, as the deck doesn't feel terribly consistent.
Most important part of the question: after the spellbomb resolves (active player) and is now in play, does player 2 get priority to cast a card like Krosan Grip before you get the chance to sacrifice it or do you as the active player get to put your bounce trigger on the stack first then pass priority to player 2 to respond.
Thank you everyone for the fast replies.
I have a [sun Titan] in play and an [aether spellbomb] in my graveyard. I enter combat and declare sun Titan as attacking. I put the trigger on the stack targeting aether spellbomb. Opponent declares he has no response. (Both players pass priority so the spellbomb now resolves and is in play)
I then sacrifice the spellbomb targeting his spirit token with the intent to prevent it from blocking. He has no response and the ability resolves, removing his token. since this is prior to moving to the declare blockers phase his token is removed from play and he can't use it to block.
Can anyone who is a level 1 judge or higher check this situation and explain if this play is correct or not. Thank you!