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  • posted a message on [PRIMER] UGx Elves


    So trying a white splash out. In an aggro heavy meta, I decided to splash white for Azorius Charm, RestoThrag combo, and a singleton Revelation. Revelation usually acts as a Zegana without a body and helps stabilize and get out of burn range. Personally, my Garruk, Primal Hunter usually just redrew my hand or sat that as a winmore making giant beasts from (Clone'd)Biomancers. Restoration has decent interaction with Visionary and if I ever need to reuse a Craterhoof, rarely. She makes surprise Biomancer fun too, haha. Occasionally, her flying has been relevant, flashing at end if turn getting huge from 2-4 Biomancers on the field and swinging for game. I usually can get that many out due to all the draw and ramp from the elves. I have a meta with a lot of Boros and Dega Aggro, so the two charms are working great. One giant getting rough with lifelink helps a lot, while the random hexproof helps from removal. Spinning a Falkenrath or a Siverblade never hurts us and cuts down the tempo. I usually have spare mana at opponents turn end, so Im trying out Gavony to see how it performs. It helps grow the Biomancer for basically free making everything grow accordingly. I would love to get some feedback!:) Thank you!
    Posted in: Standard Archives
  • posted a message on [Deck] Detain and Exile
    Hm...
    -3 Sleep
    +2 Azorius Charm
    +1 Entreat the Angels?
    Posted in: Standard Archives
  • posted a message on [Deck] Detain and Exile
    I feel like a Thalia-less build i still viable. Yes, she works well with the Familiar, but I like my spells too much to justify using her. I was going for more of a slow build personally. I don't know how to feel about the Archon. I love its effect, but he is SO EXPENSIVE, haha.

    I do like the Arrester over Justiciar though. I like Premier's list except for the Thalia, Archon, and MAYBE even the charm. I feel like the charm isn't as viable as Selesnya's or Izzet's. I'd do:

    -Azorius Charm 2
    -Archon 2
    -Thalia 4

    +Feelings of Dread 3
    +Sleep 3

    Thoughts?
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    I get what you're saying about Abundant Growth, however, when I play a card like Birds of Paradise, its because I want a second land on my first time. Thats my goal. Abundant Growth just doesn't do that. It grants a rainbow land, but not TWO land. Yes, dorks are liable to removal, but thats a 141 at least meaning your opponent is down a resource also, which we can make up for with our two token producing cards. The second mana source followed by a second land turn two just opens up too many plays I like. I play strictly G/W so theres also no real point in making a rainbow land for me when I don't need to force a color too often.

    I think you may have one too many Trostani. She IS a legend after all. Why Ajani over Mikeaus? Both fall to Dreadbore, and Mikeaus can give all creatures the +1/+1 counter? Why the severe lack of Intangible Virtue? I love having one out as soon as possible and the stacking is nice. I don't like Collective Blessing though...

    How do you usually use your Sorin? Do you make emblems first, then tokens, or other way around?

    Have you tried the Entreat the Angels yet?

    Whats your thought on the G/W manabase?




    MAYBE:

    -2 Growing Ranks
    +2 Druid's Deliverance

    EDIT:
    I find the Druid's Deliverance to be quite fair. She isn't the prettiest girl at the dance, but she knows how to please her man, haha. It depends on how you use it, in my opinion. The skill of the player is what makes or breaks this card. If you time it right, then it can help win you games when your opponent swings out and are left defenseless while your army grows, haha. The couterswing after can be lethal. That is my experience with Zombies at least. Getting my ass handed to me for a few rounds, swing for 'game' at me, drop the Druid's, then swing back when they have no defense and it usually is what I need. You can dupe your opponent into the swing at you if the turn before you swing with the right stuff. Leave a number of defenders so its not too obvious, then when they swing, cast it. With a few Intagible Virtue out, I've won a few games in those two attacks because of the card. At other times, however, its just dead. RDW doesn't really care about it, it doesn't save your creatures or save from a board wipe. Its a cute little trick, thats all.
    Posted in: Standard Archives
  • posted a message on [Deck] Detain and Exile
    Just trying to make a Detain deck with the theme of either removing the problem from the field or keeping it unable to do anything. The deck has decent early game with Judge's Familiar and Inaction Injunction helping to control the first few turns, then detainers and exilers start to hit the field in rapid succession. I tried to use evasive creatures mainly, but Azorius Justiciar's ability to detain two creatures was too good to pass up. I have a lot of Exile cards, as seen in Fiend Hunter, Detention Sphere, and Oblivion Ring, but I feel that there may be a little too many, haha. I'm thinking about putting Feeling of Dread in and Snapcaster Mage, but I don't know how successful those will be. I chose Devastation Tide over Terminus and Supreme Verdict so that I can continue to reuse the detain creatures ETB effect. This deck is very prototypical and any input is valuable. Thank you



    Cards that I'm uncertain about:
    Azorius Justiciar
    Fiend Hunter
    Thought Scour
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    I do realize that. But when I have four lands that give me colorless mana in a deck so dependant on specific colors, I start to think it is time to reduce. Testing gave me a few hands with no colored mana so I adjusted my deck accordingly. I kept one Gavony because its utility is amazing and when I DO have spare mana, its great. Unfortunately, I usually do not have the spare mana early enough and by the time I'm freed up to use it, I'm in a winning position anyways. Mikeaus kind of does it's job but a little faster. I can pay two mana for him and get his effect off and same result. In the scenario right there, he dies, sure, but I usually end up sinking four mana into him and can use him just as often as I would Gavony. I used to run G/W Humans and Gavony went off midgame near each turn because when I had field presence, I could sink my mana into it. I can't really pay its cost in this deck until I'm in a winning position. Can you honestly say you're going to sop producing tokens around turn five or six and dedicate turns in this deck to +1/+1 tokens? At least with Mikey, I only have to sink into him one time, then let him go off each tunr. Gavony, I have to sit on open mana, pass, then wait. If you're predicting a turn in which the sudden +1/+1 is going to help during your opponent's turn, then thats fine, but thats not every turn. If I occasionally have no card in hand that I NEED to use and want to mana sink, then I can use it. I don't want to have to use it all the time.

    The Abundant Growth seems interesting, but is four sources of black mana enough to use Lingering Souls? If we had Birds of Paradise still, then I'd probably use it, but I don't want to have to wait until I have Growth to get full use of the card and vice versa. All the cantrips you mentioned are Scars block and that is about to rotate out, sadly. Thats why I run Garruk, Primal Hunter. If he doesn't eat a Dreadbore, then I can replenish my hand. However, I DO want to try out Garruk, Relentless. I just don't have any and my card store is out of stock... I've tried out the Druid spell and it reminds me of playing Werewolves a while ago. They had Moonmist and you could wait until the opponent swung hard, cast Moonmist, then next turn decimate with Night Time Wolves, haha. I liked it in this deck because you could kind of do that. Swing away your turn to fool your opponent to swing back next turn. Cast Druid's, then next turn swing hard again. I want to work it back in the list, and in Trostani doesn't work out, I might put it back in.

    EDIT:
    Here are my versions of the deck right now. What version do you guys think is best so far?
    Version 1


    Version 2


    Version 3


    Version 1 is the the more rounded of the three with elements of defense and aggression, but it really isn't too much of either. Version 2 is more aggressive with the removal of Garruk, more Trostani, and a clutch Entreat the Angels. Version 3 is more aimed towards keeping my token swarm alive as long as possible, then evading through flying and smashing through with trample. I think Version 2 has the most potential...but the lack of hand replenishing and being prone to a board wipe is a problem. Then again, board wipes are a problem for all three. Lastly, how do we deal with outracing? Zombies are just too fast for my Version 1 deck, but a turn 3 three Trostani can help with that mtach up until the swarm is large enough to fight back. I can't wait for Mortarpod to leave...I just feel like we're missing SOMETHING. Should we do the Armada Wurm or is that too...awkward? I mean, we can drop it, yeah, but once its here, as much as I HATE this argument against any card, removal neuters it. At least Trostani the opponent won't care about until she annoys him. I'm liking the single Mikey though!:)
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    If you HAD to build G/W only, what changes would you make?



    This is my attempt at the G/W style of doing it taking into regard your list. I'm tempted to:

    -2 Garruk

    +1 Trostani
    +1 Entreat the angels

    Your thoughts?
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    How are the Trostani working out for you? How often do you populate with her? How often do you suffer from board wipes and how well do you stabilize afterwards?
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    Thank you for contributing. I'm not *****ing, I swear, but this is the G/W Tokens deck. There is a thread for Junk tokens located here:

    http://forums.mtgsalvation.com/showthread.php?t=446239&page=9

    They are working on a list very similar to yours. I'll gladly give you any advice I can though:) You are welcome here, just letting you know we're not the best with Junk lists. I'd putArbor Elf over Avacyn's Pilgrim due to it's ability to untap a forest. ANY forest, including overgrown tomb and temple garden. Three Sorin seems a little excessive. I'd lower him to two and add a Garruk of choice. I'd replace a view Wayfaring Temples with Growing Ranks. For one mana more, you're garunteed a populate a turn and card advantage. I don't actually recommend Prescient Captain. I'd recommend a few Rootborn Defense over him maybe.
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    Thank you. I'm going to try to use your deck out and see how it works. I kind of like the Gather the Townsfolk over Avacyn's Pilgrim. At this point, my view of the deck is to get damage through through evasion and trample. Any card that lets us do that while proliferating tokens is to be considered. I feel like Mikaeus The Lunarch does just that. He's like an anthem on a stick that gradually gets bigger.

    Core so far:

    4 Arbor Elf
    4 Midnight Haunting
    4 Call of the Conclave

    3-4 Selesnya Charm
    3-4 Rootborn Defenses
    3-4 Rancor
    4 Intangible Virtue
    2 Growing Ranks

    4 Temple Garden
    4 Sunpetal Grove
    7 Forest
    6 Plains
    2 Grove of the Guardian
    1 Gavony Township

    That leaves about 8-10ish flex spots I feel.



    I want to try to test Mikey, but what to take out...I think a Rancor. What do you think? I also feel like I don't have enough populate spells...

    MAYBE:

    -2 Garruk
    -1 Rancor
    -1 Rootborn

    +1 Mikeaus
    +3 Druid's Deliverance
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    I'm honestly considering dropping Gavony to 1 or cutting it altogether and replacing with forests. I usually don't want to sink mana into it unless I'm already winning. The spare mana I have that I COULD have spent on it I tend to save for a rootborn defense or a charm in hand just in case. At least Grove gives a game changer. I really don't want to...but should we consider the Keyrune?:/

    I like Primal Hunter personally because of the big token right away or even just using him as an expensive hand refill then letting him die. I'm fine with a person wasting a Dreadbore on him rather than the Grove Elemental I'll drop next turn and slap Rancor onto. PLus if we DO get the ultimate...Sweet Jesus...:O

    EDIT: Thoughts of Mikeaous the Lunarch? Possible Mana sink for dead turns, lightning rod for removal, and pumping our evasion/trampling creatures
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    What to replace it with? I'd put a fourth charm into your list, I'd personally run two Garruk of preference, then fourth rootborn defense. Your thoughts?
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    Why Farseek ? We curve out at 4cmc. I'm not saying don't run it, I'm just curious
    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    Now that the full spoiler is out, can we think of any options we should consider? Other than the inclusion of Armada Wurm, what else should we try to incorporate? I'll try to compile a list of possible cards that I haven't seen discussed quite yet.

    Eyes in the Skies
    Security Blockade
    Deadbridge Goliath
    Horncaller's Chant
    Oak Street Innkeeper
    Slime Molding (Slightly discussed, but I think it deserves another look)
    Loxodon Smiter
    Vitu-Ghazi Guildmage
    Trostani, Voice of the Conclave
    Dryad Militant
    Growing Ranks
    Judge's Familiar


    These are cards just from Return to Ravnica that are the only 'viable' cards we haven't DISCUSSED discussed. A few of them have been touched on, but not that much. I'm not saying I'm an expert on the deck, but lets try to look a little closer to the cards available. I think of we should look at the options from M13 and Innistrad block in the same way, card by card for each person to see. Lets spark a discussion and breathe new life into this deck.

    Eyes in the Skies:
    Alright, so this card isn't that too impressive. At first glance, it looks like a worse Midnight Haunting/Lingering Souls. It costs one more mana and it produces only a 1/1 Bird and if you play it by itself, then you get two 1/1 Birds. That's a profit of two flying 1/1's for 4cmc. Not liking that at first, but what if we combine it with our other tokens? Now this might be considered 'too cute' for some players, and I can respect that, but here is a list of tokens that we use so far:

    Spirit Tokens, 1/1 Flying
    Centaur Tokens, 3/3
    Knight Tokens, 2/2 Vigilance
    Elemental Tokens, 8/8 Vigilance

    Now this isn't factoring in Intangible Virtue or Collective Blessing, but if you care to include those, then these tokens obviously grow, haha. So is that 4cmc populate + a Bird worth it? Let's look at the card again. I choose to see it instead as basically reading Populate, here's a bird. I wouldn't mind getting another Centaur or an Elemental and another threat in the sky. This card obviously isn't as good as Rootborn Defense or Druid's Deliverance, and is nowhere as good as Sundering Growth, but it MAY be DECENT as a one-of or two-of if a list has room.

    Security Blockade
    This could be seen as a slower Call of the Conclave or a lesser Selesnya Charm. Its not game changing, but the prevention of 1 damage a turn might be relevant. A couple Burn and RDW threads are popping up already, and casting this turn 2, factoring in a turn one mana dork and two land drops, could help in that match up along with a relevant token to protect with.

    T1: Arbor Elf/Avacyn's Pilgrim
    T2: Security Blockade
    Field: a 1/1 Mana Dork and a 2/2 Vigilence Knight Token

    compared to Call of the Conclave

    T1: Arbor Elf/Avacyn's Pilgrim
    T2: Call of the Conclave
    Field: a 1/1 Mana Dork and a 3/3 Centaur token. Not all the different except one open mana

    Compared to Midnight Haunting

    T1: Arbor Elf/Avacyn's Pilgrim
    T2: Midnight Haunting
    Field: Dork and two 1/1 flying Spirits.

    Any of these plays are decisive turn twos. The Haunting Option I think is best, followed by Centaur, then the Security Blockade, but again, stopping a few points of damage from burning MAY be enough to warrant a sideboard slot or two. Again, its cute...

    Deadbridge Goliath
    This guy is just big. Sometimes a beater is just needed, haha. I could see this being somewhat of a plan B or even part of Plan A. Use a few tokens and this guy, then when field wipes happen, swarm with more tokens and Scavenge this guy to help rebuild the swarm. Scavenging it shouldn't be too hard with out mana base, and the nice +5/+5 to a flyer with anthem effects already in play sounds appealing, ESPECIALLY since the opponent just so kindly wiped the board, haha. This guy with a Rancor thrown on is a must answer threat. a 7/5 just smashing through is dangerous, then you can transfer all 7 of that power sine Rancor is just so cool and brings itself back. It really doesn't need that much of an explanation. If Armada Wurms can't be used, budget or none in stock, I could see using this in Armada's slot.
    Horncaller's Chant
    This is strictly almost a lesser, green only Armada Wurm. For 8cmc, you get two 4/4 tramplers instead of 6cmc and 2 5/5 tramplers. Granted, this could populate the field with another token, like the aforementioned Eyes in the Skies, but this is just really expensive. Again, budgets could use this over Armada. Usually, I'd populate the Rhino token instead of a Spirit or a Centaur, but if a Elemental is out, then...no still...no...
    Oak Street Innkeeper
    If we really want to get aggressive, then this could be useful, haha. U/W Spirits is using Drogskol Captain to hexproof their tokens, and we may be able to use this. Its worth testing at least. Bring this guy out, attack with the swarm, then during the opponents when they swing in kind, respond with the Druid's Deliverance, haha. Troll to the opponent, and you get another token!:D With enough flyers and tramplers, the damage should be getting through especially if you hardcore swing each turn. This card encourages aggressive plays, and with our anthems, I think we can pull it off. The deck may have to be a little more adjusted to fully utilize him, however. I like the feel of it, haha. After our tired spirits and giant grove elemental are done attacking, they go to an Inn, haha. The spirits haunt it and somehow the entire grove fits in there, haha.
    Slime Molding (Slightly discussed, but I think it deserves another look)
    Got spare mana? We got a one time mana sink, haha! This could be useful if we have a starting hand full of mana dorks and a few repopulate spells that are just sitting there. In previous green decks, I dread hands where I have two Llanowar Elves and a Bird of Paradise and a few lands. This could SLIGHTLY make that better, haha. Not to say that is its only application. Just needing to get a big creature out quickly is justification enough I think. Only one or two though. Spare one more mana, and you can Rancor for awesomeness. Grove of the Guardian drops as an 8/8, but it requires technically six lands and I usually tap useless mana dorks for the rest of the requirements.so looking at eight 'mana' really. You could sink that much into this and get a 7/7 if that appeals to you at all. I feel like some people may prefer this versatility.
    Loxodon Smiter
    I see this as a potential side. I've seen a few decks popping up abusing Rakdos's Return and Rat Tribal and the discard-into-play ability is relevant, especially on a pleasant 4/4 body. He's a vanilla once he hits, but hey, most of our creatures are. Rancor him and let him smite away. His other ability is relevant as well. Side it into the deck vs control and we have a threat around the midmatch that the opponent can't counter. I consider that good enough to warrant a spot or two. I don't know about the main deck, though. A more aggressive Selesnya deck could make better use of him.
    Vitu-Ghazi Guildmage
    So another mana sink. This Bear creates more Centaurs if you need them, but I think its second ability is more important. Sinking mana and making more evasive flyers or more Grove Guardians if you have one, haha. He isn't immediately useful so the opponent probably won't waste removal on him. Thats a mistake. Cards that fly under the radar are nice. Being able to repopulate every turn is extremely relevant and this card can help stabilize after a board wipe. I have yet to test it, but it might be useful.
    Trostani, Voice of the Conclave
    I don't know how to feel about this card. We can drop this turn three with a dork and we may be able to utilize its first ability once or twice. But to what end? Our tokens come in as 1/1 or 2/2, or at best 3/3. If we get this going then an Elemental token, the 8/8 one, might make this relevant enough. Its second ability...I'd rather just have growing Ranks. I don't think this card should be good enough...
    Dryad Militant
    A sideboard card at most, although it is extremely aggressive. It shuts down a few decks if it gets out fast enough, although it easily dies to removal. If you like Elite Vanguard, then use this as such, haha. Better disruption is the also new, Rest in Peace.
    Growing Ranks
    I kind of love this card in here. I want to put in at least two of them. Trostani should have had this as her static ability. The ability to gain a +1 in card advantage each turn, especially on evasive tokens, in my opinion is extremely relevant. We can drop this turn three with a mana dork and with many ways to make tokens turn two, this card is amazing!
    Judge's Familiar
    Another evasive pinger, except we can drop this turn one and use it to control the opponent's turn one. However, I prefer a turn one mana dork...I could see siding it, but I wouldn't main a full four.

    What thoughts does everyone all have on this?

    Here's my build right now:




    Posted in: Standard Archives
  • posted a message on [Deck] Selensya Tokens (G/W)
    Maybe its cause used to a fast environment. I've only been in Standard for a year and those matches went by pretty fast. Maybe once I see and experience the format slow down, I'll come around to them. I'll test them out, but over what?

    How do we incorporate the new Armada Wurm? I see it as a two of for sure if we can ramp fast enough. The token alone is worth it if the real one dies. Populate the field with those beasts, haha. What to take out though? Maybe drop Rancor to two and cut the Wayfaring? Everything else seems too needed really...

    mdshamess, I feel like your deck needs a few mana dorks to get the best out of it. Are the four tombs enough to reliably get the flashback on the Lingering Souls? I also like you should squeeze a Rancor or two in there... I think Phantom General can be replaced by Growing Ranks, too. At the cost, you can get out more tokens and its not as prone to removal. Maybe drop one or two Gavony for a Grove of the Guardian? I feel like the big token is needed at times.
    Posted in: Standard Archives
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