Just wanted some opinions. If you had to pick 10 blue stealy cards to fit in a deck, which ones would you choose? Keep in mind, it wouldn't be 10 separate cards, just 10 spots.
Just wanted some opinions. If you had to pick 10 blue stealy cards to fit in a deck, which ones would you choose? Keep in mind, it wouldn't be 10 separate cards, just 10 spots.
Memory Plunder. It's cooler than Knowledge Exploitation, 'specially if you don't got Rogues... or if you run :symb:.
I'm so frantic about these Rules Changes! I love 'em! I'm dashing about the forum, ringing in the good times! Do you see the possibilities the combat rules open up for growth, across almost all organic 'spell effects'? Pump? Healers? Bounce?
I don't know how to control myself!
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Would you kindly explain to me how the combat rules changes open up more possibilities? I can only really see it as limiting them; before you could pump/bounce/etc with damage on the stack, and now you can not. It seems to have only removed a feature previously present to us while not replacing it with anything sans a rewording of Deathtouch. I feel like I am missing something if you are so enthusiastic about it though.
Battlefield is going to take me some getting used to.
Also, get your Braid of Fires now while they're still cheap. Trust me.
Well Xanth, I cant really say that it opens up many options, as much as new options. You now have to make more painful choices. Do you kill the 1/1 or get the land? That kind of stuff. There's no longer an automatic best choice. I see this a s a good thing.
Personally, I see the changes as a huge doozy, but probably a good thing overall. The only ones that get me are the removal of mana burn and the new double blocking rules.
As for my request, its mono-blue permission. Format is casual, so all cards are allowed. The curve. I dont know how to really explain it. About 4 cards at cmc 1. Lets say a critical mass at cmc 2, with about 14 cards. 2 cards at cmc 3, 4 at cmc 4, 0 at cmc 5, and 3 at cmc 6. 24 card land base. No tutors.
I see the changing of the Removed From the Game area to the Exiled Zone as an effective aesthetic change, but a limiting mechanic change. It reduces the power of cards like Living Wish, as they can no longer wish targets put into the Exiled Zone now, and presents no new tricks.
I find it ironic and hypocritical how they chose to argue that their correction to the combat step was done to make the game feel more sensible and story-like, while the removal of manaburn goes in the opposite direction. If you tap into your lands to harness the raw magical energies from them, and then do not use said energies, anyone with any decent degree of intellect would naturally assume all that energy would go somewhere; i.e. manaburn. It has been referenced many times in the Magic novel storylines, starting way back with one of their first novels, Arena (a personal favorite of mine), where one of the main character's opponents even ends his own life by accidentially drawing too much upon his raw mana sources. You have to admit that these changes are really to make the game more attractive to new and young players. "Battlefield" is a prime example. Oh no, I just remembered their marketing slogan- "Here I Rule!"... ::shudders:: I had almost successfully blocked that from my memory, but it has now returned in force and is invading my thoughts of Magic with thousands of Yugioh and Pokemon references
On a side note, I have secured us another victory, against Ace on behalf of [Family], 2-0 win
Would you kindly explain to me how the combat rules changes open up more possibilities? I can only really see it as limiting them; before you could pump/bounce/etc with damage on the stack, and now you can not. It seems to have only removed a feature previously present to us while not replacing it with anything sans a rewording of Deathtouch. I feel like I am missing something if you are so enthusiastic about it though.
It's simply that these limitations mean that those abilities can be spread around on much more badass cards because R&D doesn't have to worry about exploding their power level due to these extinct possibilities.
Bounce can't save a dude in combat which itself kills a dude... which means it can *really* be treated as more of a mana-efficiency card (although you still have the use of saving from kill spells). Right now, they have to see every instant bounce spell as allowing some kind of blocking trick.
Also, damage prevention got worse, but it didn't get hurt by a lot. It puts one of the most difficult sort of limitations on the enemy's damage assignment that any of such "protection" mechanics will allow post-M10. So that is, while it is becoming weaker, which allows for R&D to make more meaningfully different cards (i.e., prevent 1 vs. prevent 2 will mean something more than presently, where if you think about it, there's just prevent 1 or 2, there's prevent 3 or 4, and then there's prevent all), it is taking a place as a stronger mechanic relatively to similar roles, because the new rules make damage prevention pretty darn good at doing its job in combat.
I also hope that this rules change precipitates a swap of pump and damage prevention between White and Green.
EDIT: Or, even cooler, would be if the new rules make the mechanical meaning of these things change, so that they do make (more) sense for the colors now.
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I read the rules changes and I nearly wept... I hate it when choices are taken from me - even the most unpleasant choice, if I can make it I will make it. combat damage trickeries are were :'( one of the most important choices in the game.
I think WotC has like no idea how people learn to play MtG - I mean, one does not start with the most complex stuff. It's learning by doing, not 'reading 3 pages of super easy rules and then play like a pro because the rules are so easy'. Maybe the old hags of the coast in their ivory towers have forgotten how they learned to play...
as for playing, I'd be up for playing duels over Msn or Icq for the next 1.5d (minus 6-8h sleep)
edit: what would help is a list who you allready played 'gainst.
edit2: nevermind - just found out we have only two matches played.
Yes, it has been some time. I've been talking to Xanth. I'm still here, All is relatively fine. Just haven't had the time or money to put towards MAGIC. [Being Unemployed DOES get to you.]
SO. I'm guessing that my fellow Mono Blues have said things of a similar nature. I have not read past this page (going backwards). But I am willing to bet that I share the same sentiment. We have all read the news on M10 updates. Here is an excerpt.
We will now refer to the time when such triggers happen as what it actually is: "at the beginning of the end step."
Meeko will now refer to the time when MAGIC entered the "beginning of the end step".
I've been drifting in and out of the forums and my deckbuilding has lost a bit of it's luster, but I'm trying my best to come back in nice and strong.
Recently I've been toying around with Dream Halls (vintage), and MF Hulk (legacy)... Then there's merfolk and that Faerie-Ninja deck I mentioned *way* back in the day ;).
Either way, expect to see more of me in the near future. It might take me a bit to catch up with the readings (Dear god, when did I leave? Page 5?) But I'll try my best to make it back in full swing.
Welcome back Sorry to hear unemployment is getting to you; you have my heartfelt sympathies. Also, rather love your take on the rules changes Bravo, sir.
Jon,
Good to have you back here in the thread too To help summarize something for you (and Meeko, and whoever else has missed it), we are currently participating as a clan in the Clan Contest #3. It started with us creating a decklist for the contest based and themed around a single card randomly given to us (we got Telemin Performance), and then the clans voted on those lists, and then the clans bidded on those lists as well (we won the bidding for a deck titled "Slicing Gargadon", you can view its specifications in the Clan Contest #3 results post here) and have to play each other clan in a Round Robin-style tournament.
I, and Blutsau as back-up, are playing the matches for this final(?) stage of the tournament with the other clans on MWS. I've played two matches so far, and our record is 2-0 Blutsau, by the way, feel free to schedule/play matches with any of the other clans! I will try to promptly post all match results here to the thread asap.
I was thinking about trees recently and how wisdom might be gained from them.
It's really hard.
Somehow, while thinking of that, I had an insight about "rules effects in Green."
I thought of a metaphor, of someone grappling someone else. Or even possibly of two animals, one somehow 'wrestling' the other.
The idea of a grapple is you use your body to constrain the other thing's body. You prevent it from using all its mass or leverage on you. To do this, you have to give up some of your own mobility, since you have to maintain the pin, although you could simply sit on top of the target or something like that.
You can then try to exhaust the opponent within this grapple.
I was just wondering if Green ought to include some form of mechanic that parallels this naturally occurring thing. But before that, actually, I asked the question of "What color should do something that is mechanically inspired by the metaphor of grappling?" because at the time I was thinking of how metaphors seem to be able to go behind some mechanics, and I was aspectualizing grappling in a body over mind sort of sense (i.e. I had already thought of grappling a bit as something "not blue, not black, not really red, and maybe white, but ? green?")
And the insight is just that "well, maybe this metaphor could back up rules effects in Green, because it often times really urges you that you want to put something like Teferi in Green, and you want to say Dosan the Falling Leaf is Green (perhaps even in a sense that he could not have been White)."
...
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It appears like you are, or are wanting to be, heading more in the direction of "sacrificing some of your own speed/mobility to impair your opponent" than the more physical concept of "grappling". I think that is a good thing, and a mechanic based on that notion would be lovely, but as it becomes more of a broad idea, it certainly becomes less green in my eyes. In fact, it is a technique that can pretty much be applied to most or all colors, similarly to "first strike" or "defender". "Grapple" could certainly remain a keyword for it. I'm envisioning something like:
Simian Champion :2mana::symg::symr:
Creature - Ape Warrior
Haste, grapple (if this creature blocks or is
blocked, you may have it get -X/-X until
end of turn, where X cannot exceed its
toughness. If you do, the creature or creatures
it blocks or is blocked by do not untap during
their controller's next X untap steps.)
3/4
Blah... too wordy
Quote from Eloquent »
Being quite new to MTGSalvation, I thought it'd be easier to "belong" if I was in a clan, and what could be better than a clan dedicated to my favourite colour?
That's right. I'm going to make this short and sweet:
I want to be a member. I shall await your response eagerly. (With two Islands untapped in case you say "No" :p)
Also, working on getting a sig with some blue stuff. Any ideas for cards?
I think your love for blue and your reference to Counterspell are quite enough to grant you membership, welcome aboard *goes and updates the Clan Registrar*
For your signature, you could always use our clan's that I created in Photoshop a while ago, instructions to its use are on the original post. If you fancy something more unique, I suggest trying either a culmination of famous legendary blue wizards (Ertai, Barrin, Arcanis, etc.) or perhaps the different arts of Counterspell
I think your love for blue and your reference to Counterspell are quite enough to grant you membership, welcome aboard *goes and updates the Clan Registrar*
@ Eloquent: For my sig, I chose some of my favorite blue arts, the ones which I felt were really powerful arts (Mahamoti Djinn and Evacuation), or just indicitive of what I appreciate in blue (Telepathy). Then I just stuck a link to the clan thread.
Also, hi there!
@ H_H: I get what you're saying about "grappling", but since its so broad, I too shall define it as Xanth chooses to do, which I fear is the most succinct way to do so. In that case, yeah, I can hardly see it as exclusively green. Any use of disruption or reactive spells is essentially giving up speed (your own development) to impair or "pin" the opponent.
@ Everyone:
Whats Landstill?
I never use proxies, but my friends have for playtesting, and I would if I wanted to test a build.
Have you the classic Upheaval for your Psychatog deck? If I recall correctly, they also take advantage of Anger and a few lands that count as mountains (Volcanic Island/Badlands for example), cast Upheaval, floating two additional mana, then play that land that counts as a mountain, tapping it for 3 to cast Psychatog, discard Anger from your hand, and perform a finishing move Perhaps a long term goal for your deck: Intuition (so wish I had not traded my 3 away back in the day :().
Gosh, if they unbanned Mana Drain or Gush, Psychatog would make a huge comeback!
On Landstill: Eloquent has summed it up rather eloquently (buh dum dum psh!), most versions these days are 2-3 colors, and I would dare to say that :symu::symw: is the most popular combination, bringing in cards like Wrath of God, Decree of Justice (which slips through Standstill), etc.
Hello Mono Blue clan, I like mono blue, its like a parent saying no to there kids (the other colors) because blue knows whats best... for everyone...
(Anyway Taiga = 3 Intuition. Taiga= $48-$36 intuition= $17-$12)
Oh, I wouldn't mind some help with a deck I been working on, mono blue control (who would have thought of that deck type?)
The deck is for multi player
I also have 3 flooded strands, i don't know if they would be good in here or not.
The rewinds I choice because leaving 4 mana open is cryptic command mana, and it tends to make people less likely to mess with you. You counter something, then wow, you have 4 mana open that what Cryptic command cost. Im not sure if this is good enough for the deck or not. I will replace them with Force of Wills when i get enough $$.
Im also not sure about the fairy conclave, or if I would need another Reliquary Tower. but i turn 4 i want to be able to have UUU1
I don't know what the other 6 spots should be, it is a multi player deck tho.
Thanks for the help,
Scionofgod
It always seems that in multiplayer, the control decks have a tendency to run out of steam pretty early, due to a lack of counters, generally. If you're looking for something fairly re-usable, Counterbalance and Sensei's Divining Top always seem to work together. That is, if you're not afraid of making enemies
Your deck looks like a pretty good Vintage start; you may want to create a decklist that uses some Power Nine proxies in case you plan on playing it competitively in tournaments, as they often allow 3-9 Power Nine proxies per player.
Scionofgod,
Welcome to the Mono Blue Clan *adds to the Clan Registrar* Now lets take a look at that deck of yours. One main focus appears to be reaching 4 mana as soon as possible. There are a few ways to handle this, and one is to focus on as many basic lands as you can, thus eliminating the chance your opponent will Wasteland you and set you back. Running only/mostly basics also allows you to abuse the lovely, often game-winning Back to Basics.
I personally love Rhystic Study, but it does not work nearly as well in 1v1 as it does in multiplayer, but perhaps that is still good enough; let me know how it continues to work for you.
For your 6 slots, I'd definitely dedicate some of them to mana acceleration. You have some artifact options like Wayfarer's Bauble & Journeyer's Kite, and you can always add more card draw too in hopes if finding land, though I would suggest against Brainstorm in any deck that relys on more than 4 mana in play, as it would no longer generate very decent card manipulation (puting extra lands on top and shuffling them away with a fetchland for better draws) as you wouldn't want to shuffle those lands away in the first place.
Counterbalance + Sensei's Divining Top is certainly an option too, as poppeleseed suggests, and would give you reason to throw back in those fetchlands.
In the deck tags do this [deck="Lendritus's Mind-Erasing Revenge", a.k.a "you damned yugi-oh ruined the true sense of Magic!!Dieeee!!!"] that way it wont be stretched as much
Welcome, new monoU mages!!
After one age of silence and meditation I, Lendritus, will give you one of my best experiments about the legendary "mono blue control CREATURELESS deck!!" (bwahahaah!!)
Indeed, like a monoburn red deck, it's quite simple to play:
STEP1: cast every anti-creature enchantments as you can
STEP2: once you've sufficients cards to mill, ERASE that swarming bastard!
i'm often be cautious to mill too early- the full potential of this deck is reached after you play Traumatize (mem.grind. is awesome too), but this not happen SO many timess....that's why, following your perceptions, you can use the second way of play:"cautious is good, but milling is actually COUNTERING future threats".
Unbelievably, it works.
REALLY.
Most of my friends love Lorwyn, so i've tested that against millions of elves, fairies and kithkin decks and whit an extremely good percentual i win!!
After building that thing i've discovered some similar mill decks on mtg ( they've don't used the protoss-barrier shields enchantments, besides) that put on my a weak sense os hope: are they really boring of playng JUST creatures?? May The Greater Good make it so.
Just wanted some opinions. If you had to pick 10 blue stealy cards to fit in a deck, which ones would you choose? Keep in mind, it wouldn't be 10 separate cards, just 10 spots.
4x Confiscate
4x Take Possession
2x Copy Enchantment
Of course, that is assuming your deck can handle a high mana curve! If it cannot, or if you wish to focus on creatures, then:
4x Legacy's Allure
4x Treachery
2x Copy Enchantment
I have played our clan's first match of the contest tournament, against Clan Izzet's "Hot Flashes" selection. Win, 2-1.
Format?
Memory Plunder. It's cooler than Knowledge Exploitation, 'specially if you don't got Rogues... or if you run :symb:.
I'm so frantic about these Rules Changes! I love 'em! I'm dashing about the forum, ringing in the good times! Do you see the possibilities the combat rules open up for growth, across almost all organic 'spell effects'? Pump? Healers? Bounce?
I don't know how to control myself!
Awesome avatar provided by Krashbot @ [Epic Graphics].
Would you kindly explain to me how the combat rules changes open up more possibilities? I can only really see it as limiting them; before you could pump/bounce/etc with damage on the stack, and now you can not. It seems to have only removed a feature previously present to us while not replacing it with anything sans a rewording of Deathtouch. I feel like I am missing something if you are so enthusiastic about it though.
Battlefield is going to take me some getting used to.
Also, get your Braid of Fires now while they're still cheap. Trust me.
Personally, I see the changes as a huge doozy, but probably a good thing overall. The only ones that get me are the removal of mana burn and the new double blocking rules.
As for my request, its mono-blue permission. Format is casual, so all cards are allowed. The curve. I dont know how to really explain it. About 4 cards at cmc 1. Lets say a critical mass at cmc 2, with about 14 cards. 2 cards at cmc 3, 4 at cmc 4, 0 at cmc 5, and 3 at cmc 6. 24 card land base. No tutors.
Oh, and good job Xanth for your win!
I find it ironic and hypocritical how they chose to argue that their correction to the combat step was done to make the game feel more sensible and story-like, while the removal of manaburn goes in the opposite direction. If you tap into your lands to harness the raw magical energies from them, and then do not use said energies, anyone with any decent degree of intellect would naturally assume all that energy would go somewhere; i.e. manaburn. It has been referenced many times in the Magic novel storylines, starting way back with one of their first novels, Arena (a personal favorite of mine), where one of the main character's opponents even ends his own life by accidentially drawing too much upon his raw mana sources. You have to admit that these changes are really to make the game more attractive to new and young players. "Battlefield" is a prime example. Oh no, I just remembered their marketing slogan- "Here I Rule!"... ::shudders:: I had almost successfully blocked that from my memory, but it has now returned in force and is invading my thoughts of Magic with thousands of Yugioh and Pokemon references
On a side note, I have secured us another victory, against Ace on behalf of [Family], 2-0 win
It's simply that these limitations mean that those abilities can be spread around on much more badass cards because R&D doesn't have to worry about exploding their power level due to these extinct possibilities.
Bounce can't save a dude in combat which itself kills a dude... which means it can *really* be treated as more of a mana-efficiency card (although you still have the use of saving from kill spells). Right now, they have to see every instant bounce spell as allowing some kind of blocking trick.
Also, damage prevention got worse, but it didn't get hurt by a lot. It puts one of the most difficult sort of limitations on the enemy's damage assignment that any of such "protection" mechanics will allow post-M10. So that is, while it is becoming weaker, which allows for R&D to make more meaningfully different cards (i.e., prevent 1 vs. prevent 2 will mean something more than presently, where if you think about it, there's just prevent 1 or 2, there's prevent 3 or 4, and then there's prevent all), it is taking a place as a stronger mechanic relatively to similar roles, because the new rules make damage prevention pretty darn good at doing its job in combat.
I also hope that this rules change precipitates a swap of pump and damage prevention between White and Green.
EDIT: Or, even cooler, would be if the new rules make the mechanical meaning of these things change, so that they do make (more) sense for the colors now.
Awesome avatar provided by Krashbot @ [Epic Graphics].
arewere :'( one of the most important choices in the game.I think WotC has like no idea how people learn to play MtG - I mean, one does not start with the most complex stuff. It's learning by doing, not 'reading 3 pages of super easy rules and then play like a pro because the rules are so easy'. Maybe the old hags of the coast in their ivory towers have forgotten how they learned to play...
as for playing, I'd be up for playing duels over Msn or Icq for the next 1.5d (minus 6-8h sleep)
edit: what would help is a list who you allready played 'gainst.
edit2: nevermind - just found out we have only two matches played.
Yes, it has been some time. I've been talking to Xanth. I'm still here, All is relatively fine. Just haven't had the time or money to put towards MAGIC. [Being Unemployed DOES get to you.]
SO. I'm guessing that my fellow Mono Blues have said things of a similar nature. I have not read past this page (going backwards). But I am willing to bet that I share the same sentiment. We have all read the news on M10 updates. Here is an excerpt.
We will now refer to the time when such triggers happen as what it actually is: "at the beginning of the end step."
Meeko will now refer to the time when MAGIC entered the "beginning of the end step".
Magic 2010.
Meeko will now refer to the time when MAGIC entered the "beginning of the end step".
Magic 2010.
I've been drifting in and out of the forums and my deckbuilding has lost a bit of it's luster, but I'm trying my best to come back in nice and strong.
Recently I've been toying around with Dream Halls (vintage), and MF Hulk (legacy)... Then there's merfolk and that Faerie-Ninja deck I mentioned *way* back in the day ;).
Either way, expect to see more of me in the near future. It might take me a bit to catch up with the readings (Dear god, when did I leave? Page 5?) But I'll try my best to make it back in full swing.
-Jon
Have any questions or concerns? Come take a dip in my pool.
Welcome back Sorry to hear unemployment is getting to you; you have my heartfelt sympathies. Also, rather love your take on the rules changes Bravo, sir.
Jon,
Good to have you back here in the thread too To help summarize something for you (and Meeko, and whoever else has missed it), we are currently participating as a clan in the Clan Contest #3. It started with us creating a decklist for the contest based and themed around a single card randomly given to us (we got Telemin Performance), and then the clans voted on those lists, and then the clans bidded on those lists as well (we won the bidding for a deck titled "Slicing Gargadon", you can view its specifications in the Clan Contest #3 results post here) and have to play each other clan in a Round Robin-style tournament.
I, and Blutsau as back-up, are playing the matches for this final(?) stage of the tournament with the other clans on MWS. I've played two matches so far, and our record is 2-0 Blutsau, by the way, feel free to schedule/play matches with any of the other clans! I will try to promptly post all match results here to the thread asap.
Again, I'm going to try to be getting a bit more into deckbuilding in the near future. I'm thinking a mono-blue Landstill varient...
Have any questions or concerns? Come take a dip in my pool.
Mono-blue landstill sounds intriguing
It's really hard.
Somehow, while thinking of that, I had an insight about "rules effects in Green."
I thought of a metaphor, of someone grappling someone else. Or even possibly of two animals, one somehow 'wrestling' the other.
The idea of a grapple is you use your body to constrain the other thing's body. You prevent it from using all its mass or leverage on you. To do this, you have to give up some of your own mobility, since you have to maintain the pin, although you could simply sit on top of the target or something like that.
You can then try to exhaust the opponent within this grapple.
I was just wondering if Green ought to include some form of mechanic that parallels this naturally occurring thing. But before that, actually, I asked the question of "What color should do something that is mechanically inspired by the metaphor of grappling?" because at the time I was thinking of how metaphors seem to be able to go behind some mechanics, and I was aspectualizing grappling in a body over mind sort of sense (i.e. I had already thought of grappling a bit as something "not blue, not black, not really red, and maybe white, but ? green?")
And the insight is just that "well, maybe this metaphor could back up rules effects in Green, because it often times really urges you that you want to put something like Teferi in Green, and you want to say Dosan the Falling Leaf is Green (perhaps even in a sense that he could not have been White)."
...
Awesome avatar provided by Krashbot @ [Epic Graphics].
It appears like you are, or are wanting to be, heading more in the direction of "sacrificing some of your own speed/mobility to impair your opponent" than the more physical concept of "grappling". I think that is a good thing, and a mechanic based on that notion would be lovely, but as it becomes more of a broad idea, it certainly becomes less green in my eyes. In fact, it is a technique that can pretty much be applied to most or all colors, similarly to "first strike" or "defender". "Grapple" could certainly remain a keyword for it. I'm envisioning something like:
Simian Champion :2mana::symg::symr:
Creature - Ape Warrior
Haste, grapple (if this creature blocks or is
blocked, you may have it get -X/-X until
end of turn, where X cannot exceed its
toughness. If you do, the creature or creatures
it blocks or is blocked by do not untap during
their controller's next X untap steps.)
3/4
Blah... too wordy
I think your love for blue and your reference to Counterspell are quite enough to grant you membership, welcome aboard *goes and updates the Clan Registrar*
For your signature, you could always use our clan's that I created in Photoshop a while ago, instructions to its use are on the original post. If you fancy something more unique, I suggest trying either a culmination of famous legendary blue wizards (Ertai, Barrin, Arcanis, etc.) or perhaps the different arts of Counterspell
Psh. Counterspell? He was obviously referring to Mana Drain
Sorry, I've been feeling awfully vintage recently. Incidently, I'm working on proxies that don't look like total horse-****.
Have any questions or concerns? Come take a dip in my pool.
Also, hi there!
@ H_H: I get what you're saying about "grappling", but since its so broad, I too shall define it as Xanth chooses to do, which I fear is the most succinct way to do so. In that case, yeah, I can hardly see it as exclusively green. Any use of disruption or reactive spells is essentially giving up speed (your own development) to impair or "pin" the opponent.
@ Everyone:
Whats Landstill?
I never use proxies, but my friends have for playtesting, and I would if I wanted to test a build.
Have you the classic Upheaval for your Psychatog deck? If I recall correctly, they also take advantage of Anger and a few lands that count as mountains (Volcanic Island/Badlands for example), cast Upheaval, floating two additional mana, then play that land that counts as a mountain, tapping it for 3 to cast Psychatog, discard Anger from your hand, and perform a finishing move Perhaps a long term goal for your deck: Intuition (so wish I had not traded my 3 away back in the day :().
Gosh, if they unbanned Mana Drain or Gush, Psychatog would make a huge comeback!
On Landstill: Eloquent has summed it up rather eloquently (buh dum dum psh!), most versions these days are 2-3 colors, and I would dare to say that :symu::symw: is the most popular combination, bringing in cards like Wrath of God, Decree of Justice (which slips through Standstill), etc.
(Anyway Taiga = 3 Intuition. Taiga= $48-$36 intuition= $17-$12)
Oh, I wouldn't mind some help with a deck I been working on, mono blue control (who would have thought of that deck type?)
18 island
3 fairy conclave
2 Reliquary Tower
Creatures 3
3 Guile
4 Propaganda
4 Echoing Truth
Draw x4
4 Rhystic Study
Counterspells 16
4 Counterspell
4 Rune Snag
4 Cryptic Command
4 Rewind
I also have 3 flooded strands, i don't know if they would be good in here or not.
The rewinds I choice because leaving 4 mana open is cryptic command mana, and it tends to make people less likely to mess with you. You counter something, then wow, you have 4 mana open that what Cryptic command cost. Im not sure if this is good enough for the deck or not. I will replace them with Force of Wills when i get enough $$.
Im also not sure about the fairy conclave, or if I would need another Reliquary Tower. but i turn 4 i want to be able to have UUU1
I don't know what the other 6 spots should be, it is a multi player deck tho.
Thanks for the help,
Scionofgod
:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o:o
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It always seems that in multiplayer, the control decks have a tendency to run out of steam pretty early, due to a lack of counters, generally. If you're looking for something fairly re-usable, Counterbalance and Sensei's Divining Top always seem to work together. That is, if you're not afraid of making enemies
Brainstorm, Ponder or Portent are good ways of getting some extra draws in.
Does the tower pay off often? I can't really see how much you'd be drawing off the Study alone...
Have any questions or concerns? Come take a dip in my pool.
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I am quite surprised Intuitions go for less than 20 now, I may indeed have to pick up some again
4x Fact or Fiction, 4x Intuition, 4x Accumulated Knowledge all in the same deck makes me very happy inside
Your deck looks like a pretty good Vintage start; you may want to create a decklist that uses some Power Nine proxies in case you plan on playing it competitively in tournaments, as they often allow 3-9 Power Nine proxies per player.
Scionofgod,
Welcome to the Mono Blue Clan *adds to the Clan Registrar* Now lets take a look at that deck of yours. One main focus appears to be reaching 4 mana as soon as possible. There are a few ways to handle this, and one is to focus on as many basic lands as you can, thus eliminating the chance your opponent will Wasteland you and set you back. Running only/mostly basics also allows you to abuse the lovely, often game-winning Back to Basics.
I personally love Rhystic Study, but it does not work nearly as well in 1v1 as it does in multiplayer, but perhaps that is still good enough; let me know how it continues to work for you.
For your 6 slots, I'd definitely dedicate some of them to mana acceleration. You have some artifact options like Wayfarer's Bauble & Journeyer's Kite, and you can always add more card draw too in hopes if finding land, though I would suggest against Brainstorm in any deck that relys on more than 4 mana in play, as it would no longer generate very decent card manipulation (puting extra lands on top and shuffling them away with a fetchland for better draws) as you wouldn't want to shuffle those lands away in the first place.
Counterbalance + Sensei's Divining Top is certainly an option too, as poppeleseed suggests, and would give you reason to throw back in those fetchlands.
18 island
3 fairy conclave
2 Reliquary Tower
Threats 5
3 Guile
2 Vedalken Shackles
4 Propaganda
4 Echoing Truth
Draw x4
4 Rhystic Study
4 Accumulated Knowledge
4 Counterspell
4 Rune Snag
4 Cryptic Command
4 Rewind
Scionofgod
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that way it wont be stretched as much
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