Ive somewhat failed out on artifacts besides time seive combo. Since your running so many artifacts, have you considered running fabricate incase you might not find the artifact you want?
1) Sharuum(1) comes into play targets Sharuum(2) in yard
2) Sharuum(2) comes into play they both die state based
3) Sharuum(2)'s ability goes onto the stack both Sharuum are legal targets
4) Sharuum(2)'s ability resolves goto step 1
Took me a while to get my head around this, as SBEs are only checked when a player receives priority. But what I didn't realize was that the player who had priority "receives priority" when a spell he played resolves. But it would seem you are right, Zeto - you can do this with 2, making it much easier to combo. Interesting! Makes playing Sphinx Summoner all the more important. With Rise from the Grave you can gather the combo quickly.
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It's spelt "ridiculous", people, not "rediculous" - get a dictionary or perhaps a better education.
Ive somewhat failed out on artifacts besides time seive combo. Since your running so many artifacts, have you considered running fabricate incase you might not find the artifact you want?
as long as ive hit some kind of mill cards, i dont really have to worry about getting what i want, i have the gargoyle who can return n artifact (and after milling about 5-10 cards his options are normally pretty good) and sphinx summoner to go get a sharuum or gargoyle. the deck occasionally has a problem of milling nothing usefull, so id like to aviod adding as many spells as possible to decrease the chance of that happining.
the deck does not realie on teh sharuum combo, which i beleive makes the combo a bit more deadly. Ive been testin it quite a bit and out of about 20 games ive done the sharuum combo twice. its not that the combo hasent been there, its just that it would have been greedy to set it up the majority of the time.
ive been thinking about the soul wardens, making sharuum combo also able to give me infinte life, but i think as long as the salsher are in there the wardens will not be.
i also dont like the idea of not playing tome scours next to the crab, you need all the mill u can get to set up your loop of gargoyles n sharrums.
the hulk has also been brilliant as a gargoyle target if u havent had the chance to mill yourself yet, picking it up just to cylcle isent a bad thing, or holding on to it for the next turn (after cycling it t1 or t2)
Redirus91, Sphinx of Lost Truths would help your deck quite a bit. It's 3 discard ability helps you fill the gy with artfact bombs.
I was thinking of just hitting the library hard with archive trap (maybe to it earlier than EOT5) or traumatize. Then run open the vaults. To get multiple arts in play. Although its true if I had a bomb or bombs in hand that would be annoying. Perhaps than esper charm in place of courier's capsule so that I at least have the option to discard cards from my own hand
redrius, tell me when you get some games in with your build, it seems slower than my build, but than again i havent played your deck yet.
check it again I edited it.
I am ramping with knight of white orchid and kor cartographer
plan is to have 7 mana @ t5, and 8mana @ T6 so that I can protect both archive trap and open the vaults with negate.
I will price the deck for magic online then play, if its not too much, dont think it will be.
im all for the dredge side of this deck...if you remove that aspect you also remove the ability to have an alternate win condition...
I like the addition of rise from the grave due to its ability to really mess with the opponents GY. I think I will take your Baneslayer now, thanks, gg...
since your looking to hit your land drops: maybe soul stair expedition and the new re-animate land...oh what's her name...
On the creature base: Save for the combo pieces i wonder if you should just run random answers like Inkwell and filigree as one of's. Just like you needle you may not always need them but having them in the 'yard won't hurt.
Draw: esper charm and that artifact that sacs is good.
(Names are really escaping me right now...crap...)
check it again I edited it.
I am ramping with knight of white orchid and kor cartographer
plan is to have 7 mana @ t5, and 8mana @ T6 so that I can protect both archive trap and open the vaults with negate.
I will price the deck for magic online then play, if its not too much, dont think it will be.
You can't archive trap (it says target opponent) your self lol or else crypt combo decks would be all over that idea. looks like a sweet deck
My list uses the land denial cards spreading seas and convincing mirage to get thought turn 1-4 and also ardent plea and Kathara remnant to either mill yourself or hit a land denial card. Ardent plea and Kathara also are good cards themselves. Plea being 1 more damage a turn and Kath being a regen,flier that chumps baneslayer all day long.
This deck functions as a control/combo/midrange deck as it can deny land in the early game, combo out with hulk, and even beat the opponents face the old fashion way. O wait it is also a mill deck.
BTW my list crushes jund and pretty much everything not running blue/x or x/blue
i like your list, not to sure how i feel about the land denil cards, they are a beating,but it adds alot of non-critter cards to be milled away.
than again, removing the slasher makes that aspect not so important. hows it match up to the faster weenies decks like bushwacker,mono white, and mono black. The decks your beating are the same decks i alrdy could beat.
i like your list, not to sure how i feel about the land denil cards, they are a beating,but it adds alot of non-critter cards to be milled away.
than again, removing the slasher makes that aspect not so important. hows it match up to the faster weenies decks like bushwacker,mono white, and mono black. The decks your beating are the same decks i alrdy could beat.
I have yet to test it against those but i am willing to bet that unless bushwaker gets god hand it won't be able to deal with not be able to deal with the crab, no mana, and when this deck gets to turn 6 it should auto win because of the combo. We have conistant turn 1's cycle husk or play a crab. Insane turn 2's mana changers. turn 3 we just start the cascading into crab and the mana disruption. turn 4 we can cast Kathari and have an infinate blocker+turn's 1-3. turn 5 we summoner sphinx to get an enigma sphnix or hulk and proceed to win turn 6 or 7 with out a fight because we have been milling for the first (1/2)-(6/7) and we have what we need in the grave and they have cast at most 3-4 spells when we have cast 10-13 and have milled our wincons by just playing the game (landfall).
Redirus91, Sphinx of Lost Truths would help your deck quite a bit. It's 3 discard ability helps you fill the gy with artfact bombs.
Indeed you all are ahead of me. I gotthe deck together online and it was too slow and too inconsistant. Bombs would get into my hand and I would spend all day waiting for trauma or vaults to appear.
SO I am going a turbo fog method to get those cards in the grave by discarding EOT and fogging my way to T6 using angelsong and safe passage. Ill have some judgment days ready too.
Also steelwind gets killed too much so Im going with inkwell cuz of the shroud and magistrate sphinx to reduce their life and filigree to raise mine.
Ill let ya know
My list has similair problems , it holds its own fairly well with jund , vamps and boro , but seems to struggle against more deticated control .
Suggestions or ideas for the sideboard anyone ?
against control I was thinking more counter spells, a set of 4 SB (spell pierce or cancel) and set of inkwells MD due to islandwalk (bant and control) and shroud.
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Took me a while to get my head around this, as SBEs are only checked when a player receives priority. But what I didn't realize was that the player who had priority "receives priority" when a spell he played resolves. But it would seem you are right, Zeto - you can do this with 2, making it much easier to combo. Interesting! Makes playing Sphinx Summoner all the more important. With Rise from the Grave you can gather the combo quickly.
It's spelt "ridiculous", people, not "rediculous" - get a dictionary or perhaps a better education.
as long as ive hit some kind of mill cards, i dont really have to worry about getting what i want, i have the gargoyle who can return n artifact (and after milling about 5-10 cards his options are normally pretty good) and sphinx summoner to go get a sharuum or gargoyle. the deck occasionally has a problem of milling nothing usefull, so id like to aviod adding as many spells as possible to decrease the chance of that happining.
Nicol.....LOL
I REALLY like this idea.
Now we need a way to ramp and protect our spells, OH wait we are already playing blue.
Im getting to work on it NOW!!!!
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
4 soul warden
3 ranger of eos
3 sharoom
3 sphinx of the steel wind (mmm greedy)
3 rise from your grave
4 grim disc
4 soul stair exp
4 path
4 duress
24 land (enough fetch to make grim function)
4 soul warden
3 ranger of eos
3 sharuum the hegemon
3 sphinx of the steel wind
4 grim discovery
4 soul stair expedition
4 path to exile
4 duress
here let me help you out.
Your version doesn't seem as wacky as the original deck. I'm not sure whether that's a bad thing.
ive been thinking about the soul wardens, making sharuum combo also able to give me infinte life, but i think as long as the salsher are in there the wardens will not be.
i also dont like the idea of not playing tome scours next to the crab, you need all the mill u can get to set up your loop of gargoyles n sharrums.
the hulk has also been brilliant as a gargoyle target if u havent had the chance to mill yourself yet, picking it up just to cylcle isent a bad thing, or holding on to it for the next turn (after cycling it t1 or t2)
2 Sphinx of the Steel Wind
4 Inkwell Leviathan
2 Filigree Angel
2 Magister Sphinx
3 white orchid
SPELLS 25
3 open the vaults
4 negate
4 safe passage
4 angelsong
2 DoJ
4 obelisk of esper
4 howling mines
4 arcane sanctum
4 glacial fortress
4 islands
10 plains
4 Vedalken Outlander
4 celestial purge
3 flashfreeze
4 white knight
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
I was thinking of just hitting the library hard with archive trap (maybe to it earlier than EOT5) or traumatize. Then run open the vaults. To get multiple arts in play. Although its true if I had a bomb or bombs in hand that would be annoying. Perhaps than esper charm in place of courier's capsule so that I at least have the option to discard cards from my own hand
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
check it again I edited it.
I am ramping with knight of white orchid and kor cartographer
plan is to have 7 mana @ t5, and 8mana @ T6 so that I can protect both archive trap and open the vaults with negate.
I will price the deck for magic online then play, if its not too much, dont think it will be.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
I like the addition of rise from the grave due to its ability to really mess with the opponents GY. I think I will take your Baneslayer now, thanks, gg...
since your looking to hit your land drops: maybe soul stair expedition and the new re-animate land...oh what's her name...
On the creature base: Save for the combo pieces i wonder if you should just run random answers like Inkwell and filigree as one of's. Just like you needle you may not always need them but having them in the 'yard won't hurt.
Draw: esper charm and that artifact that sacs is good.
(Names are really escaping me right now...crap...)
You can't archive trap (it says target opponent) your self lol or else crypt combo decks would be all over that idea. looks like a sweet deck
4 hedron crab
2 sphinx summoner
3 sanctum gargoyle
3 sharuum the hegemon
4 glassdust hulk
4 Kathara Remnant
Spells
4 Convincing mirage
4 Spreading Seas
4 Ardent plea
4 Esper Charm
4 mistvien borderpost
2x Swamp
4x Island
4x glacial Fortress
4x Marsh Flats
4x Arcane Sanctum
4 pithing needle
4 archive trap
3 deft duelist (for super fast aggro aka RDW, Gobo,boros)
4 path to exile (to use with archive trap)
My list uses the land denial cards spreading seas and convincing mirage to get thought turn 1-4 and also ardent plea and Kathara remnant to either mill yourself or hit a land denial card. Ardent plea and Kathara also are good cards themselves. Plea being 1 more damage a turn and Kath being a regen,flier that chumps baneslayer all day long.
This deck functions as a control/combo/midrange deck as it can deny land in the early game, combo out with hulk, and even beat the opponents face the old fashion way. O wait it is also a mill deck.
GR Ramp Happy Valakut GR
Well guess its back to traumatize...
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
BTW my list crushes jund and pretty much everything not running blue/x or x/blue
GR Ramp Happy Valakut GR
i like your list, not to sure how i feel about the land denil cards, they are a beating,but it adds alot of non-critter cards to be milled away.
than again, removing the slasher makes that aspect not so important. hows it match up to the faster weenies decks like bushwacker,mono white, and mono black. The decks your beating are the same decks i alrdy could beat.
I have yet to test it against those but i am willing to bet that unless bushwaker gets god hand it won't be able to deal with not be able to deal with the crab, no mana, and when this deck gets to turn 6 it should auto win because of the combo. We have conistant turn 1's cycle husk or play a crab. Insane turn 2's mana changers. turn 3 we just start the cascading into crab and the mana disruption. turn 4 we can cast Kathari and have an infinate blocker+turn's 1-3. turn 5 we summoner sphinx to get an enigma sphnix or hulk and proceed to win turn 6 or 7 with out a fight because we have been milling for the first (1/2)-(6/7) and we have what we need in the grave and they have cast at most 3-4 spells when we have cast 10-13 and have milled our wincons by just playing the game (landfall).
GR Ramp Happy Valakut GR
Well, I dunno. The land denial package is nice, but I don't think with Hedron Crab in the first 60 or half your sb being 2 or less.
GR Ramp Happy Valakut GR
Indeed you all are ahead of me. I gotthe deck together online and it was too slow and too inconsistant. Bombs would get into my hand and I would spend all day waiting for trauma or vaults to appear.
SO I am going a turbo fog method to get those cards in the grave by discarding EOT and fogging my way to T6 using angelsong and safe passage. Ill have some judgment days ready too.
Also steelwind gets killed too much so Im going with inkwell cuz of the shroud and magistrate sphinx to reduce their life and filigree to raise mine.
Ill let ya know
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
against control I was thinking more counter spells, a set of 4 SB (spell pierce or cancel) and set of inkwells MD due to islandwalk (bant and control) and shroud.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
How do you mill yourself with those?