It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
I fear it is replaceing cruel edict and dark banishing. In either case I can only see distress, deathmark, and terror seeing any competetive play. It doesn't look like we're getting a whole lot more that that, which is a shame since there isn't alot of playbility in black as is. And I hate putting faith in thing's MaRo says but let's break down his perposal for black and try and put together what we can expect:
Deathtouch: With this we can 187 thing's though damage, but this also means our critters are at danger to. Just because We get a kill ability like this though doesn't mean we get any more aggressive creatures however, just that the 1/1 for 2B now might be able to kill the X/2 they throw infront of it.
Fear: Blacks signature mechanic, Nothing new except the fact that we dn't see it as much as we should.
Flying: Nothing new, in the skies we are 3rd on the list, but being above red and bellow blue isn't really an awsome spot.
Haste: Before this was a once in a while effect, something just to make a splashy creature. With this being added to our arsenal we should be able to make use of those costly critters that might other wise be unplayable. Imagine if you would Foul Imp, now add haste, tradeing 2 life for a 2/2 flyer that hits them for 2 immediately, not a bad trade anymore. This is what I think will change black for the better.
Spirit Link: Nothing new but I hope we see more of this in the future.
Swampwalk: Again nothing new, most of the time this is really only a useful ability when fear doesn't work.
Regeneration: Here is some promise, we have had regenerate before but with wizards pushing it we should have some more uses and a more black take on the mechanic.
Any way you break it down though black loses protection to blue, and the other colors get combat tricks like first strike and we are not getting anything ground breaking.
EDIT:
i dont know, i was hoping for rotlung reanimator... more anti- damnation/ *** is what that makes zombie deck in the past strong... mono black zombie will be great... we have warchief, the husk, graveborn muse in tenth, zombie tokens, bridge from below, withered wretch, stromgald crusader, if we have rotlung, it will be back to onslaught level... (prays for carnophage/sacromancy or is it too much? )....
Rotlung only works in cleric heavy decks, zombies wouldn't get anything great out of him.
Rotlung only works in cleric heavy decks, zombies wouldn't get anything great out of him.
withered wretch, rotlung reanimator himself? the thing is that zombie clerics dies to give you more zombies is rather say, removal draining for your opponent. The pressence of rotlung itself = 2 removal spells needed. So why isn't that good in your opinion?
Further more, in zombie decks, there is Undead warchief, Lord of the undead, etc Zombie pumpers. i suppose killing a 4/3 zombie, only to see another is not enough for you?
It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
withered wretch, rotlung reanimator himself? the thing is that zombie clerics dies to give you more zombies is rather say, removal draining for your opponent. The pressence of rotlung itself = 2 removal spells needed. So why isn't that good in your opinion?
Further more, in zombie decks, there is Undead warchief, Lord of the undead, etc Zombie pumpers. i suppose killing a 4/3 zombie, only to see another is not enough for you?
No thats quiet good enough, but your going off the best case scenario, warcheif will have a mark on his head as soon as he hits the feild and with only 2 zombie clerics there isn't consistancy for them to both hit the feild and then both die at the same time, more than likely rotlung will be killed in combat or spot removal and then the world would blow up. I'd be more than happy to see more zombie clerics come out along with rotlung, but I'd be even happyer to see good zombies of any type come out and have a desent lord to go with them (lord of the undead just doesn't cut it in my eyes). And again this is all assumeing you got them though blues clounters (oh and thanks wizards for giving blue four 2 mana counters legal in standard) and that your 2/2 or X/2 survived reds burn.
Zombie tribal isn't really an awsome thing to behold, even in onslaught block we where outclassed by goblins and soldiers and even B/W clerics (where rotlung shines the brightest) with scion of darkness could show us up now and then. However with any luck we will get some good things in lorwyn and since onslaught is still extended legal the combined forces of onslaught zombies and possible lorwyn zombies (if it is a tribal block) might prove powerful.
And I guess I should explain why lord of the undead isn't good enough for me. First off lets look at the other lords:
Goblin king gives +1/+1 and mountain walk, small fast and now evasive and bigger, that's good.
Elvish champion gives +1/+1 and forest walk, small, pumpable with in their color nd now pumped and evasive, that again is good.
The newly printed feild marshal gives +1/+1 and first strike. in a color that might have 3 soilders on turn 3 before this comes down that is powerful.
Lord of atlantis is undercosted and gives blue a good shot in the arrgo arm as far as merfolk aggro goes.
Now we get to lord of the undead, if you click on the auto card links, you'll notice something, the other lords all do something immediatly, +1/+1 and a ability, however lord of the undead just gives +1/+1, nothing else. His other ability is slow and why would you want to play your zombie again when you could just reanimate it or better yet, regenerate it. Zombies for the most part are expensive and or small in size, pump effcts are good but a regenerating legion is far more powerful than one zombie comeing back a turn and costing 1B more to play (and yes I know you can do this on their turn but if you have cards in your hand why hold back mana just to use this and put another in your hand you'll have to hold back on?).
Their all vunerable to counters and burn yes but only ours comes down and acts as a bad version of bad moon (which is legal to and would be a better play since it's cheaper and harder to get rid of).
These are just my thoughts on zombies as a tribe, this is clan mono-black and we should expect very high things from our tribe. My opinion on rotlung I want to make clear, I like him, would like to see him back, but want to see more support for his ability before I can say he is playable for zombies. And since we're on the subject, zombies eat flesh, which would mean that when they deal damage they would gain life, which means life tap (spirit link keyword I can't remember what it is exactly) would make total sense for zombies.
Point taken, if they print a zombie lord that cost 1bb, 1/1, all zombie creatures get +1/+1 and fear.... then zombies do stand a chance... or would the lord be over- powered in R & D's mind, since only white can get cheap powerful lords that give decent non-walking abilities?(looking at field commander).
@giving zombies lifelink: Or give them all the sengir ability, because they feed, and randomly graft dead bodies into them?
It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
Point taken, if they print a zombie lord that cost 1bb, 1/1, all zombie creatures get +1/+1 and fear.... then zombies do stand a chance... or would the lord be over- powered in R & D's mind, since only white can get cheap powerful lords that give decent non-walking abilities?(looking at field commander).
@giving zombies lifelink: Or give them all the sengir ability, because they feed, and randomly graft dead bodies into them?
It would have to be a 2/2 and say all other zombies but that would work, I still want zombie master back, swampwalk and B: regenerate would be a bit better and two on the feild would make it very hard to kill anything, bad moon out and a few zombies and things are now remenicent of a horror movie where they keep shooting but the zombies are still walking.
The sengir ability would work too, honestly for zombies both make sense mechanically, but if you read Aarons article today R&D is all butt hurt white didn't do as good as they hoped it would do, here comes more rediculously good cads for white, is any one else a little angery faith fetters costs 4, gains you 4 life, and stops whatever it come down on from doing anything? Funny how wizards calls that "balanced".
It would have to be a 2/2 and say all other zombies but that would work, I still want zombie master back, swampwalk and B: regenerate would be a bit better and two on the feild would make it very hard to kill anything, bad moon out and a few zombies and things are now remenicent of a horror movie where they keep shooting but the zombies are still walking.
The sengir ability would work too, honestly for zombies both make sense mechanically, but if you read Aarons article today R&D is all butt hurt white didn't do as good as they hoped it would do, here comes more rediculously good cads for white, is any one else a little angery faith fetters costs 4, gains you 4 life, and stops whatever it come down on from doing anything? Funny how wizards calls that "balanced".
I really hope that white won't get Armageddon in Xth (or ever again for that matter).
Just curious: what do you think about Gempalm Polluter?
I'd say he reads like "can't be countered, target player looses life equal to the amount of zombies you control. draw a card"
not bad for BB in my opinion.
probably better in multiplayer, though
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Vengeful dead is far superior in multiplayer... There was once i play with it, killed 6 ppl in one turn, then proceed to kill the life gain deck with 3 8/8 carrion feeder... Fun times...
But i think if there is no shepherd of rot, i would not mind getting that... who would say no to free burn?? Too bad there is no unholy grotto, with those two cards...
Btw: What are your opinion about reprinting of rain of tears?
It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
Vengeful dead is far superior in multiplayer... There was once i play with it, killed 6 ppl in one turn, then proceed to kill the life gain deck with 3 8/8 carrion feeder... Fun times...
But i think if there is no shepherd of rot, i would not mind getting that... who would say no to free burn?? Too bad there is no unholy grotto, with those two cards...
Btw: What are your opinion about reprinting of rain of tears?
A multi-player bomb is Tombstone Stairwell, with Noxious Ghoul or Shepherd of Rot. I have a feeling that black will yet again be given the shaft for landkill imho.
I am a fan of the Legacy format. While goblins is pretty much gg for a Zombie player ( a tier 2 deck at best ) Lord of the Undead is always favored over Zombie Master because of his pump and recursion ( Gempalm Polluter ).
The 10th ed. list while it has a few standouts, just looks weak. It's like R&D can't find an identity for black. I hope they reprint some card draw like Night's Whisper or even Necrologia.
Vengeful dead is far superior in multiplayer... There was once i play with it, killed 6 ppl in one turn, then proceed to kill the life gain deck with 3 8/8 carrion feeder... Fun times...
But i think if there is no shepherd of rot, i would not mind getting that... who would say no to free burn?? Too bad there is no unholy grotto, with those two cards...
Btw: What are your opinion about reprinting ofrain of tears?
Is this confirmed?
Either way, I believe it to be a good card, but Blight is better in my opinion. Does anybody know who comes after Red in LD (or else said: who comes after Red in LD when you ask wizards)?
Green or Black?
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Is this confirmed?
Either way, I believe it to be a good card, but Blight is better in my opinion. Does anybody know who comes after Red in LD (or else said: who comes after Red in LD when you ask wizards)?
Green or Black?
Black is second for land destruction, third is green. However a black stone rain would indicate a big swing in the pie, bigger than MaRo said would happen.
Is this confirmed?
Either way, I believe it to be a good card, but Blight is better in my opinion. Does anybody know who comes after Red in LD (or else said: who comes after Red in LD when you ask wizards)?
Green or Black?
It is rumored... But all the rest of the rumored stuff in that post is quite accurate...
I can't remember the name but there was also a black card that costs BB, sorcery, destroy target land. so yeah, black is second after red.
Noooooooooooooooooooooooooooooooooooooooooooooooooo.......
We lost persecute!!!!! Now what do we have left?
It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
What the hell is wotc thinking? How are they making each colour fit into their theme if they shove the things that make each colour unique away(black without discard or life for cards or cheap efficient beaters with setbacks or fast mana? In return for getting ***? If it is so wrong to print damnation, then go print multilate instead wotc!!)? If you say it is to create space for development, why doesn't wrath of god get removed? Curse you wotc!
It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
Hi, I would like to join the clan. I know it's a gradual process, though. To start with, these are the decklists I've been developing for a long time, both for Extended; the respective discussion threads are linked in my sig (although they're pretty much desert).
I've been thinking about replacing Chainer's Edict with Smallpox in the side. The Edict was originally for annoying Haterator-type decks which aren't on the radar right now. Even then, Smallpox might be just better, and killing a Birds of Paradise and a land in one blow is devastating. The only problem is that it may slow my clock. Do you think it's worth it?
I'm also pretty sure I'll replace the Phyrexian Totems in the first list for Leyline of the Void. I like the Totem, but Control has became less popular in the last months.
The current issue of Mono-Black in 10th Edition doesn't bug me at all. Losing Phyrexian Arena and Persecute is though, but it also might just mean a change of paradigm. Time Spiral Black is pretty strong with Korlash, Damnation, Urborg and Tendrils of Corruption, and there's a coupleofgems in Coldsnap, too. I also don't doubt Lorwyn will provide replacements for the cards we lose. I'm more worried about losing Dark Confidant in the rotation.
I'd sudgest bad moon for your aggro deck and possibly smother, and you might want to up your haunting echos to 2 in your control deck. Also I used staff of domination in my coffers deck, excellent life gain and draw engine.
I must disagree with you however on the state of black in 10th, we relied heavily on persecute and arena. Korlash is a desent win condition (despite the lack of evasion), and tenrils could cost BBB and still be balanced. Urborg, tomb of Yawgmoth is a nice tool but really in control the only nonbasics you'd want is urza's factory and desert. We are hurting as far as support goes, neither aggro or control can do well right now in type 2.
I'm tying to be optomistic and say "lorwyn will give us what we need", but that's more of me just wishing now.
Hi, I would like to join the clan. I know it's a gradual process, though. To start with, these are the decklists I've been developing for a long time, both for Extended; the respective discussion threads are linked in my sig (although they're pretty much desert).
Why are you only playing 2 copies of cabal coffers? First, take out the distress for duress(for starters its a one drop), 2 swamps for 2 coffers, soul burn(you do not need more drain life), take out visara(your opponent's creatures should be dead by now) and platimun angel(you should be winning and not trying to stay alive) for 2 kokushos(works better in multiples), take out 1 swamp and 4 wayfarer's bauble for 2x urborg(more chance of drawing since you now have more coffers to change) and 3x phrexian arena (card draw). take out the night of soul betrayal, play 1 more mind slugde. Remove 1 oblivion stone and add in 1 more haunting echoes(as juggles said, and also because haunting echoes are good, especially against decks like combo, control). 3x Insidious dreams and 1 more bane of living instead of diabolic tutor (as you now have access to more cards drawn(more arenas) thus more to pitch). I also feel that you should play your innocent blood main instead as this deck is very weak in early games.
It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
Hi, I would like to join the clan. I know it's a gradual process, though. To start with, these are the decklists I've been developing for a long time, both for Extended; the respective discussion threads are linked in my sig (although they're pretty much desert).
May I recommend using a play set of Dark Rituals for your MBA deck? Because without them I don't believe old Hyppie to be that good.
I mean, sure it is a good card, but it's even more devastating to play it on turn one.
I also think that using Tomb of Urami is quite risky against certain decks (especially control 'cause they'll bounce it into nowhere).
But all together it looks like a solid built to me
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May I recommend using a play set of Dark Rituals for your MBA deck? Because without them I don't believe old Hyppie to be that good.
I mean, sure it is a good card, but it's even more devastating to play it on turn one.
I also think that using Tomb of Urami is quite risky against certain decks (especially control 'cause they'll bounce it into nowhere).
But all together it looks like a solid built to me
Dark Ritual is not in extended...
In any case, remove the gemstone mine for something else.
The odds for you to get to use it with luck counters is very low (5.833%). And it doesn't exactly win you games. There is nothing to lose if you don't play it since your deck doesn't need colour fixing being a mono colour deck and since you already have moxes which should be enough.
It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
I think I finally came up with a name for thread 2.
Death, disease, selfishness, power at any cost-these are the twisted values of [Clan Mono-Black]. Taken from the academy description of black.
Black
Black mana comes from dank swamps, where things fester and rot. Death, disease, selfishness, power at any cost-these are the twisted values of the darkness. Black magic is powerful and easy to wield, but it comes with a high price. Its spells and abilities can warp the mind, poison the land, and turn creatures into nothing. Dark minions, undead creatures, and unspeakable horrors are native to the swamp, and they’re as self-serving and treacherous as the mages who command them.
EDIT: I just read today's "ask wizards". here a quote:
Quote from Mark Rosewater »
Other than white, green is the only color that looks after the group as a whole. This is, for example, why green has so many enchantments that grant everyone an ability. This is why green has lots of cards like Overrun that help the entire group. This is why green has a theme of overrunning the opponent with an army of small creatures.
Did I get that right? They aren't even realizing that white has always had this kind of stuff??
I mean, the group as a whole? Sounds white, because I believe this whole "don't mess with me and my boys"-policiy they are following with white isn't white at all!
Or how about cards that help the entire group? I don't think that green has Crusade or cards that give creatures +2/+0 or stuff like that.
But the thing that gets me the most is that Maro says green is a weenie color...
I think I finally found the reason for wizards pushing white. It's because they don't realize what it already has...
I think wizards' policy on white is that: If no one wants to play white, then make white better so more people want to play. If everyone plays white, then give better cards towhite so people will keep playing white.
What i think their policy on black is: Give it say one good card per set. then replace take away 3 even better cards with craps to see how flexible black it affects the metagame. Then go about saying black is too good (because they think one good card is too many) and then print even more crap to 'balance' the game.
It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
I think wizards' policy on white is that: If no one wants to play white, then make white better so more people want to play. If everyone plays white, then give better cards towhite so people will keep playing white.
What i think their policy on black is: Give it say one good card per set. then replace take away 3 even better cards with craps to see how flexible black it affects the metagame. Then go about saying black is too good (because they think one good card is too many) and then print even more crap to 'balance' the game.
That's pretty much black now adays, except in RAV block, in RAV block it was basically this: White is good but black might be to good, since we just gave it cranial extraction AND Kokusho 3 sets ago and sickening shoal 2 sets ago and that one uncommon in the last set that we had to print to make the cycle work (WotC notes: Make cycles not so circular so we can stop printing 2/2 for 2 in black) so we have to balance it out. Since alot of people want like w/u, g/u, r/w, and u/r we'll make them playable, but sadly black has to be in the block, since we need white to be good for the game to be good the b/w guild should be the only playable black guild and green isn't to bad so give them a good mechanic. B/u and r/b aren't what our player base wants so we'll throw something together later.
Honestly so white and green are now the "weenie" colors? So does that mean red is the "weenie but faster" color and blue is the "vanilla weenie" color? Cause a black weenie is either considered trash or game breakingly good.
I believe black had its best times. Awkwardly blue is still having it and nobody complains. So it's clear that blue is the strongest color. But which comes second (currently)?
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It's still not colorless, and has no color. That's a paradox. So either you're a Zen master or an idiot, I'll assume the Zen master for sake of argument. This card will have no paradoxes because it has a clear paradox. Deep stuff man.
Sorry about droping of the face of the earth for a week. I was at a camp run by the Sierra club. Btw (and this will sound pretty green of me): If you live in New England or Ohio and would like to make a difference in the world check this web site: climatesummer.org. It's a movement very near and dear to my heart and I will triumph at any cost...
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Thanks to Zaph and spiderboy4 at High~Light Studios for the kick ass sig and amazing avvy.
Btw, what happened to Svogthir???
Mono-Black Clan: You will cry for Torment
The only colour with a 99/99
Signature by Spongy Pengwin
UBR: Sedris
I fear it is replaceing cruel edict and dark banishing. In either case I can only see distress, deathmark, and terror seeing any competetive play. It doesn't look like we're getting a whole lot more that that, which is a shame since there isn't alot of playbility in black as is. And I hate putting faith in thing's MaRo says but let's break down his perposal for black and try and put together what we can expect:
Deathtouch: With this we can 187 thing's though damage, but this also means our critters are at danger to. Just because We get a kill ability like this though doesn't mean we get any more aggressive creatures however, just that the 1/1 for 2B now might be able to kill the X/2 they throw infront of it.
Fear: Blacks signature mechanic, Nothing new except the fact that we dn't see it as much as we should.
Flying: Nothing new, in the skies we are 3rd on the list, but being above red and bellow blue isn't really an awsome spot.
Haste: Before this was a once in a while effect, something just to make a splashy creature. With this being added to our arsenal we should be able to make use of those costly critters that might other wise be unplayable. Imagine if you would Foul Imp, now add haste, tradeing 2 life for a 2/2 flyer that hits them for 2 immediately, not a bad trade anymore. This is what I think will change black for the better.
Spirit Link: Nothing new but I hope we see more of this in the future.
Swampwalk: Again nothing new, most of the time this is really only a useful ability when fear doesn't work.
Regeneration: Here is some promise, we have had regenerate before but with wizards pushing it we should have some more uses and a more black take on the mechanic.
Any way you break it down though black loses protection to blue, and the other colors get combat tricks like first strike and we are not getting anything ground breaking.
EDIT:
Rotlung only works in cleric heavy decks, zombies wouldn't get anything great out of him.
withered wretch, rotlung reanimator himself? the thing is that zombie clerics dies to give you more zombies is rather say, removal draining for your opponent. The pressence of rotlung itself = 2 removal spells needed. So why isn't that good in your opinion?
Further more, in zombie decks, there is Undead warchief, Lord of the undead, etc Zombie pumpers. i suppose killing a 4/3 zombie, only to see another is not enough for you?
The only colour with a 99/99
Signature by Spongy Pengwin
UBR: Sedris
No thats quiet good enough, but your going off the best case scenario, warcheif will have a mark on his head as soon as he hits the feild and with only 2 zombie clerics there isn't consistancy for them to both hit the feild and then both die at the same time, more than likely rotlung will be killed in combat or spot removal and then the world would blow up. I'd be more than happy to see more zombie clerics come out along with rotlung, but I'd be even happyer to see good zombies of any type come out and have a desent lord to go with them (lord of the undead just doesn't cut it in my eyes). And again this is all assumeing you got them though blues clounters (oh and thanks wizards for giving blue four 2 mana counters legal in standard) and that your 2/2 or X/2 survived reds burn.
Zombie tribal isn't really an awsome thing to behold, even in onslaught block we where outclassed by goblins and soldiers and even B/W clerics (where rotlung shines the brightest) with scion of darkness could show us up now and then. However with any luck we will get some good things in lorwyn and since onslaught is still extended legal the combined forces of onslaught zombies and possible lorwyn zombies (if it is a tribal block) might prove powerful.
And I guess I should explain why lord of the undead isn't good enough for me. First off lets look at the other lords:
Goblin king gives +1/+1 and mountain walk, small fast and now evasive and bigger, that's good.
Elvish champion gives +1/+1 and forest walk, small, pumpable with in their color nd now pumped and evasive, that again is good.
The newly printed feild marshal gives +1/+1 and first strike. in a color that might have 3 soilders on turn 3 before this comes down that is powerful.
Lord of atlantis is undercosted and gives blue a good shot in the arrgo arm as far as merfolk aggro goes.
Now we get to lord of the undead, if you click on the auto card links, you'll notice something, the other lords all do something immediatly, +1/+1 and a ability, however lord of the undead just gives +1/+1, nothing else. His other ability is slow and why would you want to play your zombie again when you could just reanimate it or better yet, regenerate it. Zombies for the most part are expensive and or small in size, pump effcts are good but a regenerating legion is far more powerful than one zombie comeing back a turn and costing 1B more to play (and yes I know you can do this on their turn but if you have cards in your hand why hold back mana just to use this and put another in your hand you'll have to hold back on?).
Their all vunerable to counters and burn yes but only ours comes down and acts as a bad version of bad moon (which is legal to and would be a better play since it's cheaper and harder to get rid of).
These are just my thoughts on zombies as a tribe, this is clan mono-black and we should expect very high things from our tribe. My opinion on rotlung I want to make clear, I like him, would like to see him back, but want to see more support for his ability before I can say he is playable for zombies. And since we're on the subject, zombies eat flesh, which would mean that when they deal damage they would gain life, which means life tap (spirit link keyword I can't remember what it is exactly) would make total sense for zombies.
Gonna stop typeing now.
@giving zombies lifelink: Or give them all the sengir ability, because they feed, and randomly graft dead bodies into them?
The only colour with a 99/99
Signature by Spongy Pengwin
UBR: Sedris
It would have to be a 2/2 and say all other zombies but that would work, I still want zombie master back, swampwalk and B: regenerate would be a bit better and two on the feild would make it very hard to kill anything, bad moon out and a few zombies and things are now remenicent of a horror movie where they keep shooting but the zombies are still walking.
The sengir ability would work too, honestly for zombies both make sense mechanically, but if you read Aarons article today R&D is all butt hurt white didn't do as good as they hoped it would do, here comes more rediculously good cads for white, is any one else a little angery faith fetters costs 4, gains you 4 life, and stops whatever it come down on from doing anything? Funny how wizards calls that "balanced".
I really hope that white won't get Armageddon in Xth (or ever again for that matter).
Just curious: what do you think about Gempalm Polluter?
I'd say he reads like "can't be countered, target player looses life equal to the amount of zombies you control. draw a card"
not bad for BB in my opinion.
probably better in multiplayer, though
Wise words:
But i think if there is no shepherd of rot, i would not mind getting that... who would say no to free burn?? Too bad there is no unholy grotto, with those two cards...
Btw: What are your opinion about reprinting of rain of tears?
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A multi-player bomb is Tombstone Stairwell, with Noxious Ghoul or Shepherd of Rot. I have a feeling that black will yet again be given the shaft for landkill imho.
I am a fan of the Legacy format. While goblins is pretty much gg for a Zombie player ( a tier 2 deck at best ) Lord of the Undead is always favored over Zombie Master because of his pump and recursion ( Gempalm Polluter ).
The 10th ed. list while it has a few standouts, just looks weak. It's like R&D can't find an identity for black. I hope they reprint some card draw like Night's Whisper or even Necrologia.
Is this confirmed?
Either way, I believe it to be a good card, but Blight is better in my opinion. Does anybody know who comes after Red in LD (or else said: who comes after Red in LD when you ask wizards)?
Green or Black?
Wise words:
Black is second for land destruction, third is green. However a black stone rain would indicate a big swing in the pie, bigger than MaRo said would happen.
It is rumored... But all the rest of the rumored stuff in that post is quite accurate...
I can't remember the name but there was also a black card that costs BB, sorcery, destroy target land. so yeah, black is second after red.
Noooooooooooooooooooooooooooooooooooooooooooooooooo.......
We lost persecute!!!!! Now what do we have left?
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Anger. Resent. Disappoitment. Dispair. We have lots of things, just their all the same. We have now lost the following:
- Card advantage
- Hand disruption
- Answers
In october we lost win conditions, confidant, and removal. Thank you for opening up "design space" in black wizards, now deliver on some of it.
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I'd sudgest bad moon for your aggro deck and possibly smother, and you might want to up your haunting echos to 2 in your control deck. Also I used staff of domination in my coffers deck, excellent life gain and draw engine.
I must disagree with you however on the state of black in 10th, we relied heavily on persecute and arena. Korlash is a desent win condition (despite the lack of evasion), and tenrils could cost BBB and still be balanced. Urborg, tomb of Yawgmoth is a nice tool but really in control the only nonbasics you'd want is urza's factory and desert. We are hurting as far as support goes, neither aggro or control can do well right now in type 2.
I'm tying to be optomistic and say "lorwyn will give us what we need", but that's more of me just wishing now.
Why are you only playing 2 copies of cabal coffers? First, take out the distress for duress(for starters its a one drop), 2 swamps for 2 coffers, soul burn(you do not need more drain life), take out visara(your opponent's creatures should be dead by now) and platimun angel(you should be winning and not trying to stay alive) for 2 kokushos(works better in multiples), take out 1 swamp and 4 wayfarer's bauble for 2x urborg(more chance of drawing since you now have more coffers to change) and 3x phrexian arena (card draw). take out the night of soul betrayal, play 1 more mind slugde. Remove 1 oblivion stone and add in 1 more haunting echoes(as juggles said, and also because haunting echoes are good, especially against decks like combo, control). 3x Insidious dreams and 1 more bane of living instead of diabolic tutor (as you now have access to more cards drawn(more arenas) thus more to pitch). I also feel that you should play your innocent blood main instead as this deck is very weak in early games.
So in my opinion, this should work better.
4 Cabal coffers
3 Urborg, Tomb of Yawgmoth
1 Boseijiu, Who Shelters All
17 Swamp
Creature
4 Bane of living
3 Kokusho, the Evening Star
1 Helldozer
4 Innocent Blood
4 Cabal Therapy
4 Phyrexian arena
3 Insidious dreams
3 Oblivion stone
3 Mindsludge
2 Haunting Echoes
4 Consume Spirit
3 Smother
4 Withered Wretch
3 Engineered Plague
2 Cranial Extraction
3 Duress
This is what i think... If you feel that i am wrong, point me out and we will learn something in the process ...
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May I recommend using a play set of Dark Rituals for your MBA deck? Because without them I don't believe old Hyppie to be that good.
I mean, sure it is a good card, but it's even more devastating to play it on turn one.
I also think that using Tomb of Urami is quite risky against certain decks (especially control 'cause they'll bounce it into nowhere).
But all together it looks like a solid built to me
Wise words:
Dark Ritual is not in extended...
In any case, remove the gemstone mine for something else.
The odds for you to get to use it with luck counters is very low (5.833%). And it doesn't exactly win you games. There is nothing to lose if you don't play it since your deck doesn't need colour fixing being a mono colour deck and since you already have moxes which should be enough.
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Death, disease, selfishness, power at any cost-these are the twisted values of [Clan Mono-Black]. Taken from the academy description of black.
Link
I like that
@bhb: my bad
EDIT: I just read today's "ask wizards". here a quote:
Did I get that right? They aren't even realizing that white has always had this kind of stuff??
I mean, the group as a whole? Sounds white, because I believe this whole "don't mess with me and my boys"-policiy they are following with white isn't white at all!
Or how about cards that help the entire group? I don't think that green has Crusade or cards that give creatures +2/+0 or stuff like that.
But the thing that gets me the most is that Maro says green is a weenie color...
I think I finally found the reason for wizards pushing white. It's because they don't realize what it already has...
Link: http://www.wizards.com/default.asp?x=mtgcom/askwizards/0607
Wise words:
What i think their policy on black is: Give it say one good card per set. then replace take away 3 even better cards with craps to see how flexible black it affects the metagame. Then go about saying black is too good (because they think one good card is too many) and then print even more crap to 'balance' the game.
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That's pretty much black now adays, except in RAV block, in RAV block it was basically this: White is good but black might be to good, since we just gave it cranial extraction AND Kokusho 3 sets ago and sickening shoal 2 sets ago and that one uncommon in the last set that we had to print to make the cycle work (WotC notes: Make cycles not so circular so we can stop printing 2/2 for 2 in black) so we have to balance it out. Since alot of people want like w/u, g/u, r/w, and u/r we'll make them playable, but sadly black has to be in the block, since we need white to be good for the game to be good the b/w guild should be the only playable black guild and green isn't to bad so give them a good mechanic. B/u and r/b aren't what our player base wants so we'll throw something together later.
Honestly so white and green are now the "weenie" colors? So does that mean red is the "weenie but faster" color and blue is the "vanilla weenie" color? Cause a black weenie is either considered trash or game breakingly good.
Wise words:
Pre-tenth edition: It would be black (persecute, damnation, extirpate, korlash,heir to blackblade).
Post- tenth edition: Red (mog fanatic, incinerate, seismic assault, beacon of destruction, etc not enough?)
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