It isn't working. I might just have to download the mp3. Edit: Yay! It's fixed. Elf ball doesn't only use predator dragon to kill. Grapeshot is also used. Although that can be answered by gilded light.
if i were to build a cephalid deck, i would run it with force spike, disrupt, and the ever so great zephid's embrace. once you start bouncing the land, you should be able to stop almost anything with the spikes, and disrupt. run unsummons, to stop their flying blockers,
Hey guys, great show, as usual. I've been listening for a couple weeks now, and it's definitly the best mtg podcast out there. Hopefully I'll see you guys at worlds. Okay, so here's an extended Cephalid Constable deck I've been working on. It uses Weird Harvest and Drift of Phantasms transmute ability to search for it, Whispersilk Cloak, Writ of Passage, and Crafty Pathmage to make it unblockable, and several cards to power it up. I especially like Diviner's Wand (since the constable is a wizard) and Banshee's Blade, which causes the constable to grow in power every time it hits. Here you go:
This is a standard deck that's pretty straightforward, apart from the 4 filter lands all the rares are budget-ish. The goal is to get Epic Proportions on one of your Finkel-type guys at which point you should win the game! If money was no object I'd put in Cryptic Command for more unblocked attacking goodness, Garruk Wildspeaker for tramply attacking goodness, and Elspeth, Knight Errant for her second ability - 4/4 flying Constables every turn sounds awesome!
This is actually surprisingly close to a deck idea I've been testing for T2. I may have to give this a shot. The mana base is sort of simplistic, but the numbers work, by & large, for the # of mana sources you need. Since States this year, I've become really paranoid about using nonbasics when I don't absolutely need to, so I opted to try a lot of basic land. Season to taste with Cryptic Commands, et al.
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Apparently a DCI Rules Advisor
Also apparently a Fan of BtVS Season 8 (These things have no relation to one another; I just thought I’d say them.)
Needs a bit of testing, but having Ward of Bones out and only Constables a creatures should make for some interesting situations. the Rule of Law could be Ponder, Gift of Gargantuan, Telling Time or some similar card selection tool, but I like the possibility of soft-locking your opponent into only bad choices. (Ethersworn Canonist would be also great, but for the Ward. I tried to play as few creatures as possible.)
The Hindering Light should propably be Cryptic Command or even some mix of the two. Still Hindering Light allows you to protect your Constables from elimination several turns earlier, so I went for the more unorthodox choice.
Also for the PW sub-theme, Tezzeret seem a bit loose from the rest of the deck, but it was the only artifact tutor that I could think on the short notice. Still having an Constable with Elspeth out should mean some hilariously bad times for your opponent and Garruk's ultimate ability and acceleration will also help.
Take care and watch out for 7/7 trampling Constables bouncing all your hard earned cards from play to your hand.
There are a few major problems that arise by having a draft PTQ, it seems. First off, PTQ's should not have player caps. From what I understand from the Draft Challenges, they set the limit to 128 people so there are just 7 rounds (2 drafts). A draft in which you have 4 rounds can be just icky, especially for figuring out points for record. You can go 3-1 and 'win your draft,' yet this may not be good enough for a top 8 berth.
As an extreme example, say there are over 128 people; it would have to be an 8 round event. Sure, you could do 2-4 round drafts, but if you 'win your draft pod' twice with 3-1 records, there's a chance that you may not even t8. With the Day 2 of Grand Prix PTQ's, a 9th round is also likely. A 5 round draft and a 4 round draft are too much of a strain on 8 person pods, so a 3rd draft would have to be implemented, adding to the costs of running a tournament, along with the already long time commitments (limited events are already 1.5 or so hours longer than constructed events just for sealed pooling and 1 draft).
I rambled on for a lot longer than I wanted to or should have, but I pretty much think that it's sealed first just because it's the best we can do given the parameters that we've got.
As for Worlds, I definitely am excited, as I am a Worlds noob too. I will definitely find time to swing by to find you guys and say hello, even if it's just for a few minutes while I'm in between rounds of the events I'm watching over.
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I know Tom loves tribal format, so I made an Cephalid Tribal Deck. Cephalid with a tribe with few playables, I mean as a team. They had to adopt one little guy named Painter's Servant. Painter's Servant plus Llawan, Cephalid Empress is a sweet creature lock. In the other hand, Cephalid Constable plus many bounce spells control early game.
The idea of this deck is simple: Play creatures, make unblockable, pump. Hopefully, you'll get cephalic constable, either Writ or Sightbender, and a pumper, and your opponent will never recover. The rest of the deck helps when this doesn't happen. Remember to make the creature unblockable before pumping it, though.
This is the deck I have running on MTGO account, so the lands ain't 100% but the ratio is good. It uses exalt to pump Cephalid and Selkie along with Velis Vel to add in evasion (just use before you recieve exalt buffs). Whispersilk loves exalt, but Elspeth doesn't. Anjani is another good planeswalker but Elspeth is more synergetic with the exalt. Bant Charm is great removal, and often a useful counterspell, O-Ring for everything else. What I like about this deck is that it doesn't need Cephalid Constable to win, but you win quickly when you do (turn 4 concedes).
4 Akrasan Squire
4 Sigiled Paladin
4 Cephalid Constable
4 Cold-Eyed Selkie
3 Rhox War Monk
2 Rafiq of the Many
4 Bant Charm
4 Oblivion Ring
3 Wings of Velis Vel
2 Whispersilk Cloak
2 Elspeth, Knight-Errant
2 Treetop Village
2 Mystic Gate
2 Wooded Bastion
2 Flooded Grove
2 Yavimaya Coast
2 Adarkar Wastes
4 Seaside Citadel
The Point of the deck was to drop a Zur first, and then enchant it with whatever, and attack, pulling out a Auramancy to make him untargetable and potent, then pull out Auratog And or Constable depending if you want go Aggro or a Version of Control that's more along the lines of Deprivation. If you take the Aggro route, enchant your Auratog with a bunch of little crap, Unstable Mutation, Temporal isolation or use Zur to Enchant them for you and then when you had enough enchantments on the Tog, Eat them all after he's gotten through for unblockable (thanks to Temporal Isolation)
If you Choose to go the Deprivation Route, pretty much the same concept, forcing a large amount of Aura's onto the Cephalid until he's big and bad, then swing and once he gets through with the Isolation Eat it with the Tog, to trigger his ability. then return everything they control to their hand, usually.. they just then Concede...
It was very Very deadly in it's day before the rotation and such before Lorwyn and such it was almost unbeatable, i used Robe of Mirrors to give my Cephalid & Zur Shroud and made them a house. now a days with the Huge Tribal nature of the current Meta. it has Zero testing. and i don't play Extended.