Equitarian :1mana::symu:
Creature - Human Wizard
All activated abilities have "Any player may activate this ability." Any player may activate this ability. "To do or to do, there is no question" -Equitarial Equition
2/2
Wow, look who's back.
I just wanted to say thanks! Without you, my little MTGS empire wouldn't have been possible.
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I strongly disagree with adding extra rules. This thread doesn't need a guarantee of a challenge every couple of days - that's why there are 2-3 clone threads running at any one time.
There are exactly three currently, including this one.
I'm not sure if we need to actually officially change the rules either (I don't want to unless I have to), but these threads do stagnate, especially when waiting for judging and when waiting for the new challenge. A lot of WIJ threads have died due to stagnation.
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Ninja Caterpie: This does something pretty powerful for the deck, but the mana cost is somewhat prohibitive. The ideal situation is that the creatures in the deck have mostly free abilities, speeding it up and enabling me to "go off" in one turn. Fauna Shaman, for example, I found to be really, really slow, and that card comes down a turn earlier and activates for less.
Prophylaxis: Unfortunately, my Ooze deck relies on activating certain abilities multiple times (i.e. devoted druid, bloodline keeper, civilized scholar), and restricting that to once a turn hurts a lot. Also, basically every creature in the deck has no mana cost associated with its abilities already!
Diefi00: This really doesn't help.
pstmdrn: Discard outlets are very important in the deck. However, I prefer for such outlets to be creatures so that they also can be used by an Ooze! Casting a mostly do-nothing enchantment doesn't further the goals of the deck.
NotoriousLynx: As I mentioned, the deck has no red mana. Unusable.
Winterspring: It's like fact or fiction! Except worse I guess. Sort of helps the plan, but again, I don't want to cast cards like this.
bloodyspasm: Costs a lot, works as an enabler but less efficiently than other cards.
Summon_Legend: Careful Study is a pretty good card. But at this point wouldn't I rather play reanimator???
Stapler: See, this is actually super useful. Unfortunately, it costs five. That's at least four turns too slow. It is real good at protection later, but I think I'd just rather have Thoughtseize.
Lucid: That seems excessive, no? Again, four mana is a lot! Maybe I haven't said it yet but eh. Also, that's a really specific second ability there.
TransmutationOrchestra: See above.
Red_Death01: Why would I want to copy something I'm already using? And tapping it is just terrible. I guess the untap is ok though.
Ponder: Aha, something good. Essentially this is an Entomb for creatures only. Requires a sac outlet, but I would play it for sure.
EronTheRelentless: Seems reasonable, though nobody will choose anything other than milling.
Eskimo_Rage: It's like double demonic tutor I guess. Or triple.
Winner: Ponder because Entomb is overpowered.
Current challenge: A 0/1 blue token producer.
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Ooh, post it on your blog if you want to make it public. I'm interested.
It's not quite where I want it yet. It's a pretty consistent turn 5 win, but not resilient enough. I've been trying to find the right mix of disruption and combo to actually get there.
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Shifting Metal3
Artifact {R}
As you cast ~, search your library for an equipment card and reveal it. ~ enters the battlefield as a copy of the revealed card. "What is it? Well, what do you want it do be?"~ Doran, Domarian Shopkeeper
So like
There's this card
called Stoneforge Mystic.
and like
when you cast it
you search your library for an Equipment
and put it into your hand
but then like
you can put it into play for free
so you can pay 2WW for a Batterskull
neatly divided over two turns
instead of 5
but this card
like
you pay 3 for your Batterskull.
and like
it's immune to Lightning Bolt
which is one of the Mystic's only failings
and battterskull has this ability 3: Return Batterskull to its owner's hand
but when you do that you have to pay 5
unless you don't want it back
so like
here
you can just pay 3
my point is that Tinker is overpowered.
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400.11. Some effects instruct a player to do something to a zone (such as "Shuffle your hand into your library"). That action is performed on all cards in that zone. The zone itself is not affected.
This is why.
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I just wanted to say thanks! Without you, my little MTGS empire wouldn't have been possible.
I'm not sure if we need to actually officially change the rules either (I don't want to unless I have to), but these threads do stagnate, especially when waiting for judging and when waiting for the new challenge. A lot of WIJ threads have died due to stagnation.
Also: IIWs are good.
Prophylaxis: Unfortunately, my Ooze deck relies on activating certain abilities multiple times (i.e. devoted druid, bloodline keeper, civilized scholar), and restricting that to once a turn hurts a lot. Also, basically every creature in the deck has no mana cost associated with its abilities already!
Diefi00: This really doesn't help.
pstmdrn: Discard outlets are very important in the deck. However, I prefer for such outlets to be creatures so that they also can be used by an Ooze! Casting a mostly do-nothing enchantment doesn't further the goals of the deck.
NotoriousLynx: As I mentioned, the deck has no red mana. Unusable.
Oculus: I've been using Grimgrin, Corpse-Born for this purpose.
Winterspring: It's like fact or fiction! Except worse I guess. Sort of helps the plan, but again, I don't want to cast cards like this.
bloodyspasm: Costs a lot, works as an enabler but less efficiently than other cards.
Summon_Legend: Careful Study is a pretty good card. But at this point wouldn't I rather play reanimator???
Stapler: See, this is actually super useful. Unfortunately, it costs five. That's at least four turns too slow. It is real good at protection later, but I think I'd just rather have Thoughtseize.
Lucid: That seems excessive, no? Again, four mana is a lot! Maybe I haven't said it yet but eh. Also, that's a really specific second ability there.
TransmutationOrchestra: See above.
Red_Death01: Why would I want to copy something I'm already using? And tapping it is just terrible. I guess the untap is ok though.
Ponder: Aha, something good. Essentially this is an Entomb for creatures only. Requires a sac outlet, but I would play it for sure.
EronTheRelentless: Seems reasonable, though nobody will choose anything other than milling.
Eskimo_Rage: It's like double demonic tutor I guess. Or triple.
Winner: Ponder because Entomb is overpowered.
Current challenge: A 0/1 blue token producer.
It would replace every single enabler piece in this deck.
I'll let it go until tomorrow morning.
New challenge: Build a card that would work well in a Necrotic Ooze deck.
Instant {R}
Choose target permanent you control, then reveal the top card of your library. If they share a card type, exchange them.
There's this card
called Stoneforge Mystic.
and like
when you cast it
you search your library for an Equipment
and put it into your hand
but then like
you can put it into play for free
so you can pay 2WW for a Batterskull
neatly divided over two turns
instead of 5
but this card
like
you pay 3 for your Batterskull.
and like
it's immune to Lightning Bolt
which is one of the Mystic's only failings
and battterskull has this ability
3: Return Batterskull to its owner's hand
but when you do that you have to pay 5
unless you don't want it back
so like
here
you can just pay 3
my point is that Tinker is overpowered.
This is why.