These types of threads usually get flooded and the original poster leaves or they get no responses at all. Anyway, if you are looking to help, I could use some...
I've searched already and nothing quite hits the spot. I am planning a combo deck of Prismatic Omen and Last Stand. The learning is more combo oriented and the support is via Turn Aside (to protect Omen) and/or Noxious Revival (or Reclaim) (to recur Stands or bring back destroyed Omens) and possibly Worldly Counsel (to dig for combo pieces, but could be anything like this, Impulse, scry cards, etc.) I'm also considering Protective Sphere, but not sure.
I have a general idea that I was planning and an almost done list, but I'd really like to see what some one else thinks.
No rush. Thanks in advance.
Collective Restraint basically stomps creature-oriented strategies. There are a ton of Domain (basic land types matter) cards in Conflux and Invasion, as well as the Sunburst cards from Mirrodin/Fifth Dawn/Darksteel. Check those sets out.
This was, without a doubt, one the nastiest tribal decks I ever ran. Just unbelieveable.
===
I would like to build a JUDO deck. A deck that takes my opponent's spells, creatures, whatever and uses their own inertia against them, just like Judo.
I'm currently thinking U/R. Probably will include the old Reins of Power/Altar of Dementia trick. Apart from that, you're free to go nuts. I'd love to get some ideas for this..I think it could be quite hilarious.
Our playgroup really needs ideas for new decks we don't really know what kind of decks to build for us, we are 4 persons in our playgroup and the only one with a deck is me and I play faeries which is nearly invincible for all the other players.
We need decks that are fun to play with and that can also beat faeries, if you need the deck list of the faeries deck to beat just let me know. One friend wanted to go Bant Conscription but that's easy to lose against faeries (counter sovereigns and that's all you need).
There is also another player new to the game totally which wanted to play a great deck so we built him a caw-blade but we'rent so sure if it is a good deck to win against faeries. We don't want to break up the playgroup due to that faerie deck AND I wont stop playing faeries.
There is also another returning MTG player who has no deck as of right now, he likes wolves and animals (he is a "furry") and is looking up to Innistrad Werewolves but needs a deck in the meantime.
Would you be so kind to help us? We have a nice budget but not unlimited.
Our playgroup really needs ideas for new decks we don't really know what kind of decks to build for us, we are 4 persons in our playgroup and the only one with a deck is me and I play faeries which is nearly invincible for all the other players.
We need decks that are fun to play with and that can also beat faeries, if you need the deck list of the faeries deck to beat just let me know. One friend wanted to go Bant Conscription but that's easy to lose against faeries (counter sovereigns and that's all you need).
There is also another player new to the game totally which wanted to play a great deck so we built him a caw-blade but we'rent so sure if it is a good deck to win against faeries. We don't want to break up the playgroup due to that faerie deck AND I wont stop playing faeries.
There is also another returning MTG player who has no deck as of right now, he likes wolves and animals (he is a "furry") and is looking up to Innistrad Werewolves but needs a deck in the meantime.
Would you be so kind to help us? We have a nice budget but not unlimited.
I'd be happy to help you as well as all those above. I'm mostly busy today though, so don't think I've left.
Funny thing, I'm one of the ones who first designed Bant Conscription when the best thing we had to work with was still Gigantiform. Once conscription came out, it was just too easy.
What's your faerie list look like? That deck, if it's the old tier 1 brew, is horribly unfair for your opponents.
Maybe if you have some idea about a win condition, i would appreciate it. I know Elves can hardcars Emrakul, or generate a tons of mana for Fireball (Classic oldschool fire-elves) or play some storm spell after you put your whole library on the board. Is there anything else that could work well in multiplayer environment?
Hardcasting Emrakul is wicked fun, sure. Both Brain Freeze or Grapeshot work well in duels and could possibly work here if you include Loaming Shaman to recycle your elves after they're sacrificed. Or, sheer style points, you could go with 1 copy of Twilight Shephard to bring back all your guys who have died this turn and then kill them all to 1 copy of Predator Dragon or something similar, only to bring them back again with the Shephard when you sacrifice it too.
It was done at complete random.. Any ideas my friend...?
Well, the good news is that you're in two colors right now and on a perfect curve (2cmc, 3cmc, 4cmc). The bad news is that, outside of limited, these cards just aren't that good. Clearly you've got some mana ramp elements and some mana-hungry cards (albeit one best in a red deck) and two big blockers... So the deck is looking to build itself pretty well at the moment.
I would like to build a JUDO deck. A deck that takes my opponent's spells, creatures, whatever and uses their own inertia against them, just like Judo.
I'm currently thinking U/R. Probably will include the old Reins of Power/Altar of Dementia trick. Apart from that, you're free to go nuts. I'd love to get some ideas for this..I think it could be quite hilarious.
Sweet. Quick, crucial question. Would this be for Duels or for multiplayer?
Could be, but it (Muse Vessel) seems awfully mana-intensive (slow).
I was honestly thinking more 'tactical' stuff. They come at me with a big dork and I grab it and sac it, or just Backlash them. Things like Redirect, etc, etc.
Literally JUDO.dec They come at me and I find a way to turn their own inertia against them and cause them great pain.
Sure thing. Let's keep bringing things back from the dead.
As for recursion, it means any way to get things you've spent back. For Mindslaver, recursion might be Academy Ruins. For creatures, Genesis.
Now, let's talk about your list.
The main issue is that your Psychosis Crawlers really aren't needed. A basic rule of magic is that if you draw 3+ free cards in a solid deck against your opponent... You're probably going to win. Card advantage matters enormously. Now, with the Core Augur, you're not drawing 3 cards. You're drawing seven. And you're drawing them each turn. What does this mean? Basically - you don't need the crawlers. You will win this game. And that's without even factoring the Augur's second ability to make the opponent discard their hand each turn.
Any game you stick Gitaxis, you will win... Unless something absolutely insane happens. Psychosis Crawler's presence is irrelevant. Trimming the crawler will vastly improve the performance of your deck, I guarantee it.
Does that make sense?
Makes perfect sense. I might start to sound stubborn here, but I have the Crawlers there for backup. Don't get me wrong. I am seriously considering taking them out now, after your explanation, but let me give you the reason why they are there in the first place:
Jin is a definite game winner, but it is still a creature, and even with the Greaves, opponents can still take him out. So I have the Crawlers as a minor backup, especially when put in play with Phyrexian Arena. You sound like a very experienced player, and I have not yet field tested this deck yet, so does this extra layer of combos sound redundant to you?
Could be, but it (Muse Vessel) seems awfully mana-intensive (slow).
I was honestly thinking more 'tactical' stuff. They come at me with a big dork and I grab it and sac it, or just Backlash them. Things like Redirect, etc, etc.
Literally JUDO.dec They come at me and I find a way to turn their own inertia against them and cause them great pain.
Sure thing. We can make a deck with this that is good in duels and multiplayer. I'll do a card search soon and get some ideas going.
Oh, and for anyone interested, Muse Vessel looks weak but it is the real deal. Building a deck around bounce, delay and counterspells - the vessel is a fearsome dueler indeed. It's proven itself incredibly well. Of course, sounds like you're interested in a different style Morphling - so we'll go with the Judo style and it'll be sweet.
Makes perfect sense. I might start to sound stubborn here, but I have the Crawlers there for backup. Don't get me wrong. I am seriously considering taking them out now, after your explanation, but let me give you the reason why they are there in the first place:
Jin is a definite game winner, but it is still a creature, and even with the Greaves, opponents can still take him out. So I have the Crawlers as a minor backup, especially when put in play with Phyrexian Arena. You sound like a very experienced player, and I have not yet field tested this deck yet, so does this extra layer of combos sound redundant to you?
Don't worry, you don't sound stubborn. I completely get your logic, but the thing is that they're a very weak backup plan unless you have Jin-Gitaxis out. However, if you've drawn 7 cards off Jin even once... You've basically won already, provided your opponent doesn't instant combo kill you that turn (which the crawlers can't protect you from anyway). Also, you'd have to spend several turns getting the crawlers into play before Jin in order to get their effects going (if you get them out after Jin, then Jin will have had to live at least 1 or 2 turns before you get to profit off their abilities... By which point you'll have drawn 7-14 cards and made your opponent discard their whole hand - so you should have an unbeatable lead in the game that crawlers won't speed).
I seriously recommend that we cut the crawlers and focus on adding spells that will let us reanimate more often and protect our creatures from the opponent. The nice thing about Jin is that he basically has haste. If he lives until the end of your turn, you draw 7 free cards and basically win. After all, if they kill him after that you've probably drawn a way to bring him back again by that point.
Before we hit the deck's design itself, I'd like to nail down this Psychosis Crawler issue. It's a 'build-around-me' card - and if you agree we should look at other options, then we'll have a lot more things to choose from and more deckspace open too.
Hello,
I'm playing a bit with some friends, and i've manage to build something up with a fat pack and a starter deck that i bought.
I'd like to build a White and Green deck evolving around mainly instants and creatures that gives me life to give me the time to build up some creatures to get the finishing blow, while using some instants like Leaf arrows or pacifism. So mainly a diversified deck!
Here is some cards that i'd like to start with so I don't just buy all the cards from the shop!
I complete my deck with some other creatures, instants and umbra. It give a nice fight, but can'T manage to win anything.
I'm a newb I started reading a bit more about the game and mana curves and everything, but all i'd like is a good and fun deck to play with!
Thank you very much!
PS: If you'd have any suggestion on decks ''Sets'' (sry if i used the wrong expression) my friends are either playing a vampire, elf, knight or goblins deck i'd like to look foward to having one of mine to eventually.. any suggestions?
Hello,
I'm playing a bit with some friends, and i've manage to build something up with a fat pack and a starter deck that i bought.
I'd like to build a White and Green deck evolving around mainly instants and creatures that gives me life to give me the time to build up some creatures to get the finishing blow, while using some instants like Leaf arrows or pacifism. So mainly a diversified deck!
Here is some cards that i'd like to start with so I don't just buy all the cards from the shop!
I complete my deck with some other creatures, instants and umbra. It give a nice fight, but can'T manage to win anything.
I'm a newb I started reading a bit more about the game and mana curves and everything, but all i'd like is a good and fun deck to play with!
Thank you very much!
PS: If you'd have any suggestion on decks ''Sets'' (sry if i used the wrong expression) my friends are either playing a vampire, elf, knight or goblins deck i'd like to look foward to having one of mine to eventually.. any suggestions?
I'll be happy to help out (and I think you meant 'tribe' when referring to a deck based around a specific creature type) - my heart goes out to new players.
Might take a bit though, I've gotten lots of requests!
First thing I'll tell you right off the bat though - Newb Protection. Your Vengevine is a $15 card and your Gideon Jura is worth $20. If anyone offers to trade you for them, make sure you're getting a good deal, they're both awesome cards.
Sure thing. We can make a deck with this that is good in duels and multiplayer. I'll do a card search soon and get some ideas going.
Oh, and for anyone interested, Muse Vessel looks weak but it is the real deal. Building a deck around bounce, delay and counterspells - the vessel is a fearsome dueler indeed. It's proven itself incredibly well. Of course, sounds like you're interested in a different style Morphling - so we'll go with the Judo style and it'll be sweet.
Don't worry, you don't sound stubborn. I completely get your logic, but the thing is that they're a very weak backup plan unless you have Jin-Gitaxis out. However, if you've drawn 7 cards off Jin even once... You've basically won already, provided your opponent doesn't instant combo kill you that turn (which the crawlers can't protect you from anyway). Also, you'd have to spend several turns getting the crawlers into play before Jin in order to get their effects going (if you get them out after Jin, then Jin will have had to live at least 1 or 2 turns before you get to profit off their abilities... By which point you'll have drawn 7-14 cards and made your opponent discard their whole hand - so you should have an unbeatable lead in the game that crawlers won't speed).
I seriously recommend that we cut the crawlers and focus on adding spells that will let us reanimate more often and protect our creatures from the opponent. The nice thing about Jin is that he basically has haste. If he lives until the end of your turn, you draw 7 free cards and basically win. After all, if they kill him after that you've probably drawn a way to bring him back again by that point.
Before we hit the deck's design itself, I'd like to nail down this Psychosis Crawler issue. It's a 'build-around-me' card - and if you agree we should look at other options, then we'll have a lot more things to choose from and more deckspace open too.
You've won me over. The Crawlers' CMC is what prevents it from fitting in. It is too low to really be a logical reanimation target, and it is too high to cast 'naturally' early on. Here is the updated deck:
I could use some help with a U/W Control'ish deck I want to make. I'm absolutely in love with Return and Enter the Battlefield effects, and I'm having trouble piecing a few cards together with a win condition. I usually throw in some mill and try to outlast my opponent (Like Memory Erosion. Fun in my current return return return deck =D), but it just doesn't fit as well with these.
I usually end up in friendly duels against a red burn deck (Nothing like stopping that uncounterable Combust or Banefire by using an Unsummon!) but we also play Archenemy, usually against the normal archenemy decks. I also do want to try and keep it "Modern" as the group has proposed that for our sets.
Hope you can help!
Private Mod Note
():
Rollback Post to RevisionRollBack
~Veris U
"The universe is my instrument, and the song I play upon it is one you are forbidden to hear." -Æther Adept
- clip -
This is a very cool deck idea. There's lots of ways we can run this, but I'm most inclined to start with aYavimaya Enchantress style to draw tons and tons of cards - picking up the Prismatic Omen along the way and powering out a win via Last Stand. However, a Green-based five color control deck would be easy as pie too - with Idylic Tutor to find the Omen (letting you effectively run eight) and then ramping up your lands so that Last Stand will truly be game over. Which idea do you like better?
- clip -
Hrm, lemme see. Do you mean the "draw when a enchantment comes into play" enchantress? You've got the */* size one. The first route seems interesting, but I'm also considering demoing my current domain deck. In it are the standard domain tools, T Expanse, Rampant Growth, Exploding Borders, Tribal Flames, etc. The core is kind of "boring" but probably needed for a domain deck. I'd like the deck to be able to do a few things if I don't draw the combo. This one has access to all the colors, so splashing, say O-Ring is no big deal.
Collective Restraint probably is an auto-include. I could also see a non-domain version of this that is just UG, ie it doesn't care about all five land types, just digs and drops the combo. Maybe counters, maybe just recurs the pieces with the green, dunno.
Sadly, most of these tutor options (Sterling Grove, Idylic Tutor, etc) are probably out of my budget once I drop for the set of PO and Restraint. Muddle the Mixture could work though...
You've won me over. The Crawlers' CMC is what prevents it from fitting in. It is too low to really be a logical reanimation target, and it is too high to cast 'naturally' early on.
Awesome, and you're exactly right.
Now then, let's dig into the depths of reanimation.
In order for a reanimation strategy to work, you need to fulfill several steps.
1) You must get the creature into your graveyard
2) You must return the creature to play
3) You must be able to find the pieces to do the above two things.
There are several ways to do this, but the best two are variations of the following.
The first way is to cast a spell like Entomb which searches out a creature from your deck to slip in your grave. This is very, very nasty. The second is slower but more versatile - effects that let you draw cards as well as discard them. You get to draw for your reanimation spells as well as your beasties and discard any beasties still in your hand. Can you say, catch-all?
Buried Alive is your Entomb effect, but you don't have any Merfolk Looters yet. We're definitely going to want some of those cards. Drawing what you need, discarding what you don't? Yes please.
Now, Buried Alive is kind of overkill in that it grabs three creatures. That requires three reanimation spells to bring back (barring Sun Titan + Phantasmal Image schenanigans, Karmic Guide or similar).
Now between all of those, you're quite well off indeed. Massacre Wurm will save you from any swarm of creatures your opponent's have out (this could also be Elesh Norn, Grand Cenobite) if you have it. Between them and three buried alive that's 8 chances to draw a big target. With the six Merfok Looters you'll be drawing far more cards than normal. And of course, you'll play Preordain - for even more chances.
Ah, who cares? It's a wicked cool card - plus it can discard itself from your hand. And that's nice.
Naurally, the non-artisan reanimation targets can be changed up. Personally, I'd say Elesh Norn, Grand Cenobite is a good target. Simic Sky Swallower and similar are also great against control... And if you have an Akroma, well smile. With the right selection of creatures, you can shut down any strategy. Also, running 4 Buried Alive is better than 3, but I'm assuming you only have 3 available. This also works with Golgari Grave Troll and similar if you really want to fill that grave.
Now, we'll want early defense against creatures too, and we have exactly 9 slots left in the deck (assuming a healthy 24 land count).
Drift of Phantasms is a great blocker, plus it can find you a Recurring Nightmare or Necromancy if you're in a pinch. Seems like a good idea.
Whew... Look at that. 8 reanimation spells and 4 phantasms to fetch them, plus preordain and merfolk looter to dig through your deck... Lots of finishers, plus one that can put itself in the grave and several that bring others back with them whenever they hit the field.
Hrm, lemme see. Do you mean the "draw when a enchantment comes into play" enchantress? You've got the */* size one. The first route seems interesting, but I'm also considering demoing my current domain deck. In it are the standard domain tools, T Expanse, Rampant Growth, Exploding Borders, Tribal Flames, etc. The core is kind of "boring" but probably needed for a domain deck. I'd like the deck to be able to do a few things if I don't draw the combo. This one has access to all the colors, so splashing, say O-Ring is no big deal.
Collective Restraint probably is an auto-include. I could also see a non-domain version of this that is just UG, ie it doesn't care about all five land types, just digs and drops the combo. Maybe counters, maybe just recurs the pieces with the green, dunno.
Sadly, most of these tutor options (Sterling Grove, Idylic Tutor, etc) are probably out of my budget once I drop for the set of PO and Restraint. Muddle the Mixture could work though...
Eh, do what you can.
We can certainly handle this any way you like. And yep, Verduran Enchantress and Mesa Enchantress would be the name of the enchantment game. If you just want domain, now that's fine too. So pick your favorite deck and let me know what you have in mind, and I'll help you build it when I get around to it.
I could use some help with a U/W Control'ish deck I want to make. I'm absolutely in love with Return and Enter the Battlefield effects, and I'm having trouble piecing a few cards together with a win condition. I usually throw in some mill and try to outlast my opponent (Like Memory Erosion. Fun in my current return return return deck =D), but it just doesn't fit as well with these.
I usually end up in friendly duels against a red burn deck (Nothing like stopping that uncounterable Combust or Banefire by using an Unsummon!) but we also play Archenemy, usually against the normal archenemy decks. I also do want to try and keep it "Modern" as the group has proposed that for our sets.
Hope you can help!
Awesome! I love blink decks. I can definitely help, I'll churn up some ideas right quick. To the deckbuilding cave!
I'd be happy to help you as well as all those above. I'm mostly busy today though, so don't think I've left.
Funny thing, I'm one of the ones who first designed Bant Conscription when the best thing we had to work with was still Gigantiform. Once conscription came out, it was just too easy.
Hi again, I've finally got out of work and wrote up my decklist, if you have any suggestions for it I'll give em a try.
Now then, let's dig into the depths of reanimation.
In order for a reanimation strategy to work, you need to fulfill several steps.
1) You must get the creature into your graveyard
2) You must return the creature to play
3) You must be able to find the pieces to do the above two things.
There are several ways to do this, but the best two are variations of the following.
snip
The first way is to cast a spell like Entomb which searches out a creature from your deck to slip in your grave. This is very, very nasty. The second is slower but more versatile - effects that let you draw cards as well as discard them. You get to draw for your reanimation spells as well as your beasties and discard any beasties still in your hand. Can you say, catch-all?
Buried Alive is your Entomb effect, but you don't have any Merfolk Looters yet. We're definitely going to want some of those cards. Drawing what you need, discarding what you don't? Yes please.
Now, Buried Alive is kind of overkill in that it grabs three creatures. That requires three reanimation spells to bring back.
Or does it?
snip
Artisan of Kozilek... How we love thee. You are huge beatstick and reanimator all in one. And you're uncommon too, one trading for ten cents in most stores! And yet, if two are brought in via Buried Alive along with a third creature, whatever you wish (Jin Gitaxis is fun, he's a rather huge fish). You can then cast Animate Dead to bring back an Artisan, which grabs the second artisan, which picks up your big, bad dude at the end of all this. You just got three massive creatures off one simple spell. Not too bad now is that?
Now between all of those, you're quite well off indeed. Massacre Wurm will save you from any swarm of creatures your opponent's have out (this could also be Elesh Norn, Grand Cenobite) if you have it. Between them and three buried alive that's 8 chances to draw a big target. With the six Merfok Looters you'll be drawing far more cards than normal. And of course, you'll play Preordain - for even more chances.
Ah, who cares? It's a wicked cool card - plus it can discard itself from your hand. And that's nice.
Naurally, the non-artisan reanimation targets can be changed up. Personally, I'd say Elesh Norn, Grand Cenobite is a good target, as well as Iona, Shield of Emeria. Between those two (which you can fetch via Buried Alive) you can shut down just about any strategy. But that's almost too mean. Also, running 4 Buried Alive is better than 3, but I'm assuming you only have 3 available.
Now, we'll want early defense against creatures too, and we have exactly 9 slots left in the deck (assuming a healthy 24 land count).
Drift of Phantasms is a great blocker, plus it can find you a Recurring Nightmare or Necromancy if you're in a pinch. Seems like a good idea.
Whew... Look at that. 8 reanimation spells and 4 phantasms to fetch them, plus preordain and merfolk looter to dig through your deck... Lots of finishers, plus one that can put itself in the grave and several that bring others back with them whenever they hit the field.
Just add lands.
We can certainly handle this any way you like. And yep, Verduran Enchantress and Mesa Enchantress would be the name of the enchantment game. If you just want domain, now that's fine too. So pick your favorite deck and let me know what you have in mind, and I'll help you build it when I get around to it.
Awesome! I love blink decks. I can definitely help, I'll churn up some ideas right quick. To the deckbuilding cave!
I am still reading the rest of your reply, but first thing that comes to mind: when we reanimate the Artisan of Kozilek, we are not casting it. So that effect would not work, would it? If it does, this would be amazing.
I am still reading the rest of your reply, but first thing that comes to mind: when we reanimate the Artisan of Kozilek, we are not casting it. So that effect would not work, would it? If it does, this would be amazing.
*laughs* I'm sorry! I hadn't read the card since the prerelease and thought it was an "enters the battlefield ability" You're entirely right. Disregard that tech and replace the artisan with something else either similar, or just big and nasty. I'll edit it later.
*laughs* I'm sorry! I hadn't read the card since the prerelease and thought it was an "enters the battlefield ability" You're entirely right. Disregard that tech and replace the artisan with something else either similar, or just big and nasty. I'll edit it later.
Lol, yes. It's actually BETTER for the Artisan when you hardcast it, since that ability happens whether it's countered or not... But sadly, here it's not quite as good.
Lol, yes. It's actually BETTER for the Artisan when you hardcast it, since that ability happens whether it's countered or not... But sadly, here it's not quite as good.
The amended decklist is above.
Bringing in blue to this deck might have been the best possible solution. Thank you so much for the help!
Elmaik, why doesn't that deck run normal counterspells? Unless I'm somehow missing it, I don't see any normAl counterspells. There should be 4, with the forces. My buddy runs 4 of both and 3x mana drain in his ub control suite, and it's incredible...so that's how I'd recommend updating it if cost is really no option.
To beat it...a mono black suicide deck with hymn duress and thoghtseize could race it I bet. Add sarcomancy, skittering skirts, vampire lacerator , carnophage, hippies, dark rit, etc.
A mono red sligh with elemental blasts boarded in mould handle it too.
Collective Restraint basically stomps creature-oriented strategies. There are a ton of Domain (basic land types matter) cards in Conflux and Invasion, as well as the Sunburst cards from Mirrodin/Fifth Dawn/Darksteel. Check those sets out.
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
Here's something I've been wanting to do here...
I need a little assistance in a challenge my friends want me to do.. Create a deck (Casual of course) that will use these three cards out of random
C1: Molten Ravager
C2: Firebrand Ranger
C3: Giant Spider
It was done at complete random.. Any ideas my friend...?
Die Fools!!!
Looking for a Pokemon RP:
http://pokemonhaven223.proboards.com
Indulge your inner trainer today....
Well, I gave most of my playgroup PTSD with this build:
4 Brass Herald (choose 'Golems', obv)
4 Arcbound Reclaimer
4 Lodestone Golem
2 Bosh, Iron Golem ("Plan B"..take another look at Mycosynth)
2 Karn, Silver Golem (basically just cuz I'm OCD)
4 Glimpse of Nature
4 Mystical Tutor
2 Academy Ruins
4 Seat of the Synod
4 Great Furnace
4 Vault of Whispers
4 Tree of Tales
4 Darksteel Citadel
(or somesuch..I don't remember every last card.)
This was, without a doubt, one the nastiest tribal decks I ever ran. Just unbelieveable.
===
I would like to build a JUDO deck. A deck that takes my opponent's spells, creatures, whatever and uses their own inertia against them, just like Judo.
I'm currently thinking U/R. Probably will include the old Reins of Power/Altar of Dementia trick. Apart from that, you're free to go nuts. I'd love to get some ideas for this..I think it could be quite hilarious.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
Our playgroup really needs ideas for new decks we don't really know what kind of decks to build for us, we are 4 persons in our playgroup and the only one with a deck is me and I play faeries which is nearly invincible for all the other players.
We need decks that are fun to play with and that can also beat faeries, if you need the deck list of the faeries deck to beat just let me know. One friend wanted to go Bant Conscription but that's easy to lose against faeries (counter sovereigns and that's all you need).
There is also another player new to the game totally which wanted to play a great deck so we built him a caw-blade but we'rent so sure if it is a good deck to win against faeries. We don't want to break up the playgroup due to that faerie deck AND I wont stop playing faeries.
There is also another returning MTG player who has no deck as of right now, he likes wolves and animals (he is a "furry") and is looking up to Innistrad Werewolves but needs a deck in the meantime.
Would you be so kind to help us? We have a nice budget but not unlimited.
Huh? A Sig? Ok then...
I'd be happy to help you as well as all those above. I'm mostly busy today though, so don't think I've left.
Funny thing, I'm one of the ones who first designed Bant Conscription when the best thing we had to work with was still Gigantiform. Once conscription came out, it was just too easy.
What's your faerie list look like? That deck, if it's the old tier 1 brew, is horribly unfair for your opponents.
Hardcasting Emrakul is wicked fun, sure. Both Brain Freeze or Grapeshot work well in duels and could possibly work here if you include Loaming Shaman to recycle your elves after they're sacrificed. Or, sheer style points, you could go with 1 copy of Twilight Shephard to bring back all your guys who have died this turn and then kill them all to 1 copy of Predator Dragon or something similar, only to bring them back again with the Shephard when you sacrifice it too.
Well, the good news is that you're in two colors right now and on a perfect curve (2cmc, 3cmc, 4cmc). The bad news is that, outside of limited, these cards just aren't that good. Clearly you've got some mana ramp elements and some mana-hungry cards (albeit one best in a red deck) and two big blockers... So the deck is looking to build itself pretty well at the moment.
I'll help you whip something up.
Sweet. Quick, crucial question. Would this be for Duels or for multiplayer?
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
Probably get played most often in Multiplayer, but I'd like it to at least 'hold up' in Duels.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
*laughs* Duels are actually easier for a deck like this if you go the extremely fun Muse Vessel route. Play your opponent's deck against them!
Multiplayer can work great too though. After all, Insurrection is quite the gem.
I'll get some ideas together for you.
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
Really? Excellent then.
Do you like the idea of playing a wicked control deck via Muse Vessel that plays your opponent's deck against them?
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
I was honestly thinking more 'tactical' stuff. They come at me with a big dork and I grab it and sac it, or just Backlash them. Things like Redirect, etc, etc.
Literally JUDO.dec They come at me and I find a way to turn their own inertia against them and cause them great pain.
Or...stuff like Memory Plunder & Guile could also be fun.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
Makes perfect sense. I might start to sound stubborn here, but I have the Crawlers there for backup. Don't get me wrong. I am seriously considering taking them out now, after your explanation, but let me give you the reason why they are there in the first place:
Jin is a definite game winner, but it is still a creature, and even with the Greaves, opponents can still take him out. So I have the Crawlers as a minor backup, especially when put in play with Phyrexian Arena. You sound like a very experienced player, and I have not yet field tested this deck yet, so does this extra layer of combos sound redundant to you?
Sure thing. We can make a deck with this that is good in duels and multiplayer. I'll do a card search soon and get some ideas going.
Oh, and for anyone interested, Muse Vessel looks weak but it is the real deal. Building a deck around bounce, delay and counterspells - the vessel is a fearsome dueler indeed. It's proven itself incredibly well. Of course, sounds like you're interested in a different style Morphling - so we'll go with the Judo style and it'll be sweet.
Don't worry, you don't sound stubborn. I completely get your logic, but the thing is that they're a very weak backup plan unless you have Jin-Gitaxis out. However, if you've drawn 7 cards off Jin even once... You've basically won already, provided your opponent doesn't instant combo kill you that turn (which the crawlers can't protect you from anyway). Also, you'd have to spend several turns getting the crawlers into play before Jin in order to get their effects going (if you get them out after Jin, then Jin will have had to live at least 1 or 2 turns before you get to profit off their abilities... By which point you'll have drawn 7-14 cards and made your opponent discard their whole hand - so you should have an unbeatable lead in the game that crawlers won't speed).
I seriously recommend that we cut the crawlers and focus on adding spells that will let us reanimate more often and protect our creatures from the opponent. The nice thing about Jin is that he basically has haste. If he lives until the end of your turn, you draw 7 free cards and basically win. After all, if they kill him after that you've probably drawn a way to bring him back again by that point.
Before we hit the deck's design itself, I'd like to nail down this Psychosis Crawler issue. It's a 'build-around-me' card - and if you agree we should look at other options, then we'll have a lot more things to choose from and more deckspace open too.
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
I'm playing a bit with some friends, and i've manage to build something up with a fat pack and a starter deck that i bought.
I'd like to build a White and Green deck evolving around mainly instants and creatures that gives me life to give me the time to build up some creatures to get the finishing blow, while using some instants like Leaf arrows or pacifism. So mainly a diversified deck!
Here is some cards that i'd like to start with so I don't just buy all the cards from the shop!
1 - Pelakka Wurm
2 - soul's attendant
4 - leather back baloth
2 - Daggerback Basilisk
2 - Elvish visionary
2 - green weaver druid
1 - vengevine
1 - angel's mercy
2 - pacifism
2 - smite
2 - naturalize
2 - leaf arrows
I complete my deck with some other creatures, instants and umbra. It give a nice fight, but can'T manage to win anything.
I'm a newb I started reading a bit more about the game and mana curves and everything, but all i'd like is a good and fun deck to play with!
Thank you very much!
PS: If you'd have any suggestion on decks ''Sets'' (sry if i used the wrong expression) my friends are either playing a vampire, elf, knight or goblins deck i'd like to look foward to having one of mine to eventually.. any suggestions?
I'll be happy to help out (and I think you meant 'tribe' when referring to a deck based around a specific creature type) - my heart goes out to new players.
Might take a bit though, I've gotten lots of requests!
First thing I'll tell you right off the bat though - Newb Protection. Your Vengevine is a $15 card and your Gideon Jura is worth $20. If anyone offers to trade you for them, make sure you're getting a good deal, they're both awesome cards.
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
You've won me over. The Crawlers' CMC is what prevents it from fitting in. It is too low to really be a logical reanimation target, and it is too high to cast 'naturally' early on. Here is the updated deck:
1x It That Betrays" target="blank">It That Betrays
1x Jin-Gitaxias, Core Augur" target="blank">Jin-Gitaxias, Core Augur
3x Putrid Imp" target="blank">Putrid Imp
2x Rune-Scarred Demon
3x Skirk Ridge Exhumer" target="blank">Skirk Ridge Exhumer
1x Vampire Hounds" target="blank">Vampire Hounds
1x Doom Blade" target="blank">Doom Blade
2x Go For the Throat
1x Rend Flesh" target="blank">Rend Flesh
3x Animate Dead" target="blank">Animate Dead
3x Necromancy" target="blank">Necromancy
1x Phyrexian Arena" target="blank">Phyrexian Arena
3x Buried Alive" target="blank">Buried Alive
1x Damnation" target="blank">Damnation
3x Dimir Machinations
2x Dread Return
21x Swamp" target="blank">Swamp
3x Lightning Greaves" target="blank">Lightning Greaves
I could use some help with a U/W Control'ish deck I want to make. I'm absolutely in love with Return and Enter the Battlefield effects, and I'm having trouble piecing a few cards together with a win condition. I usually throw in some mill and try to outlast my opponent (Like Memory Erosion. Fun in my current return return return deck =D), but it just doesn't fit as well with these.
4 Vedalken Mastermind
4 Flickerwisp
2 Tidespout Tyrant
2 Mnemonic Wall
Spells
4 Momentary Blink
4 Oblivion Ring
2 Evacuation
1 World Purge
4 Glimmerpoint Stag
4 Kor Skyfisher
4 Lone Missionary
4 Æther Adept
4 Into the Roil
4 Suture Priest
1 Hoverguard Sweepers
1 Cloudstone Curio
I usually end up in friendly duels against a red burn deck (Nothing like stopping that uncounterable Combust or Banefire by using an Unsummon!) but we also play Archenemy, usually against the normal archenemy decks. I also do want to try and keep it "Modern" as the group has proposed that for our sets.
Hope you can help!
"The universe is my instrument, and the song I play upon it is one you are forbidden to hear." -Æther Adept
Hrm, lemme see. Do you mean the "draw when a enchantment comes into play" enchantress? You've got the */* size one. The first route seems interesting, but I'm also considering demoing my current domain deck. In it are the standard domain tools, T Expanse, Rampant Growth, Exploding Borders, Tribal Flames, etc. The core is kind of "boring" but probably needed for a domain deck. I'd like the deck to be able to do a few things if I don't draw the combo. This one has access to all the colors, so splashing, say O-Ring is no big deal.
Collective Restraint probably is an auto-include. I could also see a non-domain version of this that is just UG, ie it doesn't care about all five land types, just digs and drops the combo. Maybe counters, maybe just recurs the pieces with the green, dunno.
Sadly, most of these tutor options (Sterling Grove, Idylic Tutor, etc) are probably out of my budget once I drop for the set of PO and Restraint. Muddle the Mixture could work though...
Eh, do what you can.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
Awesome, and you're exactly right.
Now then, let's dig into the depths of reanimation.
In order for a reanimation strategy to work, you need to fulfill several steps.
1) You must get the creature into your graveyard
2) You must return the creature to play
3) You must be able to find the pieces to do the above two things.
There are several ways to do this, but the best two are variations of the following.
The first way is to cast a spell like Entomb which searches out a creature from your deck to slip in your grave. This is very, very nasty. The second is slower but more versatile - effects that let you draw cards as well as discard them. You get to draw for your reanimation spells as well as your beasties and discard any beasties still in your hand. Can you say, catch-all?
Buried Alive is your Entomb effect, but you don't have any Merfolk Looters yet. We're definitely going to want some of those cards. Drawing what you need, discarding what you don't? Yes please.
+3 Buried Alive
+4 Merfolk Looter
+2 Thought Courier
Now, Buried Alive is kind of overkill in that it grabs three creatures. That requires three reanimation spells to bring back (barring Sun Titan + Phantasmal Image schenanigans, Karmic Guide or similar).
+1 Iona, Shield of Emeria
+1 Jin-Gitaxis, Core Augur
+1 Massacre Wurm
+1 Thraximundar
+1 Razia, Boros Archangel
Now between all of those, you're quite well off indeed. Massacre Wurm will save you from any swarm of creatures your opponent's have out (this could also be Elesh Norn, Grand Cenobite) if you have it. Between them and three buried alive that's 8 chances to draw a big target. With the six Merfok Looters you'll be drawing far more cards than normal. And of course, you'll play Preordain - for even more chances.
+4 Preordain.
This is going well. But we still need ways to bring them back. Necromancy's a classic so let's go with that.
+3 Necromancy.
And 2 more why not, let's round it out.
+2 Recurring Nightmare. That's what it's about! Now with eight ways to bring them back and far more to draw them we're well on our way.
Let's see where we are thus far.
1 Razia, Boros Archangel
1 Thraximundar
1 Iona, Shield of Emeria
1 Jin-Gitaxis, Core Augur
1 Massacre Wurm
1 Scion of Darkness
3 Animate Dead
3 Necromancy
2 Recurring Nightmare
The Silverware
4 Preordain
4 Merfolk Looter
2 Thought Courier
3 Buried Alive
Wait... Scion of Darkness? How'd that get in there?
Ah, who cares? It's a wicked cool card - plus it can discard itself from your hand. And that's nice.
Naurally, the non-artisan reanimation targets can be changed up. Personally, I'd say Elesh Norn, Grand Cenobite is a good target. Simic Sky Swallower and similar are also great against control... And if you have an Akroma, well smile. With the right selection of creatures, you can shut down any strategy. Also, running 4 Buried Alive is better than 3, but I'm assuming you only have 3 available. This also works with Golgari Grave Troll and similar if you really want to fill that grave.
Now, we'll want early defense against creatures too, and we have exactly 9 slots left in the deck (assuming a healthy 24 land count).
Drift of Phantasms is a great blocker, plus it can find you a Recurring Nightmare or Necromancy if you're in a pinch. Seems like a good idea.
+4 Drift of Phantasms
We'll want some removal too (never know when the opponent will flip a Fortune Thief), so let's grab Go for the Throat and Doom Blade too.
+2 Go for the Throat
+2 Doom Blade
Finally, you never know when you'll have to destroy the board. Let's go with a single Black Sun's Zenith just in case.
+1 Black Sun's Zenith.
1 Razia, Boros Archangel
1 Thraximundar
1 Iona, Shield of Emeria
1 Jin-Gitaxis, Core Augur
1 Massacre Wurm
1 Scion of Darkness
3 Animate Dead
3 Necromancy
2 Recurring Nightmare
The Silverware
4 Preordain
4 Merfolk Looter
2 Thought Courier
3 Buried Alive
4 Drift of Phantasms
2 Go for the Throat
2 Doom Blade
1 Black Sun's Zenith
Whew... Look at that. 8 reanimation spells and 4 phantasms to fetch them, plus preordain and merfolk looter to dig through your deck... Lots of finishers, plus one that can put itself in the grave and several that bring others back with them whenever they hit the field.
Just add lands.
We can certainly handle this any way you like. And yep, Verduran Enchantress and Mesa Enchantress would be the name of the enchantment game. If you just want domain, now that's fine too. So pick your favorite deck and let me know what you have in mind, and I'll help you build it when I get around to it.
Awesome! I love blink decks. I can definitely help, I'll churn up some ideas right quick. To the deckbuilding cave!
infraction fo rimage leeching. imgs removed.
blut
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
Hi again, I've finally got out of work and wrote up my decklist, if you have any suggestions for it I'll give em a try.
2x Spellstutter Sprite
2x Sprite Noble
2x Sower of Temptation
1x Vendilion Clique
3x Mistbind Clique
4x Scion of Oona
1x Oona, Queen of the Fae
control:
4x Force of Will
4x Thoughtseize
2x Inquisition of Kozilek
3x Mana Drain
2x Slaughter Pact
2x Mental Misstep
2x Cryptic Command
2x Hymn to Tourach
2x Stifle
2x Perplex
1x Flusterstorm
2x Damnation
enchantments:
4x Bitterblossom
equipments:
2x Umezawa's Jitte
1x Batterskull
mana acceleration:
1x Mox Diamond
1x Chrome Mox
1x Mox Jet
1x Mox Sapphire
1x Sol Ring
1x Mox Opal
draw:
2x Demonic Tutor
2x Visions of Beyond
1x Ancestral Recall
2x Ancestral Vision
land:
2x Polluted Delta
2x Watery Grave
2x Vault of Whispers
2x Mutavault
1x Island
1x Swamp
4x Underground Sea
2x Darkslick Shores
2x Secluded Glen
2x Faerie Conclave
2x Maze of Ith
2x Creeping Tar Pit
2x Seat of the Synod
1x Jace, the Mind Sculptor
That's the best deck in our playgroup, and the deck to beat.
Our budget is very high but not infinite.
Please let us know if you can make something that can beat that faeries, and also make those faeries unbeatable.
Thanks a lot
Huh? A Sig? Ok then...
I am still reading the rest of your reply, but first thing that comes to mind: when we reanimate the Artisan of Kozilek, we are not casting it. So that effect would not work, would it? If it does, this would be amazing.
*laughs* I'm sorry! I hadn't read the card since the prerelease and thought it was an "enters the battlefield ability" You're entirely right. Disregard that tech and replace the artisan with something else either similar, or just big and nasty. I'll edit it later.
Edit - have edited.
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
man i was REALLY hoping i was wrong haha
Lol, yes. It's actually BETTER for the Artisan when you hardcast it, since that ability happens whether it's countered or not... But sadly, here it's not quite as good.
The amended decklist is above.
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
Bringing in blue to this deck might have been the best possible solution. Thank you so much for the help!
To beat it...a mono black suicide deck with hymn duress and thoghtseize could race it I bet. Add sarcomancy, skittering skirts, vampire lacerator , carnophage, hippies, dark rit, etc.
A mono red sligh with elemental blasts boarded in mould handle it too.
Drum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass