Here's another question... Any reason we haven't turned into time sieve eggs?
When it comes to Time Sieve we would need to generate five or so artifacts each time we activate it to try and go "infinite". Thopter-Sword decks make the most use of this with their amount of thopters only being limited to the amount of mana available to them, in fact I think some of their builds play some of our Eggs, like Chromatic Star and Chromatic Sphere.
Our version of the deck needs to bring back or cast more Eggs to get extra turns, which doesn't really work as well with out deck compared to Thopter-Sword. Also, extra turns and Faith's Reward don't mix well, as well as possible Storm cards like Grapeshot. While it's possible there is some way to create this sort of deck, I would guess that the better option would be to just go play Thopter-Sword instead.
I'm doubtful Brought Back can be used, as it (sadly!) brings the permanents onto the battlefield tapped. If your deck runs cards like Elsewhere Flask or Ichor Wellspring then I guess you can try it? I'm personally more interested in Scheming Symmetry as a way to get Reshape's or Faith's Rewards when going off.
Wouldn't Mystic Forge be a huge engine for this deck? You'll need to edit the deck quite a bit, but it would become more of a KCI kind if deck. You can't really play too many non Artifact cards and lotus bloom also has to go. So the deck might actually be quite different aside from playing the eggs. I don't really have a list in kind, but it must have potential I think. Something with Etherium Sculptor.. I don't know yet.
I wanted to jump back on here since I haven't been on here for over a year since the mtg salvation reboot. Are we all sitting on our box of egg cards wracking our brains out on a free flowing combo deck. What to do?
Where are we at now?
1. Thoptors - yup it is viable. The new Urza, Lord high artificer puts this deck into the fore front with whir as support along with karn, the great creator as options. But this deck plays like 2-3 cards in play combo. Not the library digging mechanic we "Johnny" players prefer. My criticism of the deck is - it is good - but not tier one good. Urza, Lord High artificer is the card after Krark-clan ironworks was banned. It reminds me of collected company after birthing pod was banned. It has taken away our mana and sac engine in one. We now have a blue mana maker. Okay what now?
2. Whir prison - yeah so with Karn great creator and the convoking artifacts - I can see us going that way. No one has used the eggs in whir prison? Why can't we get a Ichor Wellspring into that deck. So I don't suggest Whir prison because it just isn't fun. Control control and win with ipnu rivulet. Well at least it isn't celestial collonade - ick.
Here is my suggestion!
3. Paradoxical Urza - I found this: https://www.mtgtop8.com/event?e=22592&d=354014&f=MO
so check out this deck. It uses paradoxical outcome to generate a card draw engine. And the eggs are low casting cost artifacts that are similar to the Sram, senior edificer equipment deck. But this deck uses nice eggies! i'm trying to imagine the 4th or 5th turn big turn.
I think this could be a good deck to discuss with everyone because it has a lot of 1/1 creatures on the board creating potential like urza, lord high artificer mana and alternatively has mirrodin besieged as an alternative win con - common! I'm wondering how this deck plays out. I think the engine needs 4 eggs in play then draw into another paradoxical outcome in order to draw cards again. Then win at end of turn? Each paradoxical outcome can create 1/1 free thoptors.
I know right! I read mystic forge and my brain started thinking how can this create a big turn? Good card to pick up now before one of us figure it out. The trouble is the mana. It allows us to cast off the top and if we can get rid of the land on top go deeper. The trouble is that most decks play one of in a whir prison lock deck and non in a big turn - let alone tons of eggs. It also shows up in affinity and eldrazi tron.
Here is a deck that has 3-4 of the mystic forge. It uses a chalice lock down and then I don't even know how it wins. Overall not that exciting. Is there a way to use the mystic forge despite it being 4 mana? Paradox engine allows us to untap the mystic forge in order to ???
@wOzTron - That Mystic Forge-Paradox Engine Dice Factory deck is built for speed and combo wins (and it's one of my favourite Dice Factory builds along with the Tron land version because it wins fast enough that I don't start to doze off while playing it). Paradox Engine, when triggered, untaps all your mana rocks and Mystic Forge. This enables the combo kill by eventually hitting Walking Ballista with enough mana. You lose a surprisingly big chunk of life to tapping Mystic Forge (to rip coloured cards and lands off the top of your deck that otherwise brick your combo turn) while comboing off on average, though (maybe that's why the Tron version has been more popular lately).
Ladies and gentlemen, we may yet have another chance to shine.
This seems really strong. I am sleeving something up as I type. Maybe I am overthinking this. But it makes our loop much easier to obtain, and gives us resilience to discard.
Here is my Second Sunrise-style eggs deck with Mystic Sanctuary. Ghost Quarter on the combo turn easily allows you to go infinite. Edge of Autumn helps you gain additional Mystic Sanctuary triggers as well.
Ladies and gentlemen, we may yet have another chance to shine.
Nice find! I agree with Lord Nahkiin and Snookumz that this seems a strong card for the deck. I don't think we want 4 copies as you don't want to see it in your hand (likely to enter the battlefield tapped), but 1 or 2 seems sweet.
Here is my take on the eggs deck with Mystic Sanctuary.
I prefer Bolas's Citadel to Pyrite Spellbomb as it not only is a finisher, but also a combo extender. This should become more the case now that the Golden Eggs provide lifegain. Scheming Symmetry is basically a Vampiric Tutor the turn you go off. Never been a fan of Whir of Invention. It doesn't feel like the correct card for the deck. Tapping your eggs for Whir is a huge nonbo, unless you have a good sacrifice outlet such as the banned Krark-Clan Ironworks.
I have also been thinking about using cards that allow for a different win condition, such as Ipnu Rivulet for milling an opponent out. Anyways, looking forward to testing Mystic Sanctuary and what the best numbers are.
I don't think we want 4 copies as you don't want to see it in your hand (likely to enter the battlefield tapped), but 1 or 2 seems sweet.
I originally started on 2 for similar reasons, but kept uping the number to 4 because the risk was low and the opportunity was VERY high. A single Faith’s Reward + Fetchland = 5 loops (as long as a Mystic Sanctuary isn’t in your hand) and in my opinion that is very, very good for us :3
I’m on 2 sanctuary. I don’t want it to come into play tapped on 1 I want to be playing my eggs then. I upped fetches to get it out of the deck when I need it.
Nottuh why are you passing on elsewhere flask? It still fixes mana and is simply better than guild globe. Flask even lets your fetchlands tap for mana.
I’m on 2 sanctuary. I don’t want it to come into play tapped on 1 I want to be playing my eggs then. I upped fetches to get it out of the deck when I need it.
I was afraid of the same problems when I originally put my list together, but found that I can often just play the Eggs on later turns, especially since I only need 2 to actually combo off. As well as that I noted that in the original Cifka Eggs list, Cifka himself has moments where he held back on cracking fetchlands and playing out his Eggs just to get that slight additional advantage when combo’ing off. It’s small things, but they all add up when it comes to going off with this deck
I’m on 2 sanctuary. I don’t want it to come into play tapped on 1 I want to be playing my eggs then. I upped fetches to get it out of the deck when I need it.
I was afraid of the same problems when I originally put my list together, but found that I can often just play the Eggs on later turns, especially since I only need 2 to actually combo off. As well as that I noted that in the original Cifka Eggs list, Cifka himself has moments where he held back on cracking fetchlands and playing out his Eggs just to get that slight additional advantage when combo’ing off. It’s small things, but they all add up when it comes to going off with this deck
I had the same fear as you guys, but if more copies are the solution, I might as well try as I haven't tested it yet! Ordered the 4 copies, now waiting for them to arrive to figure out if 4 copies are indeed the way to go.
Nottuh why are you passing on elsewhere flask? It still fixes mana and is simply better than guild globe. Flask even lets your fetchlands tap for mana.
I'm not great with the rules, but from what I read online (and if that's correct), sacrificing Elsewhere Flask would cause your Ghost Quarters and fetchlands to not be able to thin your deck any longer. Instead they now tap for a certain colour. I don't see the great benefit here, as thinning your deck seems more important to me. I've fizzled due to drawing too many lands before and cracking an Elsewhere Flask in the first or second loop would increase that probability. Guild Globe on the other hands needs you to have 2 floating mana to activate it, which you basically always have from Lotus Blooms, Mox Opals or Ghost Quartering yourself. It seems trivial to have floating mana and doesn't turn off your Ghost Quarters, so win-win? I don't know if I'm missing anything or the rules I read are incorrect.
Ghost Quarter on the combo turn easily allows you to go infinite. Edge of Autumn helps you gain additional Mystic Sanctuary triggers as well.
Dammit, I was hoping no one else would see that infinite for a lil bit Edge of Autumn is cool actually , tell us how you go with it.
Edge of Autumn has been great for me. "Resetting" (=sacrificing) tapped lands and drawing a card is the best! I've occasionally also cast the card (yeah you can do that ) through Mox Opal or Waterlogged Grove when I tested the card. As I play very few lands it actually helped me get to 3-4 lands by turn 4 quite often. I really think Edge of Autumn is good in this deck.
I don't think we want 4 copies as you don't want to see it in your hand (likely to enter the battlefield tapped), but 1 or 2 seems sweet.
I originally started on 2 for similar reasons, but kept uping the number to 4 because the risk was low and the opportunity was VERY high. A single Faith’s Reward + Fetchland = 5 loops (as long as a Mystic Sanctuary isn’t in your hand) and in my opinion that is very, very good for us :3
I'm not great with the rules, but from what I read online (and if that's correct), sacrificing Elsewhere Flask would cause your Ghost Quarters and fetchlands to not be able to thin your deck any longer. Instead they now tap for a certain colour. I don't see the great benefit here, as thinning your deck seems more important to me. I've fizzled due to drawing too many lands before and cracking an Elsewhere Flask in the first or second loop would increase that probability. Guild Globe on the other hands needs you to have 2 floating mana to activate it, which you basically always have from Lotus Blooms, Mox Opals or Ghost Quartering yourself. It seems trivial to have floating mana and doesn't turn off your Ghost Quarters, so win-win? I don't know if I'm missing anything or the rules I read are incorrect.
I think you’re making a slight mistake, because I made the same one when discussing Flask in the Discord chat the best moment to sacrifice the Ghost Quarter and / or Fetchlands is BEFORE you draw any cards from your Eggs, to thin out the deck as well as shuffling cards that may have been Conjurer’s Bauble’d. Because of this, you won’t have any of those lands be affected by the sacrifice effect of Flask; they’ll all be in your graveyard.
Edge of Autumn has been great for me. "Resetting" (=sacrificing) tapped lands and drawing a card is the best! I've occasionally also cast the card (yeah you can do that ) through Mox Opal or Waterlogged Grove when I tested the card. As I play very few lands it actually helped me get to 3-4 lands by turn 4 quite often. I really think Edge of Autumn is good in this deck.
That’s very interesting. I’ll admit that stretching out to Green with our manabase is a worry for me, but I’ll definitely need to try it to see how it goes.
I'm not great with the rules, but from what I read online (and if that's correct), sacrificing Elsewhere Flask would cause your Ghost Quarters and fetchlands to not be able to thin your deck any longer. Instead they now tap for a certain colour. I don't see the great benefit here, as thinning your deck seems more important to me. I've fizzled due to drawing too many lands before and cracking an Elsewhere Flask in the first or second loop would increase that probability. Guild Globe on the other hands needs you to have 2 floating mana to activate it, which you basically always have from Lotus Blooms, Mox Opals or Ghost Quartering yourself. It seems trivial to have floating mana and doesn't turn off your Ghost Quarters, so win-win? I don't know if I'm missing anything or the rules I read are incorrect.
I think you’re making a slight mistake, because I made the same one when discussing Flask in the Discord chat the best moment to sacrifice the Ghost Quarter and / or Fetchlands is BEFORE you draw any cards from your Eggs, to thin out the deck as well as shuffling cards that may have been Conjurer’s Bauble’d. Because of this, you won’t have any of those lands be affected by the sacrifice effect of Flask; they’ll all be in your graveyard.
Ah I see! I didn't think of the timing. To follow it with another rules question (hopefully somebody knows the answer to this): Do lands that enter the battlefield after a Elswhere Flask has been cracked still have tekst, or are they basic lands? So, do lands "not seen" during the crack also become basics or not?
Edge of Autumn has been great for me. "Resetting" (=sacrificing) tapped lands and drawing a card is the best! I've occasionally also cast the card (yeah you can do that ) through Mox Opal or Waterlogged Grove when I tested the card. As I play very few lands it actually helped me get to 3-4 lands by turn 4 quite often. I really think Edge of Autumn is good in this deck.
That’s very interesting. I’ll admit that stretching out to Green with our manabase is a worry for me, but I’ll definitely need to try it to see how it goes.
I tried a small green splash in the manabase to be able to cast Edge of Autumn and Noxious Revival if I wanted to, but ultimately dropped it. I didn't need to cast the cards most of the time (Edge of Autumn can be cycled for free and Noxious Revival can be cast for free) and the splash was a bit awkward at times. Especially with Mystic Sanctuary now, I'm thinking about only running basic islands to make sure Mystic Sanctuary is always live. Even though I have a small white and black splash, there's so much colour fixing in the deck that I think we should be fine.
I'm not great with the rules, but from what I read online (and if that's correct), sacrificing Elsewhere Flask would cause your Ghost Quarters and fetchlands to not be able to thin your deck any longer. Instead they now tap for a certain colour. I don't see the great benefit here, as thinning your deck seems more important to me. I've fizzled due to drawing too many lands before and cracking an Elsewhere Flask in the first or second loop would increase that probability. Guild Globe on the other hands needs you to have 2 floating mana to activate it, which you basically always have from Lotus Blooms, Mox Opals or Ghost Quartering yourself. It seems trivial to have floating mana and doesn't turn off your Ghost Quarters, so win-win? I don't know if I'm missing anything or the rules I read are incorrect.
I think you’re making a slight mistake, because I made the same one when discussing Flask in the Discord chat the best moment to sacrifice the Ghost Quarter and / or Fetchlands is BEFORE you draw any cards from your Eggs, to thin out the deck as well as shuffling cards that may have been Conjurer’s Bauble’d. Because of this, you won’t have any of those lands be affected by the sacrifice effect of Flask; they’ll all be in your graveyard.
Ah I see! I didn't think of the timing. To follow it with another rules question (hopefully somebody knows the answer to this): Do lands that enter the battlefield after a Elswhere Flask has been cracked still have tekst, or are they basic lands? So, do lands "not seen" during the crack also become basics or not?
For a simple answer, the lands “not seen” will maintain their text, and if returned via Faith’s Reward or something similar then they will have their oroginal text (Ghost Quarter will still be able to destroy a land, Mystic Sanctuary will still have its ETB trigger, ect).
“Each land you control becomes that type...” means that only the lands that you control (on the battlefield) will be affected by this ability. So the lands in your graveyard will still be able to do their shenanigans later
Edge of Autumn has been great for me. "Resetting" (=sacrificing) tapped lands and drawing a card is the best! I've occasionally also cast the card (yeah you can do that ) through Mox Opal or Waterlogged Grove when I tested the card. As I play very few lands it actually helped me get to 3-4 lands by turn 4 quite often. I really think Edge of Autumn is good in this deck.
That’s very interesting. I’ll admit that stretching out to Green with our manabase is a worry for me, but I’ll definitely need to try it to see how it goes.
I tried a small green splash in the manabase to be able to cast Edge of Autumn and Noxious Revival if I wanted to, but ultimately dropped it. I didn't need to cast the cards most of the time (Edge of Autumn can be cycled for free and Noxious Revival can be cast for free) and the splash was a bit awkward at times. Especially with Mystic Sanctuary now, I'm thinking about only running basic islands to make sure Mystic Sanctuary is always live. Even though I have a small white and black splash, there's so much colour fixing in the deck that I think we should be fine.
Ahh those alternate casting costs really do come in handy for our deck then. My current manabase is still a work in progress, but is looking something like this:
This is a 21 land manabase, but I think due to the introduction of Mystic Sanctuary and the 3 Island Requirement it demands, the land count is suitable for the deck. This of course will require further testing, but I like how it’s looking so far. My current sideboard doesn’t require any other colour splashes yet, and I’m hoping to keep it that way. That being said, our Eggs should also help in paying whatever mana requirement we would ever need
What do you guys think about Mana Seism? I found this whilst randomly browsing Gatherer.
I think I might test it out, as it seems like the best ritual for this deck. It not only sets us ahead on mana in the early part of the combo turn, but likely generates larger volumes of mana later on in the combo turn, due to us Ghost Quartering ourselves. In addition to this, it "resets" as many lands as we could want, which is one of the reasons I tried out Edge of Autumn to begin with.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
When it comes to Time Sieve we would need to generate five or so artifacts each time we activate it to try and go "infinite". Thopter-Sword decks make the most use of this with their amount of thopters only being limited to the amount of mana available to them, in fact I think some of their builds play some of our Eggs, like Chromatic Star and Chromatic Sphere.
Our version of the deck needs to bring back or cast more Eggs to get extra turns, which doesn't really work as well with out deck compared to Thopter-Sword. Also, extra turns and Faith's Reward don't mix well, as well as possible Storm cards like Grapeshot. While it's possible there is some way to create this sort of deck, I would guess that the better option would be to just go play Thopter-Sword instead.
Any chance this might be useful as a cheaper, mini Faith's Reward?
EDIT: didn't see that the permanents came back tapped. That's a huge bummer
I wanted to jump back on here since I haven't been on here for over a year since the mtg salvation reboot. Are we all sitting on our box of egg cards wracking our brains out on a free flowing combo deck. What to do?
Where are we at now?
1. Thoptors - yup it is viable. The new Urza, Lord high artificer puts this deck into the fore front with whir as support along with karn, the great creator as options. But this deck plays like 2-3 cards in play combo. Not the library digging mechanic we "Johnny" players prefer. My criticism of the deck is - it is good - but not tier one good. Urza, Lord High artificer is the card after Krark-clan ironworks was banned. It reminds me of collected company after birthing pod was banned. It has taken away our mana and sac engine in one. We now have a blue mana maker. Okay what now?
2. Whir prison - yeah so with Karn great creator and the convoking artifacts - I can see us going that way. No one has used the eggs in whir prison? Why can't we get a Ichor Wellspring into that deck. So I don't suggest Whir prison because it just isn't fun. Control control and win with ipnu rivulet. Well at least it isn't celestial collonade - ick.
Here is my suggestion!
3. Paradoxical Urza - I found this: https://www.mtgtop8.com/event?e=22592&d=354014&f=MO
so check out this deck. It uses paradoxical outcome to generate a card draw engine. And the eggs are low casting cost artifacts that are similar to the Sram, senior edificer equipment deck. But this deck uses nice eggies! i'm trying to imagine the 4th or 5th turn big turn.
I think this could be a good deck to discuss with everyone because it has a lot of 1/1 creatures on the board creating potential like urza, lord high artificer mana and alternatively has mirrodin besieged as an alternative win con - common! I'm wondering how this deck plays out. I think the engine needs 4 eggs in play then draw into another paradoxical outcome in order to draw cards again. Then win at end of turn? Each paradoxical outcome can create 1/1 free thoptors.
4 Darksteel Citadel
3 Ghost Quarter
10 Snow-Covered Island
1 Snow-Covered Mountain
7 CREATURES
3 Sai, Master Thopterist
4 Urza, Lord High Artificer
6 INSTANTS and SORC.
2 Metallic Rebuke
4 Paradoxical Outcome
29 OTHER SPELLS
4 Arcum's Astrolabe
3 Engineered Explosives
4 Everflowing Chalice
1 Ghirapur Aether Grid
4 Ichor Wellspring
1 Mirrodin Besieged
4 Mishra's Bauble
4 Mox Opal
2 Pithing Needle
2 Tormod's Crypt
1 Engineered Explosives
2 Force of Negation
3 Galvanic Blast
1 Ghirapur Aether Grid
1 Grafdigger's Cage
1 Mirrodin Besieged
2 Narset, Parter of Veils
1 Pithing Needle
1 Spellskite
1 Tormod's Crypt
GreenTron, Aggro Burn, Devoted Company Variants, and Off Meta Brewer
Here is a deck that has 3-4 of the mystic forge. It uses a chalice lock down and then I don't even know how it wins. Overall not that exciting. Is there a way to use the mystic forge despite it being 4 mana? Paradox engine allows us to untap the mystic forge in order to ???
4 Blast Zone
1 Copperline Gorge
2 Forest
4 Grove of the Burnwillows
1 Horizon Canopy
3 Inventors' Fair
1 Nurturing Peatland
2 Zhalfirin Void
5 CREATURES
4 Coretapper
1 Walking Ballista
4 INSTANTS and SORC.
4 Ancient Stirrings
33 OTHER SPELLS
4 Astral Cornucopia
1 Engineered Explosives
3 Ensnaring Bridge
4 Everflowing Chalice
4 Karn, the Great Creator
4 Mox Opal
3 Mystic Forge
3 Paradox Engine
3 Pyrite Spellbomb
4 Surge Node
1 Engineered Explosives
1 Ensnaring Bridge
2 Goblin Cratermaker
1 Mycosynth Lattice
1 Mystic Forge
2 Nature's Claim
1 Paradox Engine
1 Veil of Summer
1 Walking Ballista
3 Welding J
GreenTron, Aggro Burn, Devoted Company Variants, and Off Meta Brewer
Ladies and gentlemen, we may yet have another chance to shine.
jeskai ascendancy
mirrodin besieged
mystic forge
this should give you close to an infinite loop into a win con.
I don't think its quite the same concept/deck. It changes a lot of its gameplan to go with that.
This seems really strong. I am sleeving something up as I type. Maybe I am overthinking this. But it makes our loop much easier to obtain, and gives us resilience to discard.
4 Mystic Sanctuary
6 Island
4 Ghost Quarter
1 Hallowed Fountain
3 Edge of Autumn
4 Faith's Reward
2 Open the Vaults
1 Pyrite Spellbomb
4 Chromatic Star
4 Chromatic Sphere
4 Elsewhere Flask
4 Reshape
3 Whir of Invention
4 Lotus Bloom
Nice find! I agree with Lord Nahkiin and Snookumz that this seems a strong card for the deck. I don't think we want 4 copies as you don't want to see it in your hand (likely to enter the battlefield tapped), but 1 or 2 seems sweet.
Here is my take on the eggs deck with Mystic Sanctuary.
4 Faith's Reward
1 Noxious Revival
Sorceries
4 Reshape
4 Edge of Autumn
2 Scheming Symmetry
Artifacts
4 Chromatic Star
4 Chromatic Sphere
4 Conjurer's Bauble
4 Guild Globe
4 Golden Egg
4 Lotus Bloom
2 Locket of Yesterdays
2 Mox Opal
1 Bolas's Citadel
4 Ghost Quarter
2 Flooded Strand
5 Island
1 Plains
1 Swamp
1 Mystic Sanctuary
2 Ipnu Rivulet
I prefer Bolas's Citadel to Pyrite Spellbomb as it not only is a finisher, but also a combo extender. This should become more the case now that the Golden Eggs provide lifegain.
Scheming Symmetry is basically a Vampiric Tutor the turn you go off. Never been a fan of Whir of Invention. It doesn't feel like the correct card for the deck. Tapping your eggs for Whir is a huge nonbo, unless you have a good sacrifice outlet such as the banned Krark-Clan Ironworks.
I have also been thinking about using cards that allow for a different win condition, such as Ipnu Rivulet for milling an opponent out. Anyways, looking forward to testing Mystic Sanctuary and what the best numbers are.
Dammit, I was hoping no one else would see that infinite for a lil bit Edge of Autumn is cool actually , tell us how you go with it.
I originally started on 2 for similar reasons, but kept uping the number to 4 because the risk was low and the opportunity was VERY high. A single Faith’s Reward + Fetchland = 5 loops (as long as a Mystic Sanctuary isn’t in your hand) and in my opinion that is very, very good for us :3
That’s why X = 0
Nottuh why are you passing on elsewhere flask? It still fixes mana and is simply better than guild globe. Flask even lets your fetchlands tap for mana.
I was afraid of the same problems when I originally put my list together, but found that I can often just play the Eggs on later turns, especially since I only need 2 to actually combo off. As well as that I noted that in the original Cifka Eggs list, Cifka himself has moments where he held back on cracking fetchlands and playing out his Eggs just to get that slight additional advantage when combo’ing off. It’s small things, but they all add up when it comes to going off with this deck
I had the same fear as you guys, but if more copies are the solution, I might as well try as I haven't tested it yet! Ordered the 4 copies, now waiting for them to arrive to figure out if 4 copies are indeed the way to go.
I'm not great with the rules, but from what I read online (and if that's correct), sacrificing Elsewhere Flask would cause your Ghost Quarters and fetchlands to not be able to thin your deck any longer. Instead they now tap for a certain colour. I don't see the great benefit here, as thinning your deck seems more important to me. I've fizzled due to drawing too many lands before and cracking an Elsewhere Flask in the first or second loop would increase that probability. Guild Globe on the other hands needs you to have 2 floating mana to activate it, which you basically always have from Lotus Blooms, Mox Opals or Ghost Quartering yourself. It seems trivial to have floating mana and doesn't turn off your Ghost Quarters, so win-win? I don't know if I'm missing anything or the rules I read are incorrect.
Edge of Autumn has been great for me. "Resetting" (=sacrificing) tapped lands and drawing a card is the best! I've occasionally also cast the card (yeah you can do that ) through Mox Opal or Waterlogged Grove when I tested the card. As I play very few lands it actually helped me get to 3-4 lands by turn 4 quite often. I really think Edge of Autumn is good in this deck.
Holy sh*t, this seems really strong!
I think you’re making a slight mistake, because I made the same one when discussing Flask in the Discord chat the best moment to sacrifice the Ghost Quarter and / or Fetchlands is BEFORE you draw any cards from your Eggs, to thin out the deck as well as shuffling cards that may have been Conjurer’s Bauble’d. Because of this, you won’t have any of those lands be affected by the sacrifice effect of Flask; they’ll all be in your graveyard.
That’s very interesting. I’ll admit that stretching out to Green with our manabase is a worry for me, but I’ll definitely need to try it to see how it goes.
Ah I see! I didn't think of the timing. To follow it with another rules question (hopefully somebody knows the answer to this): Do lands that enter the battlefield after a Elswhere Flask has been cracked still have tekst, or are they basic lands? So, do lands "not seen" during the crack also become basics or not?
I tried a small green splash in the manabase to be able to cast Edge of Autumn and Noxious Revival if I wanted to, but ultimately dropped it. I didn't need to cast the cards most of the time (Edge of Autumn can be cycled for free and Noxious Revival can be cast for free) and the splash was a bit awkward at times. Especially with Mystic Sanctuary now, I'm thinking about only running basic islands to make sure Mystic Sanctuary is always live. Even though I have a small white and black splash, there's so much colour fixing in the deck that I think we should be fine.
For a simple answer, the lands “not seen” will maintain their text, and if returned via Faith’s Reward or something similar then they will have their oroginal text (Ghost Quarter will still be able to destroy a land, Mystic Sanctuary will still have its ETB trigger, ect).
“Each land you control becomes that type...” means that only the lands that you control (on the battlefield) will be affected by this ability. So the lands in your graveyard will still be able to do their shenanigans later
Ahh those alternate casting costs really do come in handy for our deck then. My current manabase is still a work in progress, but is looking something like this:
4x Ghost Quarter
6x Island
4x Mystic Sanctuary
1x Plains
2x Polluted Delta
This is a 21 land manabase, but I think due to the introduction of Mystic Sanctuary and the 3 Island Requirement it demands, the land count is suitable for the deck. This of course will require further testing, but I like how it’s looking so far. My current sideboard doesn’t require any other colour splashes yet, and I’m hoping to keep it that way. That being said, our Eggs should also help in paying whatever mana requirement we would ever need
Mystic forge ?
I don't see a simple Mana source.
Storm pay off ?
Mox Amber has no way to bring it back.
Anyone see anything ?
Sram is viable. What are the whir targets ?
GreenTron, Aggro Burn, Devoted Company Variants, and Off Meta Brewer
Reality is but a perception of your being --
Visit my blog!!! - http://huffalump-magic.blogspot.com/
"The brain is wider than the sky,
For, put them side by side,
The one the other will include
With ease, and you beside."
—Emily Dickinson
For sales or trade, visit my blog or visit my ebay blog for my listings :http://myworld.ebay.com/arcane7828
881
Oooh Dicey:
[dice=1]100[/dice]
I think I might test it out, as it seems like the best ritual for this deck. It not only sets us ahead on mana in the early part of the combo turn, but likely generates larger volumes of mana later on in the combo turn, due to us Ghost Quartering ourselves. In addition to this, it "resets" as many lands as we could want, which is one of the reasons I tried out Edge of Autumn to begin with.