Pro-one color =/= Unblockable. most decks are running multiple colors and will have some response.
P1:"Emerge Unscathed on my Ajani, naming white"
P2:"Cool story bro, Path?"
or
P1: "Emerge, naming red"
P2: "block with non red creature, pump spell"
granted the inverse could just as easily occur, but I just saw a lot of people instantly say protection from a color is unblockability. they're two seperate abilities, and shouldn't really be used interchangeably.
By "a lot of people" you mean... me. Ok.
Assuming 3rd turn, swinging w/ a 9/9 pro-single color, on the play, chances are your opponent has 1 creature out. Name that color, and move on.
Again... I've said it MULTIPLE times. It's pointless to go into the endless "yeah well they could do THIS!" stuff. I'm sure most people reading this thread are smart enough to know that there's an answer for pretty much everything.
I'm assuming people are using some level of common sence in the discussion and are aware that I'm not saying giving a creature Pro Red means a Black creature can't block it... BUT, I also assume you feel better having taken the time out to point my "error" out.
I mean... we might as well simply point out how TERRIBLE Ajani Pridemate is since turn 2 he comes out, and they can just Doom Blade him immediately since we're tapped out.
Or if we were on the Draw, BAM he gets mana leaked. Oh well, scrap the whole deck.
I'm assuming people are using some level of common sence in the discussion and are aware that I'm not saying giving a creature Pro Red means a Black creature can't block it... BUT, I also assume you feel better having taken the time out to point my "error" out.
Well, Agent1103 got banned so someone has to tell everyone they're stupid for playing Card X or Y and randomly cuss. Afterall, isn't that the point of the thread? Also people are playing Destructive Force, so you shouldn't bother playing lands.
Kidding aside, I'm not trying to be a jerk or single out one person, I'm just trying to express my opinion that using protection as part of the win-con seems iffy. And it's just that, my opinion. By sharing it, i'm opening up conversation over the item and gathering other peoples opinions about it to garner some level of understanding. Thats a major part of developing a deck as an archetype.
Again... I've said it MULTIPLE times. It's pointless to go into the endless "yeah well they could do THIS!" stuff. I'm sure most people reading this thread are smart enough to know that there's an answer for pretty much everything.
No. There is most definately a point in raising what hoses different strategies and cards. Many times, people reading a thread will not have experienced alot of the cards played in it and their interactions and will not know what to do given a situation. By raising the question of, "this does that, what do you do?" it comes to the forefront and will be in the mind of the player when he's making a decision about sideboarding etc. I(and other people saying these things) only bring it up because it should be a concern and may prevent a bad play that would otherwise cause someone to lose a match. Not to be a jerk and tell you you/your cards/your deck is inadequate. I'm sure you're very capable with the deck, but it never hurts to just talk about what you have in your deck to respond to certain things/how you would use certain things. Like, I would not use the protection to try to make my creature unblockable as long as my opponent has open mana and cards in hand. I would hold it as defense to keep my creature on the board in many MU's, afterall, you could save your creature and then the following turn crash in with it for alot more if you so chose. But how you use the card is up to you.
Well, Agent1103 got banned so someone has to tell everyone they're stupid for playing Card X or Y and randomly cuss. Afterall, isn't that the point of the thread? Also people are playing Destructive Force, so you shouldn't bother playing lands.
Kidding aside, I'm not trying to be a jerk or single out one person, I'm just trying to express my opinion that using protection as part of the win-con seems iffy. And it's just that, my opinion. By sharing it, i'm opening up conversation over the item and gathering other peoples opinions about it to garner some level of understanding. Thats a major part of developing a deck as an archetype.
No. There is most definately a point in raising what hoses different strategies and cards. Many times, people reading a thread will not have experienced alot of the cards played in it and their interactions and will not know what to do given a situation. By raising the question of, "this does that, what do you do?" it comes to the forefront and will be in the mind of the player when he's making a decision about sideboarding etc. I(and other people saying these things) only bring it up because it should be a concern and may prevent a bad play that would otherwise cause someone to lose a match. Not to be a jerk and tell you you/your cards/your deck is inadequate. I'm sure you're very capable with the deck, but it never hurts to just talk about what you have in your deck to respond to certain things/how you would use certain things. Like, I would not use the protection to try to make my creature unblockable as long as my opponent has open mana and cards in hand. I would hold it as defense to keep my creature on the board in many MU's, afterall, you could save your creature and then the following turn crash in with it for alot more if you so chose. But how you use the card is up to you.
In the event of Sejiri Steppe, it's not something we can hold back as defense, and if it draws out instant speed removal (meaning they made no turn 2 play) then so be it.
I wouldn't say Sejiri/Emerge is part of the win-con, it simply aids the wincon. A 12/12 beating face on turn 3/4 is a win-con in and of itself.
Considering the potential decks out there and their Turn 2 plays..
Jund - Putrid Leech. Maybe Lotus. If no leech, could potentially be holding a Terminate/Doomblade.
U/W - Wall of Omens would almost certainly have been played if it was in hand. If not, sure, there's Path.
RDW - RDW without a turn 2 play? Right.
Conscription - Likely too busy ramping... and the one I have played against I'm not sure it actually HAS any spot removal t2.
Eldrazi (ramp, elf whatever drazi), t2 they're building their ramp
I'm tired as heck right now so I can't think of many other things, but my ultimate point is on the play, t3 is the perfect striking opportunity with this deck, as the vast majority of decks we play against will be going through their normal turn 2 play.
So now your deck is looking more like a GW Midrange. You've lost the natural win condition of life gain and thus the question must be asked: "Why build a deck that wants to gain life when you can't doing anything with it?".
I think what I'm trying to say here is that life gain is pointless unless you play Felidar Sovereign. So you have Serra Ascendant; now you're just playing aggro that can gain life, and at that point, just drop the life gain and start putting in more aggressive threats.
Kidlantern, why don't you want to listen to my advice? Why are you being stubborn? You realize I am trying to help you guys, right. I don't think that I am the "be all, end all" source for knowledge on Magic, but there are some things that have been proven time and time again to not work. Maybe you will be the first to break the mold, but many good players have tried and failed.
I'm really not convinced you are testing this stuff like you say you are. Do you understand how good draw is in Magic? Survival Cache is not only card draw, but it's what you want: lifegain.
Your numbers are all over the place. You should run 4-ofs of certain things for consistency. You should be running 4 Baneslayers because you want to draw into that, same with your Serra Ascendants. The only creature that I would say you should have less than 4-of is Sun Titan, due to his high casting cost - 2 is fine. Cards like Survival Cache should be 4-of, there is really no point in running it if you have less than that.
Emerge Unscathed is not good for you. Your heaviest hitters already have evasion or are big enough to deal with blockers (i.e. Baneslayer, Serra, and Sun Titan). The other creatures you have are not worth trying to "push through" with Emerge Unscathed (also Brave the Elements is better for you, but that is besides the point). You are just wasting valuable card space attempting to get damage though. You shouldn't need this stuff if your creatures are as high caliber as you say they are...
With Awaking Zone, you are only using it to gain life from Soul's Attendant and, I would assume, produce chump blockers? Ok, for starters, use Soul Warden instead of Soul's Attendant, she is better. If you ask why, the answer is because Soul Warden doesn't have the word "may" in it. Next, you really don't do much with Awaking Zone other than gain life. It can accelerate your mana, but there are better options for that. It seems like you could put something better in that slot of 3 cards that could do something for you.
Also, you are running G/W so you should run Stirring Wildwood. I'm not even sure I see why Green is in your deck. You only have it for 2 cards. I mean there are some really good green cards you could be running, but you are not. Here, I made this for you. Please check it out, and don't pretend you did, then come back acting like it's not what you are trying to do or something.
That is in fact, not what he is trying to do. Stop thinking about what you would do with the colors and look at the strategy being presented. kid is trying to run a deck that can get the ajani big on the first few turns, whereas your version is more midrange and could easily cut the ajani's for something like lone missionary and run cradle of vitality over momentus fall or behemoth sledge(preferably this) to pump up creatures other than ajani. I actually like your deck as a midrange lifegain aggro, but it isn't the same idea as kid's lifegain deck. I don't know why I'm mentioning this, you won't ever read it...
Really, I would say this weakest link is Ajani's Pridemate, but the kids like them. Every so often you have to give the crowd what it wants. Personally, I wouldn't play them. And I don't.
You lost me at this paragraph. It was alright (I guess) when you smack talked the mods and gave everyone problems for their card picks but I'll never listen to another thing you say, nor read your posts. You have hit rock bottom with this pompous paragraph.
So what I could grasp from your post, you are now arguing for making a deck that uses life gain as a side note? I guess? That's like playing aggro with Archive Traps and Tome Scours just for kicks. Sure you'll mill them a small bit but you'll never mill them unless you all the way. Go all the way with Life gain and play the Felidar.
So what I could grasp from your post, you are now arguing for making a deck that uses life gain as a side note? I guess? That's like playing aggro with Archive Traps and Tome Scours just for kicks. Sure you'll mill them a small bit but you'll never mill them unless you all the way. Go all the way with Life gain and play the Felidar.
But good luck.
No, because milling happens without you actually trying to mill them. You could use Jace1.0's +1 to mill them. It's one of the actual winconditions laid into the game, I can't remove something to prevent me from losing to mill( i can prevent myself from losing the game however). And don't even bother sinking to his level if he's bothering you. He actually has some good information, if you look at what he's saying, it's just coated in snoot.
Agent what would you run over rest? I took out pridemates already, added paths so now I don't know where to go. I plan on listening now. I'm on my phone so I will not be able to say lengthy messages.
I'm sensing trouble with Jund
I just played my first game against a Jund player, got him to 3 life and at one point I was at 56 and he still beat me in the end.
Broodmate Dragon poses many problems, after he killed my Serra Ascendant twice (once at 1/1, once at 6/8) I was pretty much toast. I didn't see BtE, Ranger of Eos or Felidar which was a bummer. I do have to admit that Sun Titan worked for a charm while I kept him alive (which, sadly, wasn't long at all) I'm thinking Windstorm for SB might help, or I could always move in my DoJ post-board. Maybe 3 Vines, 3 Day and 2 Windstorm
Anyway, Jund is definitely a deck we need to watch out for.
I played this at a T2 Constructed before Rise and I got 5th place that night. I beat straight Jund, Stoic Bant, Mill and lost to B/U Control. Not that you'll see Mill or Stoic Bant much anymore but I thought the point still stands that Bant colors and Felidar Sovereign go hand in hand. I'd redo this for post-Rise but I'd probably get boo'd right out of this thread...
Myounka: it is on the front page with all the other deck listings (well for now, just mine and yours because no one else has asked me to put it up.)
second. I'll do some major tuning tommorrow, as you guys gave me alot to think about, but I'm burnt out from work and would rather do it with a clear head.
I played this at a T2 Constructed before Rise and I got 5th place that night. I beat straight Jund, Stoic Bant, Mill and lost to B/U Control. Not that you'll see Mill or Stoic Bant much anymore but I thought the point still stands that Bant colors and Felidar Sovereign go hand in hand. I'd redo this for post-Rise but I'd probably get boo'd right out of this thread...
you wouldnt, most of us are.
side note: agent got banned and hes using fake accounts now?thats what I'm gathering as I think his posts got deleted.
I'll do some major tuning tommorrow, as you guys gave me alot to think about, but I'm burnt out from work and would rather do it with a clear head.
side note: agent got banned and hes using fake accounts now?thats what I'm gathering as I think his posts got deleted.
To be honest, I'm glad I quoted him before his posts got deleted. This time he actually tried to be helpful and posted a deck noone else was even heading towards that gave me some ideas. You might want to take a peek at it too.
Edit: And he got banned(probably permanently, barring using a proxy address) for evading a ban by making a gimmick account, take a peek at the forum rules if you're interested as to what that means. Essentially, don't be a jerk to everyone so you don't get banned in the first place, if you do wait out the sentence if there is one, don't make a new account to keep posting. But this is off-topic.
Hey guys I just got most of the cards for the slow life gain vitality fatality... And whoever came up with it is amazing. the life gain is amazing and crazy fast. unless your opponent has some beasty nasty ability when they deal damage to you you can very easily get to a point where you can just take the entire hit from their aggro without worrying. Getting life into the 50s + before the opponent just decides to scoop.
However I can see flying being a big problem Luckily I just have not run into it. ive modified a few of the cards but nothing serious. What are your guys ideas on rock egg? 2w for a 03 wall that when destroyed comes back as a 3/3 flying.
Ive also been wondering about throwing in some honor of the pure just to give the walls a bit of a bite to reduce aggro spread in ally decks and such.
Anyways im wondering if you guys have any opinions on the roc egg and honor of the pure. And how to handle a deck full of flying or are we just gonna have to take it as a theme we will just have some problems with?
The W Lifegain I use crushes my Vamp deck (with playset of nocturnus, 8 fetches, etc.) The amount of life gained by this deck is too much for the Vamp deck to handle. I am thinking of splashing green though since sledges are so good. I'd probably switch out the Crossroads for Greypelt Refuges and toss in some Sunpetal Groves. I might would also include the Leyline of Vitality
The W Lifegain I use crushes my Vamp deck (with playset of nocturnus, 8 fetches, etc.) The amount of life gained by this deck is too much for the Vamp deck to handle. I am thinking of splashing green though since sledges are so good. I'd probably switch out the Crossroads for Greypelt Refuges and toss in some Sunpetal Groves. I might would also include the Leyline of Vitality
Myounka: I see his point. I suppose in death he left something meaningful. :P. haha. let me get back from work,then I'll devote some hours into soulgain, I still want to keep its roots, but I am open to change. I think were on the same page with vitality fatality pretty much though.
-BB-: cheap flyiers are just a weakness of ours. if thats really a problem for you, add things that can make your creatures fly for cheap, some sort of enchantment perhaps? Id still side board it as not many do. Also. Nocturnus makes them fly... argo kill nocturn. Also golden glow
kosmosfreak: I came up with the name, but honestly, we all came up witht the concept by testing testing testing little tweeks here and there, and it became what it is. were still refining it. what deck list did you use? ANd weve done honor, at least I think M has if memory serves. Its nice but I beleieve he said youd rathe rhave removal in your hand most cases... Is that right Myounka?
GoForkUrself: soul gain is getting reworked again but it uses a simalir concept. and thinking now, Id rather p capt in most cases over golden glow, but golden glow does have flying at cheap
Anyone else think about that? golden glow has flying at cheap... it doesnt have defender, but it can help out against flying
Myounka: I see his point. I suppose in death he left something meaningful. :P. haha. let me get back from work,then I'll devote some hours into soulgain, I still want to keep its roots, but I am open to change. I think were on the same page with vitality fatality pretty much though.
-BB-: cheap flyiers are just a weakness of ours. if thats really a problem for you, add things that can make your creatures fly for cheap, some sort of enchantment perhaps? Id still side board it as not many do. Also. Nocturnus makes them fly... argo kill nocturn. Also golden glow
kosmosfreak: I came up with the name, but honestly, we all came up witht the concept by testing testing testing little tweeks here and there, and it became what it is. were still refining it. what deck list did you use? ANd weve done honor, at least I think M has if memory serves. Its nice but I beleieve he said youd rathe rhave removal in your hand most cases... Is that right Myounka?
GoForkUrself: soul gain is getting reworked again but it uses a simalir concept. and thinking now, Id rather p capt in most cases over golden glow, but golden glow does have flying at cheap
Anyone else think about that? golden glow has flying at cheap... it doesnt have defender, but it can help out against flying
The problem I mentioned earlier with Goldenglow is that it's a one shot block. Sure, you gain 4 life, but you haven't answered the problem, nor really delayed the opponent much. At best, it's a last ditch effort to get the last counter on LA (for Vitality), but cards like Angelsong accomplish the same thing. While the moth gains you 4 life, Angelsong prevents any other attackers from dealing dmg etc... I dunno. I just don't think it's enough
I tested this build last night in several games against my vamp-build. Unfortunatelly it had no chance Lost 4 of 5 games. Nocturnus and many flyers were the problems...
You're running Condemn against Vamp, who will not attack with the Nocturn. Even if you only get to use it for 3 months, use path to exile over condemn. It costs like a dollar per, and is one of the better investments you can make in your deck. Condem/Celestial Purge/Journey to Nowhere are all situational and strictly worse than path most times. You can react prior to declare attacks step and not have to remove an opposing creature putting your opponent to a higher life total than you (my friend is trying to build a similar MWL deck to mine and played against my mythic list. He condemned my conscripted creature, which was a good play that kept him from dieing that turn, but simultaneously put me at life well above him shutting off his Cache's. PtE would have done the same thing but better and he would have gotten the draw off of Survival Cache to hit DoJ which was the top of his deck when he lost to my second conscripted beater.) Long story short, thats problem A. Running 4 of the same planeswalker is problem B. You don't want two ajani's in your hand most of the time, because the second one is a dead card. "Well what about when Ajani 1 dies, now I can play Ajani 2!", Well if that second Ajani was a Day of Judgement or a Baneslayer angel, ajani 1 would not be dieing. Run two or three, depending how vital he is to your game. -1 Ajani G +1 BSA would radically improve your game against Vamps, infact. Problem 3, rest for the weary only gains life, this is an issue because the vamps player swings in, hits you for 14 damage, you draw rest and go, "haha you only did 8!" When you could instead have survival cache, gain 2 and draw into that Day of Judgement or Path to Exile that breaks your opponents back.
Sorry if that seems a little rude/jerkish. I was typing it up real quick during my short coffee break I get in the morning so I was rushed.
Strictly worse than Lone Missionary and Sun Titan. I don't have to sac my missionary to gain the 4 life, and I can use him to block and deal combat damage to the attacking creature, where as the boar needs to be sacrificed to be useful.
Strictly worse than Lone Missionary and Sun Titan. I don't have to sac my missionary to gain the 4 life, and I can use him to block and deal combat damage to the attacking creature, where as the boar needs to be sacrificed to be useful.
But if your missionary doesn't go to your graveyard, you gain only 4 life from it.
But if your missionary doesn't go to your graveyard, you gain only 4 life from it.
it has one toughness, anything that attacks is going to kill it. and if people choose not to attack because of it, that may as well be gaining us the life we would have lost without a blocker. Yes, you can sacrifice the boar and get it back every turn. But the initial 1 isn't worth the ability to kill it yourself. Your opponent is more than willing to do so. Also, i would rather get a beater(Ascendant) or some CA (Omens) or a wincon (Luminarch) than 4 life anyways.
And slashing for green ruins Emeria anyways. G/W builds might prefer use the boar, but even then I would prefer alot of other cards in those two colors.
By "a lot of people" you mean... me. Ok.
Assuming 3rd turn, swinging w/ a 9/9 pro-single color, on the play, chances are your opponent has 1 creature out. Name that color, and move on.
Again... I've said it MULTIPLE times. It's pointless to go into the endless "yeah well they could do THIS!" stuff. I'm sure most people reading this thread are smart enough to know that there's an answer for pretty much everything.
I'm assuming people are using some level of common sence in the discussion and are aware that I'm not saying giving a creature Pro Red means a Black creature can't block it... BUT, I also assume you feel better having taken the time out to point my "error" out.
I mean... we might as well simply point out how TERRIBLE Ajani Pridemate is since turn 2 he comes out, and they can just Doom Blade him immediately since we're tapped out.
Or if we were on the Draw, BAM he gets mana leaked. Oh well, scrap the whole deck.
Well, Agent1103 got banned so someone has to tell everyone they're stupid for playing Card X or Y and randomly cuss. Afterall, isn't that the point of the thread? Also people are playing Destructive Force, so you shouldn't bother playing lands.
Kidding aside, I'm not trying to be a jerk or single out one person, I'm just trying to express my opinion that using protection as part of the win-con seems iffy. And it's just that, my opinion. By sharing it, i'm opening up conversation over the item and gathering other peoples opinions about it to garner some level of understanding. Thats a major part of developing a deck as an archetype.
No. There is most definately a point in raising what hoses different strategies and cards. Many times, people reading a thread will not have experienced alot of the cards played in it and their interactions and will not know what to do given a situation. By raising the question of, "this does that, what do you do?" it comes to the forefront and will be in the mind of the player when he's making a decision about sideboarding etc. I(and other people saying these things) only bring it up because it should be a concern and may prevent a bad play that would otherwise cause someone to lose a match. Not to be a jerk and tell you you/your cards/your deck is inadequate. I'm sure you're very capable with the deck, but it never hurts to just talk about what you have in your deck to respond to certain things/how you would use certain things. Like, I would not use the protection to try to make my creature unblockable as long as my opponent has open mana and cards in hand. I would hold it as defense to keep my creature on the board in many MU's, afterall, you could save your creature and then the following turn crash in with it for alot more if you so chose. But how you use the card is up to you.
Thanks to syndarion of Aeternal Studios for the awesome Sig.
Standard: MWLC All-InFect Illusion Control(MTGO)
EDH(MODO): :symg::symu::symb:The Mimeoplasm:symg::symu::symb: 6-2-0 in 4player
In the event of Sejiri Steppe, it's not something we can hold back as defense, and if it draws out instant speed removal (meaning they made no turn 2 play) then so be it.
I wouldn't say Sejiri/Emerge is part of the win-con, it simply aids the wincon. A 12/12 beating face on turn 3/4 is a win-con in and of itself.
Considering the potential decks out there and their Turn 2 plays..
Jund - Putrid Leech. Maybe Lotus. If no leech, could potentially be holding a Terminate/Doomblade.
U/W - Wall of Omens would almost certainly have been played if it was in hand. If not, sure, there's Path.
RDW - RDW without a turn 2 play? Right.
Conscription - Likely too busy ramping... and the one I have played against I'm not sure it actually HAS any spot removal t2.
Eldrazi (ramp, elf whatever drazi), t2 they're building their ramp
I'm tired as heck right now so I can't think of many other things, but my ultimate point is on the play, t3 is the perfect striking opportunity with this deck, as the vast majority of decks we play against will be going through their normal turn 2 play.
I think what I'm trying to say here is that life gain is pointless unless you play Felidar Sovereign. So you have Serra Ascendant; now you're just playing aggro that can gain life, and at that point, just drop the life gain and start putting in more aggressive threats.
Commander GU Edric Control
That is in fact, not what he is trying to do. Stop thinking about what you would do with the colors and look at the strategy being presented. kid is trying to run a deck that can get the ajani big on the first few turns, whereas your version is more midrange and could easily cut the ajani's for something like lone missionary and run cradle of vitality over momentus fall or behemoth sledge(preferably this) to pump up creatures other than ajani. I actually like your deck as a midrange lifegain aggro, but it isn't the same idea as kid's lifegain deck. I don't know why I'm mentioning this, you won't ever read it...
Thanks to syndarion of Aeternal Studios for the awesome Sig.
Standard: MWLC All-InFect Illusion Control(MTGO)
EDH(MODO): :symg::symu::symb:The Mimeoplasm:symg::symu::symb: 6-2-0 in 4player
You lost me at this paragraph. It was alright (I guess) when you smack talked the mods and gave everyone problems for their card picks but I'll never listen to another thing you say, nor read your posts. You have hit rock bottom with this pompous paragraph.
So what I could grasp from your post, you are now arguing for making a deck that uses life gain as a side note? I guess? That's like playing aggro with Archive Traps and Tome Scours just for kicks. Sure you'll mill them a small bit but you'll never mill them unless you all the way. Go all the way with Life gain and play the Felidar.
But good luck.
Commander GU Edric Control
4x Baneslayer Angel
3x Serra Ascendent
3x Perimeter Captain
2x Sun Titan
3x Lone Missionary
1x Iona, Sheild of Emeria
4x Wall of Omens
3x Day of Judgement
4x Survival Cache
4x Luminarch Ascension
3x Path to Exile
2x Oblivion Ring
Planeswalkers
2x Gideon Jura
Land
3x Emeria, the Sky Ruin
20x Plains
3x Celestial Purge
3x Harm's Way
2x Leyline of Sanctity
2x Martial Coup
2x Pithing Needle
3x War-Priest of Thune
My deck should really be this on the front page. It's the build I'm putting together but I don't have all the pieces in hand yet.
No, because milling happens without you actually trying to mill them. You could use Jace1.0's +1 to mill them. It's one of the actual winconditions laid into the game, I can't remove something to prevent me from losing to mill( i can prevent myself from losing the game however). And don't even bother sinking to his level if he's bothering you. He actually has some good information, if you look at what he's saying, it's just coated in snoot.
Thanks to syndarion of Aeternal Studios for the awesome Sig.
Standard: MWLC All-InFect Illusion Control(MTGO)
EDH(MODO): :symg::symu::symb:The Mimeoplasm:symg::symu::symb: 6-2-0 in 4player
I just played my first game against a Jund player, got him to 3 life and at one point I was at 56 and he still beat me in the end.
Broodmate Dragon poses many problems, after he killed my Serra Ascendant twice (once at 1/1, once at 6/8) I was pretty much toast. I didn't see BtE, Ranger of Eos or Felidar which was a bummer. I do have to admit that Sun Titan worked for a charm while I kept him alive (which, sadly, wasn't long at all) I'm thinking Windstorm for SB might help, or I could always move in my DoJ post-board. Maybe 3 Vines, 3 Day and 2 Windstorm
Anyway, Jund is definitely a deck we need to watch out for.
Scry! (rollover popups)
Modern: W Soul Sisters (WIP), GW Melira Pod (WIP)
Current EDH:
G Ezuri's Renegade Elves (thread)
BGW Ghave's Legion (thread)
WUB Sharuum, Artifact Savant
4x Perimeter Captain
4x Wall of Reverence
4x Overgrown Battlement
4x Baneslayer Angel
4x Rhox War Monk
3x Felidar Sovereign
4x Path to Exile
4x Bant Charm
3x Explore
2x Kiss of the Amesha
Lands - 24
6x Plains
3x Forest
2x Island
4x Sunpetal Grove
4x Misty Rainforest
3x Celestial Colonnade
1x Glacial Fortress
1x Seaside Citadel
I played this at a T2 Constructed before Rise and I got 5th place that night. I beat straight Jund, Stoic Bant, Mill and lost to B/U Control. Not that you'll see Mill or Stoic Bant much anymore but I thought the point still stands that Bant colors and Felidar Sovereign go hand in hand. I'd redo this for post-Rise but I'd probably get boo'd right out of this thread...
Commander GU Edric Control
second. I'll do some major tuning tommorrow, as you guys gave me alot to think about, but I'm burnt out from work and would rather do it with a clear head.
you wouldnt, most of us are.
side note: agent got banned and hes using fake accounts now?thats what I'm gathering as I think his posts got deleted.
To be honest, I'm glad I quoted him before his posts got deleted. This time he actually tried to be helpful and posted a deck noone else was even heading towards that gave me some ideas. You might want to take a peek at it too.
4 Ajani's Pridemate
4 Baneslayer Angel
4 Obstinate Baloth
4 Serra Ascendant
3 Sun Titan
Other Spells (17)
2 Behemoth Sledge
2 Elspeth, Knight Errant
3 Momentous Fall
3 Oblivion Ring
3 Path to Exile
4 Survival Cache
6 Forest
4 Graypelt Refuge
6 Plains
4 Stirring Wildwood
4 Sunpetal Grove
3 Day of Judgment
4 Great Sable Stag
4 Pithing Needle
4 Qasali Pridemage
Edit: And he got banned(probably permanently, barring using a proxy address) for evading a ban by making a gimmick account, take a peek at the forum rules if you're interested as to what that means. Essentially, don't be a jerk to everyone so you don't get banned in the first place, if you do wait out the sentence if there is one, don't make a new account to keep posting. But this is off-topic.
Thanks to syndarion of Aeternal Studios for the awesome Sig.
Standard: MWLC All-InFect Illusion Control(MTGO)
EDH(MODO): :symg::symu::symb:The Mimeoplasm:symg::symu::symb: 6-2-0 in 4player
However I can see flying being a big problem Luckily I just have not run into it. ive modified a few of the cards but nothing serious. What are your guys ideas on rock egg? 2w for a 03 wall that when destroyed comes back as a 3/3 flying.
Ive also been wondering about throwing in some honor of the pure just to give the walls a bit of a bite to reduce aggro spread in ally decks and such.
Anyways im wondering if you guys have any opinions on the roc egg and honor of the pure. And how to handle a deck full of flying or are we just gonna have to take it as a theme we will just have some problems with?
4 Soul's Attendant
1 Goldenglow moth
4 Wall of Omens
4 Ajani Pridemate
3 Lone Missionary
3 Sun Titan
4 Rest of the Weary
4 Survival Cache
2 Basilisk Collar
4 Kabira Crossroads
Spirtdancer Spreads 'em
May I ask why you're running the 1 Goldenglow Moth?
-BB-: cheap flyiers are just a weakness of ours. if thats really a problem for you, add things that can make your creatures fly for cheap, some sort of enchantment perhaps? Id still side board it as not many do. Also. Nocturnus makes them fly... argo kill nocturn. Also golden glow
kosmosfreak: I came up with the name, but honestly, we all came up witht the concept by testing testing testing little tweeks here and there, and it became what it is. were still refining it. what deck list did you use? ANd weve done honor, at least I think M has if memory serves. Its nice but I beleieve he said youd rathe rhave removal in your hand most cases... Is that right Myounka?
GoForkUrself: soul gain is getting reworked again but it uses a simalir concept. and thinking now, Id rather p capt in most cases over golden glow, but golden glow does have flying at cheap
Anyone else think about that? golden glow has flying at cheap... it doesnt have defender, but it can help out against flying
The problem I mentioned earlier with Goldenglow is that it's a one shot block. Sure, you gain 4 life, but you haven't answered the problem, nor really delayed the opponent much. At best, it's a last ditch effort to get the last counter on LA (for Vitality), but cards like Angelsong accomplish the same thing. While the moth gains you 4 life, Angelsong prevents any other attackers from dealing dmg etc... I dunno. I just don't think it's enough
As far as in Soulgain? Definitely not.
You're running Condemn against Vamp, who will not attack with the Nocturn. Even if you only get to use it for 3 months, use path to exile over condemn. It costs like a dollar per, and is one of the better investments you can make in your deck. Condem/Celestial Purge/Journey to Nowhere are all situational and strictly worse than path most times. You can react prior to declare attacks step and not have to remove an opposing creature putting your opponent to a higher life total than you (my friend is trying to build a similar MWL deck to mine and played against my mythic list. He condemned my conscripted creature, which was a good play that kept him from dieing that turn, but simultaneously put me at life well above him shutting off his Cache's. PtE would have done the same thing but better and he would have gotten the draw off of Survival Cache to hit DoJ which was the top of his deck when he lost to my second conscripted beater.) Long story short, thats problem A. Running 4 of the same planeswalker is problem B. You don't want two ajani's in your hand most of the time, because the second one is a dead card. "Well what about when Ajani 1 dies, now I can play Ajani 2!", Well if that second Ajani was a Day of Judgement or a Baneslayer angel, ajani 1 would not be dieing. Run two or three, depending how vital he is to your game. -1 Ajani G +1 BSA would radically improve your game against Vamps, infact. Problem 3, rest for the weary only gains life, this is an issue because the vamps player swings in, hits you for 14 damage, you draw rest and go, "haha you only did 8!" When you could instead have survival cache, gain 2 and draw into that Day of Judgement or Path to Exile that breaks your opponents back.
Sorry if that seems a little rude/jerkish. I was typing it up real quick during my short coffee break I get in the morning so I was rushed.
Yes, you're in white. You have some of the best removal options in the game. You can pick off individual creatures, swarms and nonlan permenants Use them
Thanks to syndarion of Aeternal Studios for the awesome Sig.
Standard: MWLC All-InFect Illusion Control(MTGO)
EDH(MODO): :symg::symu::symb:The Mimeoplasm:symg::symu::symb: 6-2-0 in 4player
Strictly worse than Lone Missionary and Sun Titan. I don't have to sac my missionary to gain the 4 life, and I can use him to block and deal combat damage to the attacking creature, where as the boar needs to be sacrificed to be useful.
Thanks to syndarion of Aeternal Studios for the awesome Sig.
Standard: MWLC All-InFect Illusion Control(MTGO)
EDH(MODO): :symg::symu::symb:The Mimeoplasm:symg::symu::symb: 6-2-0 in 4player
But if your missionary doesn't go to your graveyard, you gain only 4 life from it.
it has one toughness, anything that attacks is going to kill it. and if people choose not to attack because of it, that may as well be gaining us the life we would have lost without a blocker. Yes, you can sacrifice the boar and get it back every turn. But the initial 1 isn't worth the ability to kill it yourself. Your opponent is more than willing to do so. Also, i would rather get a beater(Ascendant) or some CA (Omens) or a wincon (Luminarch) than 4 life anyways.
And slashing for green ruins Emeria anyways. G/W builds might prefer use the boar, but even then I would prefer alot of other cards in those two colors.
Thanks to syndarion of Aeternal Studios for the awesome Sig.
Standard: MWLC All-InFect Illusion Control(MTGO)
EDH(MODO): :symg::symu::symb:The Mimeoplasm:symg::symu::symb: 6-2-0 in 4player