I am so tired of every deck having a $20 rare that makes it click. And all the best decks having multiple, from different colors making a $150 mana base necessary for full speed. Thragtusk, Thundermaw, Snapcaster, Restoration, Falkenrath, yotta, yotta.
So how about a take their stuff deck? It started seeming possible when I reread Conjurer's Closet. "At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control."
So you can take stuff, and not give it back. My precious...
I am so tired of every deck having a $20 rare that makes it click. And all the best decks having multiple, from different colors making a $150 mana base necessary for full speed. Thragtusk, Thundermaw, Snapcaster, Restoration, Falkenrath, yotta, yotta.
So how about a take their stuff deck? It started seeming possible when I reread Conjurer's Closet. "At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control."
So you can take stuff, and not give it back. My precious...
redthirst is redthirst, fifth Horseman of the Apocalypse. He was the leader of the Fires of Salvation, the only clan I'm aware of to get modded off the forums so hard they made their own forums.
Degenerate? Sure. Loudmouth? You bet. Law abiding? No ****ing way.
I should link this to a friend he is building a very very janky steal deck... we are talking Beguiler of wills + downsize janky... we have been making fun of him for it.... at least you do until he stolen goods into collective blessing and kills you with your own stuff.
Interesting idea. I had a deck I built around Conjured Currency in a similar fashion, only the idea there was to cast Currency, take something you wanted, then return the enchantment to your hand, using a mechanic that required ownership, but not necessarily control...so, a bit bassackwards from your idea, but accomplishing the same general purpose.
I'll have to look up how exactly I accomplished that when I get home. I remember after playtesting the deck a few times that it definately needed some tweaking, but was viable, at the very least, for the kitchen table.
I personally prefer 75 islands. There is nothing than the look on your opponents face once they start trying to play around your counter magic and you know you're sitting on a deck full of islands and nothing else.
It also allows you to board in 15 cards and completely mess with their head between the boarded games.
Fun concept, but needs lots of work. Like what do you plan on doing your first 4 turns in an ideal game?
Turn 1, Land + Nothing.
Turn 2, Land + Nivix Guildmage? Searing Spear?
Turn 3, Land + Izzet Keyrune
Turn 4, Land + Conjurer's Closet?
Turn 5, Start perma stealing stuff. (profit)
Seems like 4 turns minimum of durdling around with very little interaction. By the time you start stealing stuff it isn't likely to matter. Also with your power curve 22 lands is too few I think. You need to get to 5+ power w/o missing land drops. I'd up it to 24 or 25 at least.
The Closet is a 5 mana card. I think you'll need some support before you get to it.
I think I'll try to build a white/red build of this. Cloudshift does the same thing as the closet, so for 2RW you can mark of mutiny, attack, then cloudshift starting turn four. You also have Azorius Arrester as a cheaper, blockable version of the Soulsworn Spirit.
A green/red version offers more mana acceleration. You also get the aforementioned Acidic Slime.
If you continue with blue, the mentioned infinite Gilded Lotus combo can bring a game win out of nowhere.
Traitorous Instinct is yet another of the same effect in red. You may even be able to go mono red entirely. Burn-control to start, then steal every creature they play. I had a deck similar to that when Bazaar Trader was legal.
I you wanna stay R/U how about goblin electromancer early this way you can get a creature early and start stealing stuff earlier and for cheaper? Also what would a R/G list look like with slimes? Could someone post one? I also like the idea of mono red though starting with burn and maybe also adding guttersnipe with the conscripts in the creature department so when you cast those stealing spells and burn it does some extra damage? Just a thought.
So, my friends debate whether or not this works. I know it does, but what is the technical reasoning behind it?
Basically my understanding is that when something is moved to exile all ties (including the one turn that you borrow something) are severed. Then, when it returns under YOUR control it's like a brand new creature entering the field and you own it (unless of course it has an effect which is like "when this is played from your hand, or something, then it's a little different).
So, my friends debate whether or not this works. I know it does, but what is the technical reasoning behind it?
Basically my understanding is that when something is moved to exile all ties (including the one turn that you borrow something) are severed. Then, when it returns under YOUR control it's like a brand new creature entering the field and you own it (unless of course it has an effect which is like "when this is played from your hand, or something, then it's a little different).
is this how it works?
Thats pretty much how it is. I do believe that ownership is still the opponent, but since it enters the field as a "new" object, the control effect "until end of turn" from Traitorous blood, for example, gets replaced by conjurer's closet "exile, then enter the battlefield under your control." so you keep it for the game.
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(O_o) .....the face I made the moment I realized that deep down.... I am a mill deck player.
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So how about a take their stuff deck? It started seeming possible when I reread Conjurer's Closet. "At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control."
So you can take stuff, and not give it back. My precious...
4 Mark of Mutiny
4 Traitorous Blood
4 Cackling Counterpart
4 Zealous Conscripts
4 Conjurer's Closet
3 Deadeye Navigator
3 Ghostly Flicker
3 Soulsworn Spirit
2 Nivix Guildmage
3 Searing Spear
4 Izzet Keyrune
4 Izzet Guildgate
6 Islands
12 Mountains
[CARD]
Infinite Reflection[/CARD]? Tibalt? Switcheroo?
I know it's a bit tricksy. But might be fun for a game or two.
Might as well chuck a few Guilded Lotus in there so you can have the infinite mana combo with it + Deadeye + Conscripts.
—Jaya Ballard, task mage
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
I'll have to look up how exactly I accomplished that when I get home. I remember after playtesting the deck a few times that it definately needed some tweaking, but was viable, at the very least, for the kitchen table.
WR We Are Boros RW
kwis on fun decks:
Mabbz on MTGO | Demgrinds on Twitch & Twitter | Helpdesk
Yep. This happened to me once. It's pretty painful, it's like you're having a diarrhea and stomach cramps at the same time.
Building on a budget tips:
yakusoku's Budget Guide to Standard
Simon's Budget Guide to Playing on a Budget
10$ Deck Ideas:
Shinbatsu's Budget Deck Challenge
GB Graveyard Shift BG
UBR It's Cloning Time! RBU
Modern:
B Mono Black Infect B
WG Splicers GW
UG Allies GU
Turn 1, Land + Nothing.
Turn 2, Land + Nivix Guildmage? Searing Spear?
Turn 3, Land + Izzet Keyrune
Turn 4, Land + Conjurer's Closet?
Turn 5, Start perma stealing stuff. (profit)
Seems like 4 turns minimum of durdling around with very little interaction. By the time you start stealing stuff it isn't likely to matter. Also with your power curve 22 lands is too few I think. You need to get to 5+ power w/o missing land drops. I'd up it to 24 or 25 at least.
The Closet is a 5 mana card. I think you'll need some support before you get to it.
I think I'll try to build a white/red build of this. Cloudshift does the same thing as the closet, so for 2RW you can mark of mutiny, attack, then cloudshift starting turn four. You also have Azorius Arrester as a cheaper, blockable version of the Soulsworn Spirit.
A green/red version offers more mana acceleration. You also get the aforementioned Acidic Slime.
If you continue with blue, the mentioned infinite Gilded Lotus combo can bring a game win out of nowhere.
Traitorous Instinct is yet another of the same effect in red. You may even be able to go mono red entirely. Burn-control to start, then steal every creature they play. I had a deck similar to that when Bazaar Trader was legal.
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Basically my understanding is that when something is moved to exile all ties (including the one turn that you borrow something) are severed. Then, when it returns under YOUR control it's like a brand new creature entering the field and you own it (unless of course it has an effect which is like "when this is played from your hand, or something, then it's a little different).
is this how it works?
Thats pretty much how it is. I do believe that ownership is still the opponent, but since it enters the field as a "new" object, the control effect "until end of turn" from Traitorous blood, for example, gets replaced by conjurer's closet "exile, then enter the battlefield under your control." so you keep it for the game.