If I target my feather, the redeemed with emerge unscathed or any other card with rebound which effect has priority upon its resolution? My guess is that rebound takes priority first and since it never went to the graveyard Feather's ability won't trigger. But it will trigger on the 2nd casting correct? Turn 3 feather, turn 4 emerge unscathed. Rebound trigger, emerge unscathed goes into exile. Turn 5 cast for free and assuming I target a creature I control it goes to exile and then back to my hand at the end of turn 5?
Maybe a silly question Yorutenchi, but do the effects of the primal amulet stack? I've looked at cards with similar effects but not included duplicates because I wasn't sure.
Yes. If I tap two primal amulets or one twice It will copy the spell an additional time. It gets nuts if I get 2 amulets or 2 reclamation so I can copy a spell multiple times.
So spicy brew idea of the week is to make a Wilderness Reclamation deck. Easiest way to do that would be Nexus of fate but I don't want to do that. Instead the game plan is to flip Primal Amulet into Primal Wellspring. End of turn trigger tap Wellspring, untap wellspring, tap wellspring again. Triple an X burn spell for twice the land I have. Since it has to be done with either Electrodominance or Expansion//Explosion.
So this is what first comes to my mind but I'm concerned about surviving past the early aggro stages and would like critique on how to make it more competitive.
I haven't thought too much about a sideboard and while the growth spiral is good its mostly because it draws and ramps a little. The ramp isn't important because wilderness untaps my mana to give me enough. I might put something like Fiery Cannonade or something in just to have an early red sweeper. I just don't like that it misses a whole lot of important targets. With some early testing I have found that using electrodominance to instant speed Primal amulets and Wilderness reclamations is very good. There is nothing I cannot cast at instant speed in the deck currently.
Yeah the modern legal card that I found was Treacherous terrain. Now as a bonus question do you know of any effect that allows one to add mana by sacrificing lands? This one I think is a long shot.
There was a card that was played against me once a few years ago and I have since lost the name of it. The basic jist is that it dealt damage to each player (or was life loss I do not recall) based on the number of lands they have. Does anyone know of cards with similar effects? I've given thegatherer a few shots and haven't come up with anything. I'm pretty sure it is legal in modern.
Trostani Discordant states that all players gain control of creatures they own at the beginning of each end step. Crafty Cutpurse states that if a token would be made under an opponents control then it is created under your control instead. I am fairly certain that the tokens created under your control are owned by "you". So in the example of a play where an opponent plays Trostani and another player flashes in crafty cutpurse they obtain the 2 tokens and they are not taken at the end of the turn correct?
Fair points. The main reason I would defend the guttersnipe pick is that it enhances the flame of the keld significantly. It adds 4 damage to every instant I cast. In testing I found I played him often the turn after playing keld to set up or when I didn't have a keld.
I like the chandra's Pyrohelix and I think I'll add that into the deck somewhere. However hungry flames/open fire might still be sideboard material since at 3 mana you can't cast multiple burn spells on the turn keld pops. And thats what you want to do to help win. A five damage 3 mana spell is good but 2 lower cost damage spells would be better. Hungry Flames just is that amazing since with keld it does 5 to creature and 4 to player for 3. But it has to have a creature to target.
I might take out fanatical firebarnd. I chose to see him as lightning bolt for when keld pops and for a ping on turn one otherwise.
I like the pump spells and I think I should play around with it. Combat damage on the turn keld pops isn't reliable but this might make it better. Especially Invigorated rampage.
The specific situation is Aetherflux Reservoir turn 4 with a Gideon of the trials on board with his emblem. Can one sacrifice 50 life going to negate whatever? Or can they only sacrifice 50 life if they have 50 life?
Pretty sure this belongs here. Its a brew on GFG that I've been kicking around. It sacrifices a little bit of power for more speed and doubles down on goblins more than the other decks I've seen. It runs almost purely mono red but I play 8 dual lands for a splash of white only for anointed procession and a few sideboard cards. The deck runs pretty spicy with the discard outlets mainly being bomat courier. I had originally ran tormenting voice and then switched to the flame of keld as playsets before removing them for the 4 abrade. The neat thing about the deck is that it runs like mono-red goblin aggro till you want to play some GFG shenanigans. Best interaction in the deck is if you grab a Siege-gang with GFG while procession is on the field you get 2 siege-gang and 12 goblin tokens. I'm gonna test this a few weeks to see if it has potential or I need to just run a more standard GFG build for GP Orlando.
I'm brewing a RW goblin GFG with Anointed Procession. Main reason is that if I have both GFG and Anointed on the field with a Siege-gang in the grave it nets me 2 Siege-gang and 12 goblin tokens. Seemed like game if they don't have a sweeper at that point.
Card tags fixed, a small hyphen was missing. -MadMage
Yes. If I tap two primal amulets or one twice It will copy the spell an additional time. It gets nuts if I get 2 amulets or 2 reclamation so I can copy a spell multiple times.
So this is what first comes to my mind but I'm concerned about surviving past the early aggro stages and would like critique on how to make it more competitive.
4 Frilled Mystic
Enchantment
4 Wilderness Reclamation
Artifact
4 Primal Amulet
4 Expansion/Explosion
4 Electrodominance
4 lightning strike
4 Chemister's insight
4 Ionize
4 Growth Spiral
24 Whatever
I haven't thought too much about a sideboard and while the growth spiral is good its mostly because it draws and ramps a little. The ramp isn't important because wilderness untaps my mana to give me enough. I might put something like Fiery Cannonade or something in just to have an early red sweeper. I just don't like that it misses a whole lot of important targets. With some early testing I have found that using electrodominance to instant speed Primal amulets and Wilderness reclamations is very good. There is nothing I cannot cast at instant speed in the deck currently.
I like the chandra's Pyrohelix and I think I'll add that into the deck somewhere. However hungry flames/open fire might still be sideboard material since at 3 mana you can't cast multiple burn spells on the turn keld pops. And thats what you want to do to help win. A five damage 3 mana spell is good but 2 lower cost damage spells would be better. Hungry Flames just is that amazing since with keld it does 5 to creature and 4 to player for 3. But it has to have a creature to target.
I might take out fanatical firebarnd. I chose to see him as lightning bolt for when keld pops and for a ping on turn one otherwise.
I like the pump spells and I think I should play around with it. Combat damage on the turn keld pops isn't reliable but this might make it better. Especially Invigorated rampage.
4 Bomat Courier
4 fanatical firebrand
4 ghitu lavarunner
4 soul-scar mage
4 viashino pyromancer
4 guttersnipe
4 The Flame of Keld
Instant
4 shock
4 wizard's lightning
4 lightning strike
I'm still playing around with the sideboard considering fiery cannonade and hungry flames against aggro. Abrade, Chandra's defeat and magma spray as well
4 bomat courier
4 Goblin Instigator
4 Wily Goblin
4 Goblin Chainwhirler
4 Seige-gang commander
2 Gate to the afterlife
2 anointed Procession
4 Abrade
4 Clifftop Retreat
4 Inspiring vantage
16 Mountain
3 Chandra's defeat
2 Gate to the afterlife
2 Squee, the immortal
2 Sweltering suns
3 Ixalan's binding
3 seal away