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  • posted a message on [Developing] RUG Miracle Gro
    Nivmagus Elemental is bad. Card advantage matters a lot. It's like reverse tempo.

    Also Augur of Bolas is no good with such a low spell percentage.
    Posted in: Standard Archives
  • posted a message on The Mana Cost Game
    Chant of the Undead 13BBB
    Chant of the Undead costs 1 less to cast for each card in all graveyards.
    Return target creature card from a graveyard to the battlefield under your control. It becomes a black Zombie in addition to its other colors and types.

    Next: 2UUR
    Posted in: Custom Card Contests and Games
  • posted a message on [Idea] Know all the things!
    You guys have to remember that when you get Omniscience into play, you better win IMMEDIATELY. This means ABSOLUTELY running 4x Conflux. In fact, I might even recommend running 4x regular tutors like Diabolic Tutor in addition, so that when you cast Omniscience you can chain off immediately.

    EDIT: Also, don't you need more than one Reminisce effect so you can shuffle your Reminisce back in?
    Posted in: Modern Archives
  • posted a message on The Mana Cost Game
    Song of Titania GGG
    Tribal Instant - Elf
    You may not spend mana produced from Forests to cast Song of the Titania
    Sacrifice any number of lands and/or Elfs. Search your library for up to X Forest cards and put them onto the battlefield tapped, where X is three times the number of permanents sacrificed this way. Then shuffle your library.

    Next: 2(U/G)(U/G)
    Posted in: Custom Card Contests and Games
  • posted a message on Commander Game
    Garazith, the War Torn 1BRRG
    Legendary Creature - Viashino Warrior
    Creatures you control have provoke and deathtouch.

    Next: A GW Enchantress-style general.
    Posted in: Custom Card Contests and Games
  • posted a message on The Mana Cost Game
    Chaos Storm 4UR
    Until end of turn, spells you cast have cascade.

    Next: UUB
    Posted in: Custom Card Contests and Games
  • posted a message on [Deck] Myr Populate
    Galvanizer totally works with battlesphere. Attack with all of your myrs except galvinizer, battlesphere's ability goes on the stack, in response untap your dudes, then tap them again when the battlesphere's trigger resolves. None of this will remove them from combat.
    Posted in: Modern Archives
  • posted a message on ‘Drink Less, Work More’, Aussie Billionaire Tells Non-Rich
    It's not that what she said is wrong, it's not. It's that she's such a goddamned ****ing hypocrite. I don't want someone who's never lifted a goddamned finger to earn a dollar to tell me what I need to do to deserve her lifestyle. ****.

    Quote from macrie69
    Look here and here

    Right, because 40-50% of Americans don't buy anything ever.
    Posted in: Debate
  • posted a message on [Single Card Discussion] Modern SCD of the Day 8/24 - Wargate
    Ran it in my EDH Rafiq deck. Outside of that format, the mana cost is too intensive and restrictive.
    Posted in: Modern
  • posted a message on Spelltwine Question
    Last night, at a draft, my opponent played Spelltwine. He wanted to replay his Essence Drain to target me. However, the only instant/sorcery in my graveyard was a Negate. Headaches began.

    We agreed that in order for Spelltwine to be cast at all he must target Negate, and that he must copy those cards. However, the next sentence on Spelltwine was where we disagreed: "Cast the copies if able without paying their mana costs." He claimed that since he can choose the order in which the copies are played, that he could play Negate first with no legal targets and "let it fizzle". I claimed that 1) you can still target Spelltwine while it's resolving (which Gatherer backed me up on) and 2) even if for some reason you couldn't target Spelltwine legally but you could target Essence Drain (if, for example, it were a different counterspell like Hindering Light), you still couldn't order everything that way because you can't normally cast the counterspell without a legal target and Spelltwine says you MUST cast the copies if you are able (and he IS able, just not in that order, so he can't choose that order).

    Posted in: Magic Rulings Archives
  • posted a message on [Primer] RG Ponza / Modern Land Destruction
    I posted a RUG list earlier that didn't run Stone Rains at all, basic strategy was to stall with Firespout/Mana Leak/Remand early game, drop a Wildfire and win via Primeval Titan. Here's the link. While I found it a bit too slow, maybe you all can take some ideas from it.
    Posted in: Midrange
  • posted a message on [Idea] RUG Eminent Domain
    Quote from AerronMichael
    I would suggest going for ramp. You'll find you'll have more success with your sweepers in dealing with what they throw out in the early game. Getting to 6 mana is important for your deck so that should be your focus in the early turns.

    This also makes me think that maybe I should take out something for Electrolyze or Forked Bolt. One of my difficulties is letting opponents' Titans/Engines survive post-Wildfire. Plus, with Electrolyze onboard there'll be another 6-mana play (Electroyze plus Firespout).

    Tidings has been very important stabilizing board position post-Wildfire. Plow Under, while cute, is too tempo-ey. By the time I play it I usually need to wipe the board or drop a threat. I usually would prefer a fatty or another Wildfire. So I'm thinking I'll test....

    - 2 Plow Under
    - 1 Mana Leak
    + 1 Primeval Titan
    + 2 Electrolyze
    Posted in: Modern Archives
  • posted a message on [Deck] Hive Mind
    Not an expert on Hive Mind, but I'm guessing it's to slow down your opponent and dig early on.
    Posted in: Modern Archives
  • posted a message on [Idea] RUG Eminent Domain
    I should preface this with the fact that I don't play Modern and so I have no idea what the meta is like or how fast it is.

    Back in Ravnica/Kamigawa standard I played Eminent Domain and LOVED it. Mana denial is just so.... cruel. For those of you who don't know, the deck revolved around playing two-mana accelerators (signets back in the day) for a turn three Annex and a turn four Kokusho, the Evening Star and a turn five Wildfire (or just curve right into a turn four wildfire). This was usually accompanied by Mana Leak and Remand for tempo and to draw the opponent into over-extending.

    With the addition of Wurmcoil Engine and Primeval Titan, I thought it might be interesting to revisit my old friend in the Modern format.

    I chose my Win-Cons because A) they survive Wildfire, B) Wurmcoil Engine is amazing, and C) Dropping Primeval Titan the turn before you Wildfire will cause a HUGE swing in mana dependence. Instead of the standard Dream Leash for a backup mana swinger, I chose Mwonvuli Acid-Moss. It's basically a better Annex (provides you with an extra land to sac to Wildfire and denies your opponent one land) because you can search for fixers.

    The biggest difficulty I've had playing with the deck so far is deciding whether it's more important to drop a signet turn two for acceleration or to leave open for Mana Leak/Remand for tempo and stall. Generally I've opted for the latter, though it's caused me some problems in the past.

    Thoughts? Should I make more room for early sweepers like Firespout? What should I consider for a sideboard?
    Posted in: Modern Archives
  • posted a message on [Deck] Wildfire.dec (Post RTR)
    Most of your 2-of mana artifacts are bad Izzet Signets.

    EDIT: Whoops, somehow I missed the pulses....
    Posted in: Modern Archives - Deck Creation
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