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  • posted a message on [Developing] Genesis Wave Variants
    Took a few weeks off from competetive play, now I'm back.


    From Rules Forum:
    http://forums.mtgsalvation.com/showthread.php?t=362864

    I build this deck a little while ago and played it at FNM. I think I went like 2-3 with it...It's fun, that's for sure.

    So it does. Who knew?(Those guys apparently.) This makes this deck all that much more amazing.
    Quote from Kotagg
    No I definitely agree that the better play by far is Wave -> Surge, but I think that depending on what else is going on it's not terrible to do it the other way. Especially if we're talking about vs. counterspells, in which case you can SB Autumn's Veil in the second and third games.


    This is the point I was trying to bring across when I shot down Warstorm surge earlier. I have since taken red entirely out of my deck and now play UWG, but I will try out a Warstorm surge for posterities sake.

    Of the previously mentioned Grand Abolisher, jesus WHY didnt I think of that. So much better than Autumns veil in a variety of situations.
    Quote from Kotagg
    BuwhaIdon'teven...

    Warstorm Surge triggers. That's the whole reason it's in there, sillyface! So if Inferno Titan comes down with Surge, regardless of what else comes with it, there's up to 9 damage to the face. In fact, I was thinking of adding a third warstorm surge, since Waving into two of those means a Hero of Oxid ridge is 8-12 dmg alone.

    This is a FANTASTIC idea. Could you post the list you use(d) for reference, I would like to test the heroes out.
    Posted in: Standard Archives
  • posted a message on [Developing] Genesis Wave Variants
    Quote from Kotagg
    Here's what I want to try out soon, I think I'll build it on MTGO first. The sideboard is a work in progress, but do you guys think I have a good ramp/finisher ratio?



    Warstorm surge in this deck just doesn't fit. Yes, I get what you're trying to do, but in the end it will be useless against aggro, and control will just let it resolves and counter your Wave or Relevant large creature and since everything is put into play at once off of Wave Surge won't trigger when it + other creatures are put into play at the same time.
    Posted in: Standard Archives
  • posted a message on [Developing] Genesis Wave Variants
    Quote from mallrat
    Welcome board guys

    Teenage Wannabe - I am curious...how all those non permanents working for you if Genesis Wave hits? I would expect many go to gy than battlefield. Best number to have non permanents are 8. Can help you keep everything in play and less toss

    TalonXXX - Nice plans and ideas you bring....3 colors are alot of work. I missed and loved old Genesis Wave RUG....can it bring that back to life? Unknown and maybe someday might come back. Got idea in mind to bring Genesis Wave?


    The non-permanents were irrelevant for my purposes, much like Isoptope bunny put it earlier I just "keep throwing haymakers" and eventually either a titan or a fairly large Wave will resolve. The point of the deck isn't to get multiple threats out, its to get one or two, and protect them.

    Played another tourney tonight, will report later.
    Posted in: Standard Archives
  • posted a message on [Developing] Genesis Wave Variants
    Quote from TalonXXX
    interesting ... but then I have loved genesis wave since i played elves this time last year XD
    I have a few things that might help you guys in your deck building

    1- 3 color. 3 color seems like it will be the strongest (especially since you can run rampant growth primeval titan and bird and emissary PLUS we now have the ability to use enemy duel lands which makes 3 colors far more viable
    here are the strengths of each other color.
    Green- .... your playing green move along

    White- O-ring which is a power house allowing you to deal with walkers as well as enemy creatures. Giedon Jura who is one of the best walkers (allowing you to fog and swing past) as well as sun titan depending on your mana curve. Also gives some strong protection from RDW with timely reinforcements

    red- Allows for some removal, Urbrask, Hero of oxid ridge (again for a more aggro/agressive deck

    blue- Control control control... gives a great two drop in phantasmal image, allows for counter spells (mana leak and dissapate) as well as draw engines which are always handy. considering how you are going to be ramping you should be able to ply around leaving mana open for counters easily enough as well as some strong SB vs Kessig (flash freeze) as well as allowing you to defend against sweepers. Frost titan will also help you to swing past blockers ( i strongly reccomend blue as think twice doent care if it ends up in the graveyard)
    -------------------SNAPCASTER MAGE.... so good 3-4 of plox!

    Black- Provides more spot removal and grave titan is a power house, has rune scarred demon which can tutor for genesis wave. To be honest a black splash seems fairly weak to me.

    Artifacts- Wurmcoil, Batterskull both help stabalise vs aggro and are resistant to sweepers.

    I think that either a kessig list with a blue splash or a Green/white/x list will be the strongest.

    2- build for the meta. If you feel that a good controlish deck could do well build the wolf-run varient if you feel a more aggro list could do well i would reccomend a g/r/w list with lots of little guys and robably a 4 of genesis wave so you can genesis wave for a smaller amount.

    Hope this was helpful =D any feedback will be appreciated and possibly incorporated

    p.s. TROLL (or would it work) run 4 mimic vats play black green and then some other color (either blue for control or white for sweepers but you choice so idk) and 4 acidic slimes. use removal from black and (if white) sweepers and toss things on mimic vat (which you can stick with a wave) to have recurring creatures with evasion ... they o-ring it? to bad O-RING WAR
    p.p.s. Consider venser if you run o-ring and snapcaster to use his bounce on o-ring primeval titan and snapcaster (probably not mroe then a 2 of) or win off of unbloackable)


    I've actually been running a GWR Genesis Wave deck, but Sun Titan didnt make the cut, he just doesnt do anything for you. I will admit to him being in the 75, but he isnt stellar maindeck.
    Another thing that was actually hilarious was Geist-Honored Monk, blue wont blow a counter on her because she isnt Acidic Slime or Inferno Titan and she just kinda gets there(It is usually more involved than that, of course.), and she's kinda nuts in the aggro match when she comes down on turn three stopping most decks where they stand. as a 5/5 or better.

    I've actually been playing the semi-combo version with Urabrask and the Monk for one turn alpha striking.
    small note on the GWR version I have been playing: I played 3 MD Gavony township's and it makes all your creatures threatening. From little caw-caw to CAWWWW-CAWWW Birds? Seems good to me.
    Some ideas that've occured to me since I started playing this deck:

    Genesis Waving into a Gutter grime + relevant creatures is absolutely bonkers. this really only applies to the GWR version I've tested, but I can see your opponent needing to sweep your dudes and have 2-3 elves + a titan becoming a problem in any of the builds.

    Shrine of Boundless Growth is ridiculous in the versions playing blue, not so much for anything else.

    I don't think primeval titan makes the cut because he doesnt have a big enough effect on the game state. Yes 6/6 titans are difficult to answer. Ones that accelerate you like 12-16 other cards in the deck are not. This opinion of course changes if you're running Kessig Wolf-Run, something that I have opted out of thus far.

    I picked up my final Frost titan and Hinterland Harbor today, so I decided to switch to RUG for now, to see how it measures up, I'm skeptical, but I like counter spells.



    A few notes upon this iteration:
    Yes, I know my manabse is horrid. I had to trade some Sulfur falls in order to get pieces of this deck, and I havent had a chance to pick up a second and third Copperline Gorge.

    I also have done any real play testing with this build, only theorycraft based off of the other version. I intend on doing some play testing tomorrow evening before and at FNM.
    Posted in: Standard Archives
  • posted a message on 5C Elemental Aggro/Control
    Quote from Teenage_wannabe

    Working on a more thoughtful response than "No you're an idiot, listen to me."
    Expect it tomorrow.
    Also, Nice find on the collossus, I didn't even think of Changelings. Seems good to me.


    Alright so, I'm a little tired from testing and retesting ideas for standard right now so bear with me, I might seem a little short tempered.

    The inclusion of Wispmare in your deck is pointless. It hits such a narrow field of cards right now, I would CERTAINLY put it as a 4-of somewhere in the 75 but its not a very good card for the main board since your trying to play aggro, nothing wispmare does screams aggro.

    Now, after the revelation of changelings during my last post I would try out this gentleman. He might be solid, he might not, I however like the idea of swinging for twelve on turn 4.

    Another bonus of trying multiple changelings is you can play the Tribal lands.
    Posted in: Decks for Critique
  • posted a message on 5C Elemental Aggro/Control
    Quote from LOSTxRequiem
    Wow why chameleon colossus he is obviously not good and im surprised you are still trying with this deck.

    Wow, I didn't think anyone could be that helpful. Good job, carry on, win PTQ's, so-on, so forth.
    Quote from Sylar teh evil
    That's wrong, Champion does not work that way.


    No, thats actually spot on how it works when you consider the likely situation being, there will only be one other Elemental in play at the time of casting.

    Quote from theycallmelars


    So, here's the current decklist i have, i decided against cloudthresher in place of thornling, and the other two nova chasers in place of chameleon colossus feel free to comment on my choices, messed with the manabase too.


    Working on a more thoughtful response than "No you're an idiot, listen to me."
    Expect it tomorrow.
    Also, Nice find on the collossus, I didn't even think of Changelings. Seems good to me.
    Posted in: Decks for Critique
  • posted a message on 5C Elemental Aggro/Control
    Quote from theycallmelars
    I definitely agree with the inclusion of vengevine the only problem would be the cost, and in the right situations Omnath can be insane, but i don't think that this deck is the right place for him, also, i'm pretty sure i mistitled the deck, it's actually supposed to be much more of an aggro lark deck, so in that case, cards like cloudthresher and thornling sort of lose their appeal, and don't really run the deck smoothly, i did however absolutely forget about shriekmaw and will probably be running at least two of them, thinking on it i definitely agree with cutting mannequin, in this case for the shriekmaw. As far as mana goes, i've been seriously considering reflecting pool for a while, and i'll probably add glacial fortress and rootbound crag or dragonskull summit depending on which would benefit me more. All of that said, you gave me some very well thought out advice and would be interested in anything else you can think of.


    While I understand what you're going for, you're trying to build a deck for yourself while not considering the cards and curve of the deck.

    Elemental-Lark aggro was what I played when Lorwyn was standard legal.

    It baffles me why you dislike a turn 4 7/7 with flash that pyroclasms when its comes down. Sure, reveillark doesnt return it but reveillark doesnt return horde of notions, that doesnt stop you from playing it. The same thing with shriekmaw, you know? You know what does return cloudthresher and shriekmaw(And revillark, now that I think on it..)? THIS GUY!

    But, I suppose I won't force my ideas onto you, I will however firmly suggest you NOT play Nova chaser. It is generally a bad card and enables you to get 2-for-1'd rather than focus on what your deck does best, which is 2-for-1ing your opponent. I will point out that because of Flamekin harbinger you should NEVER be without a Smokebraider on turns 2 and 3 which essentially advances your clock by two. Which means a turn 3 Horde of Notions or Turn 4 Cloudthresher, Or a turn 3 Vengevine(My god that sounds horrifying.) are pretty common things for this deck.

    I can certainly sympathize with the Vengevine problem, thats the biggest reason why I dont own a set myself, but I would get some if you can.

    Quote from weltkrieg
    If you're going to play dual lands like glacial fortress and dragonskull summit that are almost always going to be entering tapped, why not just play the trilands from shards of alara? they also enter tapped, but also tap for three colors.


    This.. is not a bad idea. XD
    Why didn't I think of that?
    Posted in: Decks for Critique
  • posted a message on 5C Elemental Aggro/Control
    Quote from theycallmelars


    I'm not crazy about the manabase myself but i didn't really want to throw in a lot of two color lands or things like that (mostly because of the budget) but yeah, i've fixed it up a little bit, i honestly got so focused on the creatures and other spells that i completely forgot to mess with the manabase, if there's anything else you'd like to add (manabase related or not) i'd be glad to know what i can work on! Smile thank you for your comment!


    I'm going to wager that you havent even looked at the list of elementals that have come out since Lorwyn block.
    Like.. This guy or that guy.

    But poor card choices aside, your mana base still need alot of work, for which I recommend Reflecting Pool. Your Vivid Idea is still valid I think, though I might look into the Neo Duals from M10/M11/M12 if you figure out what mana you'll be focusing on. OR the duals from Scars of Mirrodin.

    Also, the lack of shriekmaw in your list is.. startling.
    No Cloudthresher either? Tsk, tsk. And Thornling seems hilariously good for this deck.

    I would remove Mannequin from the deck altogether if I were you, it was fine when it was in standard, though it is FAR too slow for extended.

    Though I wont type it out in detail until I get more info from you, I can honestly say the biggest thing this deck needs is about 150$ worth of cards.
    Posted in: Decks for Critique
  • posted a message on [Development] Brown Aggro / Hawkward
    Quote from MrPajitnov
    18 has been the sweet spot for me. I started with 17 but wound up either mana-screwed or having to tap CWZ to play spells. I'm debating whether or not I want to keep Seachrome Coast in the deck, the only need for U is for Spellskite and that's phyrexian so between Mox opal and and that I should have no problem hijacking whatever I want.



    I like the idea, I just don't know what I'd cut for it. Maybe the dispatch/divine offering slot, but I haven't even been running those MD lately.

    Yeah, 18 does seems to be just the right spot for this deck.

    As for the seachrome, I dunno if spalshing blue for spellskite is good enough..
    If we do splash blue that does give us the blue for other interesting things like mental misstep and phyrexian metamorph but.. all of those cost phyrexian mana.
    Quote from MarkBGH
    Agreed that it seems like a good idea, but Dispatch/Divine Offering/Celestial Purge take care of just about everything. This deck's biggest weakness in general is giant threats that bring it to a screeching halt, and burn doesn't help with that. I'd rather Dispatch a Primeval Titan and attack for 7 than throw a bolt over its head for 3.

    I certainly agree with that sentiment, wasting burn on large creatures can often slow a deck down more than speed it up.
    Quote from Medisinyl
    Seachrome Coast should almost never come into play tapped. In fact, I generally don't play more than 3 lands at any time due to Tectonic Edge.

    No reason not to run them. It even seems to confuse the opponent at times when the blue mana leads them to assume counterspells are in hand, etc.

    ..This made me smile for some reason..
    Posted in: Standard Archives
  • posted a message on [Development] Brown Aggro / Hawkward
    Quote from Top_Deck
    I am currently running 3 Hovermyr MD to test them out. I had good success with them on Friday. I put them in since I figured they would be good against Hawks but never saw any that night.

    They are an inexpensive flyer that remains available as a blocker and several times had multiples out that frustrated my opponents.

    I run both Hovermyr and Glint Hawk Idol, so I wouldn't necessarily remove one for the other. I would maybe find another place to cut something if you want to test Hovermyrs in the deck. GHI is too versitile and deadly to be removed imo. In fact I am going back up to 4 GHIs after running only 2 MD last week.

    I agree that Glint Hawk Idol is way too versatile. It dodges almost all main deck hard removal and gives you something to do if your opponent manages to get off a sweeper a turn before you can kill them.
    Quote from rustheman
    I like Hovermyr. With Tempered Steel out, you have a 3/4 flying critter with vigilance out there. Good defense from those birds with swords.

    Why, in an aggro-deck, are you worried about defending. I understand that preparation leads to success but there are better cards to fill a two drop spot. In fact, if you're blocking anything with anything you should probably just scoop up and start shuffling. This deck doesn't and shouldn't know the meaning of defense, because as the time old addage goes: A Good defense begins with a good offense.

    I'm not saying you shouldn't try it your way as someone else has and is having success with it but there are few and far between threats that are relevant enough to NEED to block.
    To put it in a different light: This deck approaches every game like a race, and while you're on your first through third lap(Turn) most other decks are still fueling up.

    Quote from MrPajitnov
    20 lands seems like a bit much to me. I'm running 18 right now and I almost never get land screwed since you can run the entire deck off of two lands and a Mox Opal.


    I was ready and waiting to disagree with you but my testing online has lead to not only agree with you but to consider dropping down even further with the land count. Call me crazy if you will.

    Quote from Spec1alFX
    The point of splashing red is not for lightning bolt...it is for Galvanic blast which kills spellskite.

    not only does it kill spellskite it gets an extra four damage to the face of an opponet endgame when they might gain the control back...

    another card is Jor kadeen, the prevailer this card wins games... 8/4 first strike that gives all your fliers +3 power...turn four?

    and ummmm whipflare do i even have to try to reason why this card is boss? makes us own every other aggro deck? and racing control is our strong suit

    a huge problem with this deck is that you can beat face turns 1-3 and get them down to 3-6 life, then stall out once they find their tempo. This deck needs FINISHERS...not to flood the deck, but there needs to be 4-6 cards that can win the game for you turns 4-6 instead of going all in... with dispatch and galvanic blast we have as nice of a removal suite as most decks... we no longer need to win turn 3...

    i played this mono white since PT paris... now that NPH is out it has been W/r Steel...and not to bash since i have been posting in this thread since the beginning i prefer the W/r version almost double now...


    While I agree with you that there is a minor need of finishers in this deck, I can also disagree because of the fact that this isn't a regular aggro deck. Nor is it Sligh, or any form of aggro we've seen post-Ravager.
    And while I like Jor, I cannot justify playing him in a deck that runs

    I've been thinking of the merits of adding red for Galvanic blast and maybe lightning bolt and I can't say I hate it, it does do everything we want it to, including throwing a wrench at other aggro decks.
    Posted in: Standard Archives
  • posted a message on [Development] Brown Aggro / Hawkward
    So, I've finally picked this deck up after I got the opportunity to trade for a set of tempered steel's and a triplicate set of mox opal's, I haven't any results as of yet.

    Not directly atleast, I have been playing against MrPajitnov at our local game shop to the best of my ability with my R/B Vampire deck, and its hard for me to keep up sometimes.

    I think the greatest thing that helped me win the games I did was drawing into an enormous amount of removal at just the right times, as well, no offense intended to you, MrPajitnov, but being still new to magic on the whole and testing a decently hard deck to pilot correctly(Anyone can play a bunch of small dudes and go to the redzone, but sending the correct dudes there can sometimes leave even experienced players scratching their heads) so I was able to capitalize on some of your honest play errors.

    I think this deck, in the hands of tried and practiced player who isn't still learning magic could be violent.

    Cheers,
    -Kai
    Posted in: Standard Archives
  • posted a message on Official World of Warcraft players [Rehab]
    Armory sauce.
    I play on Argent Dawn RP server, level 80 DK.

    I got started because a friend of mine played at the time and I just wanted to hang out with him, plus I had been hearing a lot of good things about WoW from gaming magazines and what not.

    I still play because... well my time card hasn't run out yet. I haven't really considered getting it renewed yet as I have some pressing issues in my life that require the time I would spend raiding.

    I wasn't half bad at PvP when I played in BC on my APPoM-Pyro mage, would alwys compete with an enhancement shaman friend to see who could get MOAR HK's in a BG. I usually lost though.. >_>
    As for my DK.. I haven't really tried PvPing outside of Wintergrasp and inside wintergrasp, well let's just say I tower rush and Vehicle spawn for people.

    On a WoW related note, my guild I'm currently in has cleared everything EXCEPT for Sarth(10) 3 drakes and all of Ulduar, we haven't quite got all of it, but we're just over half of Ulduar on farm, with steady progression into the Watchers and Descent. *Shrug*

    WoW really is fun if you have someone to play with.

    Quote from Darklightz

    2 : The Casual Raider. The CR ain't got no epics, he's got no achievements because he ain't first rate. He can't even clear Naxxramas.


    You, good sir, fail.
    Posted in: Talk and Entertainment
  • posted a message on Number of players and rounds to be played
    Ok, so does a tournament organizer have to announce that they are changing the alotted time limit, or are they free to make one tournament 50 minutes while another, say the following week, 40 minutes?
    Posted in: Magic Rulings Archives
  • posted a message on Number of players and rounds to be played
    It's become an issue at my local FNM as to how much time we have to play for a certain amount of rounds.

    I.E. If we have enough people to play 5 rounds how much time do we have to player per round, is it 50 minutes?

    And how much time do we get to play per round if we have 6 rounds, or for 4 rounds?
    Posted in: Magic Rulings Archives
  • posted a message on [M10] Rules changes finally explained! MANY PREVIEWS
    The changes on the Combat damage, mana burn, and the lifelink/deathtouch has made me very sad. I can't believe their simplifying our game like this. This just hurts me as a player that they would 'screw' their older players infavor of new ones who don't want take the time to learn the rules.

    Way to go Wizards. You've probably just lost thousands of players.

    *Sigh* New duals lands.. Yay! I guess...
    Posted in: Rumor Mill Archive
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