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  • posted a message on [TPF] Echo Beats
    Timbermare is usually the equivalent of a 5-7 point burn spell in this deck for 4 mana. Essentially When Timbermare hits the game should be close to over or I should be stockpiling burn to make it over shortly.

    Would you change your mind on Timbermare if I put 3 of the fairy (I don't recall name) that allows me to untap a creature?

    I use Gaea's anthem in the same way as WW used Glorious anthem as a big unilateral pumper, and to get past rough//tumble which may see some play as a pyroclasm.

    Basalt gargoyle seems like an interesting choice however, the big plus to my current echo beats is that they have haste so they get at least one shot in regardless of whether or not i have the Goblin on the board.
    Posted in: [TPF] Time Spiral, Planar Chaos, Future Sight
  • posted a message on [TPF] Echo Beats
    Giant Solifuge isn't in time spiral block for one. I explained that ground breakers aren't consistant enough without dual lands and/or birds.
    Posted in: [TPF] Time Spiral, Planar Chaos, Future Sight
  • posted a message on [TPF] Echo Beats
    I've been toying around with a R/G beats deck that still needs some tweaking but has been doing fairly well.


    21 lands

    There are 3 open spots before I go to sideboard, I've considered: The new faerie to allow untaps after timbermare hits for more damage, blood knight to handle what i expect will be a white heavy meta-game, brute force and might of old krosa as pseudo burn spells.

    I've tried ground breaker out and its just too hard without dual lands and/or Bop to get 3 green early enough to make it consistant. Basically the deck uses simian spirit guide to ramp mana acceleration and thick skinned goblin as a means of counteracting the echo costs of some of my cheap beaters.

    Favorite Game as of yet.
    turn 1 forest, remove simian spirite guide play thick skinned goblin
    turn 2 forest double ukatabi drake, swing for 6
    turn 3 pay 0 echo mountain play gaea's anthem swing 9
    turn 4 play forest play timbermare swing 6

    I know, not a brag hand, but still my fave, still I see alot of turn 1 marauders followed up by turn 2 goblin and turn 3 drakes, just wish char was in the format for a good finisher...oh wait how bout the new beserk?? or is that too expensive? well lemme know and thanks

    Remember your block letters. Smile -Feuer
    Posted in: [TPF] Time Spiral, Planar Chaos, Future Sight
  • posted a message on [GP] Your Prerelease Experience
    I went to the Florida pre-release, Started with the midnight flight friday
    2-1 due to play mistakes with a r/b/g deck. On Saturday I went 1-2, 3-0, and 2-1. On Sunday I drafted a mean r/g beats deck in triple GP and then promptly lost because of mana flood to a r/u tricks deck (mana flood with only 14 lands in the deck is horrible :O( )

    My experiences: R/U is nuts in sealed if you get the cards--wee dragonauts for the win and that r/u replicate +1/0, flying, first strike instant is the best combat trick in the format. B/w is solid and one of the few combos that can do exceptionally well with only 2 colors in the deck though most splashed green (same could be said of the green splash in r/u).

    Cards I fear-Anyone with multiple pillories---My friend drafted 5 pillories and 3 agent of masks in her deck--needless to say it was nuts.

    the good-I picked up 3 heirarchs, 4 foil dual lands, 2 foil birds, almost finished foiling out my golgari deck. This is my gf's first pre-release (only 4th month playing) and she went 2-0-1; 2-1;1-1-1 (skeletal vampires for the win!)

    The bad-in florida for the first time, the release was not at the hotel but at a convention center down the road, which was hard to find and generally just a pain since you had to drive back and forth if you didn't want to bring everything with you. oh yah and charging for admission was a crock.

    the ugly-all those cool things in the good cost me about 200 bin rares, and 100 bucks....being a foil whore hurts sometimes lol.
    Posted in: The Rumor Mill
  • posted a message on Enchantress possible in Simic?
    Yay! I'm not totally crazy in seeing copy enchantment as a hint then.

    I like the idea of the guild leader. I hope that we see a card along these lines, it would make my dreams come true if it was reasonably costed. I used to play u/g winds enchantress before they banned frantic search.

    I still the like my U/G 0/1 though, its cheap so it gives the possibility of setting up an early draw engine which could combine the new card draw and life from the loam to make either a comboish u/g/x deck or for another decent u/g control (my old standard deck reborn yay)
    Posted in: Speculation
  • posted a message on Enchantress possible in Simic?
    I was just thinking with all these aura's etc floating around, and the new focus on trying to make enchantments playable anyone think we might see an enchantress reprint in simic in dissension (sp?)

    For example-

    Simic AuraTracer

    ug
    simic auratracer can't be the target of spells or abilities
    whenever you play an enchantment you may draw a card.

    0/1

    probably too playable....steps on argothian enchantress and would make enchantress actually playable in legacy...

    less useful but maybe still good block enchantress
    UG

    Simic enchantress can't be the target of spells or abilities
    whenever you play an Aura Enchantment you may draw a card.
    0/1

    this would make some Johnny's smile, and their heads explode over a 3 color auramancer w/u/g deck.

    well just a few thoughts...

    edit--how about changing played to--aura you controll comes into play you may draw a card (wrong templating i'm sure) make it abuseable with flickerform--come on you know you love bad cards!!
    Posted in: Speculation
  • posted a message on Casual Crystal
    Thanks for the reply! Hopefully it will be the first of many. Yah i'm gonna have to figure out the whole deck tag thing :O). Malevolent awakening would be good if I had alot of graveyard interaction or "when goes to graveyard" abilities, however I think that gravedigger is better in this specific deck since its own ability is CITP and because with crystal shard I'm always netting at least +1 card advantage vs breaking even with awakening. I believe you are right about the champion, however I was looking at is as say I finish opponent A with the life loss I can still bounce/replay to deal 6 more to opponent B.

    I was thinking of a replacement for gloomdrifter I like the card for its reuseable semi-board sweeping, but sometimes I think it might be to narrow as both a 1-of and requiring threshhold even if most of the time it doesn't effect my board. Thinking of dropping it once I get a foil gilded drake.

    Any other suggestions for cards?

    edit-nevermind they didn't make a foil gilded drake....any ideas for a replacement
    Posted in: Casual & Multiplayer Formats
  • posted a message on Casual Crystal
    I don't know about you guys, but I love stupid stack tricks, and in this tradition I made a deck all about such. This deck is intended mostly for multiplayer, though it's still effective in casual duals (ie. not staring down ravager affinity etc). So here's the decklist with a short description of cards, and a little bit of a synergy guide/concept in my mind's eye.

    4 crystal shard
    4 ravenous rats
    4 man-o'-war
    3 chittering rats
    3 compulsion
    4 memory lapse
    2 nekrataal
    2 faceless butcher
    3 recoil
    1 gravedigger
    1 gloomdrifter
    1 jolting merfolk
    2 sage owl
    2 laquatus champion
    1 evacuation or 1 gilded drake

    4 tainted isle
    2 salt marsh
    1 Sol Ring
    10 swamps
    6 Islands

    First I know that I could pick better lands, ie. New duals, pain lands etc. However the deck in its current form (with evacuation instead of gilded drake is all foil) so i'm trying to maintain a level of sanity with its cost.

    I'm assuming that alot of the interactions are pretty evident, play faceless butcher, ability on the stack, return it to your hand perma remove a creature, replace faceless butcher with gilded drake=perma steal a creature.

    The other creatures provide both speed bumps as well as utility, ie rats for recurring hand destruction vs the control players, sage owl to help with my draws, jolting merfolk to help tap down attackers or clear the way for my own. Nekrataal's for the creature win, backed up by recoil for problematic things that need to be dealt with now. Compulsion acts as a never dead car quality engine, and grave digger lets me toss creatures or trade in combat favorably with crystal shard on the board. Man-o-war allows me to trade early tempo or acts as a 1 shot crystal shard in a pinch.

    The decklist has been incredibly tight, and as of right now Laquatus champion has been my tough to remove win condition as a beater or late game black fireball for 6 life loss to the dome. This deck has a very good late game and lots of resiliency, however I would like to get some other's opinion's on this deck.

    Ideas I had were the invasion cards that bounc a blue/black creature you control when played (ie. cavern harpy/doomsday spectre) to give me utility pre-shard and more beaters, more possible bounce in say waterfront bouncer, however I get kinda concerned with discarding/blazing thru my deck because in long games i have no real way to recur other than gravedigger. (what do you think about using the blue guy that recurs instants as a one of?) or feldon's cane sideboard etc.

    well this post is long enough, thanks for your time!

    :OD
    Posted in: Casual & Multiplayer Formats
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