- Elvish Sniper
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Member for 12 years, 1 month, and 5 days
Last active Sat, Apr, 8 2017 14:12:35
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Feb 4, 2014Elvish Sniper posted a message on Launch Giveaway!My favorite Magic Card is Survival of the Fittest. Before it was banned in legacy, I used to play it all the time - putting anger in the graveyard, getting squee, goblin nabob, and then casting a hasted fatty every turn. It's still good in EDH, but you just can't build a deck around it like you used to.Posted in: Announcements
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In the future WoTC redesigns Fasting. The only change they make to it is the amount of life it gives each upkeep. The new card is SO GOOD that it becomes a maindeck staple of a (possibly new) tier 1 legacy deck.
What do you think the minimum amount of life "new fasting" would have to give you each turn would have to be in order to make that happen? Secondary question, what else would the deck play? Serra Ascendant? Vizkopa Guildmage?
The modern tournament came and went, but I never put Anger of the Gods back.
About a week later, we're playing EDH, and REALLY late in the game, I draw Calcite Snapper, and with the help of some removal proceeded to deal about 12 damage with it, past my opponent's Maze of Ith.
Springjack Pasture
Batterskull is good on its own, but secretly has "8: Trigger Grave Pact. Play this ability only if you have nothing better to do."
Skeletal Vampire
Sengir Autocrat
- Seat of the Synod
- Merchant Scroll
- Frantic Search
- Dig Through Time
- Oblivion Stone
- Snapcaster Mage
- Scalding Tarn
- Force of Will
- Maze of Ith
Oh well. With enough time & postage, pucatrade will get me there.I'd replace either Pongify or Rapid Hybridization with Reality Shift, unless you want to run all 3. Exile is so much stronger in commander, and it's great to have this as an option for a spot removal spell that you can find with Muddle the Mixture.
An enchantment that reads "Your commander costs 4UBR less to play. You probably win the game if you have Gravecrawler and a free sac outlet." would certainly make the cut for me.
If you happpen to be playing more zombies than that...bonus.
Some great zombies that haven't been mentioned yet: Grave Titan, Gray Merchant of Asphodel
Casting it on your turn:
You draw 7 cards immediately, but you're tapped out.
Casting it on an opponent's end step:
You get to discard a players hand, and will have mana open to protect Jin in the future, but you're 7 cards behind where you could have been when you untap.
Obviously the decision is influenced by what you have in hand, how much mana you have, and what you think your opponents have - but generally, what do you think is the best way to play it?
I do well with this list, and I've been asked to post it a few times.
A lot of people suggest that Melek is a better spellsinger commander, which certainly is true if you're trying to take a bunch of extra turns, combo out or kill people with storm. I like Keranos better for a controll-y list though, because I can drop him early, then use board wipes to my heart's content while he generates card advantage for me. I'm intentionally not playing All is Dust, Perilous Vault, etc. for that reason.
The basic game plan is:
1. Ramp
2. Land Keranos
3. Stay alive, control things, and accumulate as much mana as possible
4. Kill everyone with damage over time (Guttersnipe, Drake Tokens, Keranos Bolts, and Sphinx-Bone Wand)
5. If the game goes late, combine Mana Geyser + Past in Flames or Mana Geyser + Comet Storm
5 Keranos, God of Storms
Other creatures:
2 Young Pyromancer
2 Snapcaster Mage
2 Goblin Electromancer
3 Guttersnipe
3 Trinket Mage
3 Burnished Hart
4 Solemn Simulacrum
4 Talrand, Sky Summoner
4 Dack's Duplicate
4 Clever Impersonator
4 Phyrexian Metamorph
6 Melek, Izzet Paragon
Instants & Sorceries:
1 Ponder
1 Brainstorm
1 Mystical Tutor
1 Personal Tutor
1 Vandalblast
1 Rapid Hybridization
1 Pongify
1 Swan Song
2 Negate
2 Comet Storm
2 Merchant Scroll
2 Price of Progress
2 Counterspell
2 Mana Drain
2 Cyclonic Rift
2 Reality Shift
3 Call to Mind
3 Chaos Warp
3 Fabricate
3 Day's Undoing
4 Past in Flames
4 Mystic Retrieval
4 Steam Augury
4 Fact or Fiction
4 Rite of Replication
4 Cryptic Command
4 Brutal Expulsion
5 Bribery
5 Force of Will
5 Mana Geyser
5 Evacuation
6 Recurring Insight
7 Temporal Mastery
8 Treasure Cruise
8 Dig Through Time
9 Blasphemous Act
4 Jace's Sanctum
Planeswalkers:
5 Tezzeret the Seeker
Artifacts:
0 Tormod's Crypt
0 Mana Crypt
1 Sol Ring
1 Wayfarer's Bauble
1 Sensei's Divining Top
2 Mind Stone
2 Izzet Signet
3 Darksteel Ingot
3 Oblivion Stone
3 Chromatic Lantern
4 Nevinyrral's Disk
5 Gilded Lotus
7 Sphinx-Bone Wand
Land:
7 Mountain
14 Island
0 Izzet Boilerworks
0 Thawing Glaciers
0 Scalding Tarn
0 Sulfur Falls
0 Terramorphic Expanse
0 Evolving Wilds
0 Command Tower
0 Steam Vents
0 Darksteel Citadel
0 Maze of Ith
0 Academy Ruins
0 Myriad Landscape
0 Strip Mine
0 Reliquary Tower
0 Desolate Lighthouse
I'm intentionally not playing Time Warp effects other than Temporal Mastery because this deck can get pretty out of control with recasting stuff multiple times, and I really don't want to be "that guy" taking 5 turns in a row. They would certainly be amazing and added immediately if I wanted this to be as competitive as possible.
Special Note: Price of Progress has turned out to be my primary wincon. Sometimes it just wins the game out of nowhere. It's very atypical that I don't cast this 2-3 times per game, which often is enough to kill some players by itself. I've had to cut quite a few otherwise great nonbasics to make it reasonable for me to do so. It's totally worth it - so if there are some obvious nonbasic lands I'm missing, feel free to suggest them, but that's probably the main reason they aren't here.
It can be pretty difficult sometimes to make changes without disrupting the balance instants/sorceries vs "things that do things with instants and sorceries", but I'd love to hear any and all suggestions!