Keep Mobilization. Tokens are good in Ertai. The cost to produce each token is a little much, sure, but it's a mana sink -- for when you didn't have anything to counter in a round about the table. It's there to ensure your mana is always getting you value.
Crawlspace is a little less necessary. You've got plenty of attack-deterrents already; I don't think another will help. If someone is intent on hitting you with creautres, **** his **** up. Ruin his board. Combo him out. Whatever strikes your fancy. Keep in mind, you have a lot of control over the creatures on the board thanks to Grave Pact and Martyr's Bond. If no one has creatures to attack with, why bother trying to protect yourself from attacks, y'know?
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Mar 14, 2015madhatter00o posted a message on EDH: Ertai the CorruptedKeep Mobilization. Tokens are good in Ertai. The cost to produce each token is a little much, sure, but it's a mana sink -- for when you didn't have anything to counter in a round about the table. It's there to ensure your mana is always getting you value.Posted in: Bur
Crawlspace is a little less necessary. You've got plenty of attack-deterrents already; I don't think another will help. If someone is intent on hitting you with creautres, **** his **** up. Ruin his board. Combo him out. Whatever strikes your fancy. Keep in mind, you have a lot of control over the creatures on the board thanks to Grave Pact and Martyr's Bond. If no one has creatures to attack with, why bother trying to protect yourself from attacks, y'know? -
Mar 14, 2015madhatter00o posted a message on EDH: Ertai the CorruptedYou've got plenty of counters/removal. Actually, I'd take out Mindbreak Trap. Yes, it exiles spells, which is nice for removing things you don't ever want hitting the field, but don't discount the effecacy of tempo-counters (counters that aren't necessarily permanent, but hinder an opponent's major plays... like Remand or Memory Lapse). Your opponent has lost the element of surprise, and other opponents might be more willing to gang up on him before he tries to cast the same thing again. Besides, 4 for Mindbreak Trap is a little steep for my tastes.Posted in: Bur
15 Stick-able instants are more than enough.
You don't need O-Ring; you've got instant removal, which is always better. If you felt the need for exile-removal in enchantment form, go with Detention Sphere, since it at least has the possibility of also taking out swarms. Like O-ring, D-sphere costs 3 and can be recurred with Sun Titan. -
Mar 14, 2015madhatter00o posted a message on EDH: Ertai the CorruptedY u no Martial Coup?!Posted in: Bur
Also, the new Secure the Wastes is perfect here.
I don't know what you should take out, though. Maybe Sphere of Safety? You already have Ghostly Prison, Propaganda, AND Moat... of the 4, Sphere is the weakest. -
Feb 7, 2015madhatter00o posted a message on EDH: Ertai the CorruptedCut:Posted in: Bur
Fog Bank: You've got plenty of better pillowfort in there already. You don't really need Fog Bank.
Utter End: You've already got Vindicate, and Utter End is on the expensive side for spot removal. Rather than use 4 to exile it, I'd rather use a bounce spell to throw off their tempo for using the problem-permanent.
Containment Priest: Too specific of a hoser, unless there's a serious problem of cheating creatures into play in your meta. I never saw the appeal of it.
Night of Souls Betrayal: It costs 4... and it could kill your token army... I'm not too sure about this one, but if you're using it in a clever way that I'm just not seeing, then you should keep it. If it's just there to hose, you should take it out for better things.
Counters:
Besides Memory Lapse and Remand, there aren't a lot of good 2-shop counters. Sure, these aren't hars counters, exactly, but they do set your opponents really far behind if they'e trying to drop fatties or make major plays. Trust me, a well-timed soft counter can screw up a combo or ruin someone's battlecruiser plans. Plus they can totally be imprinted on Isochron, so they effectively become hard counters at that point.
One you get into 3-drop territory, it can become difficult on the colour requirements. Still, Render Silent and Undermine have always had a little place in my heart. -
Feb 6, 2015madhatter00o posted a message on EDH: Ertai the CorruptedTo Add:Posted in: Bur
Swords to Plowshares: I saw PtE, but not its older brother.
Claws of Gix: Free sac outlet. Lets you hit any permanent, which combos well with Martyr's Bond.
Skullclamp: Don't know why you have swords in over this. Doing tokens? Use the Clamp.
Academy Rector: Even without Omniscience, there are enough necessary enchantments to warrant it.
Replenish: Because someone's gonna kill your shiny enchantments eventually.
Gate to Phyrexia: Artifact kill on a stick that doubles as a sac outlet. Such a handy card.
High Market: Sac outlets with Grave Pact/Martyr's Bond let you make people sac things on your time.
Vampiric Tutor: If you can afford one, it's worth having. Search for *anything*...
Mystical Tutor: Lets you search for your main answers, like board wipes and counterspells/spot removal. Also, you can set up the pseudo-miracle with Terminus, to handle their creatures on the cheap.
Low-CMC mana rocks. Not the crazy 0-drops or anything, but Sol Ring and maybe some of the Talismans.
More counterspells. I would at least include Memory Lapse and Remand because they're annoying. They're also stupid-cheap (CMC), so there's even more reason for you to add Isochron Scepter. (If you do, can you imagine Vampiric Tutor on the Stick? ^_^)
Consider Taking Out:
Frozen Aether/Kismet: 4 is a lot for what they do. If you *must* include this effect, though, just use one of them. If you start the second one while you already have one (in play or in hand) it's a total dead draw, since their abilities don't stack.
Planar Cleansing: I reckon it's not going to be too hard to have a good board position with this build, so having too many board wipes isn't good. I'd give for quality/versatility over quantity. Austere Command is better in the 6-drop wipe slot for the main reason that you can choose what stays on the board.
Wrath of God or Damnation: Again, you probably don't need both. Plus, you're trying to make creature tokens, so killing off your army/sac fodder won't do you any good.
Okay, that's all I can think of for now. If I recall anything else that I remember about the deck, I'll let you know. -
Mar 6, 2014madhatter00o posted a message on EDH: Toshiro UmezawaBUUUUUUUUUUR! Nice deck. I haven't looked at ISB's list or anything, but it looks like you have a good handle on how to build Toshiro. Just a few things I'd like to get your opinion on.Posted in: Bur
Why no...?:
- Animate Dead
- Damnation
- Grave Pact
- Dark Ritual
- Caged Sun
- Gauntlet of Power
- Jet Medallion
- Boseiju, Who Shelters All
Animate Dead is the main piece to use with Entomb. Plus, it's cheap recursion
Damnation is kind of a staple... I'm just surprised it's not in here. Is there a reason for this?
Grave Pact is some serious Black stax, and it contributes a LOT to devotion, which seems to be somewhat important based on your spells and Nykthos. In any case, it pretty much guarantees the board stays clear when used properly (i.e., with High Market, or any other sac engine).
Dark Ritual is an instant (and can thus be regained with Toshiro) as well as early ramp. Not always stunning in mid- to late-game, but it can boost you to right mana level really cheaply, so you can hang onto some instant-speed removal or drop a bomb.
Caged Sun, Gauntlet of Power, and Jet Medallion are mana doublers and reducers, which is sooo necessary for mono-coloured decks. They can all be recurred with Beacon of Unrest, too. As long as you don't over-extend, which would be unlikely given the nature of the control deck, these are EDH mono-coloured gold. Plus, the Sun and Gauntlet power up your creatures.
Boseiju, I think, is a must for any deck that can't protect itself from counters... I guess it depends on the meta, though. I'm just used to playing against at least 2 other Blue decks at any time O_O;
Cards I'm not so sure about:
Argentum Armor, though excellent removal, costs too much (12, including equip) and you don't have a lot of ways to cheat it out (mostly just Beacon of Unrest.
Burnished Hart is fine ramp if you didn't have access to mana reducers (Jet Medallion, which NEEDS to be in any mono-Black deck) and mana doublers.
Stinkweed Imp is a little weak in comparison to your other creatures. It only really functions as a blocker (which is fine, since it's got flying), and I'm not sure how much you plan to abuse Dredge... I would expect a few more dredge cards at least if you were.
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Overall, though, I really like the deck. It looks fun, interesting, and challenging to play and to play against. Keep us updated with testing results. - Animate Dead
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Apr 1, 2012madhatter00o posted a message on Trades: My Haves and (Perpetual) WantsYeah... that's actually the point. I don't really want it to be seen. It's just something to which I can refer people should they inquire.Posted in: madhatter00o Blog
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Aww... :<
My friend and I have been drafting it with the boxes we bought (one box each), but it's a really hard set to draft. At once there's a lot going on and yet not enough to do. It doesn't help that WotC is blurring established deck archetypes (like White Weenie... it's now WG-Weenie, which is not as efficient) and it's muddling the play-quality of the set. All for what? Backstories on the PW that no one really cares about or likes? Genius...
It's all relative, really. A Scrubland is a uinque kind of land that we KNOW will never be reprinted in any way, shape, or form. Serum Visions... well, a better draw spell exists, and they might print something new to take its place in Modern (I assume it's price-tag has to do with Modern).
Hey! Sorry for being tardy to the party (eh, yeah, lame expression I know, but it's almost 4am @_@) I've been busy with school and work, so I've not had much time to respond to MTGS stuff. Luckily that'll be over in a few weeks.
Anyways, as for your deck, I realize it's aimed at 1v1, and I'm really not very familiar with the banlist for that, so if I recommend something that isn't legal, just disregard it. I also have pretty much no recent experience in Duel EDH, so I'm really not familiar with the meta. (Hint: this is my disclaimer in which I state I might not be very useful).
I notice that you've got a lot of conditional counters (i.e., counters instants and sorceries, like Negate, or if an opponent pays 1 or X or something). Even if it's Duel EDH, I'm not sure how effective these are. Especially since you're not running many prison pieces or tax effects, you're opponents will have available mana, as you're not forcing them to over-expend it to cast spells. I can imagine that any Green rampy deck would be able to outpace this with fairly little trouble.
Also, if you're going for spell-based win-cons (Armageddon + [insert card here]), then using Stoneforge Mystic and Sword of Feast and Famine dilutes the power of the deck. It would be better to have tutors (maybe not Mystical, if it's banned) but probably Long-Term Plans or any suitable Transmute card. That way, you can search up your win-cons. Plus, SoFaF is the only SFM target you're running; if you draw the Sword before the Mystic, the Mystic becomes a dead card in the deck. Worse, she might end up a dead draw when you need it the most. I'd think very carefully about these two cards...
Besides what I've mentioned, I'm not sure how much I can comment on your deck. It varies greatly from mine, and it's playstyle is also very different. But! Best of luck to you! Please let me know how it goes.
Anyways, I'll see ya'll on the flipside! Hi-ho, Textbook! Awaaaaaaay!
SO much yes!
Your Mishra deck would be really interesting to play against! But I really think GAA4 and Mishra would have trouble against Gaka's Norin, a deck for which I have crazy respect for and have wanted to play against since I saw it years ago.
It would be one hell of a game. @_@
Chandra's parents are highly playable in Daretti... It's just a shame that WotC is "fixing" mono-Red by making it more dependent on artifacts, rather than giving it decent cards and support in the areas it needs it.
BTW, is anyone else kind of underwhelmed by the new PWs? I wasn't expecting them to be OP or anything, but I was espeicially disappointed with Gideon (my faveourite 'walker). He's just like every. other. Gideon... :/ What are your guys' opinions?
With Midnight Banshee and Inexorable Tide, you could go for a Grixis Wither deck that could be flavourful and fun. Red offers more up the wither route, and Blue has a good amount of proliferate stuff.
@Bur:
There is the Hidden Gems Thread... but personally, I think Thoughtpicker Witch should see more play. That card is bonkers in a token/control deck.
We don't use the French Rules in my group, even if we play 1v1, so I can't speak with too much authority. However, this seems like a pretty good place to start.
Derevi is usually faster because of mana dorks. However, if GAA4 is set up quickly, it can shut down and lock up an entire board. It's only happened once so far - mostly because I don't always use this deck....for hate reasons - but I managed to shut down Kozilek, Azusa, and Rafiq (competitive lists) on t4. I started with a decent hand, and drew into Winter Orb and Sphere of Resistance >_>
The main difference between the two is that a tuned Derevi list will have lots of ways to search for nasty creatures that AREN'T spells (i.e., they're activated or triggered abilities of other permanents), which is very strong. And the creatures Derevi can find with those abilities can lock up a board. The drawback is that it takes a few more steps than GAA4, but this is circumvented - to a certain extent anyways - by the early mana accel (usually mana dorks) that Green has access to. Still, a well timed Cursed Totem or Linvala can nullify the dorks and ruin Green's creature-based search engines/giant cheaty toys (Captain Sisay, Fauna Shaman, Elvish Piper, etc.).
In general for stax, though, GAA4 has a slight advantage because it's only 2 colours. Even with the best lands, 3 colours will nearly always necessitate a diffusion of focus when compared to 2 colours. GAA4's colours specialize in stax - artifacts, enchantments, and removal/counters, as well as the most efficient ways to search for those.
When you think about it, what does Green add to stax that White and Blue can't do better? If you answer "staxxy creatures," which is natural given Green's predilection towards creature builds, then the focus of the deck gets weakened. You're no longer just looking for artifacts and enchantments for your prison, but you're also spending resources getting creatures, which 1) take up deck-slots from removal/counters, and/or 2)"get in the way" (sorry, I couldn't think of a better way to say it) of important draws and top-deck filters.
I'm not denying that a tuned Derevi stax list is good, nor am I arguing that GAA4 is universally better. It's more or less a coin-toss, depending on the pilot. (For example, I don't know how to play Green. I'm not joking... I built a tuned Derevi deck a year ago. It was a good deck; everyone I lent it to won. I almost never won when I played it... because I don't know how to Green. ) Anyways, I'm simply giving my opinion as to which I think will make a more versatile and reliable stax deck
It's just how this cookie ended up crumbling. Actually, my buddy tried to get a Tokyo playgroup started by post g here on MTGS, but of all the people who responded, most of them ended up being die-hard Modern players who didn't even want to try other formats. Now, the Modern people just play by themselves, and my buddy and I play together.
Neither of them really do it for me in terms of their personalities, but at least Gideon's doesn't entirely suck.
I just hope that the art in the spoiler tags are NOT used on the actual cards. They're all pretty terrible, save for little-Chandra. She's adorable.
Ultimately, my card-pool was very strong for a Sealed deck: it would have been only too easy to make a U/G/splash W control deck, as I had multiple 2-drop counters and decent removal options. I didn't want to pass someone a strong card-pool (and the easy-street to victory) in addition to a money card. Plus, I'm greedy.
Anyways, I'm thinking of building a Zur deck because of these pulls (second Bitterblossom and a Daybreak Coronet just scream "build Zur!"). It would be fun to make an Esper deck finally, but I don't have a large Playgroup (it's just me and that buddy, who doesn't always play EDH because games tend to be really one-sided, depending on whether or not he's borrowed one of my decks), so making another EDH seems a little pointless.
Apologies for the late reply. I was the GP Chiba (pulled a Tarmogoyf, so I dropped and played EDH all day) and then had to write a presentation... That's the long way of saying I was busy
I use Muddle the Mixture in Talrand as both a counter (for instant/sorcery) and as a tutor. It's a little disappointing as a tutor, since you have to use it at sorcery-speed. With Talrand, casting is very important, especially at instant-speed so that you have drakes to attack with on the following turn. Still, I find it pretty useful. Not optimal, but useful.
For GAA4, it depends very much on the other cards you are using. In my particular build, the other 2-drops (i.e., Transmute targets) tend to be counters, removal, or utility. I find it a bit of a waste to tutor for a counter, but finding Cyclonic Rift (it's technically a 2-drop! :D), the Stick, or Talisman of Progress (to go with Winter Orb or something) might be a good way to ensure that you have the right things you need. Unfortunately, none of the combos are searchable with Muddle the Mixuture...
Of course, I'm spoiled by instant-speed tutors, so the sorcery-speed Transmute effect puts me off a little. It basically means showing your oppenents what you're about to do way before you do it. This isn't always bad; you can use this to your political advantage. The Transmute cost also doesn't benefit from GAA4's discounts, so if you're running on a tight mana-budget (like I inevitably end up doing), Muddle the Mixture will probably just sit in your hand, as there are usually other things to cast on your turn (prison cards) or because you want to leave mana open during the round (to counter/remove threats on other people's turns).
I'm sure I've mentioned this before, but I far prefer hard counters to conditional ones like Muddle. I've played with conditional counters and find they usually just get in the way. If I've got a way to counter instants and sorceries and someone casts a creature or artifact or enchantment, I'm screwed. (And this happened a lot during my early experiments with the deck.) So, if I were to include Muddle in GAA4, it would be specifically as a tutor. In this version of GAA4, there are more than enough strong/oppressive Transmute targets; I'm just not entirely sold on it because I really like optimized cards. I wouldn't naturally use half of the abilities of Muddle the Mixture (i.e., it's counter ability), so it would only really be working at half-power.
HOWEVER! If your running Grand Abolisher (which I'm considering trying out myself... :D) and a bunch of other 2-drops that you feel you really NEED to make the deck work, I can definitely see a place for it in GAA4.
I played EDH all day instead as I waited for my friend who had continued in the tourney. I had brought only Talrand with me, and though it didn't win, it seriously impressed and irked enough people that I felt a personal victory. Besides, you got a random pack for a $5 (roughly) entry fee, and one of the packs I grabbed out of the grab-bag was MM2! It didn't have a highly sought-after card in it, buy I was satisfied nonetheless. I ended up selling the rares in DTK pack (1 foil, 1 regular) for about $10 anyways, so that made up for most of that day's entertainment.
Any clarification is appreciated!
1. Horde deck is mostly tokens, with some (usually non-targeting) spells that are cast as they come up.
- How many cards are revealed/cast each turn?
2. Horde creatures attack each turn, if able.
- They have haste, too?
- How does this work if the Horde has to pay mana to attack? (Like if Proaganda/Ghostly Prison is out.)
3. Any damage taken by the Horde is converted into milled cards. (e.g., 3 points of damage = mill 3 cards)
- Do tokens cease to exist when they hit the graveyard, or do they stay there, waiting for recursion shenanigans?
- The Horde is "dead" when it runs out of cards in the library, right?
- How is flashback usually dealt with? Just automatically on the following turn it was cast?
4. How are "draw card" effects handled?
- Say one of the "survivors" casts something that makes the table draw cards. Are cards drawn by the Horde played immediately?
--- If those cards are played immediately, then tokens just enter the battlefield and spells go on the Stack, right?
5. Are there any other special rules or conditions I should know about when I'm building the Horde deck?
Cheers!