My favorite Magic card is Test of Endurance.
I used to have a super stalling control esque deck back in the day when it was legal, White Blue, that was nothing but stuff like Absorb, Gerrard Capashen, Life Burst, Reviving Vapors, and Worship (off the top of my head). I can't remember the rest of it, but I think I'd get victories with late game Ancestral Tributes, haha.
That is why my favorite Magic card is Test of Endurance! >=D
4x Evolving Wilds
8x Mountain
8x Swamp
Creatures [16]
4x Accursed Witch
0x Infectious Curse
4x Night Market Lookout
4x Spireside Infiltrator
4x Thermo-Alchemist
4x Alms of the Vein
4x Cathartic Reunion
4x Fiery Temper
4x Unlicensed Disintegration
4x Tormenting Voice
Artifacts [4]
4x Sky Skiff
3x Abundant Maw
4x Flaying Tendrils
4x Lightning Axe
4x Prying Questions
At first, I was trying to fill the slots with more synergy, and saw Prying Questions as "direct damage" and card advantage (or at least, generating card disadvantage).
Then I came across Accursed Witch -> Abundant Maw, and wondered if it's a good idea at all, to both get the Curse on the opponent, and have the life swing. (I suppose there is also a magical scenario of Abundant Maw emerging into itself, but maybe that's a bit "win more.")
Lastly, I don't really like Retreat to Hagra, but I do want to at least "mention" I saw it, just in case it's not the worst idea ever and I'm wrong about it.
My concern about Heir of Falkenrath is that it's only a single Madness trigger. Maybe that's good enough, actually, I'm not sure! Then, as a 3/2 flyer, it's a nice creature with evasion. But I'm undecided overall 'cause it doesn't go with the flow? Maybe the direction is a little weak right now, though...
I do like the idea that Haunted Dead works pretty well in the graveyard as a Madness engine, but it doesn't draw cards like the digging does, and maybe that's a shallow concern.
Mixed feelings about Asylum Visitor, as it plays via Madness as well as the next card, but I guess I wasn't imagining having an empty hand all the time / all that often with the digging?
I do really like Flaying Tendrils, though. It wipes out Night Market Lookout, though, but also Accursed Witch (if it stays) and Spireside Infiltrator (if it goes in).
I will mull this over some more, and post a new list / perspective after I wrap up these college shenanigans... thanks for the reply!
Hmm, I kinda feel like it doesn't work in the deck, since I won't be blocking as much as is, which it can't, and I'll lose life faster as it buffs up. Maybe I'm wrong? I'll keep it in mind, though!
I do like this idea, though it's a one time only effect. Menace, though, hmm. Thanks for mentioning!
I agree with this assessment, I can ditch this one.
I originally imagined needing all the burn I could get for the face, but if I'm dwindling them down with tap effects, maybe I can afford the Fiery Temper on a creature? (Of course, this is hypothetical.)
This is a direct upgrade and makes perfect sense to me, I like it, I'll note the swap. Thanks!
Hmm, I didn't think of it that way, as a card that does nothing on its own, and doesn't replace itself right away, etc... I like Lightning Axe in its spot most, but would you say that it's more of a sideboard card than anything else? Otherwise, I do like Cathartic Reunion for even more draw potential, too, hmm...
Also, I do like Mad Prophet, but wondering then maybe more your opinion on Accursed Witch, and whether or not it should be swapped for that creature slot, or perhaps in addition to? Otherwise, Mad Prophet doesn't do much more / else on its own, besides one dig a turn. (I had imagined the aura enchant working this process a ton.)
I like this card quite a bit, too, plus it has a tap effect, a little power, and can be tapped down with Crew 1 as well, mmm.
Thanks for these mentions, but I'm looking to avoid any rares or mythics. Otherwise, Smuggler's Copter would be an auto-4x-include because it's amazing in its own right, but with Madness / digging as the central focus and theme... damn! But yeah, I don't want to drop those kinda funds on this. Thank you for suggesting them, though, and many thanks for your reply and considerations!
I was trying to come up with a super cheap deck idea for the upcoming Standard Game Day, that wouldn't break the bank in any way, 'cause I don't feel ready to commit to anything. As such, I came up with the following! (It's either Peasant or Pauper, I don't know, to be honest.)
Old version:
4x Evolving Wilds
8x Mountain
8x Swamp
Creatures [20]
4x Accursed Witch
0x Infectious Curse
4x Consulate Skygate
4x Night Market Lookout
4x Sky Skiff
4x Thermo-Alchemist
4x Alms of the Vein
4x Fiery Temper
4x Murder
4x Prophetic Ravings
4x Tormenting Voice
4x Evolving Wilds
8x Mountain
8x Swamp
Creatures [16]
4x Accursed Witch
0x Infectious Curse
4x Night Market Lookout
4x Spireside Infiltrator
4x Thermo-Alchemist
4x Alms of the Vein
4x Cathartic Reunion
4x Fiery Temper
4x Unlicensed Disintegration
4x Tormenting Voice
Artifacts [4]
4x Sky Skiff
3x Abundant Maw
4x Flaying Tendrils
4x Lightning Axe
4x Prying Questions
I have no imagination for sideboard right now, butthe basic idea is to kill slowly with the mini creatures and tap / untap effects, then quickly with Madness casts.Card explanations: (?outdated?)
Mountain -- Produces red mana, comes into play untapped.
Swamp -- Produces black mana, also comes into play untapped. Cool, right?
Accursed Witch -- Actually my least favorite card in the deck right now, feels weak and not thematic, but maybe I'm wrong. That said, losing it does benefit with a life drain tick, and if we have to hard cast direct damage spells, they cost 1 less each, I suppose?
Consulate Skygate -- 0/4 Reach stops Smuggler's Copter, and any other pesky flyers, without actually being a flying creature itself, so it won't fall to anti-flying sac effects (I guess I thought about this). That said, it's mostly for the stall game, but at 2cmc, that's easy and quick to drop?
Night Market Lookout -- One of the key cards. Drains a life whenever tapped, which we accomplish with Sky Skiff (Crew 1) and Prophetic Ravings (also: Madness engine + digging).
Sky Skiff -- Basic flyer, artifact... but one of our tap engines for Night Market Lookout, plus a 2/3 in a pinch, hmm?
Thermo-Alchemist -- One of the other key cards. Pings the opponent each tap, and untaps for every instant or sorcery we cast. Since the goal is to cast lots of Madness spells, each direct damage is a ping. Also, Tormenting Voice triggers an untap, and the potential Madness card discarded triggers an untap, etc. At least, that's the theory?
Alms of the Vein -- One of the cards we discard and cast via Madness. B for a drain 3 sorcery sounds pretty good! Also, since we won't have much defense, the life gain is helpful, I feel. Doesn't hit creatures, but we won't be trying to.
Fiery Temper --- The other card we discard and cast via Madness, which turns it into a Lightning Bolt. Yay! Can hit creatures, in a pinch, but not necessarily the goal. Then again, every 3 damage we put out elsewhere, this can be redirected elsewhere in exchange...?
Murder -- Cheap instant speed removal that hits any creature. Not much more to say, I feel. Doesn't hit Planeswalkers, but it's a common!
Prophetic Ravings -- One of our Madness engines, that also helps us dig for cards. Far as I would say, the deck should function pretty well on four mana, MAYBE five? So we will have plenty of cards to dump / ditch, too. That said, it can go on either weenie creature that we want tapped. One drains a life, the other can be untapped for constant digging.
Tormenting Voice -- The last Madness engine, and to be fair, I wasn't sure if I wanted this or Cathartic Reunion. This is two mana, discard a card, draw two cards. The other is two mana, discard two cards, draw three cards. The latter is way more Madness opportunity! But... I feel like it won't go over as well, because it requires holding onto more cards, versus burning through. I don't know, I'm probably crazy.
Thanks in advance for any helpful criticism. =]
* I like a certain level of "risk" and "gamble" that comes from opening booster packs, the fun or excitement of seeing what you pull. It's minimal, but this felt taken away with the pressure of having to build a deck around those cards now (Sealed). So I'm unsure how much impact this had on my solo social efforts, as a format I have little experience with and am not too fond of.
[1] My first opponent was friendly and communicative. He was easy to engage with, although I had a hard time making eye contact. He was open to conversation, and it was pleasant. I lost, but this felt good; I enjoyed the interaction more than the game, I think.
[2] My second opponent started off a little friendly, but soon gave signals and expression that he was impatient and didn't like that I didn't shuffle my deck fast enough, I think. He also played quickly and tried to rush along turns. I didn't feel like I could actually talk and converse with him, so I kinda sorta retreated. He missed a trigger and tried to call it a turn late -- his attitude and mood put me in that mindset, so I had to deny / decline because he didn't acknowledge it when it happened, and had let phases / turns proceed. I won, but then he had a down / negative mood from losing again, and he dropped. I couldn't shake feeling a little bad about this.
[3] My third (and last) opponent opened up with not even wanting to play, and asked if we could just draw the match. I was turned off by this, because for me, I came to play, regardless of win or loss. I wasn't here for packs, which seemed to be his motivating factor at that point. I kindly declined and asked to play the games, because I was hoping to further evaluate my personal experience. He wasn't rude or unfriendly, but from that point on, took the game quite seriously, and was slightly nonchalant about things. Mind you, his deck was really well built, and I didn't stand a chance -- though I tried to come back, the second match took 20 minutes, but I still lost overall. But no introduction, no departure, just packed up and bounced as he came. I have no idea what his name was.
Overall, it was kinda polarizing? To have three different people in one day -- a positive influence, a negative factor, and an indifferent persona.
I'm not entirely sure how much fun I had at the Prerelease, because I didn't have a friend to gravitate back towards between matches. It was a sort of "uncomfortable" sitting / standing around, a shop of ~100+ people or so, and not really feeling like I could initiate with any of them. I wonder now if my enjoyment playing the game was more derived from discussion and engagement with others (friends and like-minded), versus the gameplay itself? I'm pondering if I will return for Kaladesh FNM Launch or not? I don't think it appropriate to write things off on one day of experiences alone, and it felt more that if someone was open to communication, then actual conversation occurred. Maybe that's the issue? Or, for all I know, I am in need of a smaller, more "casual" friendly environment... I like to "play competitively" at times, I suppose, but I care more about the fun interactions than winning or losing. I know for sure, going 1-2 did not bother me. (I'm no pro, after all.)
Thanks for anyone reading / those who commented, just wanted to share and follow-up. Undecided of my next step, but still wanting to break out of my shell.
It's really hard to theorycraft an imaginary Esper Control deck for myself, when the first cards that come to mind are Liliana, the Last Hope and Dovin Baan. :'(
... I mean, the last time I played Esper Control, was with Sphinx's Revelation, anyway, but the pain is still there?
I pre-reg'd for a Saturday morning pre-rerelease, see if I can't get my feet wet again and, well, communicate with others. ^^
One of the suggestions / recommendations from the psych meetings has been to expose myself to more social atmospheres and scenarios on my own terms to adjust and overcome, as such, this seems like a good way to do so. One part of motivation, re-exploring old lost hobbies / passions.
That said, the concern of competitive vs casual is that, I have a history of taking the game more seriously than most / all my friends, but not as serious as everyone at the competitive scene / LGS. But I am definitely waiting and seeing how I feel, playing again, just Limited formats at start, and then deciding around Game Day on whether or not this is gonna work solo, and for me again in general.
Haha... I do love dogs.
On one hand, I don't like Select for Inspection, because Sylvan Advocate is not rotating, and Standard will be getting Cataclysmic Gearhulk. On the other hand, Authority of the Consuls ensures that it always has a target "at first."
I really like Revolutionary Rebuff and Glimmer of Genius. I'm also a fan of Disappearing Act, because I feel the additional cost can serve twofold. That said, Essence Flux is not going anywhere, either, and I may be pondering too many counters?
Stasis Snare also looks good to me, especially because Dromoka's Command is rotating. At the same time, Fragmentize is arriving. Mainboard enchantment removal with flash versus sideboard sorcery disenchant? Because at the same time, there will also be Fairgrounds Warden . . . but it's not a Spirit . . .
I'm unsure about Dovin Baan, simply because I feel the -1 opportunity is more valuable than the +1 or ult. But I may be imagining this optimistically.
Separately, what about Filigree Familiar and or complemented with Elder Deep-Fiend? That may be too far into Azorius Control territory, though.
Final thought: Deadlock Trap too slow?
- Cataclysmic Gearhulk
- Torrential Gearhulk
- Demon of Dark Schemes
- Noxious Gearhulk
- Chandra, Torch of Defiance
- Combustible Gearhulk
- Nissa, Vital Force
- Dovin Baan
- Aetherworks Marvel
Rares- Authority of the Consuls
- Fumigate
- Insidious Will
- Gonti, Lord of Luxury
- Syndicate Trafficker
- Lathnu Hellion
- Bristling Hydra
- Kambal, Consul of Allocation
- Cultivator's Caravan
- Deadlock Trap
- Dynavolt Tower
- Fleetwheel Cruiser
- Smuggler's Copter
- Blooming Marsh
- Botanical Sanctum
- Concealed Courtyard
- Inspiring Vantage
- Inventors' Fair
- Spirebluff Canal
Uncommons- Aerial Responder
- Fairgrounds Warden
- Gearshift Ace
- Servo Exhibition
- Skywhaler's Shot
- Trusty Companion
- Aether Meltdown
- Ceremonious Rejection
- Disappearing Act
- Era of Innovation
- Glimmer of Genius
- Glint-Nest Crane
- Minister of Inquiries
- Aetherborn Marauder
- Diabolic Tutor
- Essence Extraction
- Fretwork Colony
- Harsh Scrutiny
- Make Obsolete
- Underhanded Designs
- Brazen Scourge
- Harnessed Lightning
- Incendiary Sabotage
- Inventor's Apprentice
- Spark of Creativity
- Speedway Fanatic
- Arborback Stomper
- Blossoming Defense
- Durable Handicraft
- Longtusk Cub
- Nature's Way
- Servant of the Conduit
- Empyreal Voyager
- Engineered Might
- Unlicensed Disintegration
- Voltaic Brawler
- Chief of the Foundry
- Decoction Module
- Fabrication Module
- Filigree Familiar
- Foundry Inspector
- Aether Hub
CommonsI have been an on-and-off player of Magic for about two decades, "believe it or not." Actually played around with 4th Edition cards, did not fully understand and grasp the game till Weatherlight. I have come and gone several times since then. Last time I played, was right when Dragons of Tarkir hit. So still recent enough (I think it's even still legal?). Anyway, just a little background.
That said, I have always had friends into the game, when I played. Usually, their interest sparked my return, and eventually, their disinterest leads to my bailout. I don't want to say, "I only play because they do," but it is a relevant factor I should mention. As I have been following the Kaladesh spoilers of late, and it has me excited enough to try out the game again -- except now, I seem to be the only one... and I would rather not let my "hype" be extinguished due to the lack of everyone else's.
Now, the actual problem: (TMI) I have mild social anxiety. That may be a bit much, even, as the diagnosis is still ongoing. But beside that, I am shy and nervous around strangers. Have been this way for years; I assumed this to be natural... but... I've never really overcome it. Usually, I get past this by always having a "safety" or "escape route" in the form of a friend or friends with me -- but since I am now entertaining the thought of trying to play alone, and not having the backup in case or fear of social judgment and whatnot...
Sorry if this isn't clear; I suppose I'm wondering if there are any sort of helpful tips or advice or recommendation for combating this? There are a few other steps I need to consider before I can return to Magic in earnest -- but I recognize that this will be my biggest hurdle to get over, if I'm doing it alone. That, and I suppose it would be nice to not feel like I have to depend on others "all the time." Just, one thing I like about this game, are the physical cards and the social interaction, even; I've just never warmed up to it and been comfortable with it.
I apologize if I'm being long winded, and even generally unclear about it. Respectfully, I'm not interested in Magic Online, because of non related reasons, but at the core, it's not what I grew up with, and I'd like to spend less time in the house (no hidden meaning). So I'm kinda hoping others understand where I'm coming from, and can provide insight on personal experience or friends they know, and what they do or recommend in this regard.
Thanks in advance for kind polite input; much appreciation for reading.
Round 1 (1-2) vs. Esper Dragons
Round 2 (0-2) vs. Abzan Midrange
* Drop had to do with other plans / prior obligations. 0-2 kinda pushed me to this decision, but. Would have stayed for practice otherwise. *
Main lesson to learn: pay attention to opponent's mana / untapped colors. I couldn't deal with Rakshasa Deathdealers due to buff / regen, but I had (maybe) two openings to kill it due to opponent not having appropriate colors untapped. I just haven't paid enough attention to that sorta thing before. Otherwise, I guess the deck performed well enough / sufficiently. May go back to Mana Confluences, though. Untapped land are better than tapped, or were / would've been last night.
Thanks for the input! I'll give Pharika's Cure some consideration.
2x Dismal Backwater
2x Island
2x Llanowar Wastes
4x Opulent Palace
4x Polluted Delta
2x Swamp
2x Temple of Deceit
2x Temple of Malady
1x Temple of Mystery
1x Urborg, Tomb of Yawgmoth
2x Yavimaya Coast
Creatures [7]
4x Courser of Kruphix
1x Pearl Lake Ancient
2x Tasigur, the Golden Fang
4x Bile Blight
2x Crux of Fate
2x Dig Through Time
2x Disdainful Stroke
4x Dissolve
4x Hero's Downfall
2x Jace's Ingenuity
1x Silence the Believers
2x Sultai Charm
2x Thoughtseize
Planeswalkers [3]
2x Ashiok, Nightmare Weaver
1x Garruk, Apex Predator
Artifacts [1]
1x Perilous Vault
2x Disdainful Stroke
3x Drown in Sorrow
2x Negate
2x Nissa, Worldwaker
2x Nylea's Disciple
2x Reclamation Sage
2x Thoughtseize
Round 1 (1-1-1) vs. Gruul Dragons
Round 2 (2-0) vs. Esper Control
Round 3 (2-1) vs. Abzan Midrange
Round 4 (0-2) vs. Jeskai Tokens
Friday Night Magic (4/17/15): 1-1-2
Round 1 (1-2) vs. Izzet Artifacts
Round 2 (2-1) vs. Dimir Dragons
Round 3 (1-1) vs. Selesnya Manifest
Round 4 (1-1-1) vs. Abzan Control
Dragons of Tarkir Game Day (4/18/15): 2-4
Round 1 (1-2) vs. Jeskai Midrange
Round 2 (2-1) vs. Mardu Midrange
Round 3 (1-2) vs. Abzan Aggro
Round 4 (0-2) vs. Temur Midrange
Round 5 (2-0) vs. Mardu Midrange
Round 6 (0-2) vs. Jeskai Aggro
Friday Night Magic (4/24/15): 0-2 Drop
Round 1 (1-2) vs. Esper Dragons
Round 2 (0-2) vs. Abzan Midrange
Pearl Lake Ancient -- Win con. Flash to block / free mana, can't be countered, saves itself bouncing lands. Prowess is an unnecessary bonus.
Tasigur, the Golden Fang -- Delve sometimes allows early play; otherwise, relatively free cast. 4/5 body with hand refilling via graveyard, sorta.
Bile Blight -- Aggro heavy meta, it has felt like. Deals with all the relevant early drops I've seen: Goblin Rabblemaster, Seeker of the Way, Mantis Rider, Rakshasa Deathdealer, Fleecemane Lion, etc.
Crux of Fate -- Board wipe. Has also proven disgustingly / surprisingly effective against Dragonlord Ojutai and Silumgar, the Drifting Death.
Dig Through Time -- Seven card dig, pull two, delicious. Though I have dropped it from a full playset due to needing other early draw power often.
Disdainful Stroke -- Part of counter suite; pretty much most relevant plays or threats can be dealt with easily this way (that can be countered).
Dissolve -- Hard counter with scry. Straight forward.
Hero's Downfall -- Straight up removal. Solid.
Jace's Ingenuity -- There are a lot of times where I simply cannot safely get Dig Through Time off, or just don't have the mana plus graveyard to support it. This still works as an end of turn function.
Silence the Believers -- Removal sweep in a pinch / for late game or otherwise noted. I was surprised to see an Ensoul Artifact on a Darksteel Citadel, and had no way to deal with it at the time. This, plus Urborg, Tomb of Yawgmoth, even...
Sultai Charm -- Part Ultimate Price, part Naturalize, part ... umm, some card that loots. All around useful.
Thoughtseize -- Opening shot plus protects key cards when needed. Information. Et cetera? Not sure this card needs explaining...?
Ashiok, Nightmare Weaver -- Win con. Army creator, or draws threat / taunt / tank for 5 damage or more at times. Has always proven useful.
Garruk, Apex Predator -- Win con... sorta. Almost every time I have played him, I stabilize. Awkwardly enough, I can't say I always win, but I do come back? Still, has really impressed me every game he lands.
Perilous Vault -- Actually a replacement for Ugin, the Spirit Dragon, which is missing from the deck at this time. Almost every time I cast the big old planeswalker, I use him as a board wipe. This comes down sooner, and can go off sooner, really. Plus, it can just hang around, too, I am imagining... opponents beware or so.
Sideboard
2x Disdainful Stroke (vs. Midrange / Control)
3x Drown in Sorrow (vs. Aggro)
2x Negate (vs. Control)
2x Nissa, Worldwaker (vs. ????? - newest addition...)
2x Nylea's Disciple (vs. Aggro / "Burn")
2x Reclamation Sage (vs. Enchantments)
2x Thoughtseize (vs. Control)
* I am debating Virulent Plague in the sideboard against tokens. Unsure / undecided / unclear. *