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  • posted a message on [Primer] Turbo Zombies
    Quote from Lukifell
    Good call on Disciple. Trying something new.

    The list has evolved crazily. I'm gonna bring this new build to the next FNM. It's no longer really zombies so it needs a new name. For anyone who likes tempo, check this out:



    Synergies:

    Corpsejack Menace: Turbocharges practically every other card in the deck
    * Ooze gains +2/+2 just for swinging
    * Slitherhead's scavenge gives +2/+2 for free
    * Troll gains +2/+2 with any creature pitched, or +4/+4 for a Slitherhead, all with zero mana spent
    * Experiment One gains +2/+2 when Corpsejack lands
    * Stranglewood returns as a 4/3
    * Increasing Savage gives 10 or 20 +1/+1 counters instead of 5 or 10

    Experiment One: another threat they must deal with, resilient vs control, stall vs aggro, can possibly power off a decent Essence Harvest later and can regen should they remove it in response

    Predator Ooze: Another Lotleth Troll, hard to answer, Aggro probably has no way to deal with this roadblock, constantly grows bigger for a huge Essence Harvest. They won't be able to respond to the Harvest really, unless they have some kind of bounce spell. Can run Ranger's Guile in the sideboard to protect him further

    Increasing Savagery + Experiment One = 6/6, possibly 7/7 or 8/8 regenerator
    Increasing Savagery + Troll/Oooze = ouch
    Experiment One + Stranglewood's Undying = 3/3 with just one creature played

    if you're going that route gyre sage is a good bet. It makes increasing savagery much easier to flash back and can get very large on it's own especially since you're runing stangleroot geist and corpsejack menace.
    Posted in: Standard Archives
  • posted a message on [SCD] Duskmantle Seer
    Very good in the right deck. Pretty bad in the wrong deck. IT IS NOT A BOB. It's advantages are it's ability to beat opponents down badly, The only common spot removal that hits it is mizzium mortars and detention sphere, and the fact that everyone gets the card during your turn so against non-draw go decks you get virtual card advantage for until their turn. You have to run it with vampire night hawk or something similar or else it WILL kill you.
    Posted in: Standard Archives
  • posted a message on [[M14]] Shadowborn Demon
    Quote from Zubba
    To make it short for you removal has never been this bad good in standard as it is now alot of that has to do with creature getting better and removal made worse getting much better (while counter spells get worse).

    FIX'd
    seriously removal is so good these days. You've just been spoiled by path to exiles and lightning bolts. back in the day the best removal you could get was shock and dark banishing. Even as recently as lorwin cribswap was a good card.
    Posted in: The Rumor Mill
  • posted a message on Should I just give up?
    Quote from Gath Immortal
    Because I can't seem to make a deck that someone in my playgroup doesn't take issue with. Certain people will single me out before I even sit down, I have even had one person repeatedly threaten to stop playing with me, over more than just one thing.

    List of things people have not like me for (that other people do all the time):

    Me playing blue

    me playing black

    me playing green

    me playing all the colors

    using lots of board sweepers

    blowing up all the lands to stop my self from losing the game

    blowing up all of one person's lands.

    me playing any eldrazi, ever

    me using two card combos

    me taking extra turns

    me assembling large armies of dudes

    Things one person will not get over:

    Whenever I put mindslaver in any of my decks, once he finds out he will attack me over anyone else simply because i have it.

    my use of Restoration Angel and Kederekt Leviathan as a stall/lock/wincon.

    my building a naya LD deck with Avacyn, Angel of hope in it

    Cataclysm

    the fact that I enjoy resource denial, he has maliciously targeted my lands for no reason other than some twisted "lesson" even when im already mana screwed.

    pretty much any way that I win the game, ever.

    ~~~~~

    It's not like no one else I play with hasn't crossed the same lines before, I just seem to get all of the crap all of the time, I'm sick of it.

    Don't give up! If you want to play a competitive singleton format then you're in luck! It's called vintage! Grin

    thanks for catching that Son_of_the_Suns
    Posted in: Commander (EDH)
  • posted a message on [[M14]] Shadowborn Demon
    I don't know if it's been made yet but a very important point is that the current wording is "sacrifice a creature" so if needed you can cast it destroy a creature block and then sac it's self. The fact that it is a formidable blocker means that you can tap out for it as a "killspell" without worrying about being behind in board-state for a turn. Obviously this is not the optimal play for this card but it is there.
    Posted in: The Rumor Mill
  • posted a message on Bx Zombies
    I have been playing B/u zombies to some success. It doesn't seem to have many bad match ups aside from Naya blitz though i haven't had a chance to play jund or junk reanimator. I don't run diregaf captain because it requires other cards to be good. With the level of removal some decks are running I often would rather draw a different card. wight of precenct six is also another odd choice however i've found it to be effective versus aggro in conjunction with my cheap removal. Although it is a bad card it's a bad card that win's games so I'm sort of on the fence about it. the decklist is below.



    The deck plays similar to B/x zombies in some matchups but can be pretty tempo-y after side. The cards that could be changed around are wight of precinct six, dimir charm, tormod's crypt, devour flesh, murder, tragic slip, and dead weight depending on the meta or if you wanted to add more of another card. If reanimator becomes popular in my meta I might add more crypts. Got 3rd place last fnm. I lost to Bant wolfun which took 2nd. Junk reanimator took 1st.
    Posted in: Standard Archives
  • posted a message on It's been nice knowing you.
    Quote from Drowning
    so just make a somewhat inconsistent deck into a more inconsistent deck....sweet...i know your joking...or at least i can hope so.


    I don't think this is all that bad of an idea to go into. if you run 4 Burning-Tree Emissary, 4 Summoner's Pact, 4 Priest of Urabrask, 4 Cloudstone Curio you can trigger infinite storm with 12 copies of "free" non-artifact creatures to protect against disruption. Run this with Empty the Warrens and goblin bushwacker and even if the infinite combo gets disrupted you can go free creature, free creature, warrens, bushwacker for 20 damage. fabricate or ancient stirrings could work as a tutor. If only summoner's pact didn't count as green....
    Posted in: Modern Archives
  • posted a message on [Primer] Turbo Zombies
    It seems pretty different than the normal bg zombie so i would say it at least warrants a variant or something. Bg is generally not a sacrifice centered deck nor would it ever run essence harvest.
    as far as my thoughts on the deck I feel you are just asking to get blown out by a well placed removal spell by relying on blood throne being in play once harvest resolves. I would go up to 4 blood artist because that card is fantastic and would go down two disciple because their is no reason you should be resolving multiples of it it's just no sphynx's revalation because you don't have the manna to support all the spells you will draw and it requires too much setup which aggro will take advantage of. I think you will be better served by relying on blood artist and essence harvest to do a lot of the legwork allowing you to quickly punish your opponent for tapping out with absurd amounts of damage. you also need some removal because it is important to be able to answer high impact creatures. I would suggest tragic slip or victim of the night. White might also be worth looking into for lingering souls but then you're almost just BW zombies.
    Posted in: Standard Archives
  • posted a message on [SCD] Duskmantle Seer
    Quote from Yorutenchi
    I think it has a ton of potential. the fact its a 4cmc dies to removal creature makes it less awesome. Also the fact that it nets your opponent cards as well negate the advantage part of "card advantage". You would need a deck with TONS of small low cmc costed items along with lifegain and a win condition and then fnially ways to protect him.

    Again he has tons of potential and hopefully dragon's maze breaks him


    The commonly played spot removal spells that he dies to are mizzium mortars, harvest pyre, murder and a morbid tragic slip. Honestly tragic slip is pretty bad and only good as a way to hit aristocrat and 1 drops murder is usually a 1-2 of if in a deck if at all. In my experience opponents either mizzium mortar him harvest pyre him or sometimes use double burn on him. Aside from american control the only deck i have run into that can effectively "remove" Him is jund and that is usually through an olivia steal. Against most decks it also nets you virtual card advantage as they get the card during your turn and they rarely leave mana open for the 1/10 chance of flipping an instant so until your turn ends you are a card up on them.
    The real problem with him is that he is awful versus aggro when you're on the draw and bad against draw go style decks.
    Posted in: Standard Archives
  • posted a message on Tezzeret vs. The Empire
    Quote from Dechs Kaison
    Well, as long as he brought his 6 Sol Rings and an Island.

    My point is you can't exactly compare him to a player, because we take time to build up our resources and we need a library and a hand and all that jank. He's going to have some access to mana and spells. How much? Is that enough? I'm not sure.


    -0 find a seat of the synod tap to summon sol ring. tap sol ring to summon 2 more sol rings. Tap those sol rings to summon 2 grim monoliths. Turn 2 tap seat of the synod, 3 sol rings, and 2 grim monoliths for u12 then +1 untap both monoliths and tap for 8 more for a total of u20 summon doubling cube then tap to double mana for a total of uu30 use it to summon 2 blightsteel colossus and a Scornful Egotist (or Sundering Titan if you are so inclined)
    Posted in: The Versus Forum
  • posted a message on Rapid Hybridization
    While it is certainly useful I find murder to be superior when it comes to unconditional removal and bloodthrone vampire to be more useful for using on your own zombies. Murder can remove a blocker if needed and turn 2 bloodthrone into a turn 3 messenger is incredibly aggressive. turn 1 play a 1 drop; turn 2 play a blood throne and swing for 2; turn three drop messenger then sac messenger and swing for a total of 9 damage; turn 4 untap with a 4/3 a 2/x and a creature with the potential of being a 3/3 if you drop any creature from hand. A turn 4 goldfish is not half bad and combined with the fact that it can also enable lethal blood artist/diregaf captain triggers I would say that it is solidly superior to rapid hybridization. Finally since blood throne is a creature it takes up a creature slot leaving you with spell slots open for murder(or victim of night).
    Posted in: Standard Archives
  • posted a message on [SCD] Ground Assault
    It really isn't good enough for the meta. It has the upside of being the most powerful removal mid-late game for a single target but it cost 2 colored mana as apposed to mizzium mortar's 1 colored and honestly their aren't alot of relevant threats with thoughness over 4. The only upside i can see is you can target your own creatures so it can be a cute trick if you're running boros reckoner to deal lethal to your opponents. This may warrant it a slot or two in naya midrange if you feel you need the occasional option of 5+ to the face. If they had just made it instant speed it would have been a great card...
    Posted in: Standard Archives
  • posted a message on [[Official]] Zombie Tournament Report Thread
    have taken B/u zombies to fnm the last 3 times. my results for the first one was
    1-0-3


    junk 2-0 I just out paced them and had answer's to thragtusk and loxodon smiter

    4 color midrange1-2 It was close every game but I could not deal with huntmaster effectively eventually (by the time i could trigger morbid for tragic slip effectively he had untapped and had 2 resto's in hand)

    american control 0-2 unbelievable mana screw. Two games that made it to turn 7 without me seeing a third land. I started with 2 in hand and run 23 in the deck...

    R/w sligh 1-2 Lost the last game to a brimstone volley for 5 while i was at 5 and lethal blood artist triggers were on the stack. Blood artist really showed it's stuff in this matchup but boros reckoner showed more stuff. The match seemed slightly in favor of Rw sligh.


    next fnm was 4-0

    esper spirits 2-1 My removal was too good and his deck was too slow. The one loss was when he resolved a rest in peace.

    dega control 2-1 he one win was due to resoling 2 terminus and then ultimating gideon at 1 life while i was at 14. Overall this matchup was favorable as my deck was too resilient.

    Naya midrange 2-0 absolutly steam rolled them after siding in apetite for brains. After siding this is a pretty favorable matchup.

    Esper control 2-1 My oppenent complained of being stuck on 4 land which admittedly did happen but mostly my treats were too resilient and they didn't run enough terminus. This match up was in my favor but could easily be in theirs depending on both player's sideboards.


    last FNM
    2-1-1

    Junk midrange 2-0 again appetite fore brains quickly turned their turn 3 thragtusk hand into a dead hand. Had very little problem with the deck.

    R/w sligh 2-1 just narrowly out-raced them. I was more prepared for reckoner this time but didn't have all the vampire nighthawks for my side.

    American control 1-1 This match up was harsh. They had enough card advantige and pillar of flames to deal with me effectively. Most games became a stall match allowing them to sphyx's revalation for reasonable amounts. The last game went into 5 turns and they missplayed leaving them 1 damage short of doing lethal.

    American control 1-2 this particular list ran snapcater which let them flash back pillar giving them the edge. The only game i won was do to a 2 gravecrawler hand and Liliana of the veil.

    Overall American control was definitely my worst matchup as they can stall me effectively with lillar and boros reconer. It is making me consider curse of echoes as a one of in the sb.
    Posted in: Standard Archives
  • posted a message on [EDH] Godo, Voltron Warlord
    Quote from shneakyshneaky


    Spine of Ish Sah but there's no reliable way to sac it (Phyrexia's Core would require a land tutor)



    um... Goblin welder? You can run mogg catcher and goblin matron to tutor it up. (plus imperial recruiter if you're made of money)
    Posted in: Multiplayer Commander Decklists
  • posted a message on Cockatrice Legal Disputes
    Since i don't have a a play group that i can test proxy decks against, without cockatrice I will be forced to either quit playing standard(read as "magic") or buy cards with out knowing if i want them. Seeing that I only have a chance play magic once a week at FNM I would rather just play more tf2 than spend extra money while also doing poorly for a few hours without being able to modify my deck.

    Basically what I'm saying is if cockatrice is down for good I will likely quit magic after innistrad rotates. So does anyone know of a petition of sorts so I can tell Hasbro this?
    Posted in: Third Party Products
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