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  • posted a message on [SCD] Duskmantle Seer
    So pray tell, in an aggressive format, how seer cannot accidentally kill you instead of your opponent?

    Lets also try and leave the scenario where you do not play it if you are low on life totals out of it. Because in an aggressive format playing UB anything, it is pretty damn reasonable you are going to usually be down life against decks like RDW, Humans anything, Jund Aggro, Boros Aggro and RB aggro.


    4 copies of blood artist plus a good range of removal helps you stall out aggro(also forced adaptation on gravecrawler for a fat suprise blocker). At the point you drop seer a 4/4 blocker is very relavant for stabalizing and usually only hits you for 0-2. While he certainly should be sided out after the first match as he is one of your worse cards against aggro seer is not so bad that you shouldn't maindeck 3 if it's your only 4 drop. I am ofcourse only refering to zombies, In tempo seer is awful versus aggro.
    Posted in: Standard Archives
  • posted a message on Legion Control
    Quote from Reon Ethbarri
    I think splashing blue or black could help, mainly for sweepers.



    I was thinking going RW(b) for Sorin and Mutilate as a sweeper, almost everything is x/3 or x/4, Blood Crypt & Godless Shrine can help.

    I was thinking of adding Blind obedience also, to increase the pressure from sphere.

    Comments?

    I think you are better off with boardwipes than sphere of saftey. Honestly i think the place for assemble the legions is in the sideboard of american control or Naya midrange for the control matchup. It is very slow so if you want to use it against aggro you are going to have to be very heavy on aggro hate. I would honestly Just take american control and modify it to maindeck legion and be heavier on aggro hate mainboard. The upside of legion is that it's very inevitable so if you get it down with enough health and a mostly clear board, you win.
    Posted in: Standard Archives
  • posted a message on SCD Assemble the legion
    Quote from 131200571
    Could be the win con in a sphere of safety deck


    I think Curse of Misfortunes is a better finisher for sphere of safety decks. geting another enchantment every turn ensures they will never swing through.
    Posted in: BW Tokens
  • posted a message on Deathrite Shaman
    Quote from rednose
    He is bad in standard, so I don't see him hitting 20$ anytime soon. He'll probably rise slowly once M14 starts being opened.

    It's not a good buy but it's a card I would gladly trade for.


    He is good in standard but mostly see's sideboard play. Other than that i mostly agree with you. What is really driving the prices up are the eternal formats which means he will grow over time. I would say he will probably settle around $30-40 in the long run because he is only a rare and from a set that so many cards were opened in.
    Posted in: Market Street Café
  • posted a message on Crypt Ghast, Icing or Batter?
    If we're talking about spirit tribal why has no one mentioned lingering souls? It's amazing with the lord and triggers extort twice if you flash it back. also in esper is sphynx's revalation. If you drop this guy on 5 land leaving watery grave open to tap out for negate and then untap with 10 available mana that may just be game.
    Posted in: BW Tokens
  • posted a message on [SCD] Duskmantle Seer
    Quote from Cero Oscuras
    Aside from the Seer discussion going on here;
    GoST makes raptor grow to a 4/5 if you can get enough angel triggers out.
    This by itself can form a new tempo deck.
    Turn 1 raptor
    Turn 2 Augur (evolve 1/2)
    Turn 3 Geist (evolve 2/3)
    Turn 4 attack, get an angel (evolve 3/4). Use something so save GoST.
    Turn 5 attack, get an angel (evolve 4/5)

    If instead of augur you keep counter mana up or anything. You can restoration Angel turn 4 to save GoST and make raptor a 3/4.
    Seems sweet!


    Raptor is great in a threat dense deck such as a bant aggro deck (Still brewing on that one) but useless in tempo.

    now back on topic
    Quote from LucidVision
    Lol, so wrong. I tested a good delver/Gost/Duskmantle seer tempo list I brewed (it was very anti agro skewed) against Jon Bolding's zombie list.

    I think zombies won something like 8/10 of the time? Probably played 30 games or so.


    zombies was always pretty good versus delver and the current meta is certainly no exception because most zombie lists run 4 of cavern of souls and you cant stabilize with a supreme verdict. Seer is definitely bad in the aggro matchup in general if you're on the draw though if you're on the play and they aren't running cavern you don't take too much damage early game so the large body gives you a good blocker and a reasonable lifelinker with azorious charm if you happen to be running it. Also you mentioned you're running GoST so you have access to restoration angel which saves GoST. Honeslty seer should only be a sideboard card when you can play restoration angel.
    Posted in: Standard Archives
  • posted a message on [SCD] Duskmantle Seer
    Quote from twicky_kid
    In that situation if you played seer and they hit anything 2 mana or more you win by playing him first by an entire turn earlier.

    If you don't hit anything 2 or less you are on the same clock but you put them in range for seer to kill them during the upkeep. Now they are forced to choice which card they lose to. Either way they are LOSING.

    Still you would probably be better off with two aristocrats. I love seer and all but aristocrat is better. The real reason to run seer is because it is B/U rather than B/R. I play him in B/U zombies to great success but if I had red mana i would drop him in a heartbeat for aristocrat. The big difference is what is better in tempo which is seer. You can't be sacrificing your precious few creatures to defend a 1 toughness beater and seer will help you draw more counters etc to buy you a little more time. After all time is what is important in tempo not card advantage. If you're running esper though It's worth considering restoration angel instead of seer because T4 is often when you need to leave mana open to counter a potential Thragtusk.
    Posted in: Standard Archives
  • posted a message on [Variant] Esper Control


    This is a draw-go variant where almost everything is at instant speed. On the draw azorius charm and dimir charm are our best chance at survival versus aggro. Eventually the plan is to stabalize with a sphinx's revalation. The only way you actually win is by beating your opponent to death with angels and or mages but it tends to work out pretty well. If you get really desperate you can ultimate tamiyo and mill them to death with dimir charm. Finally Your other win condition is soul ransom but honestly I only play it because you can blow out bad players with a resto angel, devour flesh, or an orzov charm in response to them discarding. Orzov charm has the added slap to the face of giving you your soul ransom back so you can do it again. soul ransom is also pretty reasonable against midrange.

    The other odd choices are ghost quarter because it can't hurt and I don't like to see cavern of souls naming beast. Seriously cavern ruins my day. And Terminus because it hits undying and can be played at instant speed as a miracle off of one of the 10 instant speed draw spells.

    As far as the side detention sphere is for the control match up hitting pesky planeswalkers that they slip in with the help of dispel and such. GoST is also for the control mirror especially if they are very removal heavy as even if we get board control we still have to win. Verdict is obviously for aggro. Sometimes i replace terminus with verdict against control as well if they are running tokens. The rest of the side is instant speed so just side in based on the ratio of stuff your opponent is playing.
    Posted in: Esper Control
  • posted a message on [[SCD]] Illusionist's Bracers
    nivmagus elemental + illusionist's bracers + artful dodge swing for at least 5 unblockable.
    Posted in: Commander (EDH)
  • posted a message on [SCD] Duskmantle Seer
    Quote from Karang029
    This card isn't designed for a control build. Its deisgned more for an aggro/ tempo route where your hitting there totals more


    this guy has it right. Generally you want to drop him when your opponent is around 7 life. He's a great card to have after your opponent just tapped out to play a board wipe as he gets you back to hitting for large sums of damage without having to drop several threats. If you are playing aggro card advantage isn't important, 20 to 0 is. Against mid range he averages about 5.8 damage with median damage at 7-8(which is why you want to drop ) a turn. This means 50% of the time you will be able to kill an opponent at 7 life with seer alone.
    With regards to giving your opponent more cards, your opponent will generally already have spells they want to play and won't have the mana to play the extra stuff coming their way. If all goes according to plan they will be dead before they get a chance to drop their hand. While he does give them the chance to draw into a solution he doesn't die to much of the instant speed removal(victim of the night, ultimate price, dimir charm, tragic slip, selesnya charm) so if you untap with him he generally gets a swing in regardless of what they draw into. This being said he is one of those cards where just because you can drop him doesn't mean you should. If you don't think you have a good chance of finishing them the turn after you play him and you have a strong board presence you should hold him.
    Another important note is that he is not very strong in against other aggro decks as his effect will be more symmetric. Still a 4/4 flyer for 4 isn't bad and is definitely main deck worthy though you will often side him out versus aggro.

    The deck i have found him most effective in is BU zombies. He has won me a number of games and i find that he generally never bad as blood artist offsets much of the life loss.
    Posted in: Standard Archives
  • posted a message on Domri Rade
    He's actually pretty good despite what some people say. Still drop it like it's hot. it's two colors which limits what decks it will show up in and then his +1 only works in creature dense decks and even then only about 50%-60% of the time. My guess is about $9-$12 since he's reasonable in midrange against other midrange decks.
    Posted in: Market Street Café
  • posted a message on SCD:Firemane Avenger
    It will see play. It is worse than hellrider in general but since it can take out blockers and gives life it will add survivability. I expect it to get sided out frequently versus resto angel (and control in general)but it's still strong. In an aggressive deck it attacks for a 9 life difference which is pretty big. I think it's more at home in midrange than boros aggro but it may see play in both as it's good against aggro. Honestly 3 damage kills alot of creatures and killing a creature while gaining life can stabilize a losing situation fast.
    Posted in: Standard Archives
  • posted a message on Mentor of the Meek + Extort = Mana Sinks Forever!
    if you go blue instead of red you get snapcaster who will trigger extort 1-2 times and mentor 1+ times. Keep that in mind once you decide on your spell base.
    Posted in: Standard Archives
  • posted a message on [SCD] Blind Obedience
    I don't think it's worth stacking so I would say a 3 of. It's good versus red deck wins and rakdos deck wins for control. I've had good success with it in tempo. It lets you use all your mana gives you a little more survivability if you are running alot of fetches and keeps them from getting blockers out as quick. It is particularly good used in conjunction with unsummon and feeling of dread. Unsummon because it means you can stop 2 blocks with one spell and feeling of dread because it has flashback so you get a 4 life difference out of it.
    Posted in: Standard Archives
  • posted a message on Simic Scenario
    it should actually look more like this.
    T1- land Experiment One
    T2- land Gyre Sage/Strangleroot Geist (seriously geist is ridiculous with evolve)
    T3- some other aggressive not evolve card.
    gyre sage plus increasing savagery is actually a legitimate combo though as you can flash back the savagery onto a better target that same turn.
    Posted in: BW Tokens
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