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  • posted a message on Angelic Aggro
    Yes! I want angel tokens! All the angel tokens!

    I want to make a deck that has Angelic Accord and Path of Bravery. I then start thinking about the Broken Baron of Vizkopa and Warleader's Helix. But back to your deck.

    With Accord and Bravery, you would be enchantment heavy. Without hexproof, auras lower your creature count and the thought of Doom Blade makes me cry. I would reconsider Ethereal Armor and Gift of Orzhova. Against some decks, they will be great in a partially redundant way on the Fiendslayer Paladin, so maybe sideboard?

    The Fiendslayer Paladin and Brave the Elements seem really strong. Knight of Glory and Solemn Offering seem solid sideboard elements. The Silverblade Paladin is great, especially if you have something big. Oh. I see why you have auras. You need something to do aggro here. Champion of the Parish (cheaper now, but you are not really human)? Boros Elite (can you get to three)? Gather the Townsfolk? Loyal Cathar? Precinct Captain? Elite Inquisitor? The old Elspeths were token producers. I wonder ...

    Imposing Sovereign does Blind Obedience without the extort while giving you more creatures to attack with. Of course, she loves Ethereal Armor. I think either one might be sideboard material.

    Riot Control sideboard?

    I am just afraid that too often you will just have an Ajani Sunstriker with Ethereal Armor as your sole offense. If you don't have Brave the Elements in hand and a plains untapped; Searing Spear, Pillar of Flames, Flames of the Firebrand or Doom Blade will leave you with very little.

    Boros Mastiff is a worse Sunstriker. I think Soulmender and Trained Caracal are bad cards.

    You say you want aggro with support for Angelic Accord. I see Angelic Accord support with some aggro. If you really want to do aggro, start with an existing Aggro shell maybe?

    Tl;dr: need more creatures to do aggro
    Posted in: Standard Archives
  • posted a message on Mutavault, The Descendants' Path to Standard
    Quote from drunk231
    Mutavault + Descendants' Path any creature that's on the top of your library enters...


    Quote from drunk231
    Posted an Elf version in the first post, and it made me giggle. Left the wurm because it's just so big.


    Yeah, that's good. How did I miss the most popular beast of all!

    If there was ever a home for the Beast Tracker, this might be it. But without a Mutavault and Path draw, how good is he? And Mutavault + Path + tracker = ~12% of the time.

    This is more what I was thinking ...

    Posted in: Standard Archives
  • posted a message on Mutavault, The Descendants' Path to Standard
    I think I would bag the other enchantments and give myself the best odds for Descendants' Path.

    T2 Path seems good, so Arbor Elf and Llanowar ElfElvish Mystic.

    Maximize tribal for when I don't have a Mutavault, so Archdruid and Gyre Sage. They also allow hard-casting bombs. Elvish Visionary may not be worth it.

    Need win-cons, so 'hoof, Garruk's Horde, Skarrg Goliath seem good. Renegade Krasis and Kalonian Tusker seem good and could help with the beast tribal. Garruk, Primal Hunter makes beasts, but doesn't trigger path.

    Wurm tribal offers some bombs, although Armada Wurm needs WW. Voracious Wurm helps prime the pump, but is not really good. Elderscale Wurm is interesting, though.

    Human tribal can use Avacyn's Pilgrim to get started, but not much in the way of bombs. Odric?

    Zombies are interesting with Mikaeus, the Unhallowed, Pontiff of Blight and Grimgrin, Corpseborne.

    Legendary bombs don't seem ideal with path, but maybe you already won after the first.

    I want to try the Elf/Beast version.
    Posted in: Standard Archives
  • posted a message on [Developing] R/W/B Tokens
    I like this! I want to play it. If you go for Increasing Devotion, then you might want to replace a mountain with a plains or so.
    The slow characteristic seems like a consequence of the IV and the Battledrivers. They should pay off in the long run, but don't do much immediately.
    With the lack of speed, does it make as much sense to be able to go for the dome? I wonder about Doom Blade vs Shock and Rootborn Defenses vs Boros Charm. But speed matters...
    The RRR of Burn at the Stake probably rules it out.
    I have a Chandra I got at a prerelease that I would try because we are more midrange and card advantage is a thing.
    Faith's Shield might be good to protect the YPs and Ogres.
    Vault of the Archangel, Slayers' Stronghold?
    Precinct Captain? Frontline Medic sideboard could help w/Bonfires.
    Not saying, just suggesting.
    Posted in: Standard Archives
  • posted a message on Why Gladecover Scout over Voice of Resurgance?
    Also, you really want more than 8 hexproof (4 stalker + 4 Geist) that can come out by turn 2. You used to have Stalker or dork + Geist as your only way to do that. With 4 dorks that basically means a mulligan 25% of the time or exposing yourself to X for 1s.
    Add in the mulligans for normal mana screw, three color mana problems and lack of enchantments and the mulligans start to add up.

    The Fiendslayer is late and vulnerable to O-rings, Domri fights, Azorius Charm, Hybridization ...

    The Gladecover gives you more targets and hits earlier.
    Posted in: Standard Archives
  • posted a message on +1 Token Deck
    Quote from ZorrosRage
    I liked wasteland for the deathtouch one cost the undying creatures enter with their token so I'm not sure if they get the benefit of CorpseJack.

    I'll change the title but not sure how


    Yes, the undying creatures get double counters as described here.
    Posted in: Standard Archives
  • posted a message on +1 Token Deck
    Quote from ZorrosRage
    Putrefy sounds like a good idea I'll try it out. As for slitherhead he's been non stop fuel for the troll and buffing him fast not sure If I want to remove him yet.
    As for the land I forgot to change it on here was running 9 Forest 3 swamp I'd run another duel land but my fourth one is missing. I may just - 4 Experiment One and +4 strangleroot what do you think?


    Worth a try. The Scavenging Ooze and the Trolls don't cause the second evolve for the Experiment, so even if you get 1 counter, you won't often get 2 until it is late. I would also find a way to work an Ulvenwald Tracker or two in somehow, unless you've tried them and know they don't work.

    The Wasteland Viper seems like a great creature, but doesn't really do the +1/+1 counter thing. The black unleash creatures also seem interesting, particularly Thrill-Kill Assassin, but not helpful when on the defensive.

    The Bloodflow Connoisseur seems too expensive.

    Also, if I can say this without being offensive, you might get more comments if you can change the title to reference "+1/+1 Counter" instead of "+1 Token".
    Posted in: Standard Archives
  • posted a message on +1 Token Deck
    A lot of good cards. Should be crazy with Corpsejack in play.

    The Ulvenwald Tracker is often used with the Predator Ooze. I heard that repeatable removal is good.

    Neither the Predator nor the Slitherhead evolve the Experiment. The Predator is really good, so I would cut the Slitherhead first.

    The Strangleroot Geist can evolve the Experiment twice. With the Menace in place it comes back as a 4/3. I would consider it.

    If you do add 4 Dreg Manglers, you could consider Gravecrawler as you would have 12 Zombies.

    I would hate having 3 mana and not being able to cast Predator Ooze, so I would remove 2-3 Swamps in favor of the last Woodland Cemetery and more Forest.

    Jund uses Olivia Voldaren. The mana for Murder would be hard with this deck. Putrefy is slower than Doom Blade, but kills more things including opposing Varolz. I would make sure I had some at least in the sideboard.

    Not saying, just suggesting.
    Posted in: Standard Archives
  • posted a message on Young Delver (U/R tempo)
    I want to combine the Young Pyromancer with Burn at the Stake. I also wonder whether there are better synergies with Guttersnipe or Nivix Cyclops than the Phoenix.
    Posted in: Standard Archives
  • posted a message on Gruul Agro M2014 Update
    Quote from 4_Valhalla
    As I was tired last night when posting this, I see my math was wrong and turn 4 I would only be able to bloodrush two Ghor-Clan Rampager not three so that means swinging for 14 not 20.


    Well, you don't need 20 anyway:). At a picky level, even removing 2 lands and a Rampager, you would still need 12 cards on T4, but even on the draw with no mulligans you will have no more than 11 cards. This doesn't even count the spears you are using to remove the blockers.

    Scenarios aside, by using the scout you are trading some damage for lowering the chance of being blown out by badly timed removal. But to win, your deck will still be vulnerable to said removal almost all the time anyway. By asking for advice, you are trying to shortcut the learning process, but go ahead, by all means, try the scout. I hope I'm totally wrong and you can tell me so. All that matters is that you enjoy playing the deck anyway.

    Quote from 4_Valhalla
    It is not a budget thing, it is more being new to magic and me not wanting to get use to playing certain cards and then in Oct. have to learn my deck again due to the rotation. Maybe this is though process wont really help me that much though.


    If you don't like think you will change your deck with the addition of Theros, you really must not like tweaking your decks. But here you are being creative, rather than netdecking, so you must like making decks. Eye R confused about what you want :).
    Every time you play it, you may learn new things about your deck and even if you don't change it, the competition will constantly change. Even if you make no changes for Theros, your competition will, which will affect how your deck works.
    I, personally, am too cheap to buy great cards like Snapcaster and St. Traft, but the pig seems reasonable for the amount of enjoyment you might get by winning a few more matches, not to mention prizes. If you keep on playing the deck, I am willing to bet that you will make changes between now and November.
    Posted in: Standard Archives
  • posted a message on Gruul Agro M2014 Update
    Quote from 4_Valhalla
    Okay so the CMC and the bloodrush MC are too high for my likes.



    Okay so perhaps I am trying to build a Gruul Argo/Beatdown Deck
    Is it bad to mix these two strategies?
    Example of what I am thinking about...
    T1) Gladecover Scout
    T2) Burning-Tree Emissary and Madcap Skills on my Gladecover Scout and swing for 4
    T3) Burning-Tree Emissary and Bloodrush Slaughterhorn on my Gladecover Scout and Bloodrush Rubblebelt Maaka on my Burning-Tree Emissary and swing for 12
    T4) Bloodrush Ghor-Clan Rampager on Gladecover Scout, Bloodrush Ghor-Clan Rampager on Burning-Tree Emissary, Bloodrush Ghor-Clan Rampager on Burning-Tree Emissary, swing for 20 Grin


    I count 9 non-land cards and you need 6 mana to bloodrush 3 Rampagers. So I get 15 cards on T4 with no effort to draw cards.
    With 4 hexproof and 4 auras, you will get the following each about 1/4 of the time: hexproof+aura, aura only, hexproof only and neither. So the combo of scout plus aura will only work about 1/4 of the time.
    By not running the Boar and running the scout you are lowering the speed with which you create damage.
    Try the decks (using proxies if you have to) and try dealing real random hands. If you find that you do just as well with the scout or you are happy with the effective reduction in power, then enjoy!
    Posted in: Standard Archives
  • posted a message on [Single Card Discussion] Haunted Plate Mail
    Quote from KIX
    The only way this would come up is if you 0 this, attack, play one creature, equip to that creature. In this case, It's still 0'd for the whole turn, and is a creature, that attacked. So yes, it would be tapped.

    And from then on you cannot activate 0 because you control a creature.


    I don't think it can be equipped after being 0'd in a turn.
    Posted in: Standard Archives
  • posted a message on B/W not so much extort
    Godless Shrine is expensive, but gives more swamps for the Crypt Ghasts and more than 8 W sources (8 seems too few to me).
    The creature count seems low to get the Skirsdag High Priest to trigger. The other High Priest might help with stalling. Knight of Glory/Infamy sideboard could stall some decks and introduce an exalted subtheme, which might be useful given the Rogues.
    With 21 land, you practically need the Ghasts to reach Teysa or Eviction, so maybe 4. But Eviction on creatures kills them. Terminus sideboard? You'll have fewer creatures than some decks and it is cheap miracled.
    You've obviously considered and rejected the Blood Baron, the Lilianas and Obzedat.
    Posted in: Standard Archives
  • posted a message on Mono-White Exalted Help!
    Seems quite good!
    Possible lands: Rogue's Passage, Seraph Sanctuary, Ghost Quarter, Thespian's Stage (copying Cathedral?). I don't know if they are worth it, but mono-colored might make a slight benefit worthwhile.
    Consider Angel of Jubilation, you are one of the few who can use it.
    Posted in: Standard Archives
  • posted a message on FNM G/W Aggro
    Seems generally good!

    One opportunity is that Advent needs GG and Scion needs WW. Without more duals, I forsee problems casting either one. If you can't at least get Sunpetal Grove, then you may want to decide whether you want to support GG or WW and move a few basics accordingly. If you do want to support both, there are Borderland Ranger, GateCreeper Vine, Gyre Sage(this only provides G, so you'd need more W) and Farseek (if using Farseek, you would want more G, as it doesn't get Forests) to do some fixing.
    If there is reanimator in your meta, consider RIP or Ground Seal for the sideboard.

    I'm sorry I can't evaluate the competitiveness well, but I think you'll do well against people who are being creative, draw poorly or are worse pilots than you. You will have trouble against netdecks with skilled pilots just due to the lands and broken cards. In theory you are just a little slower than Burning-Tree Emissary decks, so you have a chance there. Thragtusk decks could be a problem unless you kill them quick.
    Posted in: Standard Archives
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