Gun rights and sensible regulation, "A well regulated milita" are not mutally exclusive. Imagine if these mass shootings, which are not infrequent, were commited by Muslims as part of a random terrorist campaign. Would the reaction be such inaction? Too many people are dying in public places in America.
All wings of the armed serives (civilan/army) vet their recruits to prevent unfit people gaining access to high powered weapons. Extending similar checks to civilians (who have less oversight anyway) seems sensbile. However this is very hard in a country where gun proliferation is high.
Looking at the regulation of the likes found in Isreal/Switzerland, that the "right" so eagerly point as places with high guns per capita and less gun crime, would be a good start. The lower levels of violent crime might have something to do with gun regulation, public healthcare and education, you know all that socalist crap.
Gun regulation will not stop "gun crime" (gang/murder/robbery etc) but it may prevent an unwell person gaining immediate access to firearms. You know... like Cho/Lanza/Homles all had.
If have lots of double and triple coloured Red cards and no triple white cards you need an emphasis on red sources.
If you need white on turn one and double white on turn two for a consistent deck then you need more white lands to hit them early (or lots of fetches to cheat on white lands and keep your red count higher)
Consider what your curve is and when you need to cast the cards by consistently, what is your average mana colour are and go from there. There is no right or wrong answer.
Add all of those of those random white counter spells, throw in Crucible/Fetches/Land Tax/Cantrips to fuel the Lion and top it off with white reanimation.
Rationle behind Mageta? If you don't have draw find CA elsewhere. White has lots of permanant removal/sweepers, lessening the need for card draw. Card filtering, consistency and ramp are the big problems (why tithe is good in white)
...When Megta swings in with Accorder's Shield I will trololo and die from flavour overload as this solitary badass swings in with vigilance, to Wrath of God before blocks and reanimate a fatty via Resurection.
Scrapping term limits allows the time for the Government to develop policy for the long term instead of quick cycles. Policy depth is preferable to all of the gaming and postioning in trying to establish the next candidate. Concerns about de facto dictatorship are largely unwarrented for the west. Countries prone to dictatorship usally have an institutional mermory of it (russia, south america for example) and term limits have never stopped a leader inclined to dictatorship from maintaining one.
+1, despite the name I love mono white so much. One thing i would like to add Basic Snow Plains, every mono deck needs to run snows. No excuses. Cut down on colourless lands, basics to hit Emeria, the Sky Ruin. I run lots of fetches, Crucbile of Worlds, Weathered Wayfarer, Kor Skyfisher, Pilgrims Eye, Solemn, Kor Cart, never hit land problems. Out of all the colours white cannot afford to miss a single land, they have very few cheats and most good spells costs a bucket of mana for white.
Kor Skyfisher Kor Cartographer
Two really underated white cards. Forget the spashy stuff that you know search for the cards that bridge the gaps. White doesn't have big obvious tutors/draw engines but find simple things, make your cantrips into engines.
Skyfisher is nuts with Stoneforge Mystic, Sun Titan, Marshal's Anthem (play anthem, return skyfisher, return anthem to hand, probally my favorite synergy in white, did not say best, just fun). Any card with ETB is just gold. A small dude that that keeps on giving, one of my favorites.
Tithe and Land Tax add a Scroll Rack, essential pieces, all good in their own right Cloudstone Curio, slow but lets you get more value out of cantrips, ETB
Not necessarily looking for the quickest general to come into play and start chipping away. I'm looking for a general that can hit the board and deal 21 damage ASAP.
The benchmark for both questions is this.
*Averaging a 2 turn kill.
*3 turn is just acceptable.
*1 turn kill...who does this?
Two criteria.
1) What generals can in their own right deal this amount of combat damage?
2) What generals can with a realistic two card combo (for the sake of consistency) from enchantment, equipment etc... deal 21 general damage
I've used plenty of decks with the general as the focal point just never combat damage focused.
http://www.youtube.com/watch?v=UrlxwlCHFXY, 1v1ing starts at 1.28. This is Jackie Chan vs Benny The Jet, Wheels on Meals end fight, this is one of the best, they took many of the punches for specific shots. Look for the Dragons Forever where they meet up again for another huge fight, shorter but just as good.
That or the 20 mintue 1v1 end fight in "The Young Master" (another classic chan)
Mono red is something I've been wanting to get into more and more. It's underused and challenging. The power is there but the consistency always worries me. Good to see more and more people breaking it open. I have seen almost everey variety of decks but besdies Cockatrice never a mono red one.
All wings of the armed serives (civilan/army) vet their recruits to prevent unfit people gaining access to high powered weapons. Extending similar checks to civilians (who have less oversight anyway) seems sensbile. However this is very hard in a country where gun proliferation is high.
Looking at the regulation of the likes found in Isreal/Switzerland, that the "right" so eagerly point as places with high guns per capita and less gun crime, would be a good start. The lower levels of violent crime might have something to do with gun regulation, public healthcare and education, you know all that socalist crap.
Gun regulation will not stop "gun crime" (gang/murder/robbery etc) but it may prevent an unwell person gaining immediate access to firearms. You know... like Cho/Lanza/Homles all had.
If have lots of double and triple coloured Red cards and no triple white cards you need an emphasis on red sources.
If you need white on turn one and double white on turn two for a consistent deck then you need more white lands to hit them early (or lots of fetches to cheat on white lands and keep your red count higher)
Consider what your curve is and when you need to cast the cards by consistently, what is your average mana colour are and go from there. There is no right or wrong answer.
Not a druid win but pretty silly, heck a turn 2 and even 3 crucible is solid
My mono white dream is Mageta the Lion.
Add all of those of those random white counter spells, throw in Crucible/Fetches/Land Tax/Cantrips to fuel the Lion and top it off with white reanimation.
Rationle behind Mageta? If you don't have draw find CA elsewhere. White has lots of permanant removal/sweepers, lessening the need for card draw. Card filtering, consistency and ramp are the big problems (why tithe is good in white)
...When Megta swings in with Accorder's Shield I will trololo and die from flavour overload as this solitary badass swings in with vigilance, to Wrath of God before blocks and reanimate a fatty via Resurection.
Kor Skyfisher
Kor Cartographer
Two really underated white cards. Forget the spashy stuff that you know search for the cards that bridge the gaps. White doesn't have big obvious tutors/draw engines but find simple things, make your cantrips into engines.
Skyfisher is nuts with Stoneforge Mystic, Sun Titan, Marshal's Anthem (play anthem, return skyfisher, return anthem to hand, probally my favorite synergy in white, did not say best, just fun). Any card with ETB is just gold. A small dude that that keeps on giving, one of my favorites.
Tithe and Land Tax add a Scroll Rack, essential pieces, all good in their own right
Cloudstone Curio, slow but lets you get more value out of cantrips, ETB
Tutors
Taj-Nar Swordsmith
Stonehewer Giant
Stoneforge Mystic
Academy Rector
Narrow but solid tutors, Swords of X and Y, skullclamp usually.
Enlightned Tutor
That one mana equipment tutor
others?
Ranger of Eos Package
Serra Ascendant
Weathered Wayfarer
Martyr of Sand
and others
And some good planeswalkers in a colour with creature sweepers. There is a lot of potential. The one mega weakness is stopping combo. That is awkward.
Not necessarily looking for the quickest general to come into play and start chipping away. I'm looking for a general that can hit the board and deal 21 damage ASAP.
The benchmark for both questions is this.
*Averaging a 2 turn kill.
*3 turn is just acceptable.
*1 turn kill...who does this?
Two criteria.
1) What generals can in their own right deal this amount of combat damage?
2) What generals can with a realistic two card combo (for the sake of consistency) from enchantment, equipment etc... deal 21 general damage
I've used plenty of decks with the general as the focal point just never combat damage focused.
Cheers.
http://www.youtube.com/watch?v=UrlxwlCHFXY, 1v1ing starts at 1.28. This is Jackie Chan vs Benny The Jet, Wheels on Meals end fight, this is one of the best, they took many of the punches for specific shots. Look for the Dragons Forever where they meet up again for another huge fight, shorter but just as good.
That or the 20 mintue 1v1 end fight in "The Young Master" (another classic chan)
1) Flash it in EOT, pass or combo out.
2) A really fun deck with Back to Basics/Counterspells and Terferi. He's a nasty 1v1 general. Note points 1 and 2 are not mutally exclusive.
I love it with Maelstrom Nexus too.
Extraplanar Lens
Don't run basics. Run snow basics. That way nobody will get Planar Lens buff. Lots of fetches too!
Sidenote: Blood Moon if red is in your deck