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  • posted a message on Print this Wizards (so I can play it in modern)
    Quote from Ghorak »

    I hope that someday we will get some nerfed, non-bannable Sensei's Divining Top.
    I would be ok with it costing 1 more mana to play, or even to have it tapped to look at the top 3 cards.

    I think it would make more decks viable and maybe revive just a bit Counterbalance.


    They banned Top due to long play issues not due to it being OP.
    a playable non bannable Top in Modern won't happen.


    Quote from A.J.Gibson
    Todays waste of time:

    Time Capsule - U
    Enchantment
    Whenever you draw a card, put a counter onto ~.
    Remove 5 counters from ~, sacrifice it: draw 3 cards
    "My delivery from amazon finally arrived!"

    So it's Ancestral Visions, but it can be answered with enchantment hate. On the plus side, if you have any sort of card draw, you can make it work faster.




    Insta banned in legacy. Drop this turn one, Turn 2 it has a counter and brainstorm now it has 4 counters, just need any other draw card or turn 3 draw 3

    also seems WAY stronger than Visions in modern and that was banned.

    Could be up to 7 counters and I would still play the poop out of this card.
    Posted in: Modern
  • posted a message on [Single Card Discussion] Oust/Sunlance
    Quote from Nyzzeh
    They need to be instant.


    while i dont necessarily disagree with you, is instant better than a land?

    I have issues believing so. Yes everytime you lose due to it being sorcery you know why. However, an extra land is often times inocuous but the difference between lose and win.


    So why does it HAVE to be instant.
    Posted in: Modern
  • posted a message on [Single Card Discussion] Suppression Field
    Quote from Frowny
    Hey there,

    I'm looking for the best deck to play suppression field. It seems really well positioned right now against a lot of the top decks. It is also one of my favorite cards, as I love watching people sit there unable to do anything with their 400$ manabases.

    Some relevant targets:
    Jund: Deathrite shaman, Lilliana, Ajani, Scooze
    Pod: Their combo, Pod itself
    Twin: Their Combo...
    Tron: Expedition Map, OStone, Karn (slows him down by a turn)
    Nearly Everyone: Fetches

    However, it is also very weak in a lot of matches, especially the aggressive ones. It is nearly dead against affinity and does nothing against Burn.

    What is the best home for it? What list do I make that starts with
    4x suppression field


    it seems like a good place to start the enchantment hate/tax deck
    Posted in: Modern
  • posted a message on [Single Card Discussion] Oust/Sunlance
    Quote from Rhinne
    Well, in oust´s defense, every modern deck plays fetchlands, so that tarmogoyf may not come back for a few turns.
    But as bigesyes said, if oust were an instant then we would be talking.


    if 'twere an instant i would argue its ability to outclass stp in certain decks
    Posted in: Modern
  • posted a message on [Single Card Discussion] Oust/Sunlance
    seriously, in any control deck both (more oust than sunlance due to ability to hit tarm) seem like very good alternatives to path especially since many control decks want to play mana leak/runesnag for counters and path directly works against them.
    Posted in: Modern
  • posted a message on MTGO No Well-done Schedule
    Why in the broad wide world is WotC dead-set on making the schedule for daily events as confusing as possible? Is there another location other than Wizards website to gather the schedule information?
    Posted in: Other Formats
  • posted a message on Blue rats
    Quote from prototype0
    The idea isn't new but I have had a lot of success playing this deck.

    Basically it's MBC/rats with a blue splash for better card draw.

    It has the neat interactions with mulldrifter/chittering rats and undying evil.

    Hopefully i will take this into a daily and do well with it, what are your thoughts on this?



    most of these decks play unearth, trinket mage (packaged with necrogen spellbomb, executioniers capsule, a few artifact lands and a lifestaff) and still play 4 of the 2 drop discard rats and as always chittering rats is the best card in these decks play 4x.
    Posted in: MTGO Pauper
  • posted a message on Child of Alara No Permanents
    Quote from trancer99
    Lands are permanents. LoL!


    That was both helpful and relevant. Thank you for all the hard work you put into that, and I am glad it made you laugh out loud and did not make you laugh inside.
    Nameste.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Print this Wizards (so I can play it in modern)
    Grave Reminder
    BG or (B/G,B/G)
    Enchantment
    Flash
    When ~ enters the battlefield exile all cards from target players(or just your) graveyard, when ~ leaves the battlefield return all cards exiled this way to their owners graveyard.


    1, Sacrifice ~: Draw a card



    It would be playable in grave abusing decks that are able to go big and would not really help anything like dredge or other lowend graveyard combo decks.

    someone cast RIP cast this, remove their RIP then sac this and draw a card
    Someone casts bojuka bog/ activates tormod's/relic/deathrite cast this immmediatly activate after their ability resolves.

    This is to graveyards as ignorant bliss is to hands.
    Posted in: Modern
  • posted a message on Child of Alara No Permanents
    So can we get a discussion going about a child of alara deck that runs 0-8 non land permanents for a multiplayer meta.


    The Idea is to constantly board wipe until you have tons and tons of mana and you can either win with commander damage with infinite couterspell backup or win with something like a USZ or stroke to each opponent turn after turn.

    so potential cards



    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    :Commander
    1 Child of alara

    creatures
    1 Snapcaster mage
    1 Eternal Witness
    1 Nucklavee
    1 Izzet Chronarch
    1 Archaeomancer
    1 Mnemonic Wall

    Wipes
    1 Cyclonic Rift
    1 Supreme Verdict
    1 Wrath of God
    1 Day of Judgement
    1 Damnation
    1 Devastation Tide
    1 Akroma;s Vengeance
    1 Austere Command
    1 Merciless Eviction
    1 Planar Cleansing
    1 Joukalops

    Tutors
    1 Crop Rotation
    1 Mystical Tutor
    1 Tithe
    1 Vampiric Tutor
    1 Demonic Tutor
    1 Sylvan Scrying
    1 Mystical Teachings
    1 Diabolic Revalations
    1 Conflux

    Counter Suite
    1 CounterSpell
    1 Swift Silence
    1 Dismiss
    1 PLasm Capture
    1 Counterflux
    1 Render Silence
    1 Dissolve
    1 Rewind
    1 Dissapate
    1 Psychic Strike
    1 Hinder
    1 Spell Crumple
    1 Desertion
    1 Pact of negation

    Card Draw
    1 Visions Of beyond
    1 Mind Spring
    1 Brain Geyser
    1 Blue Sun's Zenith
    1 Sphinx's Revalation
    1 Stroke Of Genius
    1 Fact or Fiction
    1 Read the Bones
    1 Forsee
    1 Urban Evolution
    1 Esper Charm

    Recursion
    1 Pull From Eternity
    1 Regrowth
    1 Runic Repetition
    1 Mystic Retrieval
    1 All Sun's Dawn
    1 Restock
    1 Spelltwine
    1 Praetor's Council
    1 Past in Flames
    1 Time Spiral
    1 Yawgmoths Will
    1 Recoup

    Ramp/fixing
    1 Explore
    1 Farseek
    1 Manamorphose
    1 Cultivate
    1 Kodama's REach
    1 Ranger's Path
    1 Skyshroud Claim

    Spot REmoval
    1 Maelstrom Pulse
    1 Temporal Spring
    1 Recoil
    1 Vindicate
    1 Beast Within

    Win Cons
    1 Bubbling Muck
    1 Cabal Coffers
    1 Cabal Ritual
    1 Dark Ritual
    1 Urborg Tomb of Yawgmoth
    1 Mana Geyser
    1 Crypt Ghast
    1 Frantic Search
    1 Deserted Temple
    1 Tendrils of Agony
    1 Turnabout
    1 Rude awakening
    1 Omniscience

    Utility Game changers
    1 Twincast
    1 Wild Richochet
    1 Spelltwine
    1 Cruel Ultimatum

    Baller Lands
    1 Alchemist's Refuge
    1 Bajuka Bog
    1 Boseiju
    1 High Market
    1 Reliquary Tower
    1 Riptide Laboratory
    1 Terrain Generator
    1 Thawing Glaciers
    1 Tolaria West
    1 Volrath's Stronghold

    Fixing Lands
    10 dual lands
    10 fetchlands
    10 basics
    1 Command Tower
    1 Krosan Verge
    1 Murmuring Bosk
    1 Terramorphic Expanse
    1 Evolving Wilds




    So a lot of stuff here

    can get a couple more rits or untap lands need help on where to go/how to win/how to not lose
    Posted in: Multiplayer Commander Decklists
  • posted a message on U/G Post Control
    Can I get some discussion going for a U/G trading post deck?


    the main cards are

    2-4 Curse of the swine
    4 Trading Post
    4 Ratchet Bomb
    2-4 Pithing Needle
    1-4 Swan Song


    Swan song and curse of the swine get infinitly better with four of ratchet bomb. Pithing in the main lets you crush control decks as they get no wincons and trading post lifegain and card advatage allow for the best you could hope for.

    countering spells and return to hand spells(ala unsummon and cyclonic rift) beat any permanent that matters and the card draw from trading post and urban burgeoning (or opportunity up to you) lets you play - CA spells and catch back up, you just need the tempo to get there again.

    Syvan Caryataid is a house in the deck in my opinion as it allows turn 3 post and blocks any 2 power dude(with all the savanah lions and pikers it is like a 2 for 1)


    anyways I would like some discussion as to be honest I have not played a ton of standard and am unsure of what is completly viable.
    Posted in: Standard Archives
  • posted a message on You Make the Card 4 (YMTC4) Winner - Waste Not at 1B!
    Quote from Jermo48
    I think you may want to reread my posts. I never claimed that there were better cards for your deck or better cards for every deck, neither did the poster who originally started this. We both simply said there were better cards, which is undeniable. Better means better in general, not necessarily better in every conceivable situation. If we were trying to say that some cards would be better than this for your deck, we'd have said that.







    Name a card that is better than Waste Not. You cannot; as there is not a better card, due to there being no cards that are similar. If you would like to say Jace, the Mind Sculptor is better than Tezzeret, Agent of Bolas(or lets say Bridge from Below), then I would say you are wrong. Not because I think Jace is worse but because they are non comparable cards. They do not do the same thing one is not better generally than another.


    Also I am using what you are saying by highest power level given reasonable circumstances, as better, for my definition. Which, by the way, is a very specific form of "better" and you seem to assume everyone uses that same definition.

    If you would like to tell someone that snapcaster mage is better than archaeomancer then you will never hear me argue with you when speaking generally(archaeomancer is better in pauper cause you wont get a DQ). Those 2 cards are very similar in function.

    This cheap-ass enchantment is an enabler or build around me card, and since there are none in the same vein it is by far the best card for the job.


    I also will personally be building broken decks around this stupid card in modern.
    Posted in: The Rumor Mill
  • posted a message on [[MTGO]] Vintage Masters announced
    Quote from NoUndies
    I mean, even SCG, who are by far the largest secondary retailer, and would stand to lose the most (if anything truly is lost, I have my doubts on that) from abolishing the reserve list, actually want it to be removed.





    and by that have the most to gain from a limited print run of reserved list cards(ala modern masters)

    it would increase demand for the product ten fold and reduce the price of the cards by at most 30%
    Posted in: The Rumor Mill
  • posted a message on Pauper BG Mulch
    so played a daily last night with this list









    The matches went as follows





    vs GW slivers

    2-0

    This is not even a fair fight out of the 6-8 MATCHES I have played against this deck I have only dropped 1 GAME.
    Always as follows; 1for1s (quicksand deadweight sac effects) into justice or treefolking back 2 quicksands and dropping them through explore and unearth.

    just bury them in card advantage and they have no way of going over the top especially since quick sand is a colorless land and can go through protection from a color.

    board->

    +2 grazing gladehart
    +1 gnaw to the bone
    +2 devour flesh
    +1 deadly recluse
    +2 doomblade


    -1 explore
    -1 mulch
    -1 grisly salvage
    -2 grasp of darkness
    -1 Battlefield scrounger
    -2 Raven's crime






    Round 2

    RUG Tron

    Game one It was back and forth with value cards and he played fengraf marauders as his creature finishers but, they never stuck very long or mattered in G1. what mattered was that I didnt realize he had no way to deal with my big dudes and didnt play them until too late. What ended up happening is that he rolling thundered for x=11 putting me to 9 and eventually stalled me out and burned me out with 3 firebolts. If I had drawn my singleton pristine talisman in 4 turns earlier there is no way he could have one as I was at the point of stacking my deck with scroungers.
    Sidboard plan:

    +2 grazing gladehart
    +1 gnaw to the bone
    +2 doomblade
    +2 fairy macabre
    +2 devour flesh

    -3 dead weight
    -2 evincar's justice
    -2 grasp of darkness
    -1 grisly salvage
    -1 explore


    As soon as it asked me if I wanted to mull my internet stopped working for a full 6 minutes, got back into game played a bit faster and focused on life gain, was down to 8 life and finally hit my gnaw to the bone and went up to 28 was a good game by that point but my opponent had 7 minutes up and i only had 4 so he wasted our time til he was at 3:40 ish and I was at 2:40ish

    knew I couldnt win in time so I removed all priorities and just spammed to discard and f6 after he played 3 turns and wasted time, he realized that he had no chance of winning in time and he tried to do the same as me but hadnt removed the priorities, he won with :04 on his clock and due to my poor internet connection. I wish we had been able to play it out as my hand was as follows and would have destroyed him

    Swamp
    Barren Moor
    Forest
    Explore
    Rot Farm
    Pristine Talisman
    Mulch

    and my first 3 draws were tranquil thicket-> raven's crime->tilling treefolk

    unlosable game lost due to circumstances outside my control, sad day.




    Round 3 UB Valure creatures.

    G1 I forgot to turn off priority passing and he went first and played a turn 3 trinket mage fetching land, then T4 mulldrifter with undying evil. I had evincar's justice but I just got too far behind from the early punt, 3/3 flyers are a problem(had quicksands to keep him off his ground dudes, but he always had one back almost had him just 1 turn behind)

    sideboard

    + 2 doomblade
    + 2 deadly recluse
    + 1 grazing gladehart
    + 2 fairy macabre
    + 1 gnaw to the bone



    -3 dead weight
    -1 grasp of darkness
    -1 grisly salvage
    -1 explore
    -1 mulch
    -1 Battlefield scrounger




    Game 2 he played augur of skulls into undying evil into sacing it again and then wrench mind

    I laughed told him agianst anyone else it most likely would have been an auto win but he made me discard a rot farm thicket fengraf tilling treefolk moor forest however I still had a treefolk and grim discovery in hand and in one turn went from 3 to 6 cards in hand. On my 4th turn I cycled tusker and played unearth on a treefolk and cycled a land lands to go up to 7 cards in hand my turn 5 I played 4 raven's crime and he scooped.

    Game 3 was very very sad

    I stayed on 2 swamps until my 7th turn where I had everything I needed and more after that but he had 2 augurs keeping regen and grim harvest up, and also got to play 3 counterspell if I had gotten a single of my 25 remainig lands in deck in the first 5 draws I would have most likely won as I had all the answers and talisman in hand to keep my life nice once I cleared the board witht the 2 justice in hand.

    so overall 1-2 drop.

    round 2 is a win in my book as that deck had no way to beat me with ground meat and talisman on board, (which I had in hand) but, lost to AT&T internet service.

    Round 3 was a punt and a very unlikely land screw.


    So overall I am still figuring out the changes I would make and am really not sure if the deck needs a color overhaul or not, I think I would add another Tusker and another gnaw to the board as I find that MBC normally cant overcome a gnaw to the bone and IF you go far enough you can play 1 flash it back and then play the second one but put it back into the deck with scrounger.
    Posted in: Developing
  • posted a message on [Primer] UR Dragonaut - Eye Candy - Nivix Blitz
    Quote from Njord
    Could someone help me out with the side-boarding ideas? Against what decks should you run more counters, what should you take out etc.

    Also with all the MBC running around, what would be good SB cards against them?


    against mbc you need to bea ble to counter an edict effect, and need artful dodge. counters are also very good against the gain life spells they have(tendrils, gray merchant, corrupt)
    Posted in: Established
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