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  • posted a message on Golgari Aggro
    While that may be true the main point was that you probably don't want it at all. A land that enters tapped always is not a good thing to get stuck with as an aggro deck...
    Posted in: Standard Archives
  • posted a message on Golgari Aggro
    You have no reason for Evolving Wilds, that I can see. Get another Overgrown Tomb instead, and turn the last one into... I dunno, probably a forest. If absolutely necessary, use the Golgari Guildgate since it's strictly better than the evolving wild unless you NEED one of the two basic land types on the field for a specific reason, or you need a land in the graveyard (i.e Deathrite Shaman).

    You have "4 Dryad Militant" listed in "Other"... what are those supposed to actually be?

    I'd recommend Ultimate Price over Victim of Night because you've got a lot of colour-specific costs so that might hurt you a bit.

    Otherwise, looks fine to me. You might want to have 4 of the Rancors since you're an aggro deck.

    Re: Disentomb/Ghoulcaller's Chant: really not a good reason to run those cards. Something like Hunger of the Howlpack would serve this purpose better, if you really were looking to use up the card slots like that.
    Posted in: Standard Archives
  • posted a message on Land Destruction
    Since you've got the colours for it, have you considered Frenzied Tilling?
    Posted in: Standard Archives
  • posted a message on RG Gruul Midrange
    I do, actually - because I tried to do the same thing. Hellraisers, Mauler and Raiders, to try to get the Raiders out and swinging on turn four. It's just actually not that great...
    Posted in: Standard Archives
  • posted a message on RG Gruul Midrange
    I agree that you should take out Rubblebelt Raiders - I think it's a really cool card but it's just too slow.

    However, you're R/G midrange without Huntmasters. C'mon man. I think you should replace the 4 Strangleroots with Farseeks, and the 3 Rubblebelt Raiders with Huntmasters.
    Posted in: Standard Archives
  • posted a message on Made a very basic Gruul deck, would appreciate any assistance in tweaking.
    No - you've made it worse.

    The Boros Reckoner is perfectly fine without the infinite lifegain loop. That's not what makes it strong.

    You've just mixed your one drops up, so you've got green and red creature one drops. You just lost consistency for no real gain whatsoever. The Noble is a much larger threat than the Experiment One, unless you get lucky on the draws and manage to evolve the Experiment twice.

    Other than that, the only other change is the two Gruul Charms. Gruul Charm is really, really not the greatest mainboard card...

    I think that your old list would've done you much better. The thing with aggro is, yes, you're going to want to focus almost primarily on one specific mana colour, because you want consistency with your land draws so that you have consistently strong opening hands. Adding the 8 duals and taking advantage of BTE for the GCR/Rancor/Flinthoof is perfectly acceptable - those are all extremely strong cards in an aggro deck.

    If you wanted to increase the green source count, I'd say replace 2 mountains with 2 Temple Gardens (in the old list), but leave everything else more or less the way it was. You could take out the two KWR, add a mountain, and add another Reckoner... take out the Madcap Skills and get another Hellrider and two more Ash Zealots... etc. That's all just fine tuning. The foundation is solid, though.
    Posted in: Standard Archives
  • posted a message on Cockatrice Legal Disputes
    Quote from AsLan^
    That laptop can't run MTGO v3 or v4.

    I have no opinion yet about cockatrice getting shut down but I would imagine that Hasbros legal footing is more to do with patents than copyright or trademarks. Wotc has a patent on tapping so if cockatrice allows you to "tap" things then it doesn't matter what game is being played with it, it's still infringing on the patent protection.


    This is an actually cogent response. I didn't think it could be any trademark or copyright infringement (Cockatrice wasn't doing anything with trademark/copyright), and was wondering if it was because the Cockatrice client actually has all the combat phases and some of the barebones mechanics already implemented. Since apparently (if you are to be believed) tapping is patented by WotC, I can entirely see what legal grounds they have to shut it down. Patents are the true king of software legal battles, and Cockatrice seems caught in a minefield.
    Posted in: Third Party Products
  • posted a message on Cockatrice Legal Disputes
    So by that logic laws won't stop people from taking heroin so we should just get rid of the law, right? If you can't afford a laptop then why are you complainabout cockatrice, which is a computer program.


    Actually...

    Yes.

    Heroin addiction is a serious issue that isn't solved by jail time. Drug laws in the United States of Awful are a gigantic step backwards from helping people who need help.

    Just take a look at Portugal's drug policies...
    Posted in: Third Party Products
  • posted a message on Cockatrice Legal Disputes
    If one of you Mac folks still has the Mac installer, I'd appreciate it if you took the time off of arguing with each other to just quickly upload it to mediafire. I'm having a hard time finding anywhere else to acquire it!
    Posted in: Third Party Products
  • posted a message on Cockatrice Legal Disputes
    Does anybody have the Mac installer available? I was just talking to my friend about using Cockatrice to help him test out some cards he doesn't have yet, and when I get back I see all this... I'd ask on their forums, but registration is disabled. I also don't know how easy it is to compile the experimental version source code on a Mac...
    Posted in: Third Party Products
  • posted a message on Made a very basic Gruul deck, would appreciate any assistance in tweaking.
    The only things you need green sources for are Rancor, Flinthoof Boar and GCR. We have 12 sources of green (8 permanent sources, 4 temporary sources with BTE).
    Given that Ash Zealot and Boros Reckoner both require all-red, I think the deck (as it stands) is better off with that mana base. If necessary, you could take out a mountain or two and put in selesnya shocklands (so that we at least don't hurt Boros Reckoner's chance of hitting the field quickly).
    Posted in: Standard Archives
  • posted a message on Made a very basic Gruul deck, would appreciate any assistance in tweaking.
    Change out all of your forests for mountains. Also, I think you'd be okay dropping all 4 of the lightning maulers to pick up 2 more Flinthoof Boars and 2 more Boros Reckoners.
    Hmm. Actually, I might take only 3 boars and get a 3rd madcap skills. I dunno, up to you.

    Brimstone Volley is kind of a crap card IMO, swap 1 out for spear and 1 out for rancor.
    Posted in: Standard Archives
  • posted a message on G/R aggro
    The G comes first cuz it's the focus.



    The curve is really... well, it's mostly 1 and 2 drops, with the WBM sitting at 3CC and GCR is a 4CC drop (but it will basically never be used that way). Is there another, better bomby 3/4 drop for green? Wolfir Silverheart is a bit too expensive for fast aggro, and at least WBM can give you a solid turn 4 swing with rancor, madcap or GCR. That's rather conditional though...
    I mean, Champion of Lambholt will give a bunch of evasion with the same combination of cards, and can at least pump from other critters as well. Wolfir Avenger is also a solid 3 drop beater who won't go down without a fight, so I'm wondering if that's preferable.

    Thoughts?
    Posted in: Standard Archives
  • posted a message on Gruul Ramp
    If you're running Reckoner, consider selesnya/boros shocklands in place of forests/mountains to make it easier to get him down consistently. Running a lot of shocks might hurt, especially if you're running against a lot of aggro, so that's your call really, but you've got the huntmasters and the swagtusks to stabilize for you with reckoner holding the fort until then. I think you should replace the 2 gilded lotus with 2 more ranger's path - more land is better for rubblehulks, and it thins your deck for better draw on Domri's +1. Otherwise, I'm interested to see how it works, because I've wanted to try Gruul midrange myself but I haven't wanted to drop the cash for the huntmasters or swags...

    Oh, I just saw that the domris are SB. Which makes sense because you don't have that many critters (only 21), but... domri is more of a midrange than an aggro walker, so I'm not sure if you'd want to board him in against aggro... maybe against control as a fast wincon?
    Posted in: Standard Archives
  • posted a message on [[Official]] Flux Capacitor: The Art of the +1/+1 Counter
    Quote from Slashdance
    Simic Keyrune seems very promising. Ramps/fixes mana for our two most common deck colors, and provides a recurring evolver that is hexproof!


    Nope. Evolve is an ETB trigger, the keyrune is already on the battlefield - it just changes to become an artifact creature. Doesn't, unfortunately, evolve your stuff.
    Posted in: Standard Archives
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