- Ulka
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Member for 11 years, 1 month, and 14 days
Last active Wed, Apr, 17 2024 00:05:39
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May 28, 2019Ulka posted a message on The End of an EraAnd as a reminder, We are currently working on the site for the community to follow to. We will be releasing more detains as we approach the release date.Posted in: Articles
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May 1, 2019Ulka posted a message on Treasure Cruisin' Amulet's EndThe prices were as of when the article was written, which due to some delays in publishing was around a month ago. Updated prices can be found on the link below the decklist.Posted in: Articles
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They actually even with the lore kinda aren't that legendary. They are the first 2 phyrexians but they attack Crovax's manor and Gallowbraid kills Rofellos, Llanowar Emissary. Other than that they were just the first phyrexians.
Personally I aleays felt of the alaran beast realm razer was more legendary but that might be that you toss a "the" in front of Rrs name and it sounds legendary. Also cause godsire makes tokenss of itself I feel less legendary aniut it. But that's just me.
Like gibbousm said life dropping is really fun. I have a Selenia deck that I am in the middle of writing and applying for primer status. Link is in my signature but fun unusual decks are really a great play style.
Some of the unsual decks I have played are:
He who hiungers- monoblack discard spirit tribal.
Mishra, Artificer Prodigy- Possibility storm card advantage.
Palladia-Mors - Land destruction/revival
Mayael the Anima - Naya Elf Ball/MLD
Blind Seer - Color Control
Doran, the Siege Tower - Combat tricks
Riku of Two Reflections - Dragons
Vhati il-Dal - Infestation and -1/-1 counters
Lyzolda, the Blood Witch - Reanimation/Steal creatures/Sac control
If you want more details on any of them let me know and I can provide you with my old deck lists
I am beginning to agree with you after some more testing. Lich is an extremely powerful card but it is extremely risky in my meta. I have 3 decks that love aura shards a bit too much and that is becoming a problem.
I am still going to do more testing on Lich but I am beginning to come over to your side on it.
Side note: I am linking your thread on mine for additional readings for people who are thinking of making the deck.
If you are willing that would be great!
His name is Tremor88 and I honestly think we could if we did some more work on it.
If you clicked this link, chances are there have been times you wondered why your deck just isn't performing as well as you think it should. Or perhaps you're happy with your deck but you just wonder if there's room to improve. Maybe someone out there knows something you don't.
The vast majority of decks out there ARE underperforming. Sometimes, it's because the core strategy just isn't an efficient one. Sometimes it's because the card choices are off. But the vast majority of the time, it largely comes down to deck design.
Think of your deck as a beautiful structure. Perhaps it's a tall proud skyscraper. Perhaps it's a sprawling museum. Perhaps it's a giant statue. Whatever the case, it needs the support of a solid foundation. Most players I've played with/against online, and most decks I've seen posted here on the forums skimp on the foundation, and the deck underperforms as a result. And when I say 'most', I mean the vast majority. Like 90% of you.
Yes, even you, guy-who-thinks-he's-got-it-all-figured-out, are most likely choking your decks' efficiency by making it top-heavy.
So what is this foundation I speak of? It comes down to escaping the game's 2 core limitations:
1) the 1 land per turn limit
2) the 1 card drawn per turn limit
It really doesn't matter what your deck is trying to do. Perhaps you're trying to build up an overwhelming token swarm. Perhaps you're trying to voltron your general to epic proportions. Perhaps you're trying to assemble some sort of combo. Or perhaps you're trying to run everyone else out of gas and then clean up with the most hilarious of finishers. It doesn't matter. Regardless of its aim, your deck will accomplish its strategy more effectively with more mana available and more cards to play.
Ramp & draw is not just a 'strategy' that only applies to certain decks. EVERY strategy benefits from being supplemented by the ability transcend the 2 fundamental limitations of a turn.
Consider the following extremely simplified example:
Deck A: 40 lands, 59 action cards
Deck B: 33 lands, 41 action cards, 14 concentrates, 11 signets
I chose signets because 2 mana for +1 ramp is very standard. Nearly all 'fair' ramp effects fit that metric, be it on a creature (sakura-tribe elder), an aura (fertile ground), a spell (rampant growth), or an artifact (coldsteel heart).
I chose concentrate because 4 mana is a pretty standardized cost for a draw-3. Yes, there are more efficient (and more inefficient) ways to draw extra cards, but concentrate is common and cheap and accessible to everyone, and there are enough 3-for-4 analogs (eg: ambition's cost, harmonize) to consider it a standardized 'fair' price for its effect.
Given a perfectly even shuffling distribution, goldfishing would look something like this:
action, land, action, land, action,
action, land, action, land, action,
action, land, action, land, action,
etc - 2 lands for every 3 action cards
Deck A opening hand: 3 land, 4 action
Turn 1: draw action, play land(1 in play, 2 left in hand), 1 action mana available, 5 actions
2: draw land, play land(2,2), 3 am, 5a
3: draw action, play land(3,1), 6 am, 6a
4: draw action, play land(4,0), 10 am, 7a
5: draw land, play land(5,0), 15 am, 7a
6: draw action, miss land(5,0), 20 am, 8a
7: draw land, play land(6,0), 26 am, 8a
8: draw action, miss land(6,0), 32 am, 9a
9: draw action, miss land(6,0), 38 am, 10a
10: draw land, play land(7,0), 45 am, 10a
Action land concentrate signet land
Action action Land Action Concentrate
Land Action Signet Land Action
Concentrate Land Action Action Land
Action Signet Land Concentrate Action
land action action land signet
Concentrate, etc...
Deck B opening hand: 2 land, 3 action, concentrate, signet
1: draw land(3), play land(1,2), 1am, 3a
2: draw action, play land (2,1), play signet, 1am, 4a
3: draw concentrate, play land (3,0), play concentrate (land(1), action, signet), 1am, 5a
4: draw land(2), play land(4,1), play signet, play concentrate (action, concentrate, land(2)), 1am, 6a
5: draw action, play land(5,1), play concentrate (action, land(2), action), 4am, 8a
6: draw signet, play land(6,1), play signet, 11am, 8a
7: draw land(2), play land (7,1), 21am, 8a
8: draw concentrate, play land(8,0), play concentrate (action, land(1), action), 28am, 10a
9: draw action, play land (9,0), 40am, 11a
10: draw land(1), play land (10,0), 53am, 11
To summarize:
Deck B ran fewer lands than deck A (33 vs 40), yet deck A missed its turn 6 land drop while deck B made every drop up to turn 10.
Deck B ran fewer action cards in total than deck A (41 vs 59), yet drew more of them over the course of 10 turns (11 vs 10). Actually - it's 12 vs 11 if you count your general as an action card (which it usually is), and by having more mana, deck B would be able to replay its general more times, increasing the action count further.
Deck B continuously dumped mana into ramp spells and card draw spells, yet had more leftover mana to put towards action cards than deck A had mana the entire course of those 10 turns (53 vs 45)
So basically, deck B outperformed deck A in every way.
Let's talk about that.
It's pretty easy to see that card draw played a huge role. How else does the deck with fewer lands in it draw more lands, and the deck with fewer action spells draw more action? It's easy to see the value provided by playing card draw effects. If you aren't playing cards that draw extra cards, you're choking your deck's performance by obeying the 1-card-per-turn limit.
What most newer players underestimate is the value of the ramp. Drawing extra cards costs mana. If you're spending mana to cheat on the 1-card-per-turn limit, but are still obeying the 1-land-per-turn limit, you're choking yourself in a different way: you now have more cards to play, but even less mana to play it with!
These 2 effects feed off each other. Ramp helps you play your cards faster. Draw gives you more cards to play. The more ramp your deck has, the more powerful card-draw effects become. And the more card-drawing-power your deck has, the more powerful ramp effects become.
Again, remember that this is just structural integrity we're discussing. I'm not telling you to change your decks' gameplan. I'm telling you to tighten it up a little and make room for the draw+ramp turbo-charge it needs to really fly.
So I was trying to make a doomsday pile with hellcarver demon and wanted people's thoughts for my Selenia, dark angel deck.
Okay dang lots of card addition ideas but I will go ove rmy responses to most of them:
Phyrexian Reclamation - Just nope. If i wanted reanimation I would play unburial rites. Reanimating would only be good to onto the field.
Pestilence is actually in the deck but Haven't had a chance to update the deck list since last week so that will be update as i said in an eariler post later today after my final is done. (yay study breaks for commenting)
All of these are not in the deck as they draw too much hate for me. I commented on Platinum angel earlier on how everyone focuses me immediately for not allowing them to win. Felidar Sovereign use to be in my lifegain version of this and if it ever survived even to the end of my turn was a miracle. I guess i should say this: this deck sits int he background until it becomes a threat. Normally this deck is not a problem cause I pull it out when I am playing with people I don't play with normally.
Of all of these larger removal creature the only two I have thought about are Duplicant and Angel of Despair as they are the only two that are cost effective in my eyes. I know others might like Ashen rider over Angel of Despair but I prefer Angel becasue it has arelevant creature type that can trigger a little life gain off of Seraph Sanctuary also with 2 Kaalia of the vast decks in my meta that play patriarch's bidding for angels or dragons it is more relevant to me but thats just me and my meta and personal choice, I also like the art more sooo there is that too.
I don't play enough creatures to make animate dead or necromancy worth it. Yes I can reanimate from opponents graves but I am trying to combo not win via beatdown and normally opponents creatures don't help me along with my goal of comboing out.
I don't run enough creature to play skullclamp. there is nothing more to say really on that. For me I need atleast a token generator or have 20+ creatures to make it worth it for skullclamp. Expedition Map could be played but then again it could be played in several decks. Normally I don't need to tutor up lands because I have weathered wayfarer or due to the fact I normally have a very large hand due to the draw engines this deck runs. I'm going to add it to card that will need to be tested because i still feel it could be relevant in certain situations but majority of the time I don't feel I'll need it.
Mirror Universe is one card I have been wanting to buy for sooo long. It has stayed stable in price and I will eventually pick one up but until then I am still a broke college student who really can't afford a Mirror Universe yet.
- Land Tax
- Scroll Rack
please see mirror universe for reasoning.Tithe - This was in my original version of the deck but I never seemed to want it. If I drew it I always felt it was a wasted draw. It got replaced by coldsteel heart which i have been much happier with.
Volrath's Stronghold- I would love to get one of these but I wouldn't use it in this deck however. he who hungers's claims that land if I ever pick one up.
Kor Haven- I really really want one of these. I am planning on getting one eventually for the deck but currently haven't been able to trade for one/Buy one.
Boseiju, Who Shelter's All - I actually have one of these in the mail right now! It included in the edit that I am going to be doing afterward.
Strip Mine & Tectonic Edge - I actually dislike target land destruction in here. I know I should run them both but I find I never need it cause I normally will just wipe the board.
Æther Vial has one purpose if you read the card explanations: to put the bounced Selenia dark angel back onto the field after I bounce her to my hand. It gets really tiring to pay 5 mana every turn for her. the vial allows me to not have to was my mana on that and can focus it elsewhere.
Finally my land count, Everyone hates on my land count but with how my meta works is we draw 10 and shuffle 3 cards back into our decks for our initial hands. I normally get 3 land in that with a mana rock. That means I have until turn 3 to draw another land which normally by then I have a draw spell that refills my hand for land. I have been mana-screwed once in my past 30 games of Selenia. My land base is fine. I have enough draw and ramp via rocks to compensate for my lower amount of land. Sorry if I am a bit irritable on this topic of my land but I get really tired of people telling me to up land count even after I have done the math to optimize it. Could I run one or 2 more lands, Yes. Would 5 more help? not at all that will end with me holding 2 lands in hand when I really need spells.
Soul echo- Could keep me alive...?
Angel of Despair- I use to include her in the deck but took her out in the early edits towards a creatureless deck. But now she is kinda calling me back. I really am wanting thoughts on her and yes vindicate is better and on my wish list once I get some cash.
Crovax, Ascendant Hero- I have now had a game where I couldn't flicker Selenia in response to a tuck and then the deck fell apart... I am thikning of him as a contingency plan but am unsure.
Sustaining Spirit- How had I not found her before today? I am really thinking of testing her and am curious to see what others think of her.
1x Ajani's Chosen
1x Ajani's Sunstriker
1x Arctic Nishoba
1x Crazed Firecat
1x Fleetfoot Panther
1x Guardian Lions
1x Healer of the Pride
1x Horned Cheetah
1x Jamuraan Lion
1x Jedit Ojanen of Efrava
1x Jedit's Dragoons
1x Kemba, Kha Regent
1x Krosan Vorine
1x Leonin Armorguard
1x Leonin Battlemage
1x Marisi's Twinclaws
1x Mist Leopard
1x Nacatl Hunt-Pride
1x Nacatl War-Pride
1x Oreskos Sun Guide
1x Pouncing Jaguar
1x Pride Guardian
1x Pride of Lions
1x Sabertooth Nishoba
1x Savage Firecat
1x Skyhunter Patrol
1x Slash Panther
1x Springing Tiger
1x Steppe Lynx
1x Sunspear Shikari
1x Taj-Nar Swordsmith
1x Tethmos High Priest
1x Trained Caracal
1x Uktabi Wildcats
1x Vanguard of Brimaz
1x Whitemane Lion
1x Armory of Iroas
1x Bladed Pinions
1x Darksteel Ingot
1x Door of Destinies
1x Elixir of Immortality
1x Executioner's Hood
1x Fireshrieker
1x Flayer Husk
1x Inquisitor's Flail
1x Kitesail
1x Pennon Blade
1x Prophetic Prism
1x Riot Gear
1x Skyblinder Staff
1x Strider Harness
1x Vanguard's Shield
1x Vulshok Battlegear
1x Whispersilk Cloak
Land (37)
1x Boros Guildgate
13x Forest
4x Mountain
18x Plains
1x Selesnya Guildgate
1x Harm's Way
1x White Sun's Zenith
1x Armored Ascension
1x Journey to Nowhere
1x Firecat Blitz
Here is the deck on the site so other can help easier
edit: Kemba Error fixed
other options that could be good:
gorgon's Head - I know it only grants deathtouch but still a nice redundancy
Mogg Maniac is very fun with chain reaction and Blasphemous Act.
Otherwise Maybe adding a small goblin package could be fun:
Squee, Goblin Nabob + Rummaging Goblin makes a nice cheap red draw engine that I love as it is tutorable with:
goblin matron - helps hunt out the package
Kazuul, tyrant of the cliffs- Play a lot of force attacking cards to sit back and block all day with the Ogres you make. very fun with Fumiko the Lowblood.
Tahngarth, Talruum Hero - A fun out of no where voltron commander. Opens up a lot of possiblities.
or finally:
Zirilan of the Claw cause who doesn't love dragons!