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  • posted a message on [OGW] Kozilek, the Great Distortion and New Basic Land - Wastes???
    Count me in the camp that thinks <> is the new way to represent colorless mana to distinguish it from generic mana. I won't reitirate what has already been said as to why this makes sense -- instead I wanted to make a brief comment about the appearance of the symbol itself and the question as to whether it is hedron-like or something more neutral.

    I have to say, when I first saw it, I did not see a hedron, but rather the very notation that everyone has been using to represent it: <>

    It just so happens that <> is used as a relational operator in many programming languages to represent "not equal to" - this makes sense to me as a representation of not having a color... but maybe that is just bias from having written one too many SQL queries.

    That said, I want to note that I think all the other reasons for this interpretation of <> are much stronger than its appearance as arguments -- I just thought it was an interesting coincidence...
    Posted in: The Rumor Mill
  • posted a message on View from Ascendancy (cantrip-free infinite combo)
    Wow, thanks so much for all of your help! I started off by swapping the petals for gemstone mines, making it modern legal and reducing the likelihood of only bounces in the opening hand. I am a little reluctant to cut any bouncelands, but will see how this is performing and perhaps cut some for reflecting pools. Not sure how I missed that petals were not legal -- in my defense I am not usually a modern player (just casual multi-player), but have been trying to make my decks modern legal lately. My old version of this deck ran flickering ward instead of view from above as the ascendancy trigger, so was definitely not modern. Legality aside, view is better in some ways as it is instant and is easier to cast (making the bounceland strategy possible), but definitely does not offer the protection that came with the wards.

    The removal of the petals slowed it down a little, but not too bad. The 2-turn win is no longer possible, but that was not really happening anyway. 3-turn still is possible several ways, but you have to draw into all your pieces (with petals, could tutor once and still go off turn 3). That said, it is still possible to tutor 1-3 times and still go off turn four, so can still be rather fast. One thing other than speed the petals gave was the ability to trigger ascendancy once for free to untap for extra mana, or loot before ready to go off. Any 0-cmc non-creature spells that I could add to fill this role? Would only add something if it gave additional utility than just being a free trigger and I can't seem to find something that fits the bill.

    Don't know if I would cut a Jeskai Ascendancy as multiples in play add value, by being able to go off with just 1 mana dork without a bounceland. View from above does not give any values in multiples though so might look into cutting 1 of those - having the hasty creatures would certainly be nice!

    Thanks again for all of your help!

    Posted in: Deck Creation (Modern)
  • posted a message on View from Ascendancy (cantrip-free infinite combo)
    Most versions of the Jeskai Ascendancy combo rely on cantrips to go off (see Ascendancy Storm and Ascendancy Combo-Control). I have been playing variations on a non-cantrip-based version of the combo with my casual group since ascendancy came out, but I just recently was fooling around with bouncelands for a different deck and that lead me to tweak this deck in a newer direction. Was wondering what people think:
    Jeskai Ascendancy + View from Above + 1-2* mana/untap dorks infinitely pump (and give flight) to creatures, while looting X times until grapeshot is found for storm kill (might substitute instant-speed fling or soul's fire for shot in 1v1 games - I usually play multiplayer).

    *Only need one untap dork if you have a bounceland in play, otherwise need two mana/untap dorks.

    Also Note: limited to less than infinite loops by life loss if have to use untap dork with city/confluence, but can still be enough to attack for the kill. Ideally, if you have not played a land the turn you go off, you can loot until you find a bounceland and then put it into play and switch to untapping it for infinite loop.

    Transmute to find missing combo piece. Transmute cards can be used as extra creatures / counters when transmute not needed. Supply/Demand can be transmuted into with both 2- and 3-cmc cards. Then Demand can tutor Jeskai or Follower OR can tutor Infiltrator, which can THEN transmute to View.

    I know a lot of the established ascendancy decks use Fatestitcher as an untapper, but since my version only really interacts with the graveyard once ascendancy is already on line, I went with guys that could be more consistently hard casted.

    Goldfishing, I go off on turn 3 surprisingly often and usually takes no more than 5 turns... theoretically it can go off turn two with a god hand but have yet to actually see that when play testing. Thanks for any feedback!
    Posted in: Deck Creation (Modern)
  • posted a message on Budget Coralhelm Combo (Sans Knights)
    Thanks all for the feedback! I play tested some more and definitely going with the bant version. I think the bounce lands number is actually about right - just needed to get used to when to play them, was a bit confusing at first.

    Don't know how I left out Kudzu - would definitely swap him for the gnarlid in the simic list. Not sure if I would put him in the bant list though as the 1-drop cats might still be stronger - especially since the infinite pump can be done at instant speed so on both turns. Of course, would be nice for the counters to stay even if combo pieces got taken out unlike the pumps. I might put 2 kudzu in and remove 2 angels -- they are great, but higher mana and not as beneficial to have multiples of as the pumpers.

    Ruin Ghost really isn't any less cards. Ghost needs one untapped white producing land in play plus coralhelm. Gardener/Scout need one bounce land in hand plus coralhelm. So actually gardener/scout are better since they can go off when you are completely tapped out. Also Ghost does not play well with my mana base at all so that would need to be changed -- bouncelands don't work with him at all and painlands would be, well, painful. Gardener/Scout both use bounce land in hand -- so they work together -- if I have multiples that is just extra triggers to tap a guy or scry. Ghost on the other hand would not play nicely with the others as he needs a different type of land and in a different zone. Also, gardener/Scout help ramp while ghost does not. Actually if anything I might add a couple Walking Atlas since he plays nicely with the others and as I say the more the merrier for extra triggers -- again thought about adding a couple in exchange for removing some angels.

    --Edited to add an example--

    T1)Plains, Lynx
    T2)Island, Ruin Ghost
    T3)Forest, Retreat to Coralhelm
    T4)Offshoot, Infinite Life + Infinitely Large Lynx

    VS.

    T1)Brushland, Scout
    T2)Lynx, Growth Chamber [Bounce Brush] Tap Scout to replay Brush, Offshoot
    T3)Coralhelm, Play Chancery (Bounce Chancery) - tap down opponents creature with 1st trigger. Activate scout (Bouncing and rebouncing Chancery) Infinite Life + Infinitely Large Lynx (facing one less blocker)

    Both use 3 lands, 3 Creatures, and Coralhelm but second is in one less turn with an extra landfall trigger to tap down blocker

    Posted in: Budget (Modern)
  • posted a message on Budget Coralhelm Combo (Sans Knights)
    Since I have a love for janky combos, I was very excited to see the new Retreat to Coralhelm, which seems full of possibilities. If you have not checked it out, go look at the Knight of the Reliquary Combo thread in the Modern Deck Creation forum. However, I was wondering if I could put something together without using the somewhat pricy (even more so now!) knights.... also why use a 2-card combo when you can make a 4+ card combo instead, right! Smile

    Here are two very rough versions of my idea so far:



    Synopsis:
    coral helm + bounceland + (gardener or scout) = infinite landfall triggers

    OR (in Simic version above)

    coralhelm + breeze caller + (gardener or scout) = infinite landfall triggers
    If you have the chamber in play with the breeze caller, then you can also repeatedly bounce a land with an enter the battlefield effect (here I have the falls, but I was thinking of something like Piranha Marsh or the new Skyline Cascade).

    It can go off as early as turn three with infinite life, an infinitely pumped creature, or an infinite number of bird tokens (the last is more likely to come at turn 4 at the earliest but can happen in 3).

    I think the simpler Bant version is probably better, but I like the added tricks you can get with the breeze caller. I do feel like there are just too many bounce lands in the Bant version and not enough in the Simic one so I could probably adjust that. I also really like that the downside of deprive suddenly just adds utility instead and am wondering if I can add some other spells that bounce lands as an additional cost.

    Anyway, curious what people think, and yes I realize the aforementioned Knight combo is --far-- superior - but I think this combo should be fun...

    Thanks for any help/feedback!
    Posted in: Budget (Modern)
  • posted a message on Budget sliver copy combo
    Thanks all for the feedback -- especially clod5, wow that was great!

    @JimmyMe: Yeah, someone in my play group plays a casual sliver deck that does pretty well. However, I'm afraid I'm addicted to playing ridiculous combos. Strangely enough they do pretty well with my play group, even though they are pretty much all vulnerable to bolt. As Torpf says, the fact that they we play multi-player does help a lot in that regard. For this particular deck the redundancy will be the main thing combating that vulnerability - also the fact that if they try to disrupt me mid-combo, I just need a few mana open to restart the loop with a new spell copy and keep the combo going.

    @Torpf : I had considered Diffusion Sliver, but had not thought of Dormant Sliver - I think because I was mainly looking at low cmc slivers - but that might be worth adding.

    @clod5 : Thanks again so much - your feedback is really helpful!!! I think I like all your changes, and will definitely need to try them out. I had originally thought about Dual Casting, but wanted more creatures, but by removing most of the non-slivers, you make the shields and the hivestone easy to remove, freeing up more space for creatures (slivers). The one down side to losing Nivix Guildmage is that, when goldfishing, I occasionally sunk extra mana into his first ability to dig for combo pieces.

    Sorry about the heart sliver - I think I was looking at that before I decided to make the deck modern and forgot about that... crystalline sliver is the other non-modern sliver I was looking at (also not as budget as the other cards). Blur Sliver still seems pretty strong despite the added cmc. I really do like the efficiency of the druid adding mana for the combo at the same time providing a finisher through ping, but can understand the need to replace him with more slivers. As for land, Ancient Ziggurat seems like the best replacement for bivouac, but would again require spending more money on the deck than I originally budgeted.

    Hopefully will get a chance to try the deck with my play group tomorrow - probably will not have time to make any changes yet, but will be interesting to see how it does in real life...





    Posted in: Budget (Modern)
  • posted a message on Budget sliver copy combo
    Hi all, I mostly play casual multiplayer and focus on making janky combo decks. The latest one I am working on happens to be modern legal and rather cheap, so thought I would post it here. Wondering if it could be tweaked at all to make it somewhat competitive. Basic Premise: A copier (either guildmage) copies untapping instant (either arms or roar) and gets infinite untap (and somtimes infinite mana) by untapping mana-producing slivers (slivers + manaweft or gemhide). Hivestone or Shield makes non-slivers into slivers to add to mana production. Finisher is either infinite mill with screech or infinite ping with druid. With izzet mage need 3 mana producers for win with ping, 4 mana producers for win with mill. With nivix mage need 4 mana producers for ping, 5 for mill (remember mage counts as one of the producers as long as stone or shield is in play). If using arms with mill will have to draw until get roar and restart loop otherwise will mill yourself too.

    When goldfishing, it generally goes off turn 4-6. If it stalls you usually at least have a board full of creatures (albeit weak ones) to stall until the combo comes together. It also has a couple ways of digging (to arms and nivix guildmage). I am wondering what changes to make and/or what I would sideboard. Thinking could set up sideboard to change it to just a basic agro sliver deck - if so what slivers to include? Heart Sliver seems like a a good potential even for the combo version as it could make it go off quicker. I also thought about adding in/ side boarding some X-cost instants that could act as an alternative finisher as well as provide some much needed removal/disruption. The deck can make lots of mana (sometimes infinite, and usually of any color) so x-spells seem like the way to go... I am looking at Comet Storm and Profane Command -- any other possibilities?

    Here are a few gold fishing examples to show how it can go off there is so much redundancy that there are tons of ways it can go (so easier to just show some examples:

    opening hand
    1 x coast
    2 x bivouac
    1 x manaweft
    1 x izzet
    1 x screeching
    1 x druid

    T1
    play bivouac

    T2
    draw: another izzet

    play coast
    tap bivouac and coast for 1g
    cast manaweft

    T3
    draw: roar

    play bivouac
    tap manaweft and bivouac for rg
    cast druid
    tap coast for u (19 life)
    cast screeching

    T4
    draw: to arms
    tap screeching and bivouac for uu
    cast izzet
    tap manaweft and druid (1 dmg to opponent) for wg
    play to arms
    to arms resolves, untap creatures, draw gemhide
    tap manaweft and bivouac for wu
    play roar choosing untap
    while roar on stack,
    tap coast, druid (1 dmg), screeching for 1gu
    activate izzet first ability, targeting roar on stack
    roar copy resolves, all creatures untap
    loop x times:
    ---
    tap druid, screeching, manaweft (1 dmg) for guu
    activate izzet first ability, targeting roar on stack
    roar copy resolves, all creatures untap
    ---
    Repeat above loop x times, for x dmg to opponent and win

    1 x druid
    1 x roar
    1 x hive
    1 x gemhide
    1 x arms
    1 x izzet
    1 x coast

    T1
    play hive

    T2
    draw nivix
    play coast
    tap coast, hive for 1g
    cast gemhide

    T3
    draw another nivix
    tap alive, coast for rg (19 life)
    cast druid

    T4
    draw screeching
    tap hive for u
    cast screeching
    tap gem hide coast for uu (18 life)
    cast izzet

    T5
    draw hivestone

    tap hive and gemhide for 1w
    play roar choosing untap
    while roar on stack,
    tap coast, druid (1 dmg to opponent), screeching for 1gu
    activate izzet first ability, targeting roar on stack
    roar copy resolves, all creatures untap
    loop x times:
    ---
    tap druid (1 dmg), screeching, gemhide for guu
    activate izzet first ability, targeting roar on stack
    roar copy resolves, all creatures untap
    ---
    Repeat above loop x times, for x dmg to opponent and win

    1 bivouac
    1 k. forest
    1 gem hide
    1 to arms
    1 shields
    1 screeching
    1 izzet

    T1
    play bivouac

    T2
    draw another bivouac
    play k. forest
    tap k. forest, bivouac for 1g
    cast gemhide

    T3
    draw another screeching
    play bivouac
    tap bivouac for u
    cast screeching
    tap gemhide, forest for ur (19 life)
    cast izzet

    T4
    draw another izzet
    tap two bivouacs for uu
    cast izzet
    tap gemhide for u
    cast screech

    T5
    draw coast
    play coast
    tap screeching for w
    cast shields
    tap coast, screeching for 1w
    cast to arms
    while to arms on stack
    tap gemhide, two izzets for uuu
    activate izzet first ability, targeting to arms on stack
    copy of to arms resolves all creatures untap, draw card
    loop following x times (until draw roar)
    ---
    tap gemhide, two screeching, two izzets for wuuuu
    activate izzet first ability, targeting to arms on stack
    copy of to arms resolves all creatures untap, draw card
    ---
    Repeat above loop x times, for x draws, x blue mana, and x white mana
    in this case x=9 times to draw roar
    Let original to arms on stack resolve
    Use floating mana to cast roar and make first roar copy with izzet ability
    then loop following x times
    ---
    tap gemhide, two izzets for uuu
    tap two screeching for activated ability making opponent mill twice
    activate izzet first ability, targeting roar on stack
    copy of roar resolves all creatures untap
    ---
    repeat above loop x times to mill 2x from opponent until decked

    Example 1 shows how having extra arms/roars can allow you to net some extra mana and go off a turn earlier (note this would not have even been necessary if I had one more land draw. Also, example 3 can show just how complicated it can get if you are using the mill strategy with arms since you have to switch to roar -- luckily the infinite draw with to arms lets you easily find it...

    Anyway, curious as to what people think. Have not yet tried it with my casual group, but probably will next week. Any suggestion / feedback would be most appreciated - thanks!

    EDITED TO ADD the following:

    Forgot one other finisher - cast the entwined version of roar so each loop pumps all creatures +1/+1 - then send over all your creatures. This is a somewhat conditional finisher as at least one of your guys have to get through, but you are usually talking 4 or more 20+/20+ creatures (albeit non-evasive) so you will probably get through, especially earlier in the game.

    I Goldfished the deck 20 times and averaged 6 turns to go off (most common was 5-6 turns). Cases that were 7 +turns were usually when I had to mulligan multiple times (sometimes down to 4 cards).


    1x4 turns
    8x5 turns
    5x6 turns
    4x7 turns
    1x8 turns
    1x9 turns

    12 x ping
    3 x mill
    5 x buffed creatures
    Posted in: Budget (Modern)
  • posted a message on Custom MTG dice
    Ha ha, nothing like updating a thread two years later!

    I never got a chance to experiment further although I did get some poker chips -- I never actually tried this method on them.

    However, I was just recently inspired and tried it on some blank credit cards (yes, you can buy those and they're cheap in bulk). I wanted to see if I could use them to make tokens. So I tried making some spirit tokens for my Forbidden Orchard Deck. I used silver ones since the spirits are colorless (although thanks to the light they look goldish in the pictures).

    They come in various colors (including transparent) so may try experimenting further. The image I used for this was taken from a 16th century German engraving. I know it looks a bit more skeleton/zombie like than spirit, but I am tired of people asking me if the tokens have flying so wanted it to be clearly a walker Smile

    Anyway let me know what you think and if you have any questions about the process... I found it worked best when you did one at a time - I tried to transfer the ink to multiple cards at once and it did not work as well -- also needed to stick them under something heavy right away or else they got warped from the heat...

    And yes I realize I could just print on them directly using an ID card printer, but I don't have access to one of those unfortunately...

    Attached are images...
    Posted in: Artwork
  • posted a message on Jeskai Ascendancy Storm
    Hi all, janky casual guy from a few pages ago checking in again Smile

    I was curious if anyone has looked at a cheap NON-cantripping auras build... I was thinking something like this:


    Idea is to bounce the same aura over and over again with helix or cavalry (need one aura in hand and one on field for latter). Then Messenger's Speed and/or Aqueous Form makes sure your pumped guy(s) get through. Also even if you can't combo off, you can still cast multiple auras in the same turn to pump guys through Ascendancy (and/or prowess for the Swiftspear) for big hits.

    This is mainly for casual play, but wonder if this general approach could be made somewhat competitive... thoughts/ideas???

    I like that the auras are much more utilitarian here (rays can be used defensively at first then later as combo piece and other two get you through as mentioned). Thought about other defensive auras like Singing Bell Strike or Pin to the Earth but 2cmc makes them much harder to combo with. Similarly, Karametra's Favor can be used as combo piece or to make a non-dork into a mana dork, but seems too costly at 2cmc.

    Could also maybe add other prowess guys or did like the idea mentioned before of Anthousa, Setessan Hero as a 1- or 2-of since she can be both a helix target and a source of multiple mana dorks...

    Obviously just throwing somewhat random ideas out there, but thought it might get someone thinking...
    Posted in: Standard Archives
  • posted a message on Jeskai Ascendancy Storm
    Just wanted to say I am loving this thread and deck!

    I will preface by saying I play casual janky combo decks - so pretty sure I am just making this more convoluted and slower - but what about triton cavalry in a cheap auras build? With two auras you can do an infinite bounce cycle... Like I said pretty sure this is an unnecessary additional complication but just thought I'd throw it out there anyway...

    Going to keep following this thread!
    Posted in: Standard Archives
  • posted a message on Celebrities playing Magic
    As mentioned in this this thread, Allie Brosh of the Hyperbole and a Half blog / book plays Modern.

    The linked thread includes a Reddit AMA where she discusses MTG quite a bit. She also mentions it in a lot (or is that alot?) of her interviews - including this Wired Interview.
    Posted in: Magic General
  • posted a message on Born of the Gods Pre-Release Seeded Booster contents
    I got the blue pack with Perplexing Chimera see attached image...
    Posted in: Limited (Sealed, Draft)
  • posted a message on Best Inspiration Enablers
    How about Gridlock?

    Could be used for heroic triggers as well.

    Edited to add: Similarly, Gigadrowse outside of Standard.
    Posted in: New Card Discussion
  • posted a message on RUG Possibilities
    Quote from flickeringnova
    No. Spiral doesn't target the cards in your graveyard, it only targets players. Also Spiral doesn't shuffle itself.


    BnB's scenario has possibility storm in play after an enter the infinite has resolved. The following turn, after your draw there will be no cards in the library so when you cast spiral and it is exiled, there will be no instants to copy so it will be placed in the library as sole card - so when you cast an instant it will copy it...

    That is if I am understanding BnB' scenario and your objection correctly - I apologize if I am mistaken.

    P.s I'm very intrigued by this deck Smile
    Posted in: Standard Archives
  • posted a message on Axebane Arcanist
    Hi all.

    I mentioned this synergy / combo in the Theros Combo and Theros Infinite Threads, but here is my first (very rough) attempt at an actual deck.

    I should preface this by saying that I only recently got back into Magic after a 15+ year hiatus and my activity since my return has mostly been restricted to limited tournaments or casual kitchen table magic. All that to say, please be gentle on me Smile



    So there is the possibility of an infinite mana / infininite untap loop. Such as:

    Axebane + Arcanist (Tactics exiled) + Doorkeeper

    Using the doorkeeper allows for infinite mill as well: loop through untapping the arcanist & guardian for infinite mana, then loop through again with arcanist & doorkeeper to mill them.

    Now that combo is obviously very fragile and christmas-landish, but you can pump out a ton of mana even without the infinite loop. Then you can spend the mana on a making a monstrous colossus really early or just a big geyser or sphinx's revelation.

    You can also put other spells like simic charm, dissolve, or silence on the arcanist for repeatable fun and can use the simic charm to bounce him if you need to switch spells and use the mnemonic wall to retrieve instants you have used up.

    Other possible additions:

    Other "copiers" - Nivix Guildmage or Meletis Charlatan

    Other walls - Lobber Crew (can be used as finisher in infinite loop), Angelic Wall (more flyer protection), Gatecreeper Vine (more mana ramp), Wall of Frost, etc.

    Other X-spells to take advantage of massive mana output - e.g. Curse of the Swine

    Other untap instant Burst of Strength - can't really be used to go infinite (without a lot of work), but can still allow for massive mana pumping...

    Anyway, what do you think - is there any promise here? I realize that this will most likely be relegated to casual play only - but would be interested in hearing ways to make it more competitive (if that is even possible). Also, assuming a deck like this is viable at all, what would the sideboard look like?

    I also wonder if there are other directions to go with this... e.g., should the arcanist be abandoned completely for being too fragile and focus instead on the ludicrous mana ramp potential? Any feedback would be most appreciated!
    Posted in: Standard Archives
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