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  • posted a message on Horseshoe Crab up your...
    Quote from Darkninja107
    I like Muddle the Mixture! The tutor part is really good for the deck.

    I don't like Pili-Pala though. He is cheaper to cast, but not to untap. The crab is also better since it can dodge more burn than Pili-Pala.


    Technicaaaaaaally, couldn't you just use the mana he makes to pay half of his next untap cost? Making it roughly the same?



    Obe, I know you said you didn't want to splash a color (and my hindering light argument is out the window since someone else posted a functional monoblue equivalent) BUT, have you SEEN quicksilver dagger ?!?!

    Why yes, I would like to Entwine my invoke the firemind every turn.
    Posted in: Paper Pauper and Peasant
  • posted a message on [Primer] Pauper / Peasent Steel Soldiers
    Quote from Darkninja107
    Pretty good Primer! Would be a pretty fun deck to build.

    When I first saw the Primer I thought it was a bit redundant since we already had a Soldier Primer, but as I read I realized the importance of it having a more in depth Primer for itself.

    Some constructive advice:

    I'd like to see a separate section for Equipment choices. It'll make them easier to find for future readers and they're important enough to the deck to warrant their own section.

    A few of the cardtags aren't working due to typos.

    Also, Emerge Unscathed is listed in the Pauper section, but it's an uncommon.


    I took emerge unscathed out for god's willing right after I put it in lol.

    Also I'm working on tidying up the card selections right now :]
    Posted in: Established
  • posted a message on [Primer] Pauper / Peasent Steel Soldiers
    Reserved.

    Upcoming updates.

    Red Splash (My personal choice for the direction of the deck.) with goblin gaveleer

    Detailed Match-ups.

    Primer Refining...

    Recent Updates:

    1/31/14
    Primer Refined.
    Strengths & Weaknesses section.
    Peasant Section Created/Updated.
    Posted in: Established
  • posted a message on [Primer] Pauper / Peasent Steel Soldiers
    Pauper Steel Soldiers


    Introduction to Steel Soldiers

    What exactly is Pauper Steel Soldiers? It is everything your standard white weenie deck aggro deck except it leans more heavily on artifacts, namely equipments to create more deadly & efficient threats. Primarily the creatures who gain large benefits when equipped with various equipments. (Go figure!)


    Why to play the deck:
    - You enjoy aggro centered strategies.
    - You like starting off in the lead and staying there
    - You like winning creature based combat
    - You enjoy a tweakable/Flexible deck.

    Why not to play the deck:
    - You enjoy a longer, slow paced game
    - You are a control player
    - You like combo’ing off

    Gameplan of Steel Soldiers

    Your general game plan is going to be, like I said earlier, play the game out like a white weenie deck…with equipments! Lots and lots of cheap undercosted dudes will flood the board and beat some face. Remember, between equip buffs and Metalcraft, our dudes LOVE equipments being on the board, which is why we crammed as many as possible into the deck. We have regular artifacts like Bonesplitter . We have land artifacts like Ancient Den and we have creatures that double as artifacts like Porcelain Legionnaire ! So, once our initial assault is underway and we pull ahead, that’s when

    Strengths of Steel Soldiers

    - Early onslaught -
    We are an aggro deck after all. Explosive starts are what we want every game. Auriok Glaivemaster/kitesail apprentice into bonesplitter/leonin scimitar, swing turn 2 is not half bad. One senario we end up with a 4/2 first striker that will eat any early creature early game, the other we end up with a 3/3 flyer that will provide a steady clock and only get bigger as we drop more equipments. We have a very low curve which can lead to swarming which is great because if our opponent is not running a ton of removal, our guys are very proficient in creature combat and will generate psuedo card advantage. While all having the possibility of going Voltron. Being realistic and not living in rainbow land is always good for analyzing how to make your deck better and that's why we must realize we won't kill turn 4 every game, which is why we must be prepared for the Mid-Game, and having something for the late game.

    - Good Threat Quality -
    While we do have a above average early game just like any aggro based deck, we have our own way of compensating if the deck can't finish early and controlling the Mid-Game. The Mid-Game is where the match is maturing, mana bases are developing and where the tide is most likely to turn on someone. In most cases this is the aggro deck because they just run out of threats or couldn't close the game quick enough before the control deck drowns them in card advantage, the combo deck combos off, or the Midrange deck drops a bomb they just can't match with weenies. Most aggro decks know they won't close every game out super quickly and have a contingency plan. Stompy has cards like rancor to keep their guys relevant. Affinity is great at this, they are a time-bomb waiting to blow with an Atog into fling to finish off whatever they life they didn't finish in the first 4-5 turns.
    The way we compensate is with a variety of equipments. After the first few turns removal may have been thrown around killing our guys and now we have 2, 1, or maybe even 0 dudes on board. But since we don't lose value with equipments when our guy dies, any topdeck can be a threat. For example. Turn 7 a kitesail apprentice topdeck can be a very poor draw, but since we should have 2-3 equipments laying around, and leftover mana from our fresh 1 drop, he could be a 5-4 flyer by the time we end our turn. (Play, equip bonesplitter and Vulshok morning star. This alone could end the game in 2 turns.

    - Deck Flexibility -
    Another strength of our deck is that, with the right cardpool, the games will never get stale. This is a deck with a lot of answers to many scenarios. I personally love running the deck with creatures that like being equipped, since it feels more unique. However that can have its' own weaknesses, that I'll cover in a bit. Lucky for us we can mix it up a little! Keeping true to the equipment based "value retention" feel of the deck we can also run a metal craft mechanic focused deck and supplement it further with artifact creatures and artifact lands. This style of the deck adds a layer of consistency since our creatures will almost definitely already hit the board "buffed" such as ardent recruit, auriok sunchaser, and court homunculus unlike our guys who have to enter and be equipped at sorcery speed before they gain benefits. These guys also generate more toughness generally than our other guys who just want the +2/+0 of Bonesplitter while Ardent recruit is a full 3/3 that lacks the First Strike but is less vulnerable to cards like evincar's justice which can boardwipe us on a bad day. Another aspect of the deck is the equipment variation available at the common level.
    You'd think there isn't much, but we have all we need. Every shade in the spectrum. Look at it like this, is your opponent or playgroup mostly a lot of creatures? Then the equipment creatures with first strike and Bonesplitter is the perfect combo to stay ahead. Is your opponent playing burn or damage based removal? Maybe 4/2's aren't the best option anymore, so lets switch bonesplitters out for leonin scimitars (Which puts ardent recruit and Sunchaser out of bolt range) or Vulshok morningstar (which puts Glaivemaster and Kitesail out of bolt range AND our metalcraft guys out of flame slash range!
    This deck can even has Flying & Soldier variants, which I won't explicitly cover in this Primer, just to give you an idea of all the wiggle room this deck has.
    Weaknesses of Steel Soldiers

    Bad creature/Equipment Ratio
    One of the worst things that can happen to us is getting all equipments and no creatures, or all creatures with no equipments. The latter being devastating because in the Equip Me build a lot of our creatures (Without an equipment) are 1/1 Vanillas! At least if we have a lot of equipments and no creatures we can still pray we top deck a guy and stack the hell out of him. This problem is minimized by the MetalCraft build since they technically don't need equipment on them to be relevant (Even though metalcraft can be stuffed as well.

    Pre-established Hate
    Thanks to our good friend Affinity any competent player is going to bring in their artifact hate in against us. Which means this new deck is coming in with a lot of hate already waiting for us since Affinity is Tier 1. Hate cards like ancient grudge can really be a blow-out. A playset can potentially knock out 8 of our best artifacts, *shutter*, at instant speed. Nothing feels worse than blocking a Myr Enforcer with a 4/2 First Strike Glaivemaster only to be 2* for one'd when they cast the Grudge popping our equipment and making the Glaivemaster a 1/1 that dies in combat...Ouch. Did I mention they can still flashback?

    Non-Interactivity
    As a Soul Sisters player in Modern for a long time one thing I learned is that not being able to interact directly with your opponent or his/her gameplan really sucks. "Swing for 13? Cool, take it. My turn, Go off, GG" Really hurts your pride. That's exactly what can happen sometimes with this deck. With no way to mess with the opponent besides swinging at their face, we can have a really bad match-up with combo decks which in all honesty is just a race. What the worst thing about this is that there's nothing really to be done about this besides playing the odds, knocking the top of your deck and hoping for the best. So this really is a "I'm going to do my thing, all that really matters is if you can stop me" deck.
    To recap,
    Step #1 Play ALL the dudes!! Work to establish a board presence
    Step #2 Voltron our creatures and own the battlefield.
    Step #3 Keep removal and Protection handy!
    Step #4 Use the tools to keep the advantage on our side until we pull through to the end.

    Our Lovely Toolbox of Destruction

    Creatures

    One Drops

    Ardent Recruit Rate5 One drop 3/3? YES SIR. He dominates on the ground in the early game as a pure beefy creature. He’s only got 3 toughness though so watch out for pump, rancor and lightning bolt . Not a bad guy at all, run him if you want the pure beefy ground game. He won’t stand up to the lightning bolt test, or block a Myr enforcer very well on his own but that’s why we run equipments!

    Kitesail Apprentice Rate5 White’s very own delver! (Maybe not) This little one is our other one drop; at the cost of 1 power/toughness we gain the some evasion in the form of flying! Her favorite weapon is Bonesplitter 4/2 flying on turn two? Wooooow! Run however many you are comfortable with.

    Auriok Glaivemaster Rate5 My personal favorite. First strike is super relevant in a format were one extra point of toughness can really be the difference if your dude is still on the table at the end of the turn. First strike means your dude can eat the others before they even get a chance. This with a bonesplitter kills anything dead. Personal recommendation 4 of.

    Court Homunculus :rate3.0: A mini ardent recruit, only needs one other artifact to get buffed, and counts towards Metalcraft himself, better suited for metal craft builds.

    Glint Hawk :rate2.0: 2/2 Flyer for 1. Requires you bounce an artifact. Counterproductive for Metalcraft, slows you down a turn. Niche role in Flying build.

    2 Drops

    Sunspear Shikari Rate5 Our best 2 drop in my opinion. That ever important first strike means she wrecks in combat with the right tools. Lifelink means she can take a race and carry the whole game if protected. Bonesplitter approved.

    Auriok Sunchaser Rate5 Ardent Recruit in the sky? Yes plz. A fine 2 drop that gains plenty of power and toughness to get the job done. squadron hawk doesn’t stand a chance. Be wary of lightning bolt. Metal craft focused decks are where she shines the most, without enough artifacts to turn her on she can be pretty mediocre.

    Squadron Hawk Rate5 This is the king of white card advantage. He doesn't serve the same function as our other "equip me" dudes, but he nets you 4 creatures when he lands and when coupled with equipments he can provide a steady inevitable clock. Rated 5 because there is nothing worse than drawing all dudes and no equipments or vise versa. Hawk gives you the steam to keep going.

    Leonin Den-Guard Rate4 2 drop kitty that gains vigilance and +1/+1 when holding a stick. Meaning she can be good on offense and defense at the same time .If equipped with a scimitar, her toughness goes even past flame slash range!

    Veteran Armorsmith Rate2 Toughness buff across the board if you’re rolling with all the soldiers, not really worth it unless you are afraid of damage based removal. Good card, wrong deck.


    3 and Up.


    Myr Adapter Rate5 This guy is a weak 1/1. But late game he is a bomb and a great topdeck since we can pump this guy’s power waaay up there. Just be careful for instant speed removal.

    Razor Golem Rate4 Pow, artifact creature #1. Can come down as early as turn 3. 4 butt dodges bolt, vigilance adds pressure without leaving us defenseless. Best in mono white version. Adjust numbers based on your build.

    Porcelain legionnaire Rate4 3/1 first striker for 2* is quite a deal! Give him a stick and he will wreck everything he sees. Weak to red removal, but helps a ton in decks that focus more Metalcraft than equipment.

    veteran swordsmith Rate3 Since a lot of our core dudes are soldiers, some with first strike, the extra power is relevant the buff isn't very powerful unless it is the soilder heavy build. Keep in mind what you devote your slots to.

    THE ARMORY

    Cranial Plating Rate5 The most insane equipment ever printed in Pauper. Instantly turns any guy into a 2 turn clock roughly. So powerful that it is banned in MtGO Pauper. Which is why I do not include it in my decklists. Amazingly powerful card, do with it as you will.

    Bonesplitter Rate5 Power UP! This little stick boosts our first strikers into that sweet spot where they just wreck everything in combat. This will be your favorite stick for your guys to be wielding.

    Vulshok Morningstar Rate4.5 Bonesplitter makes your first strikers badass, this makes anything badass. The toughness buff really hurts your opponents red based removal as have 4 stops Lightning Bolt and having 5 even stops Myr Enforcers, Carapace Forger, and Flame Slash.

    Leonin Scimitar Rate4 This is our middle ground. Not as much power as Bonesplitter but adds toughness which can be relevant. Makes Ardent recruit live through bolt. And makes Sunchaser kill Delver and Spire Golem (Plus Bolt!)

    Bone Saw Rate3 A zero drop equipment that can really help power out of the gates and get Metal Craft early on. Flyers appreciate the extra power since they rarely get blocked.

    Sylvok lifestaff Rate3 Strictly worse than Bonesplitter in my opinion. It get's the "as long as X is equipped" job done. Could beside board tech against MBC's evincar's justice which could potentially wipe our toughness < 3 dudes.

    Viridian longbow Rate0 Best in an aggro or tempo build. Not worth running.

    leonin bola Rate0 Another card not worth using. We aren't a control list. Plus our dudes actually LIKE being equipped.

    Removal

    Unmake Rate5 Exiling is rarely relevant in pauper, but this is the best unconditional removal in the format. Kills* stuff dead.

    Oblivion Ring Rate3 Catch all removal for any deck even splashing white. This handles any pesky threats that are not creatures. A better card than Journey in most cases, but a tad slow which is why it ranks right below.

    Journey to Nowhere Rate4 Good removal in any deck, however it’s so general that a lot of decks are ready to deal with it. Exiles any dude until your opponent can do something about it. Great for getting rid of something our deck can’t handle like a Marauder or Ulamog’s Crusher.

    Celestial Flare Rate4 This card. This card does so much work. It wrecks the Aura’s matchup, it stops Atogs from getting through once they’ve gotten huge, infect hates this, eye candy might cry.. It is basically made to step on all of the “all in” decks’ hopes and dreams.

    Oblivion Ring Rate3 Catch all removal for any deck even splashing white. This handles any pesky threats that are not creatures. A better card than Journey in most cases, but a tad slow which is why it ranks right below.

    Serrated Arrows Rate3 Card advantage. You'd be surprised how often you can kill 2 or even 3 of their dudes with this. Most of the time this is outclassed since out own guys dominate combat. But if there is a small pesky utility creature that's the problem, this will do it. Mostly outclassed by Journey, due to speed, but this has it's uses.

    Sunlance Rate2.5 if you really need the extra removal, rarely needed.

    Disenchant Rate2 Strictly worse then Oblivion Ring, almost no reason to use this card.

    Arrest Rate0.5 Don't ever run this. We have other removal that is strictly better. Period.

    Pacifism Rate0 See Above.

    Support


    Gods Willing Rate5 THE Protection spell. Scry is just extra frosting. Don't forget to use this as pseudo unblockability and stack our equipments on for one huge strike!

    Mana Tithe Rate4.5 Super Secret Tech! Nobody ever expects white to bust out a force spike ! Bring this is against control and also "tighter" decks like Delver. Delver plays a very tight mana base and with all the ponders/preordains to filter their draw, a single early Mana Tithe can be crippling.

    Dawn CharmRate3.5 Fog, death ward, or hindering light! This really covers a lot of your bases. Provides extra protection to our guys.

    Unified Strike Rate3.5 Strictly for the soldier build. Conditional Removal, I personally dislike it, but it's a one mana option for the soldier focused deck.

    Springleaf drum Rate3 I haven't ever tested this card tbh. However turning your summoning sickness dudes into extra mana sounds like a good deal to me! Helps metal craft since this one sticks around.

    Lotus Petal Rate3 Good for getting multiple dudes out early. One shot mana boost so use it wisely. Counter synergistic with Metal Craft but do what you have too.

    flickering ward Rate3 Enchantment based protection, adds evasion as well and if it's ever targeted or the creature dies, we can save it at instant speed.

    Piety Charm Rate2 Rarely Auras hate, Sometimes a mini giant growth for the Soldier build, but sometimes it'll give your team vigilance for an alpha swing.

    glint hawk idol Rate0 Come on, spell it. T-R-A-P. But seriously, our dudes are way better than this.

    Lands

    Plains Rate5 White decks need white mana.

    Ancient Den Rate4 An artifact land. Strictly for upping the artifact count for our metal craft dudes. Good at what it does…being an artifact... This is an Auto 4 of in Metal Craft lists.

    Sejiri Steepe Rate3 Tap land that gives pro color of choice to one of our guys. Usually that's the green light to stack everything we have on him and swing for what should be lethal. Not necessary, but definitely useful.
    Secluded Steepe Rate3 With a curve like ours extra lands are rarely needed, the card draw this provides to replace itself is actually worth the occasional tapped entry. Won't win you the game like the Sejiri Steepe possibly can, but adds more consistency.

    Kabira Crossroads Rate1 Tap land is bad. I actually like lands that do stuff, life gain is neat, but I’d rather play one of our many 1 drops turn one instead.

    Sideboard Options

    Standard Bearer Senor Lightning Rod! Focuses all of our oppenent's target spells to her. Protects our team from targeted removal while she is on the field. But that's not all she does. She also draws all of Infects Pump, and all of Aura's, erm, Auras! Really quality sideboard tech that can shut down a deck until it deals with her.

    Dust to Dust Rate4 Affinity Hate + card Advantage!

    Circle of Protection: Red Rate4 For all your Atog/Fling/Cyclops/Torch/Burn/Kiln Fiend Related Injuries. Feel free to include whichever color of circle that is the greatest common factor in your playgroup.

    Extra Removal or Protection is always a plus. Keeping your forth copies of Gods Willing or a few O-Rings in the board to have an answer to just everything is never a bad idea.

    Sample deck lists
    Steel Soldiers Match Ups

    Aggro:
    Aggro is where a few cards shine better than the others. The Sunspear Shikari will be our allstar. Every first striker will be really beating up the other dudes in combat. Be wary of pump. Our 4/4 first striker is beasty and all, but even that can’t stop a groundswell. Lifelink is great from the sunspear and will drastically change the tide of a race. I would almost consider stacking all of our best equipments on this one guy for maximum life gain.
    Control:
    This one is one of the harder match-ups, depending on the type of control they are running. Our dudes are way better than theirs, but if they slam an Ulamog’s crusher and we don’t have an IMMIDIATE answer, it could be GG. Bring in the Mana Tithes from the SB if you have them. As well as the Gods Willing or whatever protection spells you have. Getting through removal and counter will be most of the fight here. Punch through the damage as quickly as our can and make sure they are always on the backfoot.
    Combo:
    This is where we shine the least. It’s really a race. You’re racing to get their life to zero while they find their combo pieces. Mulligan aggressively to make sure you have action. Bring in the mana tithes to hopefully see them tap out for their combo so you can bust it up.

    Peasant Steel Soldiers


    Introduction to Peasant Steel Soldiers

    What exactly is Peasant Steel Soldiers ? It's the exact same thing as Pauper Steel Soldiers, except we are given a mercy rule of 5 Uncommons. This can seem like it isn't going to change much for us, however adding an entire playset of any given guy + 1 other can really be the difference.

    The Gameplan is still the same. But now we have more tools available to smooth things out.

    Creatures


    1 Drops


    Mother of Runes Rate4 Re-usable protection. Counters spot based removal all day. Also never forget about "alpha stacking" (what I like to call it) to stack all your equipment on a single dude and get in for BIG damage with protection based evasion! Great in any white deck.

    Kor Duelist Rate3.5 Another Superb one drop. Double strike on equip fits perfectly into our Equipment based build as he can wreck with just one bonesplitter. Also swinging for 6 turn two is always, always nice. If you want a faster paced early game he could definitely take a few spots.

    2-3 drops

    Auriok Edgewright Rate3 2 group reliable double striker that can get in for a lot on his own. Double white is is a little cost restrictive if planning to splash. However, don't underestimate the damage this man can do with enough tools.

    Myrsmith Rate2.5 She gives us dudes for our equipments, helping balance the deck and minimizing the chance of getting to many creatures and no equips, or vise versa. She could warrant testing, since she isn't obviously good, but definitely synergistic.

    Brass squire Rate2 Instant speed equipment shifting. Could be useful, but obvious. Counts toward metalcraft. Not personally recommended.


    4+ drops

    Auriok Salvagers Rate3 More recursion, on our little equipments as well. Better than the Survivors in my opinion.

    Spiraling Duelist Rate3 I'll be honest, I'm a sucker for double strike. Strictly for the red splash. He gets in for 10 damage with a bonesplitter. Ultra weak toughness is this guys drawback, as well as RR casting cost. Probably doesn't warrant one of our 5 spots.

    taj-nar swordsmith Rate2 Stoneforge Mystic!! Not. Could have uses, but casting cost plus fetching cost really handicaps this guy from fitting into our curve.

    Auriok Survivors Rate1.5 Equipment reanimation, on a stick. He's got a huge butt and auto equips whatever he brings back. His major handicap is his cost. He is just way to late game for this aggro based deck, unfortunately.

    Kemba's Legion Rate0 See above drawback. Maybe a control based deck for these two.

    The Armory

    Golem-Skin gauntlets Rate4 Myr Adapter on an equipment! Stack this on him or the Goblin and you could easily transition into a mid or late game, which the deck seems to lack. When the game is stalled and your board is empty except for your equipments, any top deck becomes a threat with these on the field.

    Skullclamp Rate4.5 A nice pump aside from the -1 toughness, worst case scenario you get to draw two cards from it. Works beautifully with our Equip Me creatures.

    Support

    Basic White Weenie support package, courtesy of XBM Yosho.

    Swords to Plowshares Rate4 Along with the below, it is the best white removal spell in the game, possibly a tad worse since we don't want them gaining enough life to survive or stabilize.

    Path to Exile Rate4 Along with the above, it is the best white removal spell in the game.

    Brave the Elements Rate4 You have an army and can deal enough damage to win? Cast this and they can't block you anymore, GG.

    dispatch Rate4 A Path to Exile without a drawback. Requires Metalcraft which shouldn't be hard. Otherwise it is a nice tap effect.

    Aether Vial Rate3 Possible inclusion in the deck so we can spit out dudes, for free, at instant speed. Even scarier with Metalcraft on. More considerable in one build than the other.


    Thank you very much to XBM Yosho for his advice, help, and courtesy to let me use his Primers as a Blueprint. You can find his profile with his Primers and Decklists here: http://forums.mtgsalvation.com/member.php?u=111731
    Posted in: Established
  • posted a message on Regular Wizards EDH vs "Duel Commander"
    So I'm beginning to understand the difference here. See, I've played in Commander pods before that all followed the "normal rules," but I see how those are just multiplayer standards and 1vs1 has an entire other Ban-list for itself. Or that's what I'm taking away from this.

    Not my cup of tea but I can see were in an extremely competitive environment some cards don't belong. But I do not see anything "broken" with Prossh and Grave Pact. That's standard tech. Damn sure not a Derivi + food chain lock. So I think the other guy was just being a baby because he deck was worse than mine so he wanted to blame 10 extra life and a Sol Ring for his loss.
    Posted in: Commander (EDH)
  • posted a message on Horseshoe Crab up your...
    Is 22 instant/sorcery enough to merit Delver?Probably not, as he doesn't do much for the deck and there is no room.

    I know you said the main reason for all the counter was to protect the crab. Why not run apostle's blessing? Or if you are looking to Specifically protect the crab, then UW offers hindering light , which is one of my favorites. + cycles.

    suture priests could punish you opponent after a "board wipe" when they have to gradually play everything again and get more pings for it.
    Posted in: Paper Pauper and Peasant
  • posted a message on Regular Wizards EDH vs "Duel Commander"
    What is the difference? I play regular commander going off the rules and ban list of the wizards site. Its fun, simple, and easy. The ban list is understandable and obvious.

    So what is this Duel Commander? I met a guy at my Local Game shop who (was a total arrogant dick) who plays this "30 life, Exotic banlist, different ruled" EDH format and was trying to give me **** for a Sol Ring. Seriously, a two mana rock?

    Anyways we debated and debated over it forever and eventually my prossh deck >snip< his olivia deck 3 times while he blamed each lose on something. Afterwards I had a sour taste on my mouth and didnt even bother to give the guy anothrr chance because he took the fun out of the game.

    However my question is, is one format more "Official" than the other? If I wanted to enter a tourney what would be the rules? Id hate to make an ass out of myself but I just found more sense in playing by the rules on Wizards' website.

    P.s I apologize for any typos, Im posting from my really lame phone.


    Warning for inappropriate language. - cryogen
    Posted in: Commander (EDH)
  • posted a message on Born of the Gods Card Discussion!
    About that midrangy aspect of the hydra deck, I've been wanting to do something similar for a long time with timbermaw larva and traproot kami.Both would seem crazy good in a midrange based monogreen.
    Posted in: Paper Pauper and Peasant
  • posted a message on Born of the Gods Card Discussion!
    I knew reaction helix was big, I just didn't know the crab exsisted! definitely a huge find. Oh jeez I'm going timmy.
    Posted in: Paper Pauper and Peasant
  • posted a message on Born of the Gods Card Discussion!
    I feel like the skyguard is just a weaker auriok sunchaser. Since the sunchaser is much easier to turn on. Skyguard could have implications in a deck filled with target spells and other heroics, but that is to limit the cardpool to choose from, since heroic is a limited ability right now that would, of course, compete with all of classic pauper.

    I personally like Aspect of the Hydra. Often it will be a worse groundswell, but that's like saying skred is worse than flame slash. I just really like cards that only get more and more powerful as the game goes on.

    Setessan Oathsworn might find a place in stompy lists.
    Posted in: Paper Pauper and Peasant
  • posted a message on [Primer] Pauper / Peasant Burn
    Quote from SNight

    PS. Really mad when see that Red Elemental Blast is not legal on Pauper! Mad

    Cheers!


    Isn't pyroblast essentially/functionally the same thing?
    Posted in: Established
  • posted a message on [BREW] Domain Zoo
    Very nice, I have the cards for this, I think. I'll likely test it with my playgroup.
    Posted in: MTGO Pauper
  • posted a message on [[Pauper]] Ascended Lawmage
    Have you considered any of the bestow enchantment creatures? They can be fetched with the Deer, and also ethereal armor ?
    Posted in: Variant Commander
  • posted a message on PRIMER REQUESTS(?)
    One scenario I know of is

    Cloud of Faeries, Mnemonic Wall , and sage's row denizen all on board and then casting ghostly flicker targeting the wall and faeires. Use the faeries to untap any of the ravinca bounce lands (simic growth chamber for example) to create the mana to cast ghostly flicker again when the wall recovers it for you. The two creatures you blinked will trigger the denizen to make your opponent mill. This process can be repeated an infinite number of times since the faeries recover your mana, and the wall recovers the spell.
    Posted in: Paper Pauper and Peasant
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