- schweinefett
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Member for 10 years, 6 months, and 26 days
Last active Mon, Dec, 25 2023 16:38:30
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Jun 15, 2019schweinefett posted a message on A New and Exciting Beginningwait does this mean that mtgsalvation will be up and running as if there were no big changes? or will the domain change with it?Posted in: Articles
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May 7, 2015schweinefett posted a message on High Stakes Magic - A New Way to Playmight be a while before i'd be able to get back to ya in testing, but sure!Posted in: Articles
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May 6, 2015schweinefett posted a message on High Stakes Magic - A New Way to Playalso, i think allowing players to pay say 1 or 2 life for it to count as 1 gold could make bidding strategies a lot more interesting.Posted in: Articles
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The whole idea of it is to reach early(ish) midgame, and then skip every turn from there on end (yep, i said skip every turn). its brilliant against any player who whips out time stretch and friends, thinking they are the greatest edh player of all time.
I mean since when does taking extra turns actually win you games? Its life-loss and other state-based effects that win you games (at least that was my thought when I got myself to build the deck). I have a hard time hiding my smug face when I Veldaken orrery flash in a havoc festival in response to mr temporal mastery's increasing vengeance-ed time warp.
Though I suppose the most original deck edh deck would be the one in the duelist article where EDH was born out of.
Tried another run as a normal FFA plus horde, where the horde takes a turn after all other players. The zombies revealed are flipped into a number of teams equal to the number of survivors, and the zombies are always added in the same order. So for a 3 player game, turn 1 flips 4 zombies and a spiteful visions, team one would have 2 zombies, team two with 1 zombie and a spiteful visions, and team 3 with just 1 zombie. The next turn, the first flipped card goes into team 3 (since it was the next team to gain a card). Then, team one would attack the player with the turn marker, team two to the next player, and so on. At the end of the horde's turn, the turn marker moves one player. The teams are still on the same horde's battlefield.
This way seemed to work well, except that the player boasting wall of denial and fog bank really made life miserable for the next player.
Probably needs some tweaking. But I think this non-cooperative horde mode works pretty well. All the players can attack the horde, burn the bodies, or attack other players. A player wins by defeating the horde him/herself or by being the last man standing.
Any thoughts?
I can imagine though that doubling season would make the "kill opponent with rampaging kobolds" strategy more viable.
I had completely forgotten about magosi, the waterveil and stasis.
I'm also pondering if it'd be worth it dishing out for sacred foundry and the like. Kinda pricey, but it activates the innistrad/m13 duals.
Had a game with the dodgy manabase, and let me tell you, it was weird. I mean mana issues aside (surprisingly little manascrew), the deck starts like a 5c goodstuffs-combo, (5c commander behind a pillow) so it was just my convincing the other players that this wasn't the case. Either way, the game ended with havoc festival knocking down life and me not having taken something like 6-7 turn rounds (though in reality, prophet of kruphix kinda makes it feel like I'm just stealing turns regardless).
On another quick note, hive mind gets blown up quickly, since no one likes sharing in edh; and 2 vows on karona, false god is actually freaking amazing. I need to throw in some kinda effect to force attacks as well.
Edit: forgot to mention, it was a brilliant game. This deck was awesome to pilot, completely weird/whacky! Only got to nerf a temporal mastery tho.
Anyways, being a bit sick of the typical "reiterate, wild ricochet, echo Mage, fork and increasing vengeance , targeting my time stretch. So I'm gonna take a few extra turns now" rubbish, so I thought maybe its time we tried to do a bit of the opposite. How about a deck that tries to skip as many turns as possible?
1 magosi, the waterveil
1 alchemists refuge
1 cliff top retreat
1 dragon skull summit
1 drowned catacomb
1 glacial fortress
1 hinterland harbour
1 isolated chapel
1 root bound crag
1 sulfur falls
1 sun petal grove
1 simic growth chamber
Creatures
1 Birds of paradise
1 Bloom tender
1 Chronatog
1 Utopia tree
1 Eater of days
1 Seedborn muse
1 Prophet of kruphix
1 Chronosavant
1 Magmatic force
1 Hannah, ships navigator
1 Sygg, river cutthroat
1 Braids, cabal minion
1 Karona, false god
1 deadeye navigator
1 wall of roots
1 aura of silence
1 stasis
1 Ghostly prison
1 Propaganda
1 Mana vortex
1 Meditate
1 Sulfuric vortex
1 Vow of duty
1 Vow of flight
1 Vow of lightning
1 Vow of wildness
1 Vow of malice
1 Collective restraint
1 Delaying shield
1 Portcullis
1 Lethal vapors
1 Leyline of anticipation
1 Primal order
1 vedalken orrery
1 Havoc festival
1 Gibbering descent
1 Solitary confinement
1 Pact of negation
1 Pact of the Titan
1 Slaughter pact
1 Bottomless pit
1 Necrogen mist
1 Misdirection
1 Sundial of the infinite
1 Burgeoning
1 Mystic remora
1 Wound reflection
1 Replenish
1 open the vaults
1 Second sunrise
1 Sterling grove
1 Privileged position
1 Eladamri's call
1 Hive mind
1 Bloodchief ascension
1 Intervention pact
1 Tangle wire
1 Psychic possession
1 Elesh norns annex
1 Sphere of safety
1 True believer
1 Exquisite blood
1 Chronatog totem
1 Chromatic lantern
1 Darksteel ingot
I'm outright rubbish with 5c mana bases, so I started with just those 2 mana rocks, and just experimenting a bit, really.
The idea of the deck is to throw out some pillow forting, and hope to divert attention elsewhere. Then when defensed up enough, start throwing down some prophet of kruphix, seedborn muse, vedalken orrery, leyline of anticipation, some stax/tax stuff, and start skipping turns on a whim!
Karona here wins by using havoc festival, sulfuric vortex and the like. Every turn as well, the opponents would gain control of karona, false god with a stack of vows on it, making it very tempting to attack with it, but s/he won't be able to attack me!
This is a very strange deck, and difficult to pilot to say the least, but watching an opponent figure out that turn skipping is actually beneficial is quite amusing.
Dunno what you peeps around here have in terms of comments and the like.
Oh and if anyone has a good budgety version of a 5c manabase, it'd be great if you'd be able to share it. For now, I'm starting with basics and a set of gates with mazes end.
combos well with aku djinn too.
i mean say against mimeoplasm, ghave, guru of spores or anything simic-based, its quite a game-killer.
its probably because we play with not so many cutthroat level decks, so generally, we dont actually win (but it can be pretty flavourful).
But yea, i think i need to throw in some all is dust to deal with stax (more so if at some point our meta becomes more cutthroat).
but its a bit beyond my budget though!
aurelia, the warleader, gisela, blade of goldnight, tajic, blade of the legion kinda come to mind as pretty awesome.
sure enough its mostly aggro stuff, but we are talking about RW here. i've always thought of tajic as being brilliant because he has an innate indestructible stapled to him, meaning we can darksteel equip him and worldslayer (though i'd think its a very 'that-guy' combo). And by my telling, there are 15 indestructible legends that exist, of whom 5 are the new theros gods, and 5 come down with the divinity counters (which disappear after one-use).
I always thought of orzhov as being the weakest of the bunch, since its a toss-up between either of the obzedats, the two teysas or vish kal, blood arbiter (of which i dont think ive been impressed with any of them in edh).
My favourite part about this deck though is that many opposing players have a tough time figuring out what to do with it. It is quite unintuitive to play against, simply because a lot of the group-hug aspects are actually what causes all the other players to suffer against Zedruu!
1 Zedruu, the Greathearted
Pillows
1 silent arbiter
1 palisade giant
1 void stalker
1 blazing archon
1 shaman en-kor
1 gwafa hazid, profiteer
1 guard gomazoa
1 fog bank
1 seedborn muse
1 mother of runes
1 isperia, supreme judge
1 gomazoa
1 ghostly prison
1 sphere of safety
1 dismiss into dream
1 propaganda
1 well-laid plans
Hugs
1 Braids, conjurer adept
1 boldwyr heavyweights
1 words of wisdom
1 oath of lieges (brilliant against ramp)
1 forced fruition
1 howling mine
1 font of mythos
1 hive mind
1 mana flare
1 spectral searchlight
1 puca's mischief
1 possibility storm
1 zur's weirding
1 delusions of mediocrity
1 illusions of grandeur
1 thought reflection
1 akron legionnaire
1 steel golem
1 grid monitor
Ramp/fixing
1 Dreamscape artist
1 izzet signet
1 azorious signet
1 boros signet
1 darksteel ingot
1 sol ring
1 armillary sphere
Permanent utilities
1 mirror-sigil sergeant
1 niv-mizzet, the firemind
1 obstinate familiar
1 bazaar trader
1 adarkar valkyrie
1 laboratory maniac
1 dominus of fealty
1 venser's journal
1 arbiter of knollridge
1 beacon of immortality
1 oblation
1 chaos warp
1 wild ricochet
sorceries
1 storm herd
1 insurrection
1 march of souls
lands
13 island
8 mountain
8 plain
1 boros garrison
1 azorius chancery
1 izzet boilerworks
1 evolving wilds
1 terramorphic expanse
1 homeward path
Some basic notes on some of the card choices and engines:
- homeward path and puca's mischief = gain control of an opposing non-creature, non-land permanent once an upkeep.
- bazaar trader and dominus of fealty = give to any player (including yourself) any artifact, creature or land any player controls once per turn!
- zedruu or bazaar trader plus grid monitor, steel golem, akron legionnaire, illusions of grandeur or delusions of mediocrity
- zur's weirding is a brilliant control card by itself. Since zedruu has a low threat density in the deck, it would almost never be denied. That and it can be donated for some smug card drawing and life gaining from zedruu.
- font of mythos, howling mine, a donated forced fruition, thought reflection and venser's journal combined with niv-mizzet, the firemind, laboratory maniac and/or braids, conjurer adept. For the games when it just goes on for too long.
Against control, possibility storm and zur's weirding are alright, but the best ability would be my political clout of being able to say: "look, im helping you guys draw so many cards! surely there is something you can do about that polar kraken that has been triple-pumped with wine of blood and iron".
But against ramp, oath of lieges is brilliant. i WAS thinking about adding cataclysm (not just because it is a brilliant card) to punish those who'd over-extend the lieges' usage (or over ramping themselves). But in the end, cataclysm just felt too mean.
I can say that as a deck, it runs quite alright. Some cards like dreamscape artist and zur's weirding are absolute all-stars. it's never won with laboratory maniac though, but it has won on a wild ricochet-ed kicked rites of replication aiming at a blightsteel colossus.
Not sure what other people here think about storm herd and isperia, supreme judge though. i don't think they do that great a job. I added storm herd and beacon of immortality as game-ending conditions, but its never really worked.
not really sure if it counts as flavour as such, but kobold is actually the german word for goblin. are goblin war drums not fitting?
and speaking of adding tonnes of mana fixing, has anyone used songs of the damned? its like high tide, but possibly better if used in a self-mill deck
quite helpful if theres a ramp guy getting completely out of control. it doesn't really stop him, per se, but it does speed everyone else up!
On your manabase, i'd strongly suggest mutavault as well (since its another 'free' creature).
dire undercurrents! geez that card has got to be... annoying to say the least. the horde might as well be playing with sire of insanity and bottomless pit! I like the idea of having creature cards counted as tokens for flipping though. it'd make cards like bad moon significantly better i think