Always love to read about other people's collection of the lore, well done!
And though Amonkhet was not as developed, it succeed in making people feel for the world, curious for its history. The last line of the chapter Endure gave me goosebumps.
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Jul 22, 2017cyberium_neo posted a message on Theros: Elspeth's TragedyPosted in: ArticlesQuote from RileyMcAwesome »But what do the people do after hearing about how Heliod acted out of color? I need more!
Very enjoyable read, thanks!
Heliod behaved very "white" in the story. White is the color of authority and rules, at times to the point of rigidity and tyranny. Heliod considered himself the big daddy of Gods, thus his position is not to be challenged, be it power or knowledge, even if such position was self-imposed by his ego.
Looking at Amonkhet gods after seeing their Theros counterparts, gotta say I much prefer worshiping the Amonkhet denizens, Theros Gods dastardly immaturity serves as good lessons and awful acquaintances, except perhaps Kruphix and Athreos. -
Jul 14, 2017cyberium_neo posted a message on Treasure Cruisin' with Daxos EnchantressPosted in: ArticlesQuote from CavalryWolfPack »Contamination is pretty expensive, and without a mana rock to produce white we cannot keep it around. I guess with cards like Bitterblossom it works? I do agree though, Contamination is incredibly fun to play with if you enjoy locking everyone out of the game!
I suggest Contamination after seeing your list because you have high number of mana artifacts to support that strategy. I also noted about the budget restriction, but it seems like a viable upgrade when the deck comes to it.
In one of my successful usage of Contamination, I equip Daxos with Skullslamp and Gift of Immortality then drop Contamination, each turn I recur Daxos to draw cards and quickly found mana rocks I need to maintain that lockdown. Daxos being the underdog tends to deviate attention away from me till it happens. -
Jul 13, 2017cyberium_neo posted a message on Treasure Cruisin' with Daxos EnchantressMy most difficult time with Daxos is the moment it comes out before it earns its first exp counter. I either cast him late or use cards like Angelic Renewal to keep him alive (also greatly combos with Sun Titan).Posted in: Articles
If theres room (budget wise), I'd also add Contamination. -
Jul 5, 2017cyberium_neo posted a message on The World of TherosOne of my favorite blocks but like Kamigawa I wish they explore more on their mechanics and side lores. It's likely we will return to Theros one day to oversee the fall of the Pantheon there.Posted in: Articles
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Jun 20, 2017cyberium_neo posted a message on Chandra, Gideon, and the Purifying FireConflict from within, yeah, but the Origins depicted stories where conflicts were mostly put on the main five instead of they themselves had some awakening inside, except perhaps Liliana. It is also a lot harder to be compassionate and understanding in trying moments than negative emotions.Posted in: Articles
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Jun 20, 2017cyberium_neo posted a message on Chandra, Gideon, and the Purifying FireHe could just mind trick the person to give him anything, so unless his telepathy is taxing, he has no need of money ever. The Origins were all trying to paint the characters to be misunderstood or abused victims, which is the most juvenile style of writing.Posted in: Articles
I remember a commenter of manga said, "Why is it that all super power has to be awaken via negative emotions? Why can't someone suddenly develop superpower via happiness or compassion?" -
Jun 19, 2017cyberium_neo posted a message on Chandra, Gideon, and the Purifying FireChandra waas must more charming than the current tomboy version. In fact, I like all the GW planeswalkers more before its forming.Posted in: Articles
For example, Jace erased his mentor's mind out of rage, which led to him erasing his own to escape guilt, is more likable than him battling his teacher who used him to earn... money? -
May 10, 2017cyberium_neo posted a message on The Fall of MirrodinThanks much for the lore! Great stories were written in the past prior to Gatewatch, we must spread the words!Posted in: Articles
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Should an opponent casts a board wipe, one would recover quicker with Treasure Cruise than with other drawing spells you mentioned ([c[Ancestral Recall[/c] excluded, of course. Ancestral Vision requires timing). If an opponent casts Cataclysm, Set Adrift can foil his/her plan easier than other return-to-library spells you mentioned (unless you get lucky with Vanishment, of course).
Indeed, although regardless of their intention for balance, lore wise her ability also makes sense. It's possible that the lore team worked with the development team to incorporate the flavor together.
my, that reminds me of YuGiOh's card, Berserker Soul, which let you rape your opponent's face for each creature you flip over.
That would be Kung-Fu pew pew, Hadouken everywhere
Misthollow Griffin with any Delve card would work out great. I can picture usage such as Careful Study/Intuition -> get Griffins into graveyard, then Treasure Cruise Griffins alongside fetch lands.
Delve cards combo with themselves, really. Rather than finding a way to get them back, it's easier just to use them as Delve fodder. Sultai is evil like that!
According to Planeswalker's guide's description, Abzan boarders Jeskai and Mardu closest. While Jeskai and them have more civil interactions, they really disliked Mardu, as evident by all Abzan orcs were orphans from Mardu.
Mardu borders Sultai and Temur as far as the description goes, for they seem to take caution of each other intensely, and consider Abzan's orc population they are probably neighbor also, because long distance horseback riding is not effective on sand.
Sultai have been shown battling Temur (Debilitating Injury), Mardu (Blinding Spray), and Abzan (Death Frenzy).
Temur only battles those invading their territory, most often Mardu, but judging from the art there's also Abzan Houses (see Roar of Challenge and Icy Blast).
Jeskai doesn't leave their territory much either, and most of their battles are them outsmarting the Mardu. In fact, there's no picture showing Jeskai being beaten at all, amazing.
Geographically speaking, Abzan can be Gobi Desert, Sultai similar to Southeast Asia, Jeskai Mid-China, Mardu Northern China, and Temur even further Northern China. These are all climates and landscape available in China, thus we can picture their locations accordingly (base on China): Albzan is within the center of other four clans, Mardu and Temur both North, Sultai Southwest, Jeskai Southeast. I'm uncertain if Mardu is Northeast or Northwest, consider they are Tarkir biker gangs who could go anywhere they (impulsively) want, but base on the abundance of (frozen) water in Temur art, I think Temur is more towards Northeast while Mardu Northwest. Again, purely base on China's climates where the Tarkir set seems to be based on.
"We do not pile the skulls of our enemies, nor make them into ornaments. We grind them into dust. We leave nothing for their families to weep over, nothing for their descendants to honor."
For Abzan, ancestry is everything, so denying their opponent any source of that lineage is what they consider to be the worst punishment. Anafenza's ability to exile dead creatures probably originate from this belief.
Narset, Enlightened Master and Reconnaissance, allow you to safely attack and remove her from situation and still get to cast spells for free.
Deadbridge Chant + any Delve cards, remove unnecessary lands and mana dorks to power Delve spells while recur cards efficiently with Chant.
Savage Knuckleblade and Training Ground, while straightforward, fuels multiple other combos for cheaper. For one, the obvious Temur Ascendency when you can return Knuckleblade turn after turn to draw cards (and gives him haste for free). Pandemonium allow you to deal damage every time you cast Knuckleblade, and you can return and recast more rapidly with Training Ground.
Ancient Tomb, turn 1 cast Mirrodin mana Talisman then cast Ghostfire Blade, turn 2 Morph a creature and equip it with the blade as a 4/4.
Martyr of Sands is a pure life gain card and it's also fully playable. I'm not saying Feed the Clan is tournament worthy (yet), merely saying that huge life gain for cheap can be deceptively threatening.
My version takes the route of Fires of Yavimaya where creatures are mostly midrange cost (Tarmogoyf, while being one of the best creature choice for this deck, is anything but fair), such as Obstinate Baloth, Blastoderm, Flametongue Kavu, and Shivan Wurm. The deck doesn't use Imaginary Pet due to its drawback without Ascendency, instead I used Saproling Burst, literally is 12 damage + 3 cards the turn it comes into play, then remain as blockers later as you chump out other biggies. I like this approach better because it allows the deck to function without Ascendency (which makes me wonder if I should have Fires of Yavimaya in addition to Ascendency).
And the combo I mentioned two weeks ago: Saproling Burst and Temur Ascendency.
Rampaging Baloths can be very deadly too if you have cards like Exploration in play ahead of time. You draw more cards, and put more lands, create more tokens, then draw some more.
Vesuvan Shapeshifter + Thousand Winds or Kheru Spellsnatcher nullifies opponent's play turn after turn.
Equilibrium and any Raid creatures, allow multiple triggers per.
And of the Wish card (such as Cunning Wish) and Delve mechanic. Not sure if this one works anymore.