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  • posted a message on [Official Thread] Vile Horror by Stephen Judd
    Wow Issy,

    3 mouths away and it seems like the deck has become something different. Pongify looks like this might be the card to make the deck great.

    I wish you the best of luck and hope this deck does as well as it looks.
    Posted in: Legacy Archives
  • posted a message on High Tide with Candelabra (CandleTide?)
    Quote from Tor Wauki
    am i wrong, or could you use bouncelands from the rav block to get infinite mana as well? i cant see why not...


    Yes you can. Same with the urza lands and any multy mana land. Like a island that produces two mana because of a high tide.

    Atleast I think

    Oh finn. I did get to test it and it was shaking. Have to find a way to get turn 1 or turn 2 Candelabra of Tawnos to set up a turn 3 turn 4 kill or you die to Iggy and other high Tide decks give it fits like AOK does when she sees a Reset.

    I dont have any ideas but maybe one will come to me.
    Posted in: Legacy Archives
  • posted a message on Ichorid in Legacy?
    There is just to mutch graveyard hate in legacy. I know Threshold survies but Iggy is purly bassed on the graveyard and like in extended it will just be simply hated out.
    Posted in: Legacy Archives
  • posted a message on [Official Thread] Vile Horror by Stephen Judd
    Mage and Sherd Memory seem like they would fit into what the deck is trying to do rather nicly Issy.
    Posted in: Legacy Archives
  • posted a message on Deckbuilding Challenges
    I'm looking to brake Elephant Resurgence with the Incarnations Anger, Wonder and Brawm and the dredgers from Ravnica. Just some brain storming right now.
    Posted in: Legacy Archives
  • posted a message on [Official Thread] Goblin Thread

    Have you considered actually thinking about my arguments, instead of rabidly defending what you "know" to be correct?


    This time no. But long ago like I said I tryed pump lands and R/G with Tin shreet and Berserk. It did not win as much as R/W did. Mainly because of cards like STP, Geddon and Disenchant with are missed when playing green. pumplands only work if the game is stalled and with most good builds and players of goblins the game isn't stalled past the time in which they would be useful. Still your skarg to Silver kngiht argument is a weak one. If you go white hes gone period and isn't a problem no more.

    Did you ever come to think that maybe just maybe your the only one with these thoughts. if you are so stubbern about them go to a GP or D4D and prove to myself and the other MTGS users that pump lands and going green win you more games then builds running extra fetches, Ports and wastelands and adding white.

    WHen you show me instead of telling me I will beleive you and kiss you feet forever and call you the greatest leagacy mind to ever walk the earth.

    My views have been tested and have won many major events and top8 everwhere.

    Chill out. Please.

    Smile
    Posted in: Legacy Archives
  • posted a message on [Official Thread] SI - Fastest Combo in Legacy
    Quote from emidln
    The same way I beat all control decks that only have 4 relevant threats. I play first and race FoW. Also, Chalice isn't the end of the world. You can go off through it.


    You didn't really answer my question.

    CAn you win if you go second and they play a chalice for zero on turn one?


    From the look of it I would say no. In that its not worth trying because you can still win but by the time you have the pieces you probaliy lost casue they have back up counters and stuff.
    Posted in: Legacy Archives
  • posted a message on [Official Thread] Goblin Thread
    Oh, I forgot one thing. YOU LOSE TO SILVER KNIGHT. So stop saying it can kill a silver knight because you have nothing in that deck that can. Pro-red creatures kill you and if they have a SOFI or Jitte on them its game for the most part.

    Krosan Grip always hits its target, Tin-Shreet can be countered or stifled.
    Posted in: Legacy Archives
  • posted a message on [Official Thread] Vile Horror by Stephen Judd


    Maybe this would work better.


    Also, have you thought about adding white for cards like Liberate and Otherworld Jorney. They can hit you drake and you can get two creatures of there for the price of your one drake.

    I've been thinking about this deck build in the back of my mind for sometime now.

    Posted in: Legacy Archives
  • posted a message on [Official Thread] SI - Fastest Combo in Legacy
    How do you bet Faerie stompy that MD Force of Will and chalice.
    Posted in: Legacy Archives
  • posted a message on [Official Thread] Goblin Thread
    I've tried pumplands over and over again. More times then I can count because everytime I think I'm missing something. But I'm not. THey do nothing in the early game but take away creatures drops that you need to win. By the time you can operate it you should have your oppendt down to 5 or less life in which case their dead no matter what you do by your attack phase. They work time to time in the SB verse some match-ups vs BBS and some threshold players. Never have I liked the pump lands and my testing and the testing of other will show you that having more mountains and Ports wins you more games then Borrows or Pit will ever do and its that reasoning why the pump lands take a back seat to Ports and the extra mountains or fetchs.

    Ok, you need more MD removal in the deck as well. In any game you will want to see 2 to 3 pieces as they help out in the early game to land Lackey Damage and to get Piledrivers to deal damage. Seeing that you only run 4 with Incinerator on the ave game you draw 7. Maybe 5 to 6 turns so that bring the total to 12-13 cards drawn a game. Add one to two fetches and you get 13-14 cards from you deck drawn. so you draw about 13 decks of your 60 card deck. You have 4 pieces, a 1/15 shoot. You have with the 13-14 crads drawn you might see one and maybe two pieces if you are lucky. If you have 7 to 8 kill spells in adding 3 to 4 STP you will see two to three a game. The amount needed to beat msot decks in legacy. Of course against combo this means nothing but verse Threshold, FS and other goblin builds its the diffence between winning and lossing. STP also rides you of Silver Knight, Sea Sprite and any creature bearing SOFI.

    Tranquil Domain, I give you Disenchant, Serenity or Cleanfall.

    Chailce is one I can't figure out. I can understand that you ice some decks with it but it just seems it can be better served REB or Hydroblast.

    Why run jitte, its not really that great in goblin decks. I've tried it and at first thought it would be great, but its just so-so.

    Also, Kiki/Seige-gang is game verse any control deck. You need atleast one copy in your deck.

    Image a first turn Lackey. You attack turn two and play kiki then in you second main phase you play Piledriver. At the end of the end of turn phase you copy Piledriver. Next turn you copy piledirver and attack with 4 goblins making each piledriver and 7/2 creature. Kill some stuff they might have with STP of Incinerator and you got a turn three kill.

    white also gives you Armogeddon which with Vial spells victory verse any control deck.

    Also, if you still want to run green, at least run Krosan Grip.
    Posted in: Legacy Archives
  • posted a message on [Official Thread] Goblin Thread
    I think Word of Seizing seriously improves the strength of mono Red, but I still think the Green splash is the strongest. Here's the list I'm currently playing around with;



    The pump-lands are a metagame choice designed primarily for Threshold and other aggro-control decks; Skarg is designed to beat Silver Knight, and Goblin Burrows to beat Werebear, and to turn each creature into a potential threat in it's own right. Even were I to switch to Wasteland/Port (which I think hurts the manabase, by the by), I would still run Tin Street, however, as he's pretty much good against the board, killing both opposing Vials and Needles naming Vial, as well as vastly improving all matchups against decks of a name formatted "Angel something" or "Something stompy" (but not just "Stompy", which was a bye to begin with). The triple Siege-Gang is a very strong choice as well, since he's powerful in every matchup and quite flexible, not to mention making Lackey stronger; but this does unfortunately remove the ability to run a few tutor targets such as Kiki-Jiki and Goblin King, which can be sometimes quite powerful. The deck gains more consistency this way, however, as well as rounding out it's second turn a bit. Word of Seizing is my tech sideboard card which can come in against nearly any hate, from Solitary Confinement to Pernicious Deed to Umezawa's Jitte with a bunch of counters on it. And it is absolutely insane against opposing Parallax Waves.


    I have a lot of issues with your deck. First, green has been proven to be good but white has proven to be the best splash because it gives you all that green can plus STP. STP also lets you run more mountains and fetchs and Ports instead of pump lands that are not needed. Pump lands do nothing and if you play with the deck enough you will see all they do is hinder you and make you play a more defencive game which goblins can never play and win.

    Words, just no. Your never have the mana open to play it and if you do you lost the game already. I have more to say but none of it is positive so I'll just stop with that.
    Posted in: Legacy Archives
  • posted a message on Faerie Stompy- Not Just for Girls
    Ok people,

    First off there is no real bad verson or good verson yet of Faerie Stompy. Its a deck that you acn't pick up and play right away, it takes so much testing and playing and if its build right to the players style it can be a deadly deadly deck.

    Some decks run Vial with mox and other dont. Some run Tricket Mage and other dont. Some run Pysonic Blast and other dont. I personaly have not plaed the deck in the last few weeks but did some testing and know people that are great with the deck.

    A friend of mine plays with



    I'll ask him for the rest next time I see him.
    Posted in: Legacy Archives
  • posted a message on SERIOUS Metagame discussion: Grand Prix Columbus
    I'm working on a R/B land denial deck. Nothing really yet but its been giving threshold fits and same for High tide type combo decks.
    Posted in: Legacy Archives
  • posted a message on [Official Thread] Vile Horror by Stephen Judd
    Looks like you got it Issy.

    magicianofthought, My PM wasn't working for like ever so I didn't get them for about 6 mouths really. Where do you play because i'm trying to set up a testing group or legacy team in the seattle area. PM me, it works now.

    Oh, KNDD? It doesn't ring any bells.
    Posted in: Legacy Archives
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