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  • posted a message on Who is going to what Pre-Release? Version1.3 - RAV
    I'm going to the Wellington, New Zealand Ravnica Prerelease with Shino_Tenshi on both days - 6"2, 20 years of age, picture of King cheetah on beat-up folder - possesses a 3-colour fun enchantress/tallowisp casual deck, a r/w control T2 deck, and a 5-colour control deck for extended.

    I also like pie.
    Posted in: Magic General
  • posted a message on U/b Aggro Decking Control
    Here it is guys, the deck post-Mirrodin that doesn't beatdown to win.

    I thought up this idea when I was looking at Glimpse the unthinkable in the spoiler...then later that day, my local DCI, in a friendly 9E draft, traumatized 17 cards out of my deck.

    Well, this is version 1.0, so don't be too dismissive hehe, I have put almost no thought into the deck (except to notice the horrible antisynergy between the deck idea and hinder... thus why convolute > it)

    1. Circu. The 4 cost 2/3 guy. Geez, what's up with this guy. If he can live past the helix which will almost certainly be thrown at him, he's a playset of meddling mages and more. Denial is an...ugly...thing...

    2. Glimpse the Unthinkable - the card that inspired the deck. Nukes 10 cards from their library. The equivalent of a pulse of the Forge, to an RDW player. Best to use after Traumatize, but good in its own right.

    3. Jester's Cap - Controlled removal of cards are useful things to have. Aside from the fact that you can't get their hand (which you have the Consults for), they simply lower the chances of you getting screwed by tech or w/ever, also good for keeping the helixes away from the meddling mage playset-on-a-stick.

    4. Dimir Machinations - I wish i could test this card. While it doesn't give card advantage, the deck manipulation of it is very good, as well as for anticipating their movements etc.

    5. Telling Time - The best instant card-draw spell for quite some time. Also very synergetic with divining top, which I might make room for later, but for now, the mana is needed to screw the ubertempo rather than rig the cards which screw the ubertempo of r/wDW.

    6. Induce Paranoia - Better than rewind in this deck, as it nicely fits the deck's purposes, and if they're stupid enough to try to hardcast an autochthon wurm... (then you're a winner already, cos they've got a crap deck :tongue2: )

    7. Sickening Shoal - The best removal in the format, a great way to put a hole in the tempo of r/w with a turn in which you counter/nuke their attackers and creature drops.

    8. Convolute, Mana Leak - Just early-game countermagic (early game countermagic is good, lets you counter stuff - tomorrow, I'll also tell you how to tap a land for mana Wink )

    9. SB - pretty much thrown together on a whim - based on cards that own some matches but you just dont want in others ( + Cranials hehe) No idea what to anticipate. SB is bollocks at this point. I like Cranials though Smile

    After the first game the most satisfyin thing is beatdown by Circu - just cos u can, cos they can't stop you, ever. Cos they cant play any cards in their deck.



    I like pie.
    Posted in: New Card Discussion
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