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  • posted a message on keranos theme deck ready for rotation
    Hi Jano152!

    *disclaimer* I haven't piloted a deck like this before, so I'm not sure if you're just sending all your burn directly to the face or if your plan is to stall out and then let Keranos do the work for the rest of the game, so bear that in mind. I'm assuming that since you're running counterspells that you're hoping to stall out the game a bit until your opponent runs out of steam, and then just burn them down.

    In my view, Dissolve is a strict upgrade to Dissipate. With Keranos on the board, Dissolve lets you scry in order to get the most out of his triggered ability. I also think that 4 Searing Blood is a little high. I know that you'll have to deal with critters, but I think that a board sweep like Anger of the Gods might be better.

    I'm also not sure how I feel about Satyr Firedancer here. He definitely has synergy with your deck, but I can't imagine him sticking around for very long after you cast him. Since he is the only non-God creature you are running, he is essentially the only target for your opponents removal. A good replacement might be Eidolon of the Great Revel, simply because most removal spells will force your opponent to pay three life in order to get rid of him.

    Also, it might be a good idea to figure out a way to deal with creatures that are too big to burn down but also get past your counterspells. For example, big beaters like Stormbreath Dragon, Polukranos, World Eater, Master of the Feast or even Arbor Colossus are going to be a pain to get rid of, and since you'll have neither blockers no removal, they put you on a clock. Curse of the Swine might be a good 2-of in order to deal with those annoyances.

    Hope that helps. But like I said, take my advice with a grain of salt!
    Posted in: Standard Archives
  • posted a message on Is it Arrogant to Believe that Humans are the Greatest Animals in the World?
    Well, it's hard to answer your question, because every single one of the premises upon which you base the superiority of humans over other animals as well as your indifference to animal suffering is just flat out wrong.

    Quite simply, it's ignorant at best and disingenuous at worst to suggest that animals have neither intelligence nor sentience. Many animals are capable of demonstrating intelligence through learning, cultural adaptations, building and using tools, and solving unique puzzles. They surely don't demonstrate the same capacity for intelligence as humans, but many animals, especially mammals and birds, demonstrate remarkable intelligence.

    The mirror test, demonstrations of non-physical pleasure or pain, as well as tests on the memories of great apes have demonstrated that self-awareness is very much a part of many animals' experience. In light of this evidence, we can be almost certain that many non-human animals have an awareness of self and actually experience the world, rather than merely reacting to stimuli (at least no more than we do).

    While no animal species has created what we would label a "civilization," several demonstrate unique culture through their differing social behaviors among families within the same region (I'm thinking specifically of chimpanzee grooming rituals).

    Is it arrogant to believe that humans are the "greatest" animals in the world? That's hard to say without a better way to measure our greatness. As it stands, I'd say it's more ignorant than anything else.

    Is there any problem with believing that we can do whatever we want to animals without any negative repercussions? Without a doubt, that is, unless you think it's okay to inflict unnecessary pain on conscious creatures (and I don't see why humans shouldn't be included here).
    Posted in: Philosophy
  • posted a message on Those That Have Fallen Are Not Lost (B/G Constellation)
    Yeah if you aren't running Pharika, God of Affliction then it's your only way to carry out any tricksy combat interactions. Considering how much GG and BB is in your deck, have you considered running Nykthos, Shrine to Nyx? It wouldn't be too much help in the early game, but it would allow you to more easily pay the bestow cost for Herald of Torment or Boon Satyr in the midgame.
    Posted in: Standard Archives
  • posted a message on Those That Have Fallen Are Not Lost (B/G Constellation)
    @Lord of Penguins

    Fast aggro (especially mono black) totally stops this deck unless you can make it to the midgame. I run Drown in Sorrow the my sideboard for my build of this deck for that very reason. Yes, it will kill your Eidolons (in my build, it also kills Elvish Mystic and Brain Maggot), but sending guys to your graveyard just adds to the count for Strength of the Fallen, and in your build will likely leave you with a much better board state than your opponent.

    Also, I'd try to make some room for spot removal in your 60. Abrupt Decay or Hero's Downfall can be lifesavers.
    Posted in: Standard Archives
  • posted a message on UR Scuttle Shatter

    Much better Smile

    I'm not sure how well Illusory Angel fits in here. It obviously pairs well with Ornithropter, but I feel it might be better to replace it with some kind of disruption (burn or counterspells).
    Posted in: Standard Archives
  • posted a message on Those That Have Fallen Are Not Lost (B/G Constellation)
    I think 4 Doomwake Giant is a little heavy, especially at 5 mana. He is big enough to hurt your opponent, but I think his biggest benefit is his utility. It's important, then, to remember that Whip of Erebos, Nyx Weaver, Kruphix's Insight, and Commune with the Gods all help you find him, so you aren't totally reliant upon a top-deck. I'd cut maybe 2 to make some room for other useful cards.

    I'm also not sure that Grim Guardian is the best fit for this build. I think that Nighthowler might be a better choice. It triggers constellation and benefits directly from all the milling. Grim Guardian is cool if you are trying to grind down your opponent, but without control mechanisms, I'm not sure he has a place here.

    Also, Nighthowler is way more relevant with Whip of Erebos. If you have Strength in play, then you get the constellation trigger (as you would with Grim Guardian), but instead of causing them to lose a measly one loss of life, you threaten them with *another* X/X fatty who also gives you loads of life.
    Posted in: Standard Archives
  • posted a message on Those That Have Fallen Are Not Lost (B/G Constellation)
    If you need more ideas, I'd highly recommend checking out this thread:


    It's not all relevant (as it doesn't all center around Strength from the Fallen and constellation synergy, but it's still a good place to get ideas.

    As for your sideboard, I play a poor man's version of the deck you run, so my list is considerably different, but my sideboard included mostly aggro/weenie hate (some spot removal and Drown in Sorrow) as well as control hate (in the form of Duress or Though Seize, if you have it). A lot of people run Golgari Charm as well.
    Posted in: Standard Archives
  • posted a message on B/W Constellation
    Hey Marrceous,

    there has been a lot of discussion on B/W constellation in this thread under the name "Death and Taxes": http://www.mtgsalvation.com/forums/the-game/standard-type-2/competitive/established-standard/559767-primer-b-w-enchantments-std-death-and-taxes

    Surely you can find some ideas as well as a rich discussion there.

    With regards to your current list, here are my suggestions:

    +2 Nyx-Fleece Ram In my view, this card is essential to the strategy of B/W constellation, as it provides so many valuable functions: adds distance between your and your opponent's life totals, adds constellation triggers, and blocks dudes. It also allows you to block early without losing your constellation cards, which are essential to your build. This also allows you to maximally abuse Underworld Connections without having to fear the loss of life.

    +4 Removal spells. As it stands, you don't have a way to remove threats with the exception of Banishing Light. This is definitely problematic in matches against fliers, and especially those against Stormbreath Dragon. This also gives you more opportunities to use Banishing Light on higher-value cards (Planeswalkers, Gods, etc.), while still eliminating early threats.

    -4 Oppressive Rays. Yes, he adds to constellation triggers, and is especially good against early aggression. But so is Nyx-Fleece Ram and Doom Blade or Bile Blight or whatever removal you decide on.

    -2 Etheral Armor. If this deck were faster, I think that this card would be awesome. As it stands, this deck seems to want to grind down your opponent, and not beat them down. Also, Etheral Armor just paints a target on the back of whoever you cast it on. It's just a no-brainer for your opponent to kill that creature. In addition, no one in this list has evasion, meaning that whoever you cast it on just gets blocked by 1/1s if he ever attacks.

    +2 (or more) Fate Unraveler He's got a butt, he helps grind down your opponent, and he triggers constellation.

    I hope this was helpful!
    Posted in: Standard Archives
  • posted a message on Those That Have Fallen Are Not Lost (B/G Constellation)
    Hey lordofpenguinz,

    always glad to see a little creativity here, especially with a deck that I really enjoy and find quite fascinating. That being said, I don't think that blue is a good splash for this brand of reanimation *in general*. And I think this is especially true considering your current build.

    The blue cards you are running, while certainly good, come with a number of drawbacks:

    1.) They don't add to the constellation synergy (with the exception of Thassa)
    2.) They do things that you could also do within the B/G framework. Sticking to this framework would certainly make your deck more consistent (looking at the UU in the Sphynx, for example). You already have card draw with G (Eidolon of Blossoms) and evasion with B (Herald or Master of the Feast and also to a certain extent with G (trample from Nylea).
    3.) Adding *any* additional color within this build will make it very difficult to play without the right mana base, and even then it's bound to run into trouble. As it stands, 16 cards have a BB, UU, or GG cost, and most of those (Herald, Courser, etc.) are essential to the deck's strategy.
    4.) Some of the card choices actually undermine the build itself. I'm thinking specifically of Divination. Yes, it let's you draw two cards, but wouldn't you rather draw cards and put others in your graveyard? This is where I think cards like Satyr Wayfinder, Commune with the Gods, and (in constellation builds, such as this) Kruphix's Insight really shine.

    So, kudos to you for thinking outside the box! But I would seriously reconsider whether blue has a place here.

    @CloudheadedAmigo: Pharika is there to create constellation triggers for Strength from the Fallen, which allows for combat tricks (which this deck otherwise has none of). With enough mill (inclusion of Satyr Wayfinder and Commune with the Gods, then you have dudes to spare in the graveyard).
    Posted in: Standard Archives
  • posted a message on Red Green Monsters (Kinda)
    I basically did that in my first post, because I put the cards I needed separately.

    I feel that, I think it's just easier to see what you have in order to make suggestions. Could just be my own personal preference Smile
    I MAY be able to get Caryatid. I'm honestly not sure I'd run more than 2 BTE just due to availability and it's coming rotation.

    This makes sense. If that's the case, then you may want to just say "screw it" and forget them all together. If you have them lying around though I would throw them in. They help make your turn 2 much more aggressive, which, if you decide to go aggro, can't hurt.
    I'm not entirely sure I agree with you on magma jet, but I have it, so perhaps I will test it. I think the three damage on lightning strike is more relevant.

    I think this is a totally reasonable critique. It doesn't do as much damage, and as such, it kills a lot less than Lightning Strike. However, it does offer the insane advantage of giving you control over your next few cards, which in some cases is absolutely crucial. Plus, this guy kills basically everything in mono black aggro, White Weenie, or other fast aggro decks anyway, so the one damage might not be so meaningful when you consider the scry benefit. Anyway, I'd highly recommend giving it a try.

    Also, as it stands, I would absolutely up your Elvish Mystic count to 4. Right now, he is your only turn 1 or 2 creature, which is bad news if you are trying to stomp your opponent. If you look at the Gruul list that you posted, you'll notice that they run both 4x Courser of Kruphix and 4x Xenagos, the Reveler. Both of these cards allow them to make up for the tempo loss during the first two turns (Courser, because his land-playing ability allows you to get through your deck faster and play fatter stuff, and Xenagos because he gives you creatures/mana for free). If you want to play Gruul without either of these cards, or some similar way to make up for the stagnation from turns 1 and 2, then it seems to me like developing a ramp or early aggression has to be the way to go. This would also make Ruric Thar, the Unbowed actually playable, and indeed playable at a time when he is far more threatening, i.e., earlier. What are your thoughts on this?

    I also think Fade into Antiquity could go if you find some Destructive Revelry. Exile is nice, but for one mana more and mere sorcery speed, I'm not sure it's the best choice.

    I'm guessing you've taken this deck to a tournament? Or at least in your playgroup? How did it fare?
    Posted in: Standard Archives
  • posted a message on Red Green Monsters (Kinda)
    Hey Katherine,

    I think it would be helpful if you posted your current list as it exists (i.e., with all the cards you currently have), along with the cards you know for sure you are interested in. This can give everyone a better idea of what is already available to you so that they can make useful suggestions.

    That being said, I agree that removal is an issue. Right now, 9 of your 11 removal spells make use of the "fight" ability, which is great against creature-oriented decks (especially since most of your dudes are pretty beefy), but they simply aren't as versatile. If you anticipate a super aggro-heavy metagame, then this might be fine, however, I think that even if that were the case 9 slots for fighting would be overkill.

    I would recommend opening up some room for Magma Jet, for two reasons: 1) it's direct damage, and can help you deal with things like Planeswalkers or just killing your opponent, and 2) it scryes, which, in my opinion, is SUPER important for decks that rely heavily on tempo advantage (like this one).

    Even if you can't get your hands on Magma Jet, Lightning Strike would be a reasonable alternative.

    Also, Unravel the Æther is cool for it's cost, but I'd highly recommend Destructive Revelry. It does all the same things, but also makes your opponent pay in life. It does cost RG, which makes it less playable without the right lands, but it's overall a better card in my view.

    So, creatures. I agree with the assessment that this is somewhere between beats and ramp. Your lowest soldier costs 3, and most of them are between 4 and 5. The problem with this is that you don't have the control to manage the crucial first two (or three, if you can't drop an Elvish Mystic on turn 1) turns, after which, you just keep tapping out to cast creature. I think you either need more low-cost beaters (maybe Rakdos Cackler, Firedrinker Satyr, Experiment One, etc.) or a faster ramp (with cards like Golden Hind if you're on a tight budget, or Sylvan Caryatid if you've got money to blow).

    I'd also consider making some room for Burning-Tree Emissary no matter what direction you decide to go.

    Hope this helps!
    Posted in: Standard Archives
  • posted a message on CHEAP Mono Black Aggro!!!
    Quote from SN0W_MAN »
    You should have a play set's of
    Rakdos Shred-Freak
    Mogis's Marauder
    and you need to drop Herald of Torment

    And what Nev said " You don't need Whip of Erebos on the main board.

    Besides 4 Thoughtseize
    BUY 4 Hero's Downfall!!!!!!! or get a mix of both. Like 2 Thoughtseize and 3 Hero's Downfall

    Definitely agree that Rakdos Shred-Freak and Mogis's Marauder ought to be 4-ofs. I could see losing Thrill-Kill Assassin if it came down to it, simply because in a build like this I think the speed from Shred-Freak and the intimidate from Mogis's Marauders is more like to guarantee you damage. The assassin has deathtouch, which is nice, but if you unleash her (which you basically must, since you're playing black aggro), then deathtouch becomes less meaningful as she can't block.

    I'm curious though about why you think darkmagic88 should lose Herald of Torment. I've found the evasion is super annoying, especially at that cost.
    Posted in: Standard Archives
  • posted a message on My new mono black deck
    I would up the Tormented Heros to 4, so that you have 12 1-drops, which will essentially ensure that you will always have a turn 1 play. I also prefer Spiteful Returned over Thrill-Kill Assassin, in part because of the versatility and also because it guarantees a loss of life of 2, regardless of blocks. If you find yourself having to choose between the two, i'd go for Spiteful Returned

    I also think that 2x Pack Rat won't be too helpful. If you were running Muta Vault, then it would be a different story, but I you could use that slot for other cards. If you want to add some control, try for Brain Maggot. Additionally, it might be a good idea to try and squeeze in some Duress. I think Bile Blight could go in this case.
    Posted in: Standard Archives
  • posted a message on Budget b/w
    I've played a similar deck and found that Brain Maggot and Fate Unraveler worked really well, since both interact with the constellation trigger. Unraveler is especially good when you have a Nyx-Fleece Ram in play, which I consider to be essential in this kind of deck.
    Posted in: Standard Archives
  • posted a message on Suggestions for this nt so G/R-eat deck?
    I really like Fanatic of Xenagos: either way you look at it, 3 for a 3/3 trampler with haste or 3 for a 4/4 trampler ain't bad.

    I don't know what your playgroup is like, but Destructive Revelry might be an effective way to offer this deck some control+burn.

    I also don't really like Arbor Colossus. Sure, he's 5 for a 6/6 with reach, but he requires a GGG commitment and his Monstrous ability is pretty unhelpful. You might want to consider instead something with a little more *umph*. I'm thinking Mistcutter Hydra simply because it gives you flexibility AND he has haste (not to mention can't be countered and pro blue; not inconsequential!), or maybe Polis Crusher as he has protection from enchantments (which might be helpful in your metagame, although maybe not).
    Posted in: Standard Archives
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