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  • posted a message on Maelstrom Pulse
    I know that it is not going to come up very often but is anyone worried with the one of the downfalls of this card? Accidentally destroying your own stuff when you both play copies of the same spell?
    Posted in: New Card Discussion
  • posted a message on [Official Thread] Blightning Aggro
    Hey Guys,

    In my my hometown of Vancouver we have been having weekly 24k events to try and boost our ratings for the upcoming GP in Seattle (YAY chrome moxes for just showing up). These tournaments always have a good tournout 6+ rounds and a diverse metagame. Anyways I have been piloting Blightning pretty competently I went 6-0 to win the first tournament, when I think that people were not really giving the deck the respect it deserved ie. thinking they were safe at 9-12 life. However in the last two weeks I have been going 4-2, and while not bad I seem to be loosing to the same decks BW tokens and Dark Bant.

    My main deck runs the standard bevy of burn only differences are only 2 maindeck volcanic fallouts, 4 bitterblossoms main, and 4 demigods.

    My sideboard is a s follows
    3 Shriekmaw
    3 Goblin Outlanders
    3 Infest
    2 Banefire
    2 Wild Richochet
    2 Everlasting Torment

    If anyone has any deck or SB specific answers to these two decsk I would be happy for any help.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Blightning Aggro
    Hey guys I said I'd write a little bit more once I tested sideboard earwig squad. The testing was far from extensive though, just five or six practice matches against faries and kithkin and a four round FNM. In the FNM I played five color control, BW tokens, Elves and a rougey unearth deck that doesnt really count. I sided three in every game except for elves and found that it really showed some promise.

    First round versus 5cc I sided in 4 goblin outlander and 3 earwig squads and resolved the outlander and used it to slip in back to back earwig squads under two finks. I removed a few wrath effects and anything resembling a threat and won with ease.

    It was also good though not amazing against BW tokens, resolved one and took the three unresolved Burrenton forge-tender and then played a infest to clear the board. Truth be told it was really the infest that did the heavy lifting that game though, and I probably would of been fine without the prowled goblin.

    The card seems really good agaisnt Kithkin and BW tokens though it wont replace infest any time soon, but they do play nice together. It also singlehandedly won be a game against 5cc and seems good vs decks with low threat density. If these decks become prominant then mabey this will become a staple SB card but till then I suggest you try it for yourself.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Blightning Aggro
    Hello,
    Grey ghost here, long time lurker first time poster. It seems to me that one of the major problems for this deck is Burrenton Forge-tender. This problem is amplified by the fact that it is tutorable in the form of Ranger of Eos giving the opponent two little headaches that will sap away your tempo. When I was looking over my past deck ideas I think I may have come upon a viable Sideboard solution: Earwig Squad

    I don't think this has been discussed on the thread so far so hear me out.

    Pros

    1. Earwig squad is a big black threat. This is important for already resolved burrentons allowing you to continue to attack without bouncing off protection. Possibly even forcing the burrenton to gang block to trade.

    2. Earwig squad is easily prowled in this deck, with all decks running Bitterblossom and mog fanatic and some others running muderous redcap, goblin outlander and Boggart ram gang there are a number of good prowl targets. Remember he prowls off of goblins too.

    3. He's comes down faster than ranger of Eos. He deals acceptably with resolved Burrentons and even better with future ones.

    4. He's not a terrlble top deck. Even without prowl ripping him off the top in a topdeck situation, while not optimal is not bad.

    5. He untaps Auntie's Hovel . Minor point.

    For these reasons I would suggest testing this option in the sideboard. I will try him this weekend and try to give some preliminary results. Feel free to comment and/or nicely tell me why I'm wrong. I know this is a little unorthodox.
    Posted in: Standard Archives
  • posted a message on 2HG limited
    Also a few pointers to remember for 2HG. One drops are almost always terrible unless they have some very relavent abilitys as they tend to get outclassed. You can also get away with a few holes in your mana curve (ie limited 2 drops) since you have more life and partner to pick us the slack till you drop a bomb. Also anything that lets you take an extra turn is godly since you and your partner will take an extra turn. Notorious throng is stright up ridiculous and savour the moment is quite playable. Finally read every card to see specifically who it can target. Dire undercurrents for example: you know you can make anyone discard but realize that anyone can draw as well, so consider your options before you do things that would normally auto target you.
    Posted in: Limited Archives
  • posted a message on MTGCast #95 - Hybrid Mana Hijinks!
    Great show, the pronounciation of German cards never fails to amuse me!

    As for the best keyworded mechanic, that would have to be the "aura swap" from future sight. I played a champs deck that had a mistmedow skulk and enchanted him with Arcanum wings. I would then attack wait thill they declared no blockers and then swap on Shape of the Wiitigo which would promptly fall of leaving me with a 7/7 lifelinking mostrosity with protection from cmc 3 or more (have wrath or die?).
    Posted in: Articles
  • posted a message on _________Blurrycloud's Sig Shop_________
    Hello,

    I have been looking at your banner and sigs and a majority of them are absolutely jaw dropping. I was hoping that you could make me a signature to reflect the grey ghost name I have.

    The centerpiece would be the Ghostcouncil of Orzhova. with the mist swirling up from him other pictures could include haunting misery, the Afterlife picture from mercadian masks and possibly the ghost from ghost quarter. The focus of it would be the swirling ethereal aspect of the ghosts blending together. Add any pictures that you think would be appropriate.

    Also for a caption if you think it is appropriate would either be:
    1: a very understated "boo"
    2: "Who you gonna call?"
    3: "I full on swayzied that mother" (a quote from the show supernatural referencing the patrick swayze movie ghost.

    Thanks for anything you can provide
    Posted in: Avatar & Sig Shop Archive
  • posted a message on [Official Thread] U/B Faeries
    Sower of temptation seems nuts in the mirror. Steal their scion of oona, get all the benefits and protection seems nuts.

    The major problem that I see with the the blackguard is that its not a threat on it's own, whereas prowler is something the opponent must deal with. While the hypnotic ability is very enticing it takes a very long time to become active if you drop it turn 2 and then another creature the next turns it takes till turn 4 to snag even one card. In the end it seems to have to same problem as a enchantments unless some haste faeries are printed.
    Posted in: Standard Archives
  • posted a message on [Official Thread] U/G Faeries
    I don't think its particularly important which of the scryb's abilities we think are most relevant. In the end is a 1/1 packed with a great mix of abilities. As someone who runs a heavy green anti-aggro board I really appreciate the mana boost it gives me. I've won games with just 2 lands a bird and scryb ranger you don't really need much more.

    Also I was wondering why people seem to be removing psi blasts from the deck. As a deck that already lacks spot removal the blue char seems really good. Also it's ability to kill the new chameleon colossus seems incredibly relevant.
    Posted in: Standard Archives
  • posted a message on [Official Thread] U/G Faeries
    Hi,
    I've been piloting this deck for a while now and I got a couple of observations: firstly a few people have been qestioning the usefulness of psi blast in the deck. I think that it absolutely has a place as it is excellent tempo blasting the odd flying defender of straight to the dome and throwing off the opponents combat math.
    The second point is a lot more controversial but I'm going to throw is out there and probably get flamed a bit but thta is okay its just something I noticed. That in a deck such as this a lot of tiny bodies are left behind for every spell. Spellstutter sprite and mystic snakes are counters with bodies attached which is great for tempo but often a slow clock overall. This leads me to beleive that in this deck the original Overrun is superor to Garruk. I'm certainly not saying that its is a superior card almost anywhere else but it seems to be here. They certainly both have good points which I will try to list here.

    Garruk

    Pros
    1.Untaps lands leaving counter mana up the turn he comes down
    2. His Overrun ability=GG with the amount of tiny evasive bodys we have
    3. He is a good topdeck due to the elephants he can make

    Cons
    1. He lacks the surprise with the final ability
    2. He has a small amount of loyalty and is actaully very hard to protect in this deck outside wall of roots especailly since all our guys are x/1 flyers
    3. If you chump to protect him it lessens the effect of his final ability

    I'm certainly not saying that his other two abilites are useless, far from it but the one I really really want is the overrun ability. It seals the game almost every time. However, wihtout wall of wood there is not a lot of good ways to protect him without losing little guys even if they only attack him with a handful of 2/2's. This lessens the effect of the overrun ability. I've found the with birds or scryb ranger that the real Overrun is very easy to cast, is surprising and effective, turning a single turn into the win especailly by tapping birds then untapping them with rangers and going all in. I'm also sure I missed a number of points for Garruk so feel free to add some but I dont think that planeswalkers fit in a deck that would have to sacrifice vital dudes to protect him.
    Posted in: Standard Archives
  • posted a message on Chronosavant, a possible finisher?
    I think that chronosavant could be good ina few situations. Firstly against a rat deck. You could concievably get it out on turn two and go to town winning that game. Also as a finisher ina deck witha great defense. Like snow white, where surviving a extra turn is no problem but beating opponents is.
    Posted in: Standard Archives
  • posted a message on Article of the Month Voting: October
    I think the magic update #1 is wothy of top spot. Its insightful wit was hilarious.
    Posted in: News
  • posted a message on Too old to play magic?
    Yes I certainly belive that this is a game for all ages and peoples. Just because it has a stigma that your parents dont like doesn't mean that you should bend to their will. Objectively, is there anythign wrong with playing magic past a certain age? Of course not! It's jsut about how people think about it. Just becasue it's a not seen as a popular and manly thing to do doesnt mean it's not your right to pursue it. If you were playing chess your parents, who are locked into worrying about what others think, would probably say that is a very mature and thoughtfull hobby, and magic is generally deeper and more layered game. I think that you are actually the more mature one if you continue to play magic, I cannot beleive living to be 40-50 and still being worried about peopel judging you about your hobbies. Tell your parents to grow up!
    Posted in: Magic General
  • posted a message on [Official Thread] U/W Control
    The idea is big white super creatures, Akroma and such is cool but I dont see this deck wanting to tap out so I suugest Serra avatar. It's a simple WW and leaves room for counter mana to be up. It also hits the table much faster and that is always a good thing.
    Posted in: Standard Archives
  • posted a message on TFE's Word Association Game
    well
    Posted in: Other Forum Games
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