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  • posted a message on Necromagus (Jarhead)
    To start, this is a BU combo deck that attempts to recur Magus of the Jar several times to amass a huge storm count and mana, and finish with a storm spell. The kill condition is debatable, from Tendrils only, Brain freeze only, or a mix including Megrim. To recur the decks Magi, it uses Corpse Dance and Shallow Grave. These cards are better than more traditional methods because it gives the creature haste, and the drawback is neglect able (As you usually pop him before the end of turn). To create the mana for continuous recusions, it runs a IGGy like mana base with Lotus Petal, Lion's Eye Diamond, and Dark/Cabal Ritual. Finally, to make sure it has the cards needed, the deck runs Infernal Tutor and Impulse.

    Now, lists.
    Personal Changes:


    -1 Tendrils
    -2 I
    ntuition
    +1 Infernal Tutor
    +1 Brain Freeze
    +1 Corpse Dance

    Along with that, I completely re-did the sideboard. Mine is as follows.


    Magus = Simple draw7
    Shallow Grave/Corpse Dance = Returns the Magus.
    Dark ritual = Best rit to date. Simple +2 mana
    Cabal Ritual = Very good rit. +1 or +3, late game it ramps up your mana to rediculous amounts
    Lotus Petal = +1 tutor. allows for mid combo blue spells and good storm upper.
    Lion's Eye Diamond = +3 Tutor. The drawback is neglectable because of the synergy with Infernal Tutor and the recurrer's
    Draw + Tutorage
    The most debatable slots. The others are mostly tinkering around with numbers.
    4 Careful Study. The most basic of cards. You lose card advantage, but it digs and lets you pitch the cards you don't need.
    4 Brainstorm = The best card quality spell. Obiously good with shuffle effects, and in late combo, you can put a card on top so you can draw it in the next Magus.
    Infernal Tutor = Often a Demonic Tutor during combo, and a great pre-combo card. You play this copying a LED or Dark ritual, or get the storm spell you need.
    Intuition = I cut this simply because the card was only good mid combo (I like to go off around turn 2-3) and often you have drawn/set aside the at least 2 copies of the card. So you had to get a mix of those and infernal tutors. So I ended up just making it infernal tutor.
    Kill and set up.
    Tendrils = Simple, yet affective. You opponent dies. Simple, but 4 mana and a sorcery. Very few alternate uses
    Megrim = The weakest of the win conditions. You have to play this WHILE recurring Magi (Which is when your mana deprived) and it has no major upside over the others.
    Brain Freeze = My favorite simply because it can kill just as fast (mill them then activate another Magus) it can get a magus into your yard, and its instant speed. The main problem is that it is blue and it can be hated relitivly easily.

    SB

    Disrupt = Simple time buyer. Cantrips aswell.
    Extra Chain = for those matchups where its very good.
    Echoing Truth = Goblins, zombies, and Chalices at 1
    duress = FoW/Counterspells
    Defense Grid = Those REALLY bad matchups is where this comes in. If they have more than 6ish counters, add this.

    Matchups
    These are purely hypothetical. Don't judge my judgment to be sound, or even correct. This is just what I feel.

    Goblins = 80-20 your favor.
    They can outrace you, but the fastest they can go off is turn 3. Turn 3 is your later combo. If you studder or slow down, they will take full advantage of it however.

    Thresh = 35 - 65 their favor.
    They have counters and a fast clock. The SB helps, as you get duress and Defense Grid.
    Post board = 50 - 50

    Solidarity - 90 - 10 their favor.
    You give them everything they want, cards and spells. SB gives you defense Grid, which most likely will not resolve. If it does, combo safely.

    Others - usually good. The main thing to relize is that this deck is mostly here for fun, and I think that it might be able to become a better deck as a whole.

    Goldfish's.

    These were done by hand (NOT MWS) and copied here. I went for the fastest kill possible, ignoring possible FoW/counters/disruption.

    Game 1:

    Hand: Watery Grave, Underground Sea, LED, Brainstorm, Brain Freeze, I. Tutor, D rit

    Keep - you have acsessablity to the magus via mill and the draw 7 via tutor/LED.

    Turn 1: Sea pass
    EOT, brainstorm - Draw: Lotus petal, Brainstorm, I. Tutor - Put back: I. tutor and Brainstorm.

    Turn 2: Draw: I. Tutor.
    Play Watery Grave Untapped: -2 life.
    Play Lion's Eye Diamond
    Play Lotus Petal
    Play Dark ritual (BBB)
    Play Brain freeze (BB) on myself for 9.
    Mill - LED, sea, brainstorm, LED, Magus of the Jar, Sea, chain of V., Corpse dance, LED, Shallow Grave.
    Play I. Tutor, respond by saccing LED for black Getting S. Grave.
    play Shallow Grave, (B) Getting Magus.
    Crack magus. (B still floating.)
    Draw - Petal x2, careful Study, Chain of Vapor, Infernal Tutor, BrainFreeze, Infernal tutor. So here I need to get hellbent to get a kill condition/Draw seven depending on how many spells I acually play or get my storm count up and mill em.
    Play Petal
    Play Petal
    Crack a petal for U.
    Play Chain of Vapor on petal, copy on other petal (Still B floating.)
    Play petal
    Crack Petal for B
    Play Cabal ritual (BBBBB)
    Play Infernal tutor on Petal. (BBB)
    Play Petal
    Crack Petal for U
    Play Brain Freeze for 15 copies.

    Total = 45 off Brain freeze, 7 of Magus, 8 off regular. total left = 0.
    That was an extremely close, but still done, turn 2 kill.

    Game 2. (Last one, G2g soon.)

    Hand - Petal, Petal, LED, Dark rit, Infernal Tutor, Infernal Tutor, Chain of Vapor. -- Mull this, you have a way of getting one piece, but no others.

    Hand - Petal, Watery Grave, BrainFreeze, Shallow Grave, Magus, Brainstorm. - Keep, you have both pieces, and a way to get magus in the yard, kind of.

    Turn 1: Grave (untapped).
    EOT play Brainstorm
    Draw: Careful Study, Sea, Chain of Vapor. Put back Chain and Brainfreeze.

    Turn 2: Draw - Brainfreeze.
    Play Sea
    Play Petal
    Play Careful Study
    Draw Petal, Chain of V.
    Discard Magus, Brain Freeze.
    Play Petal
    Crack both for Shallow Grave. Getting Magus (Here were in pretty poor position, with no mana floating. We need a petal and we have drawn 2. Eek.)
    Crack magus.
    Draw - Cabal Ritual, Careful Study, Careful Study, LED, Dark Ritu, Brainstorm, Sea.

    ... Pass the turn.

    Turn 3.
    Draw - Petal (AHHHG, One card more!)
    Play Sea
    Play: Brainstorm
    Draw: Brainfreeze, Petal, Shallow Grave.
    Put back: Study, Brain Freeze
    Play Petal
    Play LED
    Play Petal
    Play Dark Rit (BBB)
    Play Cabal Rit (BBBBBB)
    So here I could either play the study, which effectifly mills me 2, or just draw 7. With 5 mana in my pool, I want to make sure I am able to recur the Magus. So with LED, 2 Petals, and 5 mana, I feel safe smoothing out my draws.
    Mill - Study, Brain Freeze
    Play Shallow Grave (BBB) Resp, crack LED for U (BBBUUU) Getting Magus.
    Crack Magus
    Draw - Dark rit, LED, Brainstorm, Dark Rit, Infernal Tutor, Watery Grave, Delta.
    Play LED
    Play Dark rit (BBBBBUUU)
    Play Dark Rit (BBBBBBBUUU)
    Play Infernal tutor, resp crack LEd for Black (BBBBBBBBUUU) Getting Infernal Tutor,

    Play tutor, getting freeze. Freeze em.
    Play Brain Freeze. For 39

    Total - 39 (Freeze) 9 (Draws) 14 (Magi)

    thats 62 cards. Enough to mill any deck. GG man!

    Thats that for now, I will add more when I get back or feel the need.



    Posted in: Legacy Archives
  • posted a message on Team OwniFire
    Interesting.

    I can see where your coming from. Maybe something along the lines of 2 port 2 burrows?

    Nother topic: Will un-erratad dreadnaught see play?
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    ... Creatures.

    Generally, creatures that are big.
    like to die.
    assist others.
    Bounce lands.
    give you centaurs

    Get the point?

    I still advocate for the removal of port.
    Time will tell. and Todd.
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    Yeah, that is pretty sick. I personally like the green splash. You still get the Disenchant (Seal of Posomething) and Tin-street, along with Skaarg, if you go that route.

    Please do tell us about the SB choices you want.




    To another argument: Do you like Port in Goblins?
    In testing, its proven to be pretty poor. Would something like Skaarg, rage pits and/or Goblin Burrows. (I know you had to look those up)

    Thoughts?
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    I would try splashing green for sideboard choices and tin street hooligan.
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    For global LD?... no.

    Heres what I used...

    Quote from Eldariel »
    Artifacts
    Chalice of the Void: #1 gun against combo-decks. Can be cast for 0 against fast combo to slow them down enough to give you a fighting chance. You usually mull into one on the play. Also good against Tide-combo, cast at 1. Also amazing against Threshold-like decks when cast at 1. Very versatile and powerful, even if you mostly use it at 0 and 1 due to the lack of acceleration in your manabase.
    Tormod's Crypt: The easiest-to-play graveyard hate card. Since graveyard-focused decks aren't bad MUs and have waned, it has left most SBs, but with Ichorid coming, it might find its way back in. New Threshold-builds have increased resiliency against it due to Tarmogoyf, so it might not be good in that MU anymore, but it used to be solid. Still, since it got bad enough against Threshold to be not worth bringing in, it's arguable whether it's worth playing at all. You can beat most graveyard-decks without and it doesn't help you where you actually need help, so it's a rather weak SB-slot. Still, if you feel the metagame shifts enough towards graveyard, it might warrant inclusion. The 15 cards are very few though, few enough to usually not warrant cards like this.
    Engineered Explosives: A generic answer in multi (2+) colour builds. Takes out anything, but at a high cost. Mostly exists because tokens cost 0, so cast at 0, it kills Empty the Warrens-tokens from the combo-decks. Has other uses, but that's the primary reason some people have actually started running it over more specialized cards. I don't suggest it unless you run 3 colours, and even then it's a tad expensive, but worth mention.
    Pithing Needle: Fallen almost completely out of favour since decks it's good against aren't enough of metagame concerns and not bad-enough MUs, but it hits manlands, Decree of Justice, Rune of Protection: Red, Survival of the Fittest and a bunch of others. Not very good since decks vulnerable to it generally plan against it with artifact-removal and since you're playing the same cards as your opponent, you can't bring it in in mirror. Still, an alternative.
    Umezawa's Jitte: Bad tech for the mirror and aggro-MUs, your guys are too vulnerable to ever wear the fork and you just dilute your already stressed manabase with it. Not worth it, MD or SB.


    Red
    Pyrokinesis: The quinessential tempo-removal spell for the mirror (can often kill 2-3 creatures at once, for free) and extra removal for matches where you feel you need more. Usually played just for the impact in the mirror, other MUs are just bonuses.
    Patron of the Akki: Now, there're lots of cards that are only good against one relevant match-up. This is the opposite, it's good against one specific card, rather than archetype. However, since that card is THE most powerful hate against you and this is a very handy proactive answer to it, and that card is everywhere (we're obviously talking about Engineered Plague), some copies of Patron might warrant inclusion. It's usually not played in numbers greater than 2 since you don't want to **** up your Ringleaders for it and rather not see multiples, but it's a good additional way to fight the Plague, your nemesis.
    Pyrostatic Pillar: Common companion of Chalice of the Void against combo, with a Chalice in play it can be very damaging to combo. This is somewhat obsolete though, modern combo doesn't usually need to cast that many spells to win (Belcher, Empty the Warrens) and those that need (Ill-Gotten Gains-based builds) can still Tendrils multiple times thanks to the aforementioned Ill-Gotten Gains, or if you failed to deal enough damage in time, they can just go off with a 4-mana spell, dealing lethal before they take lethal from Pillar. I suggest against playing it nowadays, although there's little else in Rg. Works much better in decks with burn, especially Fireblast, as if opponent goes low while going off, you can finish them off before they Tendrils for life.
    Red Elemental Blast/Pyroblast: Older inclusion, it's good against Tide-combo, Threshold, some heavily blue control-builds and Faerie Stompy. Against Threshold you have better cards to bring in and Tide-combo is out of favour, so it's only really good against Faerie Stompy, which isn't enough of a metagame concern to warrant specific cards. Mostly not played anymore.
    Thoughts of Ruin: A good mono-red tool to deal with control-decks if there're some causing you trouble. You usually have a healthy amount of cards in hand on turn 4 and you can complement this with Ports and Wastes. Still, it's strictly a metagame call and not a good idea until you expect enough heavy-mana decks. Remember that Goblins are mana-heavy too, which makes this somewhat worse (and which is why you should play over 22 lands).
    Anarchy: A classic sideboard card. Most of your problem cards are white (Silver Knight (+Jitte), Exalted Angel, Parallax Wave, Humility, Moat, Pariah, Rune of Protection: Red...well, you get the point) and this gives you an answer to things you normally can't answer. It's a metagame call and most people scoff at this, rather claiming they can attack manabase strong enough to win before those white cards come to bear. Experiences with white control have shown that to be false often enough to warrant some stuff like this in mono-red builds. Still, mostly you have better alternatives nowadays since this doesn't answer the biggest problem, Plague, and it's fully counterable so any self-respecting control-deck still wins once Humility hits, Anarchy or no. Anyways, if lots of Angel Stompy, Rabid Wombat and such floods your doors, this is a good card.
    Shattering Spree: The best artifact killer usually, used if you fear decks like Faerie Stompy, Angel Stompy, Stax and such that rely on a too-large number of artifacts for Tinkerers/Tin Streets to handle and might have counters to protect them too (this works through Chalices and counters rather easily with Replicate). As a bonus, it wrecks Affinity, but that's a good MU for good builds usually anyways. Might be worth playing as a few-of, but more versatile cards tend to get priority.
    Goblin King: Horrible answer to Plague. Those decks run spot removal too. Bolt King, he's dead as are your Gobs if he's sustaining them. StP King, he's dead, etc. Second Plague, he's dead. No, if you want to run king, run him MD for Mountainwalk, but he doesn't deserve anti-Plague use. He has other uses though, as said, since he gives Mountainwalk and is a decent alphastriker. I usually find myself too low on room to play him anywhere though. You might want to play him against Angry survival-builds and he can occasionally be somewhat handy in the mirror. That's about it though, usually not worth the effort.
    Siege-Gang Commander: Another anti-combo slot, some builds keep extras on the SB to bring 'em in in MUs where you can expect to connect with Lackey. A decent slot, although most combo nowadays is too fast for this.
    Goblin Sharpshooter: A decent threat in the mirror, although he never tends to live long enough to do his stuff, useful against few other decks, but due to his existence, most decks have moved away from 1/1s making him less effective. He's kinda defeated his own purpose. Still, the wide adaption of Empty the Warrens might make a singleton worth it SB or MD with...
    Brightstone Ritual: A new, techy 'answer' to Empty the Warrens that can also be quite good in the Goblin-mirror, powering out early Siege-Gang Commanders and Ringleaders. Very narrow, but since 3 of the 4 present combo-decks play Empty the Warrens as their primary or one of their primary kills, it's pretty good (turn 1, if you get something like 12 mana, you should be able to find a Matron into Sharpshooter, or the Sharpshooter itself, or just win by attacking for lots).
    Goblin Tinkerer/Goblin Vandal: Tinkerer is preffered since he doesn't need to attack. Anyways, if you lack the access to Tin Street Hooligan, this is the best artifact hate you're gonna get. Most builds nowadays maindeck some amount of Tinkerers, but if you don't MD a full set, it's very much worth considering some extras on the SB to bring in. Legacy has too many creatures for Vandal to get through, and Tinkerer can greatly benefit from Warchief's Haste.
    Skirk Fire Marshal: Yet another random specific answer, this time to Worship+Nimble Mongoose or such. Not very good, but funny.
    Goblin Goon: While a Goblin, it's also huge and acts as a decent 'answer' to Plague as it's still a 5/5. Works alright outside it too. Not absolutely horrible, but there're usually more effective answers too. This is more of an MD-answer since it's a Goblin.
    Goblin Pyromancer: For MUs where you need to try to attack out of the blue FTW. Also Wraths in the mirror, but usually dies if that would be harmful for the opponent.


    White
    Disenchant/Seal of Cleansing (can't use Abolish or Aura of Silence due to their restrictive manacost): If it's not MDd, SB it. Great generic answer, one of the prime reasons for splash and one of the prime reasons to prefer green over white; it just got the better Disenchant in Krosan Grip.
    Swords to Plowshares: Like it or not, it's the quinessential White spell in the format. Kills 98.6% of the creatures of Magic dead for W. Not too shabby and gets better with Tarmogoyf. Arguable if it's worth playing in a deck as adept against creatures as Goblins though, but it does help against some of the faster decks, where being on the defensive is the problem. Often MDd too, but I think Disenchant is a more sound call there.
    Jotun Grunt: THE graveyard hate in white. Vialable, a huge body and able to selectively empty all graves, making him a fine answer to Tarmo. Not a shabby alternative if you want to hate on graves, and can be brought in if opponent just utilizes graveyards, as he's also a 4/4 for 2.
    Armageddon: Thoughts of Ruin on steroids, the ultimate answer to control-decks. Still, that would require control-decks being actually played.
    Serenity: A bomb that also answers all enchantment- and artifact-problems. Has to be played a turn early and kills your Vial dead, but wipes out any number of Plagues, Humilities, Lightning Rifts and such while also raping Stax, Faerie Stompy, Affinity and any number of heavy-artifact decks. A huge impact, can be removed while on table which is a slight inconvenience (some bring full sets of Disenchants in for Aether Vial playing aggro. While that's a wrong call, here it might accidentially help the bad players). Very worthy of consideration, especially in addition to Disenchants.
    Leave no Trace: White's mass enchantment removal. Immediate, unlike Serenity, and doesn't cause collateral damage, but doesn't kill artis. Mostly against white enchantment-based control, Enchantress and Plagues. Very solid, the drawback is only relevant against Rifter (doesn't kill Rifts and white enchantments), which sees next to no play, and against Enchantress, where it's still a bomb, so meh. Also kills Pariah, which sees about as much play as Rifter.
    Kami of Ancient Law/Ronom Unicorn: Vialable, beating plague-killers. The only real prob is that they still don't hit multiple Plagues and that they can't do a thing about Humility, one of the few quality-answers to Gobs. Still, vialability and not being dead in the face of no enchantments is pretty useful.
    Shared Triumph: A different approach to beating Plague. Nice since it's proactive, you can cast it on your terms, not waiting 'till Plague, making it better against discard and such. Of course, it's rather narrow, but still a nice pump-card.
    Orim's Chant: Used to be a bad call. Combo has changed and usually you don't lay Chalice at 1 anymore. It's also faster. This card is a potent heir to the throne of Pyrostatic Pillar, if you're in white. It has the bonus of delaying their Warrens-horde by a turn, but more importantly, it can absolutely kill them midcombo. Against Solidarity, this isn't that good (you can still do some tricks by casting it in your upkeep when they can't use Resets, or responding when they're short on mana, but it's hard to do it with a single Chant. Still, they bounce Chalice at 1 before going off usually, so your Chants will be operational at that point. Also allows redeploying Chalice after bounce by trying to clear the way with an upkeep-Chant), but against fast combo, it can cause lots of manaburn and be an absolute wrecking ball. Respond to tutor, or some spell that gives them sufficient storm to cast Empty the Warrens. Abeyance is a distant second, but that extra mana and inability to stop Belcher from being cast really hurts. And cantripping doesn't matter if opponent is already all-in.
    Glowrider: Another approach to beating combo, it can be Vialed in and is also strong against control-decks, but at the cost of being a 3-drop and thus often being too late against combo in an unaccelerated deck. Still, it has an incredible effect when resolved and if you're playing against a deck with only mass removal to kill creatures with, you probably just won the game, especially as their counters got even less playable. So yea, a decent catch-all card, but a tad slow in a Goblin-shell against fast combo of the day.
    Rain of Blades: A bad answer to Warrens, but an answer nevertheless. Funny enough to mention.
    Ray of Revelation: If you by some freak act of God end up Rwg, this is the answer to enchantments, Plague or otherwise. Really though, that should never happen. But yea, if it happens, you've got your answer.


    Green
    Tin Street Hooligan: The reason you play green. The best artifact removal Goblin around. If you don't play full set MD, consider SBing some more for matches where you really want to blow up Vials, Jittes, SoFIs or just Ensnaring Bridges. It's awesome, even with the Warchief-dissynergies (they don't usually come up due to Warchief usually being the first card to die to any of the offending artifacts save Bridge, when you can kill it yourself, and otherwise Warchief letting you just win anyways) and the inability to Vial it in (since the effect is immediate, while it's vulnerable to counters even if you have a Vial at 2, it's immune to removal which is far more important than rare immunity to counters provided by Vial that just happens to be at 2 at the right time). Can't run it out like Tinkerer, but if you play enough, you can afford to use it as a 2/1 for 2, which actually isn't that bad in Goblins where guys are small and high-power blockers can trade with Isamarus and the like.
    Krosan Grip: Awesome. Just awesome. Uncounterable, unrespondable Jitte/SoFI/Cursed Scroll/Humility/Moat/Plague-removal. A bit unwieldy at 3 mana, but being uncounterable more than makes up for that against decks where it really matters. Only thing it's lacking against is Plague as those decks often pack discard and LD and 3 mana is a lot, but at least it still wins through counters against Black Still. Should be in large quantities with few other slots spent on hating Plague more, while this handles everything else.
    Tranquil Domain: The Green Leave no Trace. Kills everything you care about, doesn't hit artifacts or Pariah, but that's about it. A solid anti-Plague slot.
    Ancient Grudge: Sure, you could play it mono-red, but that's pointless. Due to easier colour requirements, this is a more playable artifact kill-spell compared to Shattering Spree. It's still usable twice, but dies to Chalice at 2. Anyway, it's a fine alternative if you fear some specific artifacts. Usually Tin Streets and Krosans are enough though, allowing you to save slots.
    Loaming Shaman: The green graveyard removal, a tad expensive at 3 mana, but at least immediately sweeps a grave and leaves you a nice body. Vialable too. Kinda lacking with Tarmogoyf around, but still a solid surprise and graveyard removal and again, can be brought in against decks that only utilize grave, due to the fact that it beats. And being able to use it as a surprise at an instant speed can be very good for catching Life from the Loam offguard without cycling lands, or for taking out Squee/Anger/Wonder at an opportune moment.
    Sandstorm: I guess I have to mention the Warrens-sweeper. So not worth it, just play Brightstone instead as it's a bit wider and doesn't rely on them attacking with all, but I just had to mention it since it's so funny to sweep in green. Heck, I'll mention Simoon in the same sentence. One-sided Wraths FTW! If it only dealt 2, it could actually be good...


    Black
    Cabal Therapy: The prime reason to play Black, in a deck with so many expendable creatures, you can often get a lot of mileage out of it, especially if you're intimately familiar with many rogue-decks and have good face-reading skills to hit cards earlier than you really should. But yea, a very solid anti-combo card that just happens to take out Plagues from hand too (if MDd).
    Duress: Company for Therapy against combo to disrupt them into oblivion. Reveals hand, picks a card. Useful.
    Dralnu's Crusade: Classic answer to Plague. Doesn't do much else besides making your guys able to kill pro-reds, which never hurts, but yea, mostly counteracts Plague and is an awesome pump-spell. Of course, a tad expensive (compare to Shared Triumph), but meh.
    Extirpate: Somewhat useful against some combo-decks and much more solid graveyard hate against Loam-decks and Ichorid than Crypt. Also useful against control-decks. Kinda handy.
    Leyline of the Void: The ultimate in graveyard-hate. The problem is, that's all it does and is often a dead draw. Anyway, if you need heavy duty graveyard hate (like against Hulk Flash), Leyline is your card. It's even playable outside black builds, but it's always nice to be able to hardcast it. Crypt is just getting outgunned nowadays by graveyard strategies, so Leyline is the next step. Still, kinda too specialized, I prefer Extirpate.
    Terror: Well, a decent removal-spell for 'Goyf and the like. Kinda hard to fit, but the white 'StP'.
    Diabolic Edict: A different white StP. This one hits untargetables and everything, but lacks when it comes to opponents with one big creature and a swarm of smallers. You tend to want neither MD.
    Dystopia: Yes, it costs BB. I'm only listing it here, since in Rb, it's the only real way to answer white problem enchantments (outside...like Nevinyrral's Disk) and it happens to be hugely powerful against white-based aggro and anything with green in it (including Threshold). Still, costing BB does suck and means you prolly have to go completely RB in your manabase, making it bad against Wasteland, but the option is there to stop such cards in RB. Basically, if you can support it, it's awesome, but chances are you can't.


    Blue
    Stifle: Somewhat handy against combo and kills fetches. More MDable than SBable though.
    Fire/Ice: Useful, if not that powerful. Taps blockers for Lackey to get through or burns Joblins. Blue doesn't seem worth it without going Fishy and dropping Ringleader, allowing for Brainstorms, Dazes, etc.
    Echoing Truth: A fine answer to Empty the Warrens, a fine blocker-remover and a nice card to give you a window of opportunity against troublesome enchantments. All in all, a very versatile card and a decent answer to EtW to boot.


    Basically, you'll want your SB to compose of:
    Anywhere from 4 to 15 (depending on your MD and SB configuration) combo-hate cards, 3+ cards for the mirror (unless your MD should be favoured there) and 4+ anti-Plague cards. Those are really the only things you really have to have a plan for. Outside that, what suits you and what you expect. Of course, if you expect no combo, drop those slots, if you expect no mirror, drop those slots and if you expect no Plagues (WTF, I wanna play there), drop the anti-Plague tech. Also note that you should try to overlap those as much as you can to fit it all in 15 slots and save space. I personally wouldn't leave home with any less than 7 anti-combo cards if I was serious about actually winning there against fast combo, but if you have MD Therapies or such, you can get by with less.

    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    so 7 slots.

    4 Tremor - Combo Summer! TES and Belcher are viable decks that support that card as main kill condition.

    3 Thoughts of Ruin - Can you say board position? I can, and Goblins often has it. High mana cost sucks, but after getting relevant board position and then wrecking their mana base is quite harsh.
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    Yeah, belcher is very good. I have been testing CRET version, but I have found the card disadvantage of Chrome mox to be pretty harsh. I have been liking the Burning Wish to give LED a second use and not randomly discard my tutored card. (Gamble).

    I feel that stax needs a reliable sweeper to stop that early assult that it gets the turn before a Trinisphere or Wastland reccursion.... Something like Powder Keg? I mean, I guess that does screw up your mox's/whatnot, but its pretty good at killing goblins that recently left warrens and goblins that want to help others into play.

    Maybe even Bloodfire Dwarf. Hes cool.
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    Fatal and TeamDestruction are backkkkkkk!!!

    So we will be playing some legacy.

    Any thought on it? I think that Deed is better, and hand disruption is quite powerful. Prehaps splashing green into Pox?

    @ mods.: i know this is double posting. Do whatever, just thought it was important and a topic-starter.
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Share the Nightmare!
    My most recent one was when we were in an airport termamal and for some reason my mom's friend changed a setting in the termanal (Like switch on the side) and we were all arrested for it.

    Jeez, I hate how wierd they are. But the airport setting in mine is understandable, simply because I almost took down a plane (Emergency Landing thing). :)... If anyone wants to know that, PM me or show me a place to post.
    Posted in: Talk and Entertainment
  • posted a message on Team OwniFire
    I know he was in there, I was just considering cutting some of the black 1 drops. and maybe a Isamaru. I too think he needs to revise the counter suit, if have more than daze/Fow. I still think Stifle needs a place in here.

    EDIT:
    JOTUN GRUNT FTW.
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    Disrupt only affects instants/sorceries.

    I think your overkilling on 2 powered one drops, not going for a more fish like approach. Fish is more a meta deck that can rapidly beat face. For example, your forgetting Meddling Mage. Thats a good card son.

    You also need some meta cards. I was thinking Stifle, for the very popular storm and combo, and can stop deeds I guess.

    Not quite sure where to go from there. I think that Bob could be good too, maybe totally worth the splash?
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    My bad, it double posted. Due to me.
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Team OwniFire
    I would talk to erik on that, he was brewing up a leg. one.

    I did get some new sharpies tho, so my Ichorid will be altered at least. Plus, I got some new Bazaar proxies.
    Posted in: Deckbuilding/Playtest Groups
  • posted a message on Fatal GFX
    To all waiting for a banner/avvy. He is away for another week+. Please be patient.
    Posted in: Avatar & Sig Shop Archive
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