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  • posted a message on Want to make UG Competitive
    I'd play less tidings and more garruks, they will win games for you. Tidings is good and all, bu I think you already have a lot of draw with jace and 5 mana is a lot for this deck to lay down for something that won't affect the game immediately.
    Posted in: Standard Archives
  • posted a message on Bant Deck Unit-01 (Test-Type)
    I like the new build but I do miss the mycoid shephards, but that's just because they're one of my favorite cards in ARB.
    Posted in: [ALA] Shards of Alara, Conflux, Alara Reborn
  • posted a message on Bant Deck Unit-01 (Test-Type)
    I like the deck, especially the idea of the toolbox. I'd like to know how well the toolbox actually operates though, considering you need both black and red for the 'mancer and jund charm. The process of finding the mana, playing the mana, and finally playing the spell is pretty intensive and may take too long to be really affective. Also, you really need to play armillary sphere if you expect this plan to work, because the way the list is right now you need to draw both an exploding borders (or a wargate) AND one of only 4 basic lands. If you DO hit those basic lands early on they WILL hinder you from playing your actual business spells (especially first game). You also need to play 1-2 more lands if you expect the deck to run smoothly with the high mana costs and the speed bump mountains and swamps. The only spells in the MD under 3 mana are path and pridemage, which will make this deck a little slow on the play considering it's not really a control deck. Consider adding noble hierarch or more 2 drops to compensate.
    Posted in: [ALA] Shards of Alara, Conflux, Alara Reborn
  • posted a message on The three best decks in ABC
    Quote from Bishie_Boy
    Well, your lack of reading comprehension shows. Read my whole post. My point was why OFF-COLOR Borderposts, there's 2 more slots for the on-color Mistveins. If White Mana is so much of a concern, swap 2 Islands for a 3rd and 4th Arcane Sanctum (or 2 Islands for 1 Sanctum and 1 Plains). With those changes, the manabase also becomes much more stable.

    In short, my criticism is that these decks lack BASIC things, one lacks very simple logic in the manabase (I'm not even going to get into the card choices themselves), and the other lacks, well...

    :symb::symr:-anything should be running 4 Anathemancers, whether in main or in side. They utterly thrash most 3+ color decks, which most decks are. (The only reason Esper gets away with it is because it can justify running Borderposts with its Artifact theme, but still isn't a terribly good deck.)

    Case in point, look at the 1st deck itself... only 9 basic lands, with 16 nonbasic. (Given the mana curve of the deck, 25 lands really isn't even necessary, so that's just bad construction too.)


    I think maybe you need to calm down and take a deep breathe on your inhaler so you can think clearly. Nobody is attacking you so try not to act like it. As for the mistveins and the wildfields, it's obvious that neither are ON COLOR, the creator is just trying to have a clean split between W and U producing borderposts because black is NOT needed for any card int he 75. I agree that anathamancer is a bomb card against a lot of decks but if you try to wrap your brain around the possibility of alternatives then you can begin to see that maybe the creator was expecting to see more decks with borderposts and Vithian Renegades is good against that while anathamancer is not. Anathamancer is a great card hands down but I do believe the creator was justified in not having them in his SB because of his other card choices, which there are obviously reasons for.
    Posted in: [ALA] Shards of Alara, Conflux, Alara Reborn
  • posted a message on [ARB] visual spoilers and other "fan-made" spoilers, software patches, etc
    Is there any ARB path for workstation yet/in the making?
    Posted in: The Rumor Mill
  • posted a message on Bleu Blanc Noir
    If you really want to protect your combo I would suggest putting infest in the SB and replacing it with countersquall. Obelisk is unnecessary and should be cancel. Protomatter powder is an interesting idea but I would cut them down to 2 or 3 to make room for more cancels. Ranger of eos should be upped to 2. I also have a feeling that inkwell leviathan is going to win for you half the time without the life combo. I think this is a little bit fragile to be really good because anyone with a Path to Exile or any type of removal that can pop a Deathgreeter can kill the combo and you would need at least 8 mana to play sharuum AND countersquall to stop that from happening. The problem with this is that path costs 1 mana, magma spray costs 1 mana, agony warp costs 2, etc and every deck (pretty much every deck) packs some cheap creature kill that just makes your combo do nothing. I think you'd have better luck focusing on reanimating big artifact creatures if you're looking for a real winning plan.
    Posted in: [ALA] Shards of Alara, Conflux, Alara Reborn
  • posted a message on [Official Thread] R/B Blightning
    Does kederekt parasite really work for you with only 8 cards it can ever work off of? Unless someone draws during your turn of course, then it can trigger off of your hellspark and hell's thunder, but with only outlander and remains it doesn't seem like the parasite would work enough, not to mention its just a 1/1. If you really need a 1 drop creature I would suggest deathgreeter or bloodhall ooze. Deathgreeter could be good because 8 of your creatures have to go in the graveyard right away if they aren't path to exiled on the spot and it would probably give you a pretty good life advantage if it got to stick in the mirror match. The only reason I suggest bloodhall ooze is because your land base makes it easier to play on turn 1 (9 mountains > 7 swamps) and you have 11 creatures it could potentially trigger off of. That's just my two sense but in the end I would suggest replacing the parasites with something like bone splinters or another kill card.
    Posted in: [ALA] Shards of Alara, Conflux, Alara Reborn
  • posted a message on [Official Thread] 5-Color Control
    Anybody else tried out Worldheart Phoenix at all in this deck? I played 1 copy for a little while and I actually like it. Against aggro it's a constant wall and against 5C they have to remove it from the game or it just becomes your win condition.
    Posted in: [ALA] Shards of Alara, Conflux, Alara Reborn
  • posted a message on [Official Thread] 5-Color Control
    Quote from rath665
    Seems like if I dropped this card, my opponent would just blow the path thats been clogging his hand all game....

    Come to think of it, the same can almost be said for the Broodmate, but at least it forces two...


    True but you can't always count on them having the PtE and if adjudicator does stick it can really make a mess of things by blowing away most creatures and neutralizing O-rings. Yes, it does tend to die kinda quickly if you can't protect it, but if you can protect it then it can do you a lot of good.
    Posted in: [ALA] Shards of Alara, Conflux, Alara Reborn
  • posted a message on [Official Thread] 5-Color Control
    So has anyone tried out Ethersworn Adjudicator out yet? I play 2 in my list and I love it everytime I see it, and it's definitely a must remove cad for most decks.
    Posted in: [ALA] Shards of Alara, Conflux, Alara Reborn
  • posted a message on UBW (esper) Artifact Synergy/Control
    Oops, it was three cards short and those 3 cards were ***s, fixed it though. As for all those AGGRO cads like strix, sculptor, master of etherium, etc; they don't fit into this build at all. I'm not playing enough artifacts to utilize cards like sculptor and master in a good way, so I'm just leaving those out of the picture. The artifacts are all based around card advantage and synergy that helps with that. Getting a capsule back with a sanctum gargoyle is pure CA, and that's the only reason I play this deck.

    Sculler is an idea, and I've thought about it before posting, but I don't think it would work all that well in this deck. I might sideboard it for control MU's but I think in the current maindeck it would be sub-par.
    Posted in: Standard Archives
  • posted a message on UBW (esper) Artifact Synergy/Control
    Nothing at all huh?
    Posted in: Standard Archives
  • posted a message on UBW (esper) Artifact Synergy/Control
    So I've been working on this deck for a few days now on workstation. Right now it works fairly well, but I wouldn't call it competitive yet.



    Basically the deck has a pretty good draw suite with the capsule and the artifact recurring creatures. Sanctum Gargoyle and Sharuum can provide a lot of CA. Ultimatum is in there because I was tired of losing games I should have won easily just because the other player managed to resolve an ultimatum on me. I'm just looking for some opinions, some ideas. The deck is NOT an artifact aggro deck. I'm not going to play master of etherium or anything like that.
    Posted in: Standard Archives
  • posted a message on 24removal.dec
    You play creatures with shroud or win without creatures.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Quick n' Toast
    Quote from Knowledge
    Thats a big no IMO, Puppeteer Clique isnt as good as it was now that we play 5-8 Condemn effects.
    VS MM i suggest Negate, Nucklavee, Jace and Ultimatum.


    I don't think that's a good enough reason to not play Puppeteer Clique. If you take a thresher or a broodmate dragon or w/e, you're attacking with that, not the clique, and if they want to waste a bant charm or a condemn on the clique the turn after you play it or on the creature puppeted, then happily let them. Don't run finks, people play condemn now! OMG
    Posted in: Standard Archives
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