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Apr 14, 2018So UR Prowess has a decent available mana-base, a lot of cantrip and many prowess creatures. In fact, Soul-Scar Mage, Spellweaver Eternal and Adeliz, the Cinder Wind are Wizards. This means with Adeliz out for EACH spell you play, you essentially get +2+2. This is great and a powerful mechanic to build a wizard deck around.Posted in: Standard Archives
Let's look at the wizard core. (12)
4 Soul-Scar Mage
4 Spellweaver Eternal
4 Adeliz, the Cinder Wind
Pieces to Test
Baral, Chief of Compliance (Yes he is a wizard and a cost reducer. It is arguable whether he is quick enough.)
Fervent Strike (Haste and first strike is good. Does not include trample however.)
Spell Pierce (A strong way to protect creatures)
Unwind (May actually net mana with Baral out)
Enigma Drake (Not a wizard but gives long game maybe?)
Cartouche of Zeal
I think the initial weakness of this deck archetype is instant speed targeted creature removal like Fatal Push or Seal Away. Also a well timed Settle the Wreckage could be brutal. I am also wondering if Spellweaver Eternal is even worth it as it cost a blue mana. Being able to run as many red sources as possible seems crucial to chain spells together.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures (20)
4 Bomat Courier
4 Soul-Scar Mage
4 Ghitu Lavarunner
4 Adeliz, the Cinder Wind
Non-Creature Spells (16)
4 Consuming Fervor
4 Renegade Tactics
4 Crash Through
4 Warlord's Fury
4 Wizard's Lightning
Planeswalker Spells (4)
2 Jaya Ballard
2 Chandra, Torch of Defiance
4 Sulfur Falls
4 Spirebluff Canal
This is the list I will be play testing soon. The general idea is I drop an Adeliz, with hopefully 1 or 2 other creatures and chain red cantrips together. I don't know if the damage is large enough to justify the cantrips but it's worth trying.
Jan 7, 2018My list is here. This can goldfish as soon as turn 4. The Buccaneer's Bravado is really nice and reminds me of Temur Battlerage with the Captain Lannery Storm pumping himself with treasures. I think there should be more one drops, yet the black is just a splash. Kari-Zev can probably go down to 2 copies, along with Dire-Fleet Poisoner to add 2 more 1 drops. The Treasure Map is surprisingly effect to sink mana into mid-game to get that final victory push.Posted in: Deck Creation (Standard)
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures (30)
4 Captain Lannery Storm
3 Kari Zev, Skyship Raider
4 Rigging Runner
4 Dire Fleet Captain
4 Kitesail Freebooter
4 Daring Buccaneer
3 Dire Fleet Poisoner
4 Ruin Raider
4 Treasure Map
4 Buccaneer's Bravado
4 Dragonskull Summit
4 Canyon Slough
4 Unclaimed Territory
Aug 27, 2017Fraying Sanity and Fleet Swallower is essentially a two card combo in standard to mill an opponent.Posted in: Standard Archives
I am thinking of what would be the best shell around assuming a playset of each piece.
There are a few possibilities I am considering.
1) Izzet colors with Cathartic Reunion and Tormenting Voice for deck filtering.
2) Blue with God Pharaoh's Gift and Minister of Inquiries with an Master of Wits digging shell.
3) Scarab God control. I could see a shell of 3-4 Scarab Gods, 3 Fleet Swallower, with 4 Flaying Sanity and a lot of removal..That way you can recur what your opponents mill and use their deck against them. This idea seems to be the most fun to brew.
Jul 13, 2017Posted in: Standard Archives
I've been playing this online on xmage fairly often. The new versatile cards are great. Abrade, Supreme Will and Doomfall are all very, very good. They allow you to prioritize card efficiency and Goblin Dark Dwellers being able to recur them is great.
I am wondering how you all go about building Grixis Control? Being able to Dispossess Blue Gearhulks is a game winning play.
Jul 11, 2017I think the Scarab God is great... What I would consider doing is utilizing Never // Return and From Under the Floorboards. Being able to kill someone's hitter with Never, reanimating their creature with the Scarab God, then later creating zombies with Return seems really synergistic. I could see Liliana, the Last Hope seeing some use in this strategy too. The synergy between Yahenni's and Liliana is strong as well.Posted in: Standard Archives
Jul 11, 2017I was thinking of using something with Hollow One as well.Posted in: Standard Archives
Vampires seems to have an 'okay' core.
- 4 Falkenrath Gorger
- 4 Olivia's Dragoon
- 4 Stromkirk Condemned
- 4 Heir of Falkenrath
- 4 Shadow of the Grave
- 4 Claim // Fame
This way you could beat face, then drop Hollow One cheap. I think with standard the way it is with so much mass removal this wouldn't be terribly effective. Though I do think there is something with the Hollow One + Emerge somewhere I can't wrap my mind around how to build it. Also FYI, Traverse the Ulvenwald may in fact be a tutor for silver bullets with a strategy such as this.
- 4 Falkenrath Gorger
May 15, 2017JamesPrzytul posted a message on Copying a spell like cull the weak/sacrifice/burnt offeringThank you and awesome!Posted in: Magic Rulings
May 14, 2017JamesPrzytul posted a message on Copying a spell like cull the weak/sacrifice/burnt offeringCulling the WeakPosted in: Magic Rulings
I checked the gatherer no luck..
If I copy a spell with an additional cost such as culling the weak, it would copy the spell but add 0 additional black because I still need to sacrifice a creature to have the BBBB correct?
May 1, 2017I believe it's a combination of two things easily correctable. One is planeswalkersby themselves snowball and not easy to remove. --> good against control.Posted in: Magic General
The other is removal is much weaker than creatures. So I feel when removal improves up to the level of creatures control will exist again.
Planeswalkers will exist and still be a challenge to remove. I believe they are a net boon to aggressive-anti control strategies. They should be hard to remove as they are iconic. They do help control snowball as well but inherently make creature based aggro strategies a solution.
What I would propose is removal swings on line with power of creatures.
The issue with planeswalkers however is they are 1) easier to protect with control 2) easier to snowball with control 3) easier to draw with a control strategy
What I would propose which wizards has not yet announced (they announced increasing power level of creature removal) is increasing the probability to draw planeswalkers for aggressive strategies above control.
When this creature comes into play you may search and put this planeswalker type on top of your library.
When this creature comes into play you may reveal the top five cards of your deck and put a planeswalker into your hand. Put the remaining revealed cards on the bottom of your deck in any order.
Really I think creature tutors for planeswalkers are the way for aggressive strategies to be on line with control. When control has removal to keep aggressive strategies at bay.
Furthermore with Planeswalkers being iconic, this will allow the timmy/big creature player to draw and play their new iconic, flashy Nissa/Gideon/Jace more often.
Apr 26, 2017During sealed I used Insult///Injury and it was effective. Basically it turned everything out into double damage. It may be useful as an end game alpha strike card.Posted in: Standard Archives
Finishing off an opponent with a Dynavolt Tower + Chandra +1 for 10 damage off of an Insult / Injury sounds fairly good.
Here is what I am thinking a mono red deck could look like...
4x Chandra, Torch of Defiance
4x Insult / Injury
4x Dynavolt Tower
4x Harnessed Lightning
4x Tormenting Voice
3x Unlicensed Disintegration
4x Walking Ballista
3x Bedlam Reveler? (Some other finisher? Collective Defiance?)
4x Spire of Industry
4x Aether Hub
4x Canyon Slough
4x Harsh Mentor
3x Sweltering Sun
3x Release the Gremlins
I like the fact that even if the Insult / Injury spell is countered you get to play Injury after with Aftermath.
Apr 4, 2017Consider this. Late game, you are stalled out and so is the opponent. You reach an attrition war. Your hand had 2 lands, 2 removal spells and a draw spell. You drop this guy. On opponent's turn you have a potentialPosted in: The Rumor Mill
5/5 blocker, card draw engine that can double as a potential finisher. This value in this card is the versatility. I think it'll be good. it triggers revolt.
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