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  • posted a message on what are all the things that DON'T go on stack?
    Special actions such as unmorphing do not use the stack. please note that any resulting triggered abilities DO use the stack, but the act of flipping a facedown card faceup does not use the stack
    Posted in: Magic Rulings Archives
  • posted a message on Wild Defiance + Spellskite
    You are correct with with 2 spellskites bouncing off each other for triggers, but with a single spellskite targeting something since there is no changing of targets spellskite doesnt "become targeted by spell"
    Posted in: Magic Rulings Archives
  • posted a message on Protection against Exsanguinate in W/R?
    Mana Tithe is something that almost noone will expect, and you have atleast a few games with that card before people start leaving 1 open for their exxsanguinates/genesis waves and whathave you
    Posted in: Commander (EDH)
  • posted a message on What are some good RWU Enchantments to donate?
    Hello I'm trying to build a Zedruu the Greathearted Enchantress deck because i've always looked for an excuse to use Wild Research and i'm looking for some good enchantments that provide beneficial effects without caring what side of the board they're on like Oblivion Ring

    I know about bad things that i can give opponnets that they wouldnt want Pyromancers swath, Celestial Dawn and such, but i'm wanting beneficial effects that help everyone to draw heat off me while i'm drawing cards off Zedruu's ability
    Posted in: Commander (EDH)
  • posted a message on skillful lunge
    Quote from hswfyr
    me and my opponent both have vanilla 2/2s. i know he wants to trade. if im trying to play around skillful lunge, can i wait until after the first strike damage step, and then giant growth my guy?



    You could IF there is another creature in combat that has already dealt first strike damage. Normally the last chance to play combat tricks with effect on combat is declare blockers step, but if there is first strike damage being dealt in some fashion you will get prioirty between it and regular damage. a creature gaining first strike after first strike damage has been dealt will still deal damage so long as it didnt already deal combat damage.

    in essence if first strike damage is being dealt in some fashion in combat you will have a chance to play around the first strike granting bonus of skillfull lunge but if there isnt already first strike damage being dealt there is never a first strike damage step.

    First strike damage step is skipped unless a creature with first or double strike is in combat dealing damage



    I'm really sorry if i explained this in a terrible manner, i'm not good at extrapolating my thoughts into words
    Posted in: Magic Rulings Archives
  • posted a message on [Stories] Plays that make you say "PWND!"
    I know i've done it several times with different first strike guys for value but last night Rebukeing my own Thalia, Guardian of Thraben after first strike damage to flip Thraben Sentry for lethal made me feel good
    Posted in: Limited Archives
  • posted a message on Home rules/ quirks about your edh playgroup?
    Quote from MissilePenguin
    Obliterate is banned for the same reason Upheaval is banned. Other Armageddon effects are frowned upon, but since Oblit cannot possibly be stopped we ban it..



    Just want to point out that Time Stop and Mindbreak Trap both stop Obliterate and Venser, Shaper Savant can delay it
    Posted in: Commander (EDH)
  • posted a message on Commander/Pauper in magic online
    50 Dollars could definitly make a good Pauper Goblins Deck
    Posted in: Other Formats
  • posted a message on Shirei, Shizo's Caretaker-my deathless 1/1 army
    I love Shirei alot and your list is quite nice except for a few exceptions like bone splinters and hovermyr.

    a few cards I'd suggest only because I love staxy stuff is Braids, cabal minion, Kuon, Ogre Ascendant and Possessed Portal because you have fodder for days, and most everyone else doesn't.

    mostly for lulz since it's such a terrible card everywhere else in magic but with Shirei and a sac outlet Chimney Imp is quite the abusive denier of the drawstep, leaving your opponent to either have an answer immediatly or never get out of it.

    Pawn of Ulamog gives you additional value out of all your dying dudes, since everyone loves more mana and warm bodies.

    Workhorse is another great in shirei, terrible most places card, giving you a large body that can attack as well as be shirei'd back over and over. the ability to feed Pentavus every turn is not to be underestimated

    Sorceress queen is an ok card that can mess with other peoples stuff or make any of your larger than 1 power guys weak enough to be bought back with shirei.

    Butcher of Malakir- Gravepact is awesome, flying gravepact is also awesome

    Marsh Flitter gives you another 1/1 that let's you swarm your opponent with tokens.

    Heap doll gives you pin-point graveyard hate as well as super synergy with scarecrone for extra cards each turn.

    Helm of Possession is just a personal favorite of mine but when you have sac fodder for days you might as well use it to feed out of color things like creature jacking

    Nether Traitor gives you another 1/1 that doesnt stay dead without shirie out alongside reassembling skeleton so you can still feed your sac abilities if shirei get's tucked.

    Genesis Chamber affects everyone, but you'll have a pile of dudes etb every turn so you get much more use out of it.

    Blinkmoth Nexus, Inkmoth Nexus, and Spawning pool are all manlands that become 1 power creatures so Shirei will return them if they die to feed your sac outlets or chump blocks or something. The ability to poison somebody to death with inkmoth in an infinite life scenario is also nice to have.


    Also just pointing it out since alot of people dont seem to realize it but Shirei will bring back ANYTHING on the condition that it was a 1 or less power creature when it dies. Doing something like using Karn, Silver Golem to animate an Oblivion Stone that you use Sorceress queen to turn into a 0/2 then assuming Shirei survives in some fashion whether it be fate counter or indestructability the stone will still come back end of turn since it was a 1 or less powered creature when it was put into the graveyard.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [Primer] MartyrProc (12/2011 - 12/2014)
    Quote from germanturkey
    can someone explain to me why we run flagstones of trokair? like i get you can get a plains with it, but if you're running mono white, there's no purpose right? you fetch the godless shrine with it if need be, and that's it?



    Flagstones is a great land because when it dies you're not just fetching a basic plains, but a Mistveil Plains which enables rebuys on squadron hawks by putting dead hawks on the bottom to be tutored again


    in addition to that it provides inbuilt smallpox protection, and mostly as an etb untapped land that produced colored mana you are very rarely going to be screwed over by it.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Stories] Plays that make you say "PWND!"
    Not so much a play but I noticed my opponents deck was suddenly 5 cards larger game 2 and they mulled a few times to presumably find Lost in the woods so i mulled to 0 and they had no way to kill me so I won by waiting for them to eventually deck out
    Posted in: Limited Archives
  • posted a message on [Q+A] What do they mean fish, rock, etc.??
    Here's what I know.

    the name "Rock" comes from a green black deck featuring Deranged Hermit being called The Rock and his millions in reference to the wrestler, as the first time green and black were featured together in a successful deck people just stuck to calling every similar colored deck Rock for short.

    "Fish" decks are decks featuring small creatures and disruptive elements. the name hearkens back to the original fish decks which were Merfolk decks that had small creatures backed up by countermagic to keep their opponent off kilter while killing them.

    "Tron" decks refer to big mana decks featuring the urzatron, the colloquial name for having the set of Urza's Mine, Urza's Tower, andUrza's Powerplant on the battlefield to produce multitudes of mana.

    "Rug" is a common name for the three color combination of Red, blUe, and Green

    "Bug" is a common name for the three color combination of Black, blUe, and Green

    "Junk" is a name for black white and green decks, I dont know the history behind that name though sorry

    "Esper" decks are decks featuring blue white and black named for one of the Shards of Alara

    "Jund" decks are red, black and green decks named for one of the Shards of Alara

    "Bant" Decks are blue, white, and green decks named for one of the Shards of Alara

    "Grixis" decks are red, black, and blue decks named for one of the shards of alara

    "Naya" decks are Red, green, and white decks named for one of the shards of alara

    "Boros" decks are decks featuring Red and white named for one of Ravnica's ten guilds. unlike the shard names only Boros ever really caught on as a popular name for that color combination with "Izzet" being the red blue guild sometimes being used
    Posted in: Magic General
  • posted a message on Gauntlet of Power + Urborg
    The way Gauntlet and Urborg would work out in edh is every player without a black color identities basic lands would be tappable for either its normal mana or 2 colorless. they tap the swamp (because of urborg) for two black but because of their generals non-blackness the two black is replaced with two colorless instead
    Posted in: Magic Rulings Archives
  • posted a message on Summoning sickness? but a creature wasn't summoned.
    All permanents have summoning sickness but the only thing it stops is creatures attacking or creatures using abilities with a tap symbol in the cost.

    If your opponent just played Inkmoth Nexus they are able to tap it for mana immediatly, but if they activate it since it's a creature and it just entered the battlefield that turn it will not be able to attack or tap for mana
    Posted in: Magic Rulings Archives
  • posted a message on [DKA] DailyMTG Previews 1/16: Mikaeus, the Unhallowed, Flayer of the Hatebound
    Quote from Demagogue
    -1/-1 Counters actually remove +1/+1 Counters and vice versa now, this was implemented in Shadowmoore I think.



    Timespiral actually it's just Shadowmoor was the first time there were -1/-1 counters done for it to come up after tpf
    Posted in: The Rumor Mill
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