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  • posted a message on makenfunny's ALL COMMONS cube (Post # 86 with Worldwake thoughts)
    I would also pose this quandry... what is "aggro" in a highlander 8 man draft?

    How many slots should be 1 drop creatures, 2 drops, etc?

    How do control cards like Flood, Capsize, or 5+ pingers affect the health of aggro?
    Posted in: Cube Lists
  • posted a message on makenfunny's ALL COMMONS cube (Post # 86 with Worldwake thoughts)
    Cleaned Up and Finished

    ~Green~
    1cc
    Thornscape Apprentice
    Spore Frog
    Ana Disciple
    2cc
    Tangle Asp
    Thallid Shell Dweller
    Sakura Tribe Elder
    Thornsweald Archer
    Silhana Ledgewalker
    Matsu Tribe Sniper
    Mire Boa
    3cc
    Yavimaya Elder
    Fierece Empath
    Civic Wayfinder
    Lone Wolf
    Simian Grunt
    4cc
    Krosan Vorine
    Greater Mossdog
    Blastoderm
    Penumbra Spider
    Kavu Primarch
    Wickerbough Elder
    Nantuko Vigilante
    5cc
    Gorilla Beserkers
    Beacon Behemoth
    Giant Dustwasp
    Nath's Elite
    Spitting Gourma
    Battlefield Scroungers
    Game-Trail CHangeling
    Spike Colony
    Mosstodon
    6cc
    Durkwood Baloth
    Treespring Lorian
    7cc
    Havenwood Wurm
    Krosan Tusker
    Jungle Weaver
    1cc
    Thrill of the Hunt
    2cc
    Sprout Swarm
    Gleeful Sabotage
    Earthbrawn
    Evolution Charm
    Predator's Strike
    3cc
    Kodama's Reach
    Wildsize
    Journey of Discovery
    4cc
    Monstrify
    Gloomwidow's Feast
    Acorn Harvest
    Elephant Ambush
    No 5's
    6cc
    Sylvan Bounty

    ~White~
    1cc
    Goldmeadow Harrier
    2cc
    Starlight Invoker
    Field Surgeon
    Augur il-Vec
    Angelic Wall
    3cc
    Lightbringer
    D'Avenant Healer
    Aven Riftwatcher
    Auramancer
    Wispmare
    Kabuto Moth
    Defender of Law
    Benalish Lancer
    Burrenton Bombardier
    Soltari Visionary
    Skyhunter Prowler
    Benevolent Ancestor
    Troubled Healer
    4cc
    Rune-Cervin Rider
    Foriysian Interceptor
    Teroh's Faithful
    Aven Liberator
    Guardian of the Guildpact
    Sanctum Gargoyle
    Heavy Ballista
    Knight of Sursi
    Spirit en-Kor
    Coalition Honor Guard
    Ballynock Trapper
    Castle Raptors
    5cc
    Daru Lancer
    no 1's
    2cc
    Angelic Renewal
    Momentary Blink
    3cc
    Floating Shield
    Orim's Thunder
    Oblivion Ring
    Blinding Beam
    Solemn Offering
    Radiant's Judgement
    Dismantling Blow
    Cessation
    Marshalling Cry
    Embolden
    Prismatic Strands
    4cc
    Faith's Fetters
    Cenn's Enlistment
    Breath of Life
    Resounding Silence
    Abuna's Chant
    5cc
    Gleam of Resistance

    ~Blue~
    1cc
    Stormscape Apprentice
    2cc
    Looter il-Kor
    Fathom Seer
    Stonkbrook Angler
    WAterfront Bouncer
    3cc
    Thalakos Scout
    Shaper Parasite
    Drift of Phantasms
    Dream Fighter
    Man-o-War
    Wormfang Drake
    4cc
    Sentinels of Glen Elendra
    Stinging Barrier
    Ninja of Deep Hours
    Breezekeeper
    Tolarian Sentinel
    Crookclaw Transmuter
    Shirmmering Glasskite
    5cc
    Illusionary Wall
    Mulldrifter
    Infiltrator il-Kor
    Tidewater Minion
    Helium Squiter
    Whip-Spine Drake :EDIT:
    6cc
    Aethersnipe
    7cc
    Errant Ephemeron
    8cc
    Slipstream Serpent
    1cc
    Flood
    Ponder
    2cc
    Jilt
    Arcane Denial
    Impulse
    Miscalculation
    Courier's Capsule
    3cc
    Oona's Grace
    Rhystic Study
    Exclude
    Undo
    Consign to Dream
    Reality Acid
    Probe
    Rushing River
    4cc
    Ocular Halo
    Flight of Fancy
    Deep Analysis
    Mystic Restraints
    Choking Tethers
    Mystical Teachings
    5cc
    Traumatic Visions
    Xcc
    Condescend

    ~Black~
    1cc
    Carrion Feeder
    Shadow Guildmage
    2cc
    Skinthinner
    Erg Raiders
    3cc
    Cabal Torturer
    Skittering Horror
    Moonglove Changeling
    Organ Grinder
    Trespasser il-Vec
    Smokespew Invoker
    Orzhov Euthanist
    Cinderbones
    Stinkweed Imp
    Phyrexian Rager
    4cc
    Carrion Ants
    Faceless Butcher
    Viscera Dragger
    Phyrexian Debaser
    Grave Scrabbler
    Dimir House Guard
    Mortipede
    5cc
    Sootfeather Flock
    Warren Pilferers
    Zombie Boa
    Okiba-Gang Shinobi
    Zombie Cutthroat
    6cc
    Twisted Abomination
    Corpulent Corpse
    1cc
    Tortured Existence
    Unearth
    2cc
    Shred Memory
    Grim Harvest
    3cc
    Ashes to Ashes
    Strangling Soot
    Crippling Fatigue
    Seal of Doom
    Rend Flesh
    Ichor Slick
    4cc
    Agonizing Demise
    Evincar’s Justice
    Pestilence
    5cc
    Essence Drain
    Sever Soul
    Cruel Revival
    Clutch of Undeath
    Brainspoil
    No 6’s
    7cc
    Absorb Vis
    Xcc
    Stir the Grave
    Death Denied
    Soul Burn

    ~Red~
    1cc
    Raka Disciple
    2cc
    Goblin Skycutter
    Mogg War Marshall
    Skirk Marauder
    Aetherflame Wall
    3cc
    Flamewave Invoker
    Flowstone Channeler
    Ghitu Slinger
    Defender of Chaos
    Battle Rampart
    Keldon Vandals
    Vithian Stinger
    4cc
    Blistering Dieflyn
    Viashino Runner
    Sandstone Warrior
    Chainflinger
    War-Spike Changeling
    Thorn-Thrash Viashino
    Battering Craghorn
    5cc
    Ingot Chewer
    Sokenzan Spellblade
    Gathan Raiders
    6cc
    Chartooth Cougar
    7cc
    Ridge Rannet
    Faultgrinder
    1cc
    Firebolt
    Lightning Axe
    Seal of Fire
    Lightning Bolt
    Reckless Abandon
    Flame Jab
    Dead//Gone
    Reckless Charge
    2cc
    Ancient Grudge
    Fury Charm
    3cc
    Arcane Teachings
    Arc Lightning
    Barbed Lightning
    Soul’s Fire
    Furious Assault
    Puncture Blast
    Bloodfire Infusion
    4cc
    Magma Burst
    Swirling Sandstorm
    Scorching Missle
    No 5’s
    6cc
    Fiery Fall
    Xcc
    Heat Ray
    Rolling Thunder
    Disintegrate
    Lava Burst

    ~Artifact + Land~
    -Mana-
    5 Borderpost
    5 Obelisk
    Darksteel Ingot
    Wanderer’s Twig
    -Other-
    Moonglove Extract
    Darksteel Pendant
    Relic of Progenitus
    Pyrite Spellbomb
    Aether Spellbomb
    -Equipment-
    Neurok Stealthsuit
    Horned Helm
    Blight Sickle
    Neurok Hoversail
    Viridian Longbow
    Leonin Bola
    Whispersilk Cloak
    Opaline Bracers
    Sparring Collar
    Bonesplitter
    Heliophial
    -Creatures-
    Skyreach Manta
    Suntouched Myr
    Steel Wall
    Scuttlemutt
    Elf Replica
    Goblin Replica
    Wizards Replica
    Soldier Replica
    Hematite Golem
    Pewter Golem
    Phyrexian Warbeast
    -Lands-
    Shimmering Grotto
    Terramorphic Expanse
    Rupture Spire
    5 Panarama
    10 Karoo

    ~Gold~
    5 Double Landcycler

    Cavern Harpy
    Vectis Agents
    Soul Manipulation
    Deny Reality
    Agony Warp

    Wrecking Ball
    Lava Zombie
    Rakdos Ickspitter
    Suicidal Charge
    Monstrous Carabid

    Skyknight Legionnaire
    Goblin Legionnaire
    Thundersong Trumpeter
    Fire at Will
    Squee’s Embrace

    Armadillo Cloak
    Qasali Pridemage
    Sigil Blessing
    Steel Leaf Paladin
    Guardian of Vitu-Ghazi

    Winged Coatl
    Bigean Hydropon
    Grazing Kelpie
    Snakeform
    Assault Zeppelid

    Glassdust Hulk
    Plumes of Peace
    Aethertow
    Steel of the Godhead
    Silkbind Faerie

    Blind Hunter
    Vectis Dominator
    Mourning Thrull
    Soul Link
    Pillory of the Sleepless

    Petrahydrox
    Razorfin Hunter
    Quicksilver Dagger
    Noggle Bandit
    Izzet Chronarch

    Deadshot Minotaur
    Branching Bolt
    Gorger Wurm
    Scuzzback Marauders
    Horned Kavu

    Putrid Leech
    Gaze of the Gorgon
    Golgari Rotwurm
    Shambling Shell
    Consume Strength

    After debating the place of aggro and control, i've been overlooking my own decisions.
    The one thing I can't seem to get behind is 1 drop creatures that don't tap to do things. I like Kird Ape and Nactal... BUT... unless they are early they don't count. See Ripclan Mauler and Scabclan Mauler... but we'll see

    Ideas for direct changes I would like opinions on:

    Clay Statue
    Rogue Elephant
    Kathari Bomber
    Brass Man
    Brass Gnat
    Alpha Myr
    Pentad Prism
    Morbid Hunger
    Blade of the 6th Pride
    Dragon Fodder

    Also posing the Myrs vs Obelisks discussion
    Posted in: Cube Lists
  • posted a message on Best Planechase Precon?
    Just played some more, this time w/ Dreams. I agree, it is slow to start. However, Minamo is something many ppl won't want to 'walk from.

    The affinity w/o multiple artifact lands makes the Enforcer about 4cc or 5, and that is keeping pace, not threatening. However, when SF put down just about any plane Sokezan, Furnace.. whatever, I capitalized quicker. I think it was more that the defenses in SF require vigalance and sometimes a well timed instant. But as Rorix took my face off.. I agree, big hasty beats are the best so far. And the planes in SF encourage it
    Posted in: New Card Discussion
  • posted a message on Best Planechase Precon?
    after buy, playing, and enjoying 2 7-man games at release.. here is rambling-

    ~Zombies~ is great when it gets "rolling". However, we had 1 guy play the deck and die ASAP game 1. Not his fault. He put down Lethe Lake, noone walked from it (we tried real hard) and his defenseless turn 3 saw EVERY available attacker hit him from the game. In game 2 I played it, and Grave Pact/Phy Ghoul made me "God" for a time as attacking me just meant I would start stripping creatures. Then I got the Flues and was just being mean. I think it has the most synergy w/ its planes, but it needs to have board pressence early or there are a lot of hate causing planes that will get it killed. Great story: It was killed the 2nd game b/c it made it to the final 3, then landed on the Market, got its life total switched and killed by the lowest life player on the next upkeep.

    ~Strike Force~ which was the one I wanted to play b/c I wanted to see Naar Isle kill ppl. Know what? It did! In the 7 man game 1 we had 3x Strike Force. One played Furnace of Rath (card) and I flipped Naar Isle, it killed 2 ppl in their upkeep that turn. Some reason Goblin Offensive was good!?!?! Making even 3 guys puts most decks to shame on the same mana. Being able to have attackers look at who is "open" and see your 3 guys actually made a few of us just aim for open opponents. I think it is the most blow-out-y deck to get. It isn't so much fast, as it can just put down giant attackers w/ haste like Razia and Rorix. It also means if ppl know what you are playing you might get stomped out, but for release it was the winning deck of both 7-mans

    ~Elementals~ I didn't think it was going to win. It didn't. Its planes seem weak by comparison (Sp.?). Now for the good things I have to say; Tauren Mauler is a beating. Forgotten Ancient, is.. a.. beating. Rumbling Slum... beating. It has many early and powerful creatures, with ways of finding them. Its planes, IMO, also don't make them a target of "Planar Hatred" as I will call it from now on. It feels "comfortable". In my last words about it, I'll describe that sentiment. It isn't overpowered; doesn't make ppl hate its planar deck; and can hold the early game. It also, doesn't have real money cards. BUT... and I need to emphasis this... if you own all 4, this is the one that feels like it has the survival factor going on b/c it stays from the radar till you can punish the open player. Not my pick for best value, just best balanced.

    ~Artifacts~ Here is the more talked about deck from out table. It has things like Door to Nothingness (which, unless you are new.. NEVER DROP THIS, atleast w/o being able to activate it next turn). That makes ppl really look at their "free grace" turn right when you play it. They get threatened, then attack you. It does have things that can be played no matter the mana on the table.. I like playing stuff. It also seemed to never "get rolling". We had 2x in the first game, and one got the trap off, the other hat the best board pressence.. till their own Sanctum got walked from by another player and cleaned house. IMO, it is a solid deck. But it seems very swingy, whether b/c of its planes (those btw, IMO, are the best Planar Deck b/c it has some real powerhouse ones, more "great" ones/deck than the others); or b/c sometimes it sits there with 1,000 mana and nothing to play, so it taps out a lot to Planeswalk.
    Posted in: New Card Discussion
  • posted a message on makenfunny's ALL COMMONS cube (Post # 86 with Worldwake thoughts)
    B/c I was on PMC 2.0, I will add a bit to your forum too. I am not an expert, but I have a set of rules for my cube, and also every slot has been researched with similar cards. Again, not an expert, but I cut my cube in half to get it to be 8-man

    1st: I think exalted is overrated

    2nd: Pingers need to be there, atleast 3-5 in a cube. If they "cause problems" for aggro... there are too many X/1's. Look at Hungry Spriggan; aggro.... but sobs to Flame Jab. Ever play 3x Dissension? B/R wins it b/c of Ickspitter

    3rd: If a card is not good by itself (excluding Aura/Equipment) then it ISN'T GOOD!!!

    On a side rant, I want to help improve aggro, but gimme like 5 sentences why it is bad and I can help

    4th: Themes should be strong, but not overpowering unless they are even. I saw the soldier theme, it isn't bad.. but what about the soldiers of other colors? Thalakos Scout, Keldons.. I also think the landcyclers of Conflux should count as part of "land" or expand the allied color slots to +1 to accomodate them. I feel they are that important.

    ~Other Stuff~
    Squall Drifter -> Master Decoy (the +0/+1 and soldier is superior)

    Not ever "breather" is good, see Shade of Trokair, Deepwalker...

    Rishadan Airship-> Wormfang Drake

    Sootfeather Flock should be in somewhere, more morphs IMO are needed to hide the ones in there. And there are some really good aggro ones (see almost any aven)

    D'Avenant Healer, as well as other 2+ ability creatures, should be looked at hard. TSP gave a lot of those, and you have many like Infiltrator il-Kor and Havenwood Wurm

    Erratic Mutation -> Reality Acid (add in Tolarian Sentinel and it gets bad, or just Capsize)

    Looking through your list, I can def see the smaller aggro.. then there is not much heavyweight follow up, it turns into great creatures but the punch thins at 3+ cc
    Posted in: Cube Lists
  • posted a message on PMC v2.0 (w/ Spreadsheet Analysis) - Updated 10/12 for ZEN
    on average it keeps them from either tapping out (less than exp players) or it reminds them that you are going to draw into more answers (ppl who see the card as weak but see it go off more than 3x

    If I don't have a turn 3 play, I will play that ASAP. In general, I draw atleast 2 cards. Not impressive, till you realize they are holding a morph in hand and three mana open and refuse to play it so that you can't out draw them.

    That is just how I play it in sheer control. Aggro-Control doesn't play it. Aggro, definately not. In a 4-5c control deck with things like flash creatures and Teachings.. it is good, IMO.
    Posted in: Cube Lists
  • posted a message on PMC v2.0 (w/ Spreadsheet Analysis) - Updated 10/12 for ZEN
    My point about Rend Flesh and Changelings was that they have synergy w/ ONslaught spells like Lavamancer Skill, and Cruel Revival while being immune to arguably the best Terminate since Terminate (Rend Flesh). I used to run more, but I am down to about 5-6 creature type matters cards. One is Aphetto Dredging.

    After M10 rules, morphs lose power, so Lumithread is even worse than it looked b4. Try it, I'm not telling you not to; I just never was happy with it in a pinch where I needed it.

    Name droppping a few more cards to get opinions:

    ~Blue~
    Peel from Reality, Dream Fighter, Thalakos Scout, Jilt, Rhystic Study (THIS is my main control promotion card), Oona's Grace

    ~White~
    Troubled Healer, Orim's Thunder, Dismantling Blow, Embolden, Castle Raptors (mentioned b4), Spirit en-Kor (amazing w/ Wall of Hope)

    ~Black~
    Cabal Torturer (instead of C. Witches), Soul Burn, Cinderbones (control card)

    ~Red~
    Chainflinger (instead of Fangtail), Bloodfire INfusion (it is a sweeper), Heat Ray, Magma Burst (which in IPA Limited was a house)

    ~Green~
    Greaster Mossdog (doesn't seem it, but somewhat good, I also run a bit more FLashback and Threshold), Havenwood Wurm, Battlefield Scronger, Sprout Swarm, Thallid Shelldweller (control card, early BIG wall, makes chumps.. it is 'sum good), Matsu-Tribe Sniper (solid anti-air), Predator's Strike (instead of Giant Growth or Sudden Strength), Mosstodon/Beacon Behemoth (big, and make other fat better), Spitting Gourna (need more morphs and he is always solid)

    ~Multi~
    U/W: Aethertow (vs Curse of CHains; I had more power everytime), Glassdust Hulk (vs some ot the Exalted but if you like that theme, power to you), IMO PLumes of Peace should be in there

    B/R: Rakdos Ickspitter (ping and ping), Lava ZOmbie (CiP creatures...)

    B/W: VEctis DOminator or Mourning Thrull over Putrid Warriors

    B/G: Gaze of the Gorgon over the other Hybrid (either color is happy with this card)

    U/G: If Skyfolk isn't doing it for you, try Vigeon Hydropon

    These are from my cube. I'm not going to hurrang you over artifacts, I run more. I like more control in my cube. I'm just bringing up different ideas since I haven't gotten too much changing feedback on my own.
    Posted in: Cube Lists
  • posted a message on PMC v2.0 (w/ Spreadsheet Analysis) - Updated 10/12 for ZEN
    Gravedigger should be Warren Pilferers, the extra mana means +1/+1 and a possible haste.

    Thrill of the Hunt always made 2 creatures survive combat or get the kill I needed

    I don't know how Arcane Gargoyle hasn't been amazing, the body + at worst a land searching artifact

    And just mentioning I run things like Cruel Revival because I run a few things like the 5cc Game-Trail Changeling and it allows Rend FLesh to not have a target; a delightful thing

    As for the Guildmage thing, I meant the Green or Black Mirage ones that can ping + do something else

    No spellbombs? Just Red and Blue really.
    Posted in: Cube Lists
  • posted a message on 43 Lands
    most of the recent top 8 "Lands!.dec" list that are up are more towards Eternal Gardens than the 43-Land builds. They seem to be using more draw engines than the just Loam and the more successful, whether by dumb luck or whatever don't run burning Wish
    Posted in: Legacy Archives
  • posted a message on [ZEN/ALA] Examples of interblock design...
    I'd also argue for the M10 return of Vampires w/ a lord. As there weren't many in ALA, it definately needed ZEN to have them otherwise.. it would be a wasted Mythic
    Posted in: Speculation
  • posted a message on PMC v2.0 (w/ Spreadsheet Analysis) - Updated 10/12 for ZEN
    hey , I stumbled onto your post and skimmed (rather thoroughly) the five pages.

    Here are a few comments:

    You say you think control is weak, that is IMO, b/c you have suppar aggro cards where control cards need be.

    I did not see Swirling Sandstorm, Holy Light, Strangling Soot

    I didn't see a real reason to take out some of the Apprentices, also no B/G Guildmages is questionable

    No Mystical Teachings, almost a core card for control to play a 5c flashback deck, I've done it in my Pauper Cube, it is a personal favorite

    Some of the walls should be in: Wall of Hope, Stinging Barrier, Aetherflame Wall, Wall of Roots has been mentioned, Wall of Glare

    As for the multicolor, I found the Blade Cycle to be lacking, there are mono's that do most of their effects better and more reliably if it cost 1 more. IN general there are few multi's that are truly great (never arguing Blind Hunter w/ Blink effects)

    Overall it isn't a bad cube, I just find it doesn't push control positively at all.

    While I don't agree w/ the UN's included, I do agree you should not use rarity of MED b/c Exile was made common.. that should show the power level issue here.

    Last rant and I will leave you be. Spellshapers are a HUGE boon to the control via creature build. Devout Witness, Undertaker (although Tortured Existence is better), Waterfront Bouncer, etc.

    Cards to consider just because:
    Prismatic Strand
    Rhystic Deluge (w/ Flood as well)
    Mental Discipline (it is a Pauper Compulsion and Madness outlet)
    Thrill of the Hunt
    Breath of Life
    Shambling Shell
    Stir the Grave (I like reanimation effects)
    Arcane Gargoyle (it is so amazing w/ Moonglove Extract and all 3 capsuls alone)
    And basically lesser effects on Flashback cards seem to be better in general as they act like buyback w/o waiting

    Feel free to attack or critisize my own critisism, no harm taken
    Posted in: Cube Lists
  • posted a message on [PC] Hints at tomorrow's Arcana
    IMO the 1-of's cause a more random and enjoyable game. It allows for the "chaos" of multiplayer to shine through
    Posted in: Rumor Mill Archive
  • posted a message on FTV - Exiled II
    for starters... I WANT EXILED 2. It would make sense to treat this like a real world MED expansion, just smaller.

    I can see it being a creature type thing though. They are looking to SLivers this year.. and that means the Legends guess isn't horrible.

    I would like to see FTV: Draw 7's; but sinisterly enough there could be a FTV: Tomes, or even Legendary Lands to try to tie in with Planechase... or even "Before they were 'Walkers"

    And remember if there is an Exiled 2, the card has to have been Banned or Restricted. I am missing Wheel of Fortune, Ivory Tower, ZOrb, and some of the lesser bans from the early days.
    Posted in: Speculation
  • posted a message on [FTV-E] - Meet the Exiled (List + 5 New arts)
    Quote from Mind_Cage
    *fingers crossed on a playset of Tinkers*


    what are you doing with this playset exactly?

    And why?... WHY IS TOP IN THERE!?!?!
    Posted in: The Rumor Mill
  • posted a message on [FTV-E] - Meet the Exiled (List + 5 New arts)
    Quote from Dr. Jeebus
    No. Not Mind's Desire. Not Memory Jar. I repeat, NOT MEMORY JAR. NOTHING has ever been banned in MTG before it was released and standard legal.


    Anyone know the story on Flucutator? I know that had a comic timing issue
    Posted in: The Rumor Mill
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