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  • posted a message on TMSITE aka. G/W Land-O
    Something I've been working on. G/W Land Destruction.
    I give you: TMSITE.



    The ideal draw would look something like....
    Turn 1: Land, Bird (or Pilgrim)
    Turn 2: Land, Beast Within an opponents land on their upkeep. (Unless they have leak mana open. Otherwise do it on your turn if you have the window)
    Turn 3: Land, Bramblecrush a land
    Turn 4: Land, Acidic Slime a land (also stops beast token beatings)
    Turn 5: Ghost Quarter, Leonin Arbiter, kill a land with Ghost Quarter and they won't have enough land out to pay the extra cost to search.
    Turn 6 and Beyond: Sun Titan Returning Ghost Quarter and locking your opponent out of land for the rest of the game.

    Not fun to play against and I'm not sure if it will be Tier (need to play test) but I think there is a deck here.

    No SB yet.
    Bonus points if you can figure out the deck name.
    Posted in: Standard Archives
  • posted a message on W/g Honor Tokens
    Thanks Heron.

    I'm more presenting this as a Deck Type. Not a final list.

    I think tokens with Collar are dead sexy. Stoneforge Mystic can easly be fit in.

    turn 3: Garruk, turn 4: Conquer's Pledge, turn 5: Overrun. Seems Strong.

    I love love love harrow, but as much as I love it I hate flash freeze more. If your meta is negate/FF free I'd run it over explore.

    The tectonic in the SB is there as a fetchable answer to manlands, not a huge issue for this deck. So it can be easly cut.

    I'm running more forests so I can hit the ramp turn 2. Your right though, I should have called it "W/G Honor Tokens".

    You could try: -1 Dantless, -1 Conquer's, -2 Martal, -1 Explore, for +1 Garruk, +3 Stoneforge, +1 Collar.
    Posted in: Standard Archives
  • posted a message on W/g Honor Tokens
    I didn't see any decks like this, only G/W Landfall.dec. I feel this is sufficiently different from them. However if the mods feel other wise, please delete.
    This is a deck I made to try to make the most out of Honor the Pure and whites token generating cards. So far this is untested in the real world. I hope to give it a whirl this weekend.
    With Sejri Steppe, Dauntless Escort and Brave the Elements the deck does not auto fold to Pulse like one might first think. Having 3 differnt token types helps too.



    Card selection was made with Honor the Pure in mind, trying to get the most out the white clause.

    RDW - Pre-SB is the hardest match i've found.
    Vamp- Without turn 5 Mind Sludge is fine. Trading before bloodwitch hits is important.
    Jund - Turn 2 4/4's hurt, Jund is strong in general so this should come as no suprise to any deck. Late game this does well.
    WW - If you make it to turn 4 you can out gas them.
    These results are from gold fishing however so real world results will vary.

    I'm trying to fit main deck DoJ. Suggestions welcome. (Explore is on the chopping block, imo)
    Posted in: Standard Archives
  • posted a message on Priceless Treasures in ZEN packs??!
    This does not surprise me at all.
    MaRo has a habit of letting the cat out of the bag months in advance of any new "Surprises".

    Remember way back, back before Time Spiral, Wizards did a week of articles talking about "Favorite Creatures" of all time, proclaiming after a few polls the results were Akroma. Well not long after (about a year (not that long in magic design time)), who's back in the game?, but the very same Angle of Wrath.

    MaRo foreshadowed this new surprise not to long ago, in a rep-posting of an old article, in which he talks about the design processes for Time Spiral, and how he loved the idea of inserting an OLD card into NEW packs. It further goes on the explain how the idea had evolved into the Timeshifted Sub-Set. It's no smoking gun but it's seem more than coincidence that he/they picked that article as a recent re-post.

    Also of note the Term "Priceless Treasures" is mentioned in BDM's article today. A day after it was used here. (could be a few minutes due to how they post at midnight at Wizards.)
    Posted in: News
  • posted a message on [Official Thread] Mono-Black Control
    I have been messing about with a MBC based around Oona Queen of the Fae, Painters Servant and Gauntlet of Power. That way each mana after the first pumped into Oona = 2 Removed from the game, and two 2/2 flyers. Other than the 3 cards i mentioned it's standard MBC IE. Damn's, Tendrils, Thoughtseize. Ect.
    Posted in: Standard Archives
  • posted a message on Quick n' Toast - UGxxx Control
    This deck has no problems with the Magus of the Moon. Rune snag is faster, Firespout loves to see Mountains and Slaughter Pact doesn't care about black mana until upkeep. 10 MD answers seems ok.

    Edit: esternaefil Beat me to the punch by 5 or so minutes
    Posted in: Standard Archives
  • posted a message on [Official Thread] UW Merfolk
    Quote from Drizzt_522
    i guess the thing with shusher is, is that you need to run actual removal in the sideboard. like crib swap and freinds. maybe psionic blast. its nice to think this guy might not be drawn the exact moment he is needed, but the fact is is that when he hits he makes a large percentage of your deck useless or 50% less usefull (cryptic command comes to mind). however, in terms of damage race he is a bear and he makes all spells cost one more to play. your opponent has slowed himself down, so i guess you should use this hit to tempo to your advantage. funny thing is, if you take out counter spells for removal, your opponent doesn't know that, so he will still be paying one more mana for each spell he casts and taking a hit to tempo by dropping a 2/2 bear.


    I'm not 100% on this but i think you can wait to see if a Spell is countered before you have to activate Shusher.
    eg.
    Play - Shock (goes on the stack).
    Opponent says "Counter" Plays - Rune Snag (goes on the stack).
    Then you can Active Shusher Targeting Shock. (effect goes on the stack)
    Priority is passed by both players. And the stack resolves and the Shock can't be countered so the Rune Snag is Countered due to the Shock now being an Illegal target for a Counter effect.

    So your not really forced to pay one more per spell per-say. So it's not really slowing anything down.

    Correct me if I'm wrong.
    Posted in: Standard Archives
  • posted a message on Noggin Rack (B/X)
    I just thought of something that could be funky. - The new SM Sygg has nice synergy with the Rack and an opponent with and empty hand. And he's a Rogue. =)
    Posted in: Standard Archives
  • posted a message on [Official Thread] B/R Aggro and Variants
    This is My R/B Agro/Control
    I have won the last 4 or 5 FNM's with this deck Including last night.
    It seems to do well vs anything that has been used against it so far.
    Sorta cool thing to note about this deck is that it's almost Block and wouldn't take much to change it. Dump springs and clasm, shore up mana with Red and Black and add Kindle the Carnage to the SB.



    My meta is full of agro, rock, firemane control, glare and random Jitte but I'm starting to see some u/w tron.(Quicken, Sands)

    vs. "Good" Agro decks. (Zoo/Grull) It sometimes come down to a chump block fling to finish the job (vs bigger creatures) at first but since all most all my critters are red and black that normally isn't card disadvantage for me.

    vs. Firemane. Bob wins me most of my games, if they drop the ancient law before rain of gore (game 2) it's an easy win, but you may have to Auger it out of thier hand the turn you drop rain of gore. ((be careful if they have a red and a white open, cause a dead auger and 3 life gain my ensue) If you have mana open sac to ruslaka or lyzolda. yay damage for me no life gain for you!))

    vs. Jitte. Block and sac before damage resolves. No counters on a Jitte is a good thing. Same goes for Fetters (sac before it lands) and White Genju (I see this thing with a Jitte way to often. boo)

    vs Wrath. Hold back threats (Guildmage is wicked late game after wrath cause you can often swing with a few goblins) Lyzold and Ruslaka can sac to sneak in damage not to mention draw.

    Tricks to playing this deck.
    -holding mana open to sac in response to Wrath /Jitte /Fetters and to make 2/1 Goblin blockers.
    -4/5 point demonfire Hierarchs and Yosei (this is very important)
    - Don't rush for hellbent. Let it happen, but don't rush it. Vs. Some decks "Go for Broke" Firemane (depends on your board advantage). Heartbeat does not like your Hellbent cards.
    - Knowing when to all out agro can be tricky but generally when in doubt attack and sac your creatures. (Poppet I'm looking at you!)

    Trouble makers
    -Jitte
    -Massive life gain
    -Ivorymask
    My only Match losses so far are against a deck that has all 3 of the above. (I have since added the rain of gores to the SB and haven't looked back)

    Why no Rix?
    This Deck does not like Early game Colourless mana. (Augermage is the reason for the large number of Swamps.)

    The SB is still a "Work in Progess". (Needs a few tweaks but it's for my meta after all.) but in most games you can SB out 2 rats and a Demonfire and add what you need to get it done.

    Hope this is posted in the right spot. Long time reader second time poster and all that.
    Posted in: Standard Archives
  • posted a message on Sky Assault with Dovescape plus a Shoaled Autochthon Wurm!
    Shinen of Life’s Roar would be good for getting your doves and pride through, either cast it and wait a turn or better yet channel and swing ftw.:cool:
    Posted in: Standard Archives
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