- amoebasinger
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lookingupanddown posted a message on [DMU] Scout the Wilderness, Urborg Repossession, and Writhing Necromass — Emma Partlow previewsPosted in: The Rumor Mill
Kicker lets you have a lot of value in the late game. Here we have a pair of commons, one a ramp spell that can make Soldiers, and one a Raise Dead that can bring another permanent back too.
Oh, and this thing. Gurmag Angler says hi.
Source: Emma Partlow -
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Finn posted a message on [Deck] Death and TaxesTen years ago, I was aching for competitive Legacy. I could talk about it online, but as far as I knew there was nothing in the state of Florida at all. I was so desperate once that I actually fronted the prize - a Grim Tutor (which I lost in the finals) just to try to drum up interest. But life happens, and I don't get out much for tournaments anymore, even though there is a good one weekly, 3 minutes from my door organized by David Winsauer and the excellent Southfloridamagic crew. And lemme tell you - it KILLS me to drive past it all-the-time!Posted in: Control
But this Sunday the stars aligned and I made it with my friend, Travis.
This is not even close to a tuned list for either this environment or, probably any environment. Here goes:
----------Rd 1: John with Shardless
g1: I confessed to John that I was feeling rusty before we even finished shuffling. He was pleasant enough, and he opens with Underground Sea ->Ancestral Vision, betraying his entire deck's contents. Recollection tells me this is a good matchup, so I happily start in on him. Waste his land, pass. He plops down a fetchy and passes. Me: Plains, go. He Brainstorms and I am holding the singleton Spirit of the Lab. I see him draw those cards and it feels like I'm being robbed of the whole tournament here in round 1 game 1 simply because I lost the die roll. I got it down just in time to catch Vision, but he had the Decay to handle it on his upkeep. Drat! No matter, he simply could not draw enough lands and I ground him down while he held a fistful of cards.
g2: This was a fun game for me with Karakas into Thalia, followed by Revoker (on Deathrite Shaman - he had two eventually), followed by Mangara with the means to recur him. Shardless is slow, so while he got stuff going, it was just too little to matter in the face of this and the fact that he scooped with just one land left. John correctly pointed out that my three creatures made it virtually impossible for him to ever resolve another spell. Yep, now I remember tournaments.
1-0
----------Rd 2: Brandon with Dredge
see video coverage at 29:00
https://www.twitch.tv/southfloridamagic/v/62575490
g1: On my turn 2, I knew I was facing Dredge. He had a Lion's Eye Diamond on the battlefield. I had to decide whether to go Revoker on it in hopes that he either would not see what I could do, or that the timing would be bad for him. He had told me that he plays often at a different store (coolstuff games), and he played his turn 1 quickly and efficiently. Given this, I thought he was likely to sac the LED in response, probably ending me. So I figured that the Revoker gamble was a bad one, and I went with Jitte.
g2: Brandon was clearly not happy with how interactive game 1 had been. I don't think he had ever experienced anything like that with Dredge. My seven included Containment Priest and three lands, so I kept. Cage would have been a perfect turn 1 play, but there is just the one copy. Anyway, he manages six 2/2 zombies on his turn 2 while I have...Plains. He Therapies me and names Swords to Plowshares in the same breath. You can see my hands up, asking him to wait for a response. He was cool about it, but I had topdecked Enlightened Tutor on my turn 1, so I used it to fetch RIP, which really should not have been enough to save me.
Things very much broke my way this entire match. Brandon had a fine line of play in both of the games, and Jitte is just about the only card that can win g1. And I had to have either Mom or Vial turn 1 to get it going offensively on turn 3. Then I was able to dodge his Therapies because I topdecked the tutor in g2. Because of Cabal Therpay, simply having Containment Priest in hand was not enough (I don't know why he did not take it from me, btw - his Bridges were all gone so the Priest would have prevented him from getting any more creatures). Finally, the topdecked Flickwerwisp was pretty much the best card I could have drawn. Brandon was gracious, but confounded how the games went the way they did. This was starting to feel just like old times.
2-0
----------Rd 3: James with Infect
g1: Another classy person who knew his deck well. James went first with Inkmoth Nexus. I think I Wastelanded it. I think I Wastelanded his second land also after a Brainstorm. He never really recovered from that and I tempo'd my way to victory. Infect is a crappy matchup for me. I think this is true for all D+T players, but I'm not sure. For me though, I just don't feel like I have the right tools.
g2: James effectively slow rolls me. My StP was kinda meh, and he did me in with an inkmoth, Agent, and the usual tools. One of the things that hurts so bad about this matchup is just how good Hierarch is. I had her revoked and she still kicked my butt.
g3: Finally I get to go first. Plains, Vial -> go. This time James had the speed draw, but I got Thalia out on turn 2 and that made all the difference. I kept attacking with her because that deck almost never blocks. Again I had Hierarch revoked, but I went first and had a clock. He saved his inkmoth at his eot with Vines of Vastwood, which he had been saving (along with 2 mana to cast it through Thalia), and I was concerned. But Thalia made him need too much mana to kill me with the inkmoth on his next turn and he scooped to lethal on the table. Phew!
3-0
----------Rd 4: Danny with Omni
ID
3-0-1
----------Rd 5: Josh with Esper
ID
3-0-2
----------Top 8: Paul with Jund
see video coverage at 4:19:18
https://www.twitch.tv/southfloridamagic/v/62575490
g1: I did not initially know what Paul was on, but he revealed that this was his first top 8. This knowledge impacted a lot of my decisions including a questionable attack with Brimaz. What a slog. That deck is full of bad stuff for D+T, and he started game 1 with Deathrite Shaman into Punishing Fire on my Revoker to make that clear. I got him down to like 7 life or something, and the game went on so long that I forgot that I had even hit him when I boneheadedly attacked Lilly instead of his dome for the win. I remembered a moment too late. Rusty. What was tough was the fact that I had revoked the not-yet-present Liliana the turn before (not the Deathrite Shaman, as the commentators assumed), and he killed the Revoker just before he untapped and got Liliana blind off the Bloodbraid Elf.
g2: This one went pretty long too, and I probably would have been fine if he did not topdeck three removal spells in a row. Also, in hindsight, I could have killed the Tarmo if I had triple blocked it with Mom still out there. Whatever, that is what it is like to face Jund.
g3: I got RIP. He did not get Abrupt Decay. That set him back enough to ride in easily in atypical fashion for D+T.
4-0-2
Top 4 split. Fine with me. I was paired with Danny (Omni) again, and I did not care to face yet another bad matchup. What a hostile environment this had been. Anyway, fun times. I hope nobody copies my 75. The Warping Wail was annoyingly stuck in my hand the one time I drew it, and my sb was an affair of "what do I have handy?" rather than an actual design.
On a side note: Travis had a KILLER new combo deck that we worked out the broad strokes to the night before. Skill Borrower, Phyrexian Devourer, Altar of Dementia. You can make your Skill Borrower big enough to mill the opponent completely (or just use Triskelion a la the ooze deck) by just activating it a bunch of times while it has the Devourer ability. With these on the stack, you get to choose whether to use the top card before devouring it. Just keep going until you get to the kill card. Worldly Tutor and Enlightened Tutor make this extremely consistent. The only problem: Devourer has unnecessary errata making the removal of the top card a cost and not an effect. We realized it after round two, so he did not have a fun tournament. Otherwise, I would be writing about that today instead of D+T. -
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SwordsToTimeshares posted a message on [Deck] Death and TaxesPosted in: Control
Just want to say this is correct, and it falls under the same logic as Ethersworn Canonist vs. Cards with Suspend. Say you have Canonist out and your opponent casts Eidolon of the Great Revel, then attempts to suspend Rift Bolt. This is not a legal move, as the Suspend that would replace the nonartifact spell being cast has already been "used" per Canonist's ability, and it is the 2nd attempt to cast such a spell that turn. However, if they chose to suspend Rift Bolt first, the suspend would replace the casting of the nonartifact spell, and then casting Eidolon would be a legal move.Quote from redtwister »@emurian
Actually, I'm going to take issue with that. If the player dredges on their draw step, you are correct. If the player draws on their draw step, and then attempts to dredge later, the dredge fails because there is no legal draw effect available for the dredge effect to replace.
See this.
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redtwister posted a message on [Deck] Death and Taxes@emurianPosted in: Control
Actually, I'm going to take issue with that. If the player dredges on their draw step, you are correct. If the player draws on their draw step, and then attempts to dredge later, the dredge fails because there is no legal draw effect available for the dredge effect to replace.
See this.
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Medea posted a message on [Deck] Death and TaxesAlrighty, I suppose I owe you guys a tournament report or three. Here's the list:Posted in: Control
I'll preempt the questions.
1) Why three Flickerwisp?
Recently I've found that Dread of Night has been at a relative high since that card also happens to deal with Monastery Mentor tokens. I wanted to see how I felt with three in the list vs my normal four.
2) Why is SoWaP in the main?
Because it is the stone cold nuts and the reason I win many of my rounds. If you aren't playing this card, your deck is sub-optimal. That's how strongly I feel.
3) Why Brimaz in the sideboard?
This is something that Antiquated Notion and I have both been trying. It's a sideboard card that allows you to swap out the Mirran Crusaders when they are suboptimal, while also over-performing against Miracles and Lands.
4) Where the f**k are the Cataclysms?
The Cataclysms were replaced by Brimaz, as they tend to have utility in most of the same matchups.
5) Why Sunlance vs Path?
Deathrite Shaman is a huge part of the metagame at the moment, and Sunlance fights that plan better.
EVENT 1: Friday Night Open Trial. 4 rounds, cut to top 4. Payout to top 8.
R1: 2-1 vs Reanimator. Key cards by game: Mother of Runes to blank Archetype of Endurance, opposing Needle on Karakas, Flickerwisp for a removal blowout.
R2: 0-2 vs Elves. Key cards by game: NO, more NO
R3: 2-1 vs Deathblade. Key cards by game: Flickerwisp, 4x Swords to Plowshares and then 2 Snapcaster Mages, Flickerwisp
R4: 0-2 vs Infect. Key cards by game: Become Immense off the top for the literal 1-outer; land, land, elf, force, blue card, invigorate, berserk
Mediocre 2-2 finish was good enough to win me two promo Roast. Shrug. I'll take it given that I got paired against Elves in a four rounder and my infect opponent nutted me twice.
EVENT 2: NJ Open
R1: 2-1 vs Infect. Key cards by game: Inkmoth, Trop, Invigorate, Invigorate, Force, Blue card on the play; 2x Pithing Needle; Jitte
Of note, during this round, my opponent allowed a Pithing Needle to resolve and I named his Verdant Catacombs that was in play rather than the expected Inkmoth Nexus. My opponent also received three (actually five, but the judge didn't give him a penalty for two of them) Game Rules Violations that resulted in him receiving a game loss. I had a Jitte with 6 counters at the time, so he was very dead anyway, but that wasn't really how he wanted to start off his day.
R2: 2-1 vs Sneak and Show. Key cards by game: Phyrexian Revoker; Show and Tell, Omniscience, Emrakul; SoWaP
R3: Off camera feature match vs Eli Kasis on Food Chain 0-2. Key cards by game: 3x Misthollow Griffon; Food Chain
Eli played very well, and he didn't make the mistakes that would have allowed me to win the game. This matchup is somewhat difficult. Misthollow Griffon is dumb. His deck is super pimped out, including some custom cut dual lands. It's a sight to see.
R4: 1-2 vs Miracles [Oliver Tomajko (spelling?)] Key cards by game: SoWaP, Mentor, Mentor and Entreat
Oliver played very well, but I didn't expect that he would be on Miracles, as I recently played him on Shardless BUG. I made a keep in game one based on the fact that he was Shardless, but got there anyway.
R5: 2-0 vs D&T. Key cards by game: Aether Vial, opponent's mana screw
R6: 0-2 vs 12 Post. Key cards by game: Platinum Emperion, TERMINUS
Yes, you read that correctly. The 12 Post player had 4x Terminus in his deck. Yes, it blew me out exactly as hard as you think it did. To make it worse, there were literal no outs to his situation that were played in stock versions of 12 Post. He got a 6-for one. I lost. I wasn't even mad, I was just flabbergasted.
R7: 2-1 vs Lands. Key cards by game: Loam, Pithing Needle on Forest, SoWaP
Fun fact: My lands opponent turned in Thespian's Stage into a Forest in response to me casting Pithing Needle. I just named Forest, as Thespian's Stage also gets the name of the card it copies. This is why rules knowledge is very important.
R8: 2-0 vs Eureka Tell. Key cards by game: Eureka, Eureka
This was the most fun I had all weekend. My opponent casts a t2 Eureka in game one. He puts in Jace and Ugin. I put in two Phyrexian Revokers and a couple of lands. I win that game handily. In game two, I keep a one landers with 5 permanents and a Council's Judgment. He sees that I am missing land drops and just keep passing. Eventually, he decides to go for it. He puts in Omnscience, I put in Flickerwisp, He puts in Ugin, I put in Revoker, He puts in Emrakul, I put in Flickerwisp, I put in Mirran Crusader. I revoke the Ugin, Flicker Omni, and Flicker Flickerwisp. At the end step, I flicker my Thalia out so that I can Council's Judgment away the Emrakul. D&T IS THE BETTER EUREKA DECK!
R9: 2-0 vs RUG Delver. Key cards by game: Mana screw, Cavern of Souls making Flickerwisp and Serra Avenger uncounterable in that order
My opponent mulligans, tanks, and keeps his hand, scrying a card to the bottom. He Forces my first two plays, pitching a Daze and a Ponder. He concedes game 1 in short order. I sideboard as if he is on RUG Delver and am rewarded. I made a small misplay with the timing of a Flickerwisp that allowed my opponent to have access to one more mana than necessary; I was not punished for this mistake, but it is important to note where you mess up just as much as where you succeed.
Day one record: 6-3, two of my losses to Open grinders.
DAY 2:
R1: 2-1 vs Lands. Key cards by game: Loam, Stage, Depths; Revoker on Mox Diamond, Brimaz, SoWaP; Brimaz
In game one, I kept going through the third Marit Lage token, but was dispatched by the fourth. More generally, Brimaz proved to be literally unbeatable for my opponent. It offered too swift of a clock while being difficult to remove. My opponent did not have time to dig for his answers.
R2: 1-2 vs Ross Meriam on ANT. Off-camera feature match: Key cards by game: Cabal Ritual; Thalia, Rip, Canonist; Empty the Warrens
As his finish clearly indicates, Ross Meriam is no slouch at ANT. He was far and away the best ANT player I have ever played, and his communication was crisp and clear. He navigated through some tight spots that the average ANT player would not have been able to beat. Of comical note, he switched exactly one card between games two and three, opting to bring in an Empty the Warrens on the play. That Empty won him game three, as he didn't have enough storm to kill me on his turn two before my hate came online, so he opted to just make 14 Goblins.
R3: 2-1 vs Michael Whyte (Level Up Legacy Podcast) on Miracles. Key cards by game: Jace, SoWaP and SoFaI, Flickerwisp and Pithing Needle
Michael was a very proficient player, and he had some spice in his deck, very notably, one Bonfire of the Damned and a Gideon, Ally of Zendikar.
R4: 2-0 vs Merfolk. Key cards by game: SoFaI, SoFaI
R5: 2-1 vs Burn. Key cards by game: Mom x3 racing a Sulfuric Vortex, Exquisite Firecraft to kill Brimaz, Batterskull and Jitte
R6: 1-2 vs Miracles. Key cards by game: Countertop, SoWaP, Entreat X=7
For the final round of the day, I am faced with a difficult decision. I can offer the draw, which puts both of us in the top 32 IF there are three or less total draws for people in the same bracket as us. I can offer the split, putting one of us in the top 16 and the other in top 64. Or I can play it out for top 16 and be happy enough with top 64 with the loss. I opt to play, as I see two other tables in my bracket draw, and I've been very happy with my play over the course of the event.
I ended up in 44th place, which was good enough for $100, enough to more than pay for my travel expenses for the weekend. I was very happy with where the 75 was at, although I would consider moving the Brimaz to the main, as Miracles was absolutely all over the top tables of the event. -
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Curby posted a message on [Deck] Death and TaxesPosted in: ControlQuote from amoebasinger »Shoot. I am trying to find the link to that list and I can't find it... Can you help me?
Props to the original poster:
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Dilithium posted a message on Blazing Archon and MyriadThe myriad ability doesn't cause any creature to "attack" (that is, to be declared as an attacker during the turn-based action of the declare attackers step); rather, it simply puts token(s) onto the battlefield already attacking. Blazing Archon doesn't interact with it (except, obviously, that the original creature with myriad can't attack Blazing Archon's controller).Posted in: Magic Rulings Archives -
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redtwister posted a message on [Deck] Death and TaxesPosted in: ControlQuote from SwordsToTimeshares »Re: Relic main, having too little bodies, etc... Relic in the main is fantastic. 24 bodies is just fine, and I'll tell ya why: ANY sideboarding you do at all is likely removing creatures out of the deck, whether it's for siding in Rest in Peace, siding in removal, Artifacts/Enhchantmens-hate, whatever. Games 2 and 3, most any DnT build has less than 26 creatures. If you're not seeing bodies enough, run Sylvan Library or start playing red-splash for Imperial Recruiter. The deck is considered old now, so trying to work out its well-documented shortcomings within less than 20% of all available Magic cards is almost disingenuous.
I don't like what I have to take out in WW, namely Phyrexian Revoker. I know the card isn't as good, that's why I have dropped it to a 2-of, but I rarely regret having it in the main deck. There are plenty of matches where it remains a solid card. I suppose I could consider a 1/1 split with RoP.
"...almost disingenuous" is a bit strong, given that it implies being "insincere, dishonest, untruthful, false, deceitful, duplicitous". Do you think there is some manner of intentional deception or dishonesty in my opinion? Mistaken, naive, or narrow-minded, possibly; disingenuous, not so much.
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SwordsToTimeshares posted a message on [Deck] Death and TaxesHow were those at cross-purpose? Sounds like if you've had trouble, you've just been unlucky. Though, I'll still say that at CMC4, all bets are off.Posted in: Control -
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Demonic Dust posted a message on [Deck] Death and TaxesSo...RK Post posted this,someone at Oklahoma GP has the art I commissioned for the D&T mat tattood on their arm!!!Posted in: Control - To post a comment, please login or register a new account.
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It's a big topic.
Jitte is also great in the mirror, because it ends Mother of Runes (as well as the rest of our creatures); Jitte is good against us.
If I know my opponent has no countermagic at the time, I might get Jitte if I have two mana open and hardcast it to get it online fastest of the three.
Frequently I find Jitte is vulnerable in the sense that it is usually the Equipment my opponent gets first (for the above reason) and so I frequently have to "Revoker" it, causing me to wish for a different Equipment of my own.
Though some people differ, I also go for Sword of Red and Blue against Delver. I love to shoot Delvers first. It gets past an otherwise blocking TNN, and provides card advantage in a matchup where the opponent is drawing zillions.
Sword of Red and Blue is often my first choice against Deathrite because it kills DS just as successfully as Jitte does, but for the above reason, I might be Revokering Jitte in that matchup, or I value the card advantage (ergo I might like SoFaI if I have previously been getting Thoughtseized or Hymned). Jitte kills at Instant speed, which is sometimes good if the opponent is going to grab a Stoneforge Mystic and fetch business before you have time to intervene with Sword of X. Jitte is a must for Infect for instance. You can respond to their business, a la Inkmoth Nexus for instance.
Batterskull is pretty skill-intensive in my experience. If you can reliably protect SM, it is usually solid, but it doesn't straight up kill problem creatures on the other side. On grindy matchups it shines, because the opponent has inevitability, and BS forestalls that.
I have, on not necessarily rare occasions, tried to bait removal by fetching a Batterskull. Opp is going to kill Mystic, leaving the creatures in my hand more safe. BS becomes a wasted card, but it sometimes pays off.
There are other advocates here for Sword of Red and White. I like it of course to protect from those colors, but it shines where the opp needs time to set up, such as with Miracles 2.0. They try to survive the short game to get into a setup with Jace, or Angel tokens, or finding Terminus, and this opp has a mitt-full of cards. SoWaP makes a quick clock in that case.
PS I like Sword of Light and Shadow but I recognize it has serious deficiencies.
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Hopefully I will not need to adjust for the mirror. This deck operates best when it is under-the-radar. It is not too hard to hate it out, so if it becomes more popular, then more -x/-x effects appear.
One approach which is often overlooked for the mirror is to add in +x/+x effects. I have tried it many times, and it is very significant to have bigger monsters than your opponent. As most DnT players know, a Tarmogoyf or a Gurmag Angler that you can't answer will often end the game. Big Goblins, big Merfolk are the same story. Having your creatures be bigger than theirs is pretty clutch.
I am running two Honor of the Pure in the side at this time.
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PHASE 1
I arrange in color wheel order from left to right, white to green, setting artifacts and lands (and special items, such as Colorless spells) in their own piles, below and to the left of white.
I set multicolor cards toward the bottom of the mat (or sometimes at the top instead), near one of their colors, and pile similar multicolors together.
If a strictly two-color card can be placed between two colors, it goes there (such as white-blue (Adarkar Wastes) or red-green (Ulrich's Kindred)).
I set mana-fixing lands and artifacts at the top of the mat above everything, tapped (so they fit), unless they go specifically with a color (usually Green), then I slide them a little toward that color.
I put the must-play creatures and bomb rare creatures at the top of each color column.
I make a small separation, and put the non-creatures below the creatures.
If a card is situational, I lay it in its column tapped.
I put identical cards on top of one another.
If a card is merely a filler for a color, I place it at the bottom of the column, tapped.
If it's unplayable, I pile it with the tokens and lands.
I decide on the deck more or less, and put the definite dismissed cards or colors in the bad pile.
I take a moment and look at the second-runner-up alternate color deck, or see if I can build a second deck out of the pool, and place those cards on top of the bad pile. Not too unusually, I change my mind and refocus on the alternate deck.
I whittle the pool down to the requisite number of cards.
PHASE 2
I place the deck from left to right with smallest mana cost on the left. X spells on the far right.
I will have a row for each color (and a column for each mana cost).
I put creatures in their own row, spells on a lower row. Spells don't always go in the column of their mana cost. If a 2-costing spell will never be played until turn 3, I put it in the 3 column, the earliest that it can be played.)
Artifacts or multicolors, I put in a middle row, sorted by mana cost, or I set them aside, if they can be played using any mana.
(With a very multicolor deck, such as with some Khans builds, or Shards of Alara, I will put mana-fixing at the far left. I have also arranged the cards in a wheel pattern under extreme cases).
(For several years, I wrote out a grid in a similar layout, with color abbreviations to the left and converted mana cost at the top. I went through the whole deck and made a tick mark for each pip of a color in each column, for example, Silklash Spider would put two tick marks in the Green row under the 5 column. I would split a grid in half and put 2 tick marks, representing activation cost, in the lower half of the 6 column, because you would never use the activation cost prior to turn 6.)
I determine how many lands of each color are required.
PHASE 2B
I will pick up the cards one by one (sometimes sleeving as I go), in the optimal sequence I would wish to play the deck, and if I find I am more weighted in a color early game, I will adjust the mana base.
PHASE 3
I will sleeve up, and if I have time, I'll goldfish, and I will readjust the deck.
PHASE 4
I will assess the sideboard cards and sleeve all the playable ones.
If I have time, I will roughly build a second deck, and pull out lands for it, and note what cards from the main deck can transfer between each deck.
NOTE
With Shadows over Innistrad, during Phase 1, I find I am adjusting by taking a couple minutes piling Discard-enablers, Madness, and Delirium into their own piles.
I can also try alternate piles, such as with one Shadows deck with Equipments, Equipment-loving spells and creatures, and cards that synergize with Equipments in other ways (such as Graveyard, Delirium, etc. that work with self-milling or looting Equipment).
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The equipments act as "inevitability" since they give your creatures a semi-permanent buff or indestructible when they need to chump block, and give them unblockable when you're closing the game. The Sword of Blue and Red is probably the most important, because Death and Taxes has zero card advantage otherwise. Umezawa's Jitte is simply a game-ender against some decks and as stated above, works blocking or attacking. Batterskull pulls your butt out of the fire against fair decks. All the other swords are not unreasonable in some circumstances.
If you think Mother of Runes, Mirran Crusader, and flyers can get you there, you are right most of the time probably, but it is a much harder slog without the tutorable silver bullets.
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Sword of War and Peace and Mother of Runes is a non-bo.
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I think you're mistaking Soul Summons for Lightform.
I offered Eladamri's Call as my second-choice Green spell after Gaddock Teeg. I would much rather have Eladamri's Call than Living Wish, because it gets any animal in your deck. With Vial at 2, it would be almost Magical Christmasland backbreaking if it resolved. In your proposed deck you have four Living Wish targets and I don't think they're significant enough in enough matchups. "Call" could get you some sick beats in almost every matchup.
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In my official capacity as Thread Historian, I would like to mention that Armageddon was the first suggestion for this deck on the original 2006 thread. http://www.mtgsalvation.com/forums/the-game/legacy-type-1-5/legacy-archives/184486-deck-death-and-taxes
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I appreciate the rulings responses. I sort of figured I would open myself up to some moral judgement also because of the (foolishly) candid way I phrased my post, but all I am really looking for is the ruling judgement. But I do apologize if I shocked or disillusioned anyone, or if I revealed a dishonest side of myself that should have remained secret.
Thanks!
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If you are playing flat-out Burn, Warmth will probably get you there. To me, it's interesting that Burn's two best cards (Goblin Guide and Sulfuric Vortex) aren't answered by Warmth, and Burn's newest golden boy, Eidolon of the Great Revel isn't answered either. Sure, you're gonna gain the life, and Warmth will probably get you there nine out of ten times, but CoP:Red just closes them down, and the only time I've ever lost with it was when I got greedy to throw out a Serra Avenger on turn million and my opponent had triple Price of Progress. I stopped the first two.
With CoP:Red, you play a completely different game: you just drop lands and count the maximum potential burn in your opponent's hand. It also combos with Goblin Guide (because it helps your land drops) and Sulfuric Vortex (because it kills your opp, not you).
Furthermore, it can be brought in for other matchups, though those are currently out of fashion.
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