The blue black god is literally the worst god. If you want to play a blue black control deck that can't play control for the first 5 turns because you have to lay down so many defensive blue creatures and HOPE that they don't die so that MAYBE you can mill for 20+ on turn 5 then this is the card for you.
Oh sure you're thinking "But why don't I just play creatures that will kill my opponent. Since the only way I can kill them is if they play a deck with no control that is still super slow and allows me to have a turn 6 win with out disrupting them?" but obviously there's no challenge in that. This is why you need phenax.
Here's all you need, turn 1 get a 2 defense creature , turn 2 get frostburn weird then turn 3 you need to play wall of frost and then turn 4 you play a 2 def creature and another frost, on turn 5 if no one does ANYTHING to your creatures you have 2 more devotion than you need. So you play phenax and he can't tap yet so you get to mill a whole 22 cards!!!! Isn't that amazing! You can kill your opponent in a solitaire game where they do nothing to you and you do nothing to them after only 6 turns!
It's a terribad card. Plain and simple, if you play solitaire with any deck that goes untouched it should be able to kill at least a creature a turn by turn 6 or it should have won by turn 4 in the current standard. As is, this card can not and will not be used in a single successful competitive deck.
The only good thing about this card is that you might be able to pick it up for 99 cents even though it's mythic rare.
Also, and I think this is the best part, It's virtually unplayable in any actual mill deck that tries to be competitive. Why? Because good mill decks don't have that many creatures. Unless you wanna have a snap caster that also says "tap and mill a card"
What's the possibility of utilizing a deck with True-Name Nemesis and Stoneforge Mystic I know true name is cmc 3 but it can't be blocked or touched really in any way other than board wipes and sacrifice effects.
I was just thinking maybe running 4 of the each of the major cards of course (spell stutter, FoW, Daze, ninja of deep hours) but maybe dropping down some of the lesser cards to run 2 stoneforges, a batterskull and 3-4 nemesis. The stoneforges fit the 2 cmc and if you run aether vial (which I do) this allows you to sneak her in with vial and then sneak the equipment in with out triggering your stand stills. Also being about to possibly attack with stoneforge and return her so that you can find jittes or swords isn't a bad idea IMO
Anyways I'm just tinkering with that thought. If anyone might have an idea as to if this sounds doable.
Eh I'm really disappointed. The play extra land tends to be kind of irrelevant at the point in which you play her. She goes in a control deck but really the draw is extremely lack luster. If you land her in a control vs control game, that's not too bad. In any other situation she just seems like a huge waste of a T3 or T4 drop. Against aggro she dies next turn unless you decide to play bant control and you just dropped the verdict (which would mean she's out at T4 at best, more than likely T5). The draw is terrible and the extra land at her cost becomes fairly irrelevant. Her starting loyalty is tied for the worst of all the walkers (With Nissa and Tibalt and we all know how well those two turned out). And her final ability is MEH. 9/9s are cool but half the power and toughness with some sort of ability (trample, flying, shroud, anything really) is better than just having a big dope that dies to all kill spells and is blocked by 1/1 vanillas.
I do think she will be super fun in EDH and I definitely plan to run her in a RUG deck but she doesn't have enough protection on herself due to the combination of her colors (No black no white, harder to remove threats against her), her low as hell loyalty, and her first ability which also sadly makes it so that you can't damage their creature either. All in all I'd say the 3rd worst planeswalker ever put out there and probably in the top 5 funnest.
Hey there! I really enjoyed your take on damia and I think it's well done. But I do have some suggestions as far as your counter spells may go since this is a speed combo deck it seems like.
1. Burgeoning. This is a huge card when Damia is out and is in my opinion better than exploration early game though worse than exploration when you combo out (However to me if you're comboing out with turns, then exploration feels very win more) You could even run both since it's not likely to get both really.
2.Time Spiral. In any blue combo deck I think this card should be actively run. It's an effective reset when you look like you may stall out mid combo and on top of this when you shuffle everything back in you're usually with much more lands on the field and thusly the ratio of spells to land draw is healthily in your favor
3.Rewind, It's 4 mana yes but it's also effectively free. Plus the 4 mana isn't usually a big deal for such a heavy accel deck. This one may be a toss up though.
4. Frantic search. Instant speed hand form that prevents redundancy with Damia. Other draws do nothing more than replace what damia would have put in your hand at the beginning of the turn so they may be less desirable. Frantic pitches the two useless and replaces them and then lets Damia also make her mark.
5.Merchant Scroll.Yo dawg, I heard you liked Blue Tutors so we put in a Blue Tutor to Tutor your Blue Tutor. Yeah it's sorcery speed, but also nets you 1/7th of your deck (lots of blue instants) So if you want some more find, I'd say go there.
6.Treachery This is also a major toss up but I prefer it over bribery due to the simply fact that 1. bribery seems disruptive to your own plan. It spends 5 mana to find something and hopefully you find a creature that you're going to actively use with your combo. If you don't though you just used 5 mana for a beater that has no synergy with your deck and gets you no closer to your goal. Treachery is free and honestly the only thing you should worry about is things on the field rather than threats in a deck since you're trying to combo so fast.
7. Voidslime Yeah it's 3 mana but activated/triggered abilities can hurt. But it is a maybe for me as well. I guess this one depends on your play group
8.Mystical Teachings. Go find any instant or teferi. Oh wait you just played teferi? Ok well flash it back and find any creature you want. Good card, this is an awesome tutor imo
9. Remand This is a good counter spell if you're trying to combo out fast. Fact is that generally if you're comboing out in 4 turns then you don't need send spells to graves, you just need to stop them from hitting the field that very minute so you can swing back to your turn in win, thusly it essentially does the same as any other counter spell except it draws you a card to help you combo out
10. Erayo, Soratami Ascendant With enough accel she's just beastly. you could even play/ flip her on turn 2. Then again she isn't super helpful to your combo. So this is very optional though I find myself flipping her pretty consistently and then ensuring that I wont be combo disrupted
11. Walk the Aeons You already run extra land play cards and crucible... I don't see why not. At the worst it's a 1 extra mana time warp
12. Noxious revival pay 2 life to recur any card? AT INSTANT SPEED? Omg cannot say enough for this card. Seriously it is amazing. It goes to the top of your deck? So what? Play it right before your next turn or better yet. Play it with a time walk spell and just let things get better from there. Should be in any green deck imo.
Anyways that's what I can suggest so far. I'm working on a damia deck right now and I'm taking it in a little different direction so far. If you're looking for other cards that are combo wins (generally speaking) you can also run the knowledge pool teferi combo for the soft lock. At that point it requires replicated or copied artifact/creature destruction to stop or through an ability already on the field
Don't Have much to beat black but I found an alright amount to beat white and especially blue (Chokeboilboiling seasflashfiresprice of glory I figure if I can land at least one of these then I should be set to take down the control game. Then it comes down to who plays the most and the biggest of creatures which I figure I can do with decent acceleration cards, some eldrazi and good enchants such as Lurking Predators and what not. The big ones to avoid are going to be black board wipes since I didn't find much black hate in Red and Green, but I can still do some major punishment with Ruric and beefing up the damage accumulated from playing non creatures.
A lot of these suggestions have been awesome. More than likely I'm going to end up utilizing Ruric as my Commander. Since there's not too much truly stopping the board control I can at least utilize ruric and damage multipliers to make the option as unfavorable as possible. Maybe throw in things like Lurking Predators and Price of glory
Wow didn't even think of him... man if I can get him to stick and keep him protected that would be awesome. I guess the main priority is getting him to resolve... he's definitely a possibility.
Hey all and happy 4th of July. So I've recently I decided to make more of a creature based deck (kind of timmy-ish) that is competitive. My competitive decks right now are all control (Edric, Teferi, Sen triplets) and there's a heavy control meta in my area. I was wondering what would be good for some heavy creatures that could stand up to board wipes every other turn and heavy counter spells and spot removal.
So far I've thought of
Thrun (though I prefer 3 color decks)
Animar (pro white and black helps a little though he might still have a hard time)
and Karador (not too sure how I feel about him but he's def a possibility)
Just realized I posted this in the wrong area, if a mod could move it to the main thread for me that would be awesome, Sorry about that I wasn't paying attention when I posted x.x
So essentially this deck is supposed to have the most chaotic cards in the game. Most of these are cards that either switch back and forth, have random abilities or have effectiveness completely based on luck.
The reason I made this was because my friends and I are usually making very competetive decks but now we want to be a little silly and try and make a game as unpredictable as possible. Any card suggestions would be greatly appreciated
Whether you think it's better or worse than mind funeral, mind grind is still a good card to have for a mill deck in general, and even better when you play it with mind funeral. The more mill cards you cast that look for so many lands, the better each one after that gets. Plus you're running control colors here so I can easily see this as a Standard format finisher in an Esper control.
So this deck is essentially a multiplayer Kaalia with lots of recovery from wrath effects as well as its own wrath effects.
The format I'll be playing in typically has 4 players per game
I tend to stay away from artifacts unless they're truly good or needed, due to the amount of artifact hate in my meta.
Lastly I also don't have a budget really though I try to stay under 15 dollars a card.
Quick guide, anything marked with an (R) is a resurrection effect. Anything With a (W) marks a Wrath effect. (D) would be Draw, (T) for tutors and finally (M) marks mana accell or retrieval.
So I know mill isn't exactly competitive but I still want to try it and have some fun. Basic idea is a speed mill deck with Pyromancer's Ascension.
I also haven't been playing for the past year or so. Because of this I missed a lot of new cards and I'm not very up to date, so if I'm missing anything obvious, please let me know.
If you have pyro out then you self mill into ascension. After that you go for the kill. It's wonky but kinda fun.
So my question is fairly simple. If something targets a creature + every creature with the same name, what happens in certain cases of tokens:
Multiple tokens with same creature type but diff color
Multiple tokens that are different in creature type
Multiple tokens that are same creature type and color but created by diff cards
She's cool and I'll definitely make a casual deck with her... However realistically her final is 8 when she starts at 4 from turn 5. She'll be on turn 9 for a suicide final, turn 10 for keeping her around. Honestly the two things that have made PWs what they are have either been fast build ups to their final or their really good first two abilities. With her tap out ability she's ok however would I really rather play alot of other cards over her by turn 5 (also in control that would be tapping out for her on t5 which wouldnt be a very good idea imo) i honestly think she'd go great in a deck with alot of llanowar elves and birds of paradise type creatures. Otherwise she's slow, her end move is awesome though it still will take a good while to win with it where most planesalkers set you up to win soon if not near immediately. She's cool and fun just not that good.
Oh sure you're thinking "But why don't I just play creatures that will kill my opponent. Since the only way I can kill them is if they play a deck with no control that is still super slow and allows me to have a turn 6 win with out disrupting them?" but obviously there's no challenge in that. This is why you need phenax.
Here's all you need, turn 1 get a 2 defense creature , turn 2 get frostburn weird then turn 3 you need to play wall of frost and then turn 4 you play a 2 def creature and another frost, on turn 5 if no one does ANYTHING to your creatures you have 2 more devotion than you need. So you play phenax and he can't tap yet so you get to mill a whole 22 cards!!!! Isn't that amazing! You can kill your opponent in a solitaire game where they do nothing to you and you do nothing to them after only 6 turns!
It's a terribad card. Plain and simple, if you play solitaire with any deck that goes untouched it should be able to kill at least a creature a turn by turn 6 or it should have won by turn 4 in the current standard. As is, this card can not and will not be used in a single successful competitive deck.
The only good thing about this card is that you might be able to pick it up for 99 cents even though it's mythic rare.
Also, and I think this is the best part, It's virtually unplayable in any actual mill deck that tries to be competitive. Why? Because good mill decks don't have that many creatures. Unless you wanna have a snap caster that also says "tap and mill a card"
I was just thinking maybe running 4 of the each of the major cards of course (spell stutter, FoW, Daze, ninja of deep hours) but maybe dropping down some of the lesser cards to run 2 stoneforges, a batterskull and 3-4 nemesis. The stoneforges fit the 2 cmc and if you run aether vial (which I do) this allows you to sneak her in with vial and then sneak the equipment in with out triggering your stand stills. Also being about to possibly attack with stoneforge and return her so that you can find jittes or swords isn't a bad idea IMO
Anyways I'm just tinkering with that thought. If anyone might have an idea as to if this sounds doable.
I do think she will be super fun in EDH and I definitely plan to run her in a RUG deck but she doesn't have enough protection on herself due to the combination of her colors (No black no white, harder to remove threats against her), her low as hell loyalty, and her first ability which also sadly makes it so that you can't damage their creature either. All in all I'd say the 3rd worst planeswalker ever put out there and probably in the top 5 funnest.
But that's just my opinion.
1. Burgeoning. This is a huge card when Damia is out and is in my opinion better than exploration early game though worse than exploration when you combo out (However to me if you're comboing out with turns, then exploration feels very win more) You could even run both since it's not likely to get both really.
2.Time Spiral. In any blue combo deck I think this card should be actively run. It's an effective reset when you look like you may stall out mid combo and on top of this when you shuffle everything back in you're usually with much more lands on the field and thusly the ratio of spells to land draw is healthily in your favor
3.Rewind, It's 4 mana yes but it's also effectively free. Plus the 4 mana isn't usually a big deal for such a heavy accel deck. This one may be a toss up though.
4. Frantic search. Instant speed hand form that prevents redundancy with Damia. Other draws do nothing more than replace what damia would have put in your hand at the beginning of the turn so they may be less desirable. Frantic pitches the two useless and replaces them and then lets Damia also make her mark.
5.Merchant Scroll.Yo dawg, I heard you liked Blue Tutors so we put in a Blue Tutor to Tutor your Blue Tutor. Yeah it's sorcery speed, but also nets you 1/7th of your deck (lots of blue instants) So if you want some more find, I'd say go there.
6.Treachery This is also a major toss up but I prefer it over bribery due to the simply fact that 1. bribery seems disruptive to your own plan. It spends 5 mana to find something and hopefully you find a creature that you're going to actively use with your combo. If you don't though you just used 5 mana for a beater that has no synergy with your deck and gets you no closer to your goal. Treachery is free and honestly the only thing you should worry about is things on the field rather than threats in a deck since you're trying to combo so fast.
7. Voidslime Yeah it's 3 mana but activated/triggered abilities can hurt. But it is a maybe for me as well. I guess this one depends on your play group
8.Mystical Teachings. Go find any instant or teferi. Oh wait you just played teferi? Ok well flash it back and find any creature you want. Good card, this is an awesome tutor imo
9. Remand This is a good counter spell if you're trying to combo out fast. Fact is that generally if you're comboing out in 4 turns then you don't need send spells to graves, you just need to stop them from hitting the field that very minute so you can swing back to your turn in win, thusly it essentially does the same as any other counter spell except it draws you a card to help you combo out
10. Erayo, Soratami Ascendant With enough accel she's just beastly. you could even play/ flip her on turn 2. Then again she isn't super helpful to your combo. So this is very optional though I find myself flipping her pretty consistently and then ensuring that I wont be combo disrupted
11. Walk the Aeons You already run extra land play cards and crucible... I don't see why not. At the worst it's a 1 extra mana time warp
12. Noxious revival pay 2 life to recur any card? AT INSTANT SPEED? Omg cannot say enough for this card. Seriously it is amazing. It goes to the top of your deck? So what? Play it right before your next turn or better yet. Play it with a time walk spell and just let things get better from there. Should be in any green deck imo.
Anyways that's what I can suggest so far. I'm working on a damia deck right now and I'm taking it in a little different direction so far. If you're looking for other cards that are combo wins (generally speaking) you can also run the knowledge pool teferi combo for the soft lock. At that point it requires replicated or copied artifact/creature destruction to stop or through an ability already on the field
Wow didn't even think of him... man if I can get him to stick and keep him protected that would be awesome. I guess the main priority is getting him to resolve... he's definitely a possibility.
So far I've thought of
Thrun (though I prefer 3 color decks)
Animar (pro white and black helps a little though he might still have a hard time)
and Karador (not too sure how I feel about him but he's def a possibility)
Just realized I posted this in the wrong area, if a mod could move it to the main thread for me that would be awesome, Sorry about that I wasn't paying attention when I posted x.x
The reason I made this was because my friends and I are usually making very competetive decks but now we want to be a little silly and try and make a game as unpredictable as possible. Any card suggestions would be greatly appreciated
1 Ruhan of the Fomori
Creatures (13)
1 Capricious Efreet
1 Platinum Angel
1 Tyrant of Discord
1 Karplusan Minitaur
1 Goblin Cadets
1 Zedruu the great hearted
1 Mogg Assassin
1 Jhoira of the Ghitu
1 Chaos Lord
1 Charm Breaker Devils
1 Creepy Doll
1 Etherium-Horn Sorcerer
1 Norin the Wary
Artifacts (10)
1 Jinxed Ring
1 Volatile Rig
1 Jinxed Choker
1 Jinxed Idol
1 Timesifter
1 Omen Machine
1 Knowledge Pool
1 Naked Singularity
1 Mycosynth Lattice
1 Teferi's Puzzlebox
1 Hive Mind
1 Wild Evocation
1 Wild Research
1 Tide of War
1 CounterBalance
1 War's Toll
1 Psychic Battle
1 Infectious Rage
1 Planar Chaos
1 Confusion in the Ranks
1 Shared Fate
1 Standstill
1 Risky Move
1 Eye of the Storm
1 Grip of Chaos
1 Puca's Mischief
1 Duplicity
1 Raging River
1 Goblin Festival
1 Elkin Lair
1 Goblin Bomb
1 Radiate
1 Mnemonic Nexus
1 Goblin Game
1 Chain of Plasma
1 Cultural Exchange
1 Shoving Match
1 Puppet's Verdict
1 Stitch in Time
1 Rite of Ruin
1 Thieve's Auction
1 Game of Chaos
1 Mana Clash
1 Scrambleverse
1 Burning Inquiry
1 Warp World
1 Goblin Lore
Lands
1 Contested Warzone
38 Basic Lands
The format I'll be playing in typically has 4 players per game
I tend to stay away from artifacts unless they're truly good or needed, due to the amount of artifact hate in my meta.
Lastly I also don't have a budget really though I try to stay under 15 dollars a card.
Quick guide, anything marked with an (R) is a resurrection effect. Anything With a (W) marks a Wrath effect. (D) would be Draw, (T) for tutors and finally (M) marks mana accell or retrieval.
1 Kaalia of the Vast
Angels (14)
1 Basandra, Battle Seraph
1 Aegis Angel
1 Gisela, Blade of Goldnight
1 Angel of Despair
1 Tariel, Reckoner of Souls
1 Akroma, Angel of Fury
1 Angel of Serenity
1 Iona, Shield of Emeria
1 Linvala, Keeper of Silence
1 Angelic Overseer
1 Blinding Angel
1 Avacyn, Angel of Hope
1 Reya Dawnbringer (R)
1 Angelic Arbiter
Demons (6)
1 Reaper from the Abyss
1 Sheoldred, Whispering One (R)
1 Rune-Scarred Demon (T)
1 Seizan, Perverter of Truth (D)
1 Rakdos, Lord of Riots
1 Bloodgift Demon (D)
Dragons (5)
1 Bogardan Hellkite
1 Steel Hellkite
1 Hellkite Charger
1 Balefire Dragon
1 Hoard-Smelter Dragon
Other Creatures (4)
1 Mother of Runes
1 Karmic Guide (R)
1 Disciple of Bolas (D)
1 Loyal Retainers (R)
1 Armillary Sphere (M)
1 Mind's Eye (D)
1 Defense Grid
1 Darksteel Ingot (M)
1 Lightning Greaves
1 Swiftfoot Boots
1 Sol Ring (M)
1 Scroll Rack
Spells (23)
1 Unburial Rites (R)
1 Day of Judgement (W)
1 Resurrection (R)
1 Mind Twist
1 Rakdos's Return
1 Chaos Warp
1 Miraculous Recovery (R)
1 Terminus
1 Hallowed Burial
1 Path To Exile
1 Akroma's Vengeance (W)
1 Swords to Plowshares
1 Earthquake
1 Demonic Tutor (T)
1 Decree of Pain (W)
1 Wrath of God (W)
1 Demonic Tutor (T)
1 Condemn
1 Cataclysm
1 World at War
1 Armageddon
1 Patrician's Scorn
1 Breath of life (R)
1 Phyrexian Arena (D)
1 Oblivion Ring
Planeswalkers (2)
1 Ajani Vengeant
1 Liliana Vess
Lands (35)
1 Mountain x5
1 Plains x8
1 Swamp x8
1 Ancient Ziggurat
1 Command Tower
1 Sejiri Steppe
1 Evolving Wilds
1 Vault of the Archangel
1 Blood Crypt
1 Terramorphic Expanse
1 Akoum Refuge
1 Vivid Meadow
1 Vivid Crag
1 Bojuka Bog
1 Barren Moor
1 Forgotten Cave
1 Secluded Steppe
8 (R) 3(T) 5(D) 4(W)
So I am adding Akroma, Angel of Wrath I just don't know what I want to take out.
I was also just wondering about cards that are better for multiplayer since I'm fairly new to not doing 1v1 tourneys.
I also haven't been playing for the past year or so. Because of this I missed a lot of new cards and I'm not very up to date, so if I'm missing anything obvious, please let me know.
If you have pyro out then you self mill into ascension. After that you go for the kill. It's wonky but kinda fun.
4x Hedron Crab
Spells
4x Tome Scour
4x Mind Sculpt
4x Visions Of Beyond
4x Archive Trap
4x Thought Scour
1x Devastation Tide
1x reforge the soul
2x Trapmaker's Snare
4x Gitaxian probe
Multiple tokens with same creature type but diff color
Multiple tokens that are different in creature type
Multiple tokens that are same creature type and color but created by diff cards