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  • posted a message on WB/x Aether Rogue Aggro Tokens
    I've tested a few games with this deck and I like how it plays, but I feel it is spread out between too many different synergy paths. The main synergy paths are hidden stockpile with anything... literally anything. The other path is metallic mimic with animation module. The mimic and module I think can be cut from the deck mainly because we don't plan on keeping what we get for very long if we don't have a great board; because we want to sac what we have so we can get more of what there is and mimic I feel just doesn't have immediate payoff and is still reliant on other cards to be good. Animation module is also on the same boat with the mimic I mean when you have both out there it works great but when you don't it just flops even with a trafficker it still has a hard time getting off the ground. I feel what the deck is missing is something big and splashy, and that big and splashy might be a 1 or 2 of Herald of Anguish. It does practically everything this deck wants, Evasion, big hitter, removal, even hits our opponents hand, but the only problem is it's really expensive but that can be mitigated for imo max of like 2-3 mana to make it a 4-5 drop which is still REALLY GOOD. The only other thing I feel that can help solve the missing presence of a big hitter is probably vehicles like Aethersphere Harvester, and MAYBE Cultivator's Caravan. Really the only other cards that I want to mention in this is Scrapheap Scrounger which I don't know if it will be good in the deck, but I do think that it is worth testing.

    PS: What about Master Trinketeer I have always wanted to use this card, but could never think of where it belonged. It might have a place in a more midrange version of this deck. Also just thought of maybe trying out Drana, Liberator of Malakir, has evasion, makes team bigger, overall good creature.
    Posted in: Standard Archives
  • posted a message on WB/x Aether Rogue Aggro Tokens
    Another idea for this deck is maybe take out 1 fatal push and 1 altar's reap for 2 Underhanded Designs. I think the card has great synergy with the deck, can help push those last few points of damage through, isn't terrible late, Plays terrifically with Hidden Stockpile, and can be an unconditional kill card for creatures that push can't hit. The only problem with this card is that it requires quite a hefty mana investment for an aggro deck, If this were more of a value grind deck than an aggro deck I think it would be a 4 of, but since this is heavy aggro I don't think it could play any more than 2, but I definitely think this card is worth testing. Imo though I think this card plays better in this deck than Midnight Entourage, it just provides a lot more utility to the table by being cheaper, still being good to curve out with on t4, and with hidden stockpile it can be a pay 2 scry 1 gain 1 opponent lose 1 each turn. The Entourage just feels to slow for this deck even if it pumps your aetherborn that still is only pumping yaheeni, trafficker, and other entourages which total 12 creatures. I also feel it works as a 2nd zulaport cutthroat in the fact that it gets the triggers on etb instead of on ltb. You could really just go all in on the synergy build and have 4 animation modules, 4 hidden stockpiles as your main engines with trafficker, underhanded designs, zulaport cutthroat as your payoff, while still having a pure beatdown plan.

    PS: why run Forsaken Sanctuary when you can run Shambling Vent.
    Posted in: Standard Archives
  • posted a message on WB/x Aether Rogue Aggro Tokens
    Should this deck maybe run a 1 of westvale abbey? If you get it out late game I could see it being really good for keeping your yaheeni alive by just pooping out a token to be eaten every turn if need be. It also could provide another win con to the deck late game by throwing out a 9/7 lifelink indestructible flyer.
    Posted in: Standard Archives
  • posted a message on Solrune's Marchesa, the Black Rose (Flipping Thrones in Multiplayer)
    What do you guys think about Indomitable Creativity. Wipe our 3 creatures with counters on them and just triple polymorph to increase our board size or late game blow up our mana rocks to possibly get a board.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mono U Paradox Reservoir
    What about having a few Metallic Rebuke in mainboard/sideboard to ensure that the combo goes off also does this deck have a good plan B. against Lost Legacy on paradoxical outcome other than swinging with a very small glint nest or maybe going off from reverse engineer. Personally I think that this deck could go a splash white and black for Sram, Senior Edificer, Herald Of Anguish, and Battle at the Bridge and also using Spire of Industry for the splash colors. If you really want you could even add Syndicate Trafficker as a nice backup plan. I just feel that the deck would still have one of the same problems with the old deck that if your opponent had a lot of ways to deal with reservoir then there was no way that you could win. Since we're cutting the number of copies in the deck, because we can just tutor it up, it makes our opponents job of dealing with those reservoirs easier, and I feel that you either need a way to protect it or another way to win and herald and trafficker seem like good plan B's.

    PS: Don't you guys think that Baral's Expertise does a better job than Engulf The Shore bouncing three creatures/artifacts (which can work as a 2nd outcome) is at most times equivalent to engulf and it will let us outcome, reservoir, anticipate, or even let us pick up glint nest and replay it from the same spell(which can help get the storm counter higher for the turn to combo off since were playing the spell).
    Posted in: Standard Archives
  • posted a message on The Gitrog Hub (Jund/Delirium/Energy Variants)
    Deck Update: Just had a super FMN at my LGS and I played gitrog with a few small differences. Moved both Nahiri's Wrath to sideboard and replaced them with Radiant Flames in mainboard, and I also took out 3 basics for 3 Painful Truths. The deck went 3-2 for 5 rounds and I placed 10th out of 30~ players. It performed pretty well I would say and the cards I traded out really did make the deck more consistent.
    As for how the rounds went:

    Round 1. Played against a Refurbish Reanimator deck and lost 2-1. The first game I mulled to 6 from getting a 1 land hand and then got a 2 colorless land hand and then only drew colorless mana while my opponent got the nut draw of having 3 Prized Amalgams in grave with a gearhulk refurbishing t4 where I then scoop. Game 2 I win from just grinding the game out then westvale abbey for the win. Game 3 was a close game but I screwed up in the end, opponent had lethal on board and All I had was Emrakul and a land in hand, and I thought I was 1 mana short of casting emrakul but my crawling sensations milled a crawling sensations and made emrakul 1 cheaper to cast so that was my bad.

    Round 2. Played against a kid who was pretty new to the game and won 2-0. His deck was VERY budget vehicles and since there weren't any copters to deal with it wasn't hard to win those games, but I was able to Noose Constrictor storm it up to a 26/26 which was GREAT!.

    Round 3. Played against B/G Delirium and won 1-0-1. The game goes to where I get 2 crawling sensations out and my opponent just couldn't get through them past t5, their only answers Grim flayer and Mindwrack Demon were both very susceptible to Noose Constrictor, Lightning Axe, and as for ishkanah she only served as slight defense against my flipped westvale and emrakul that I dropped later. After using emrakul to take over their turn I was able to clear most of their board, but my opponent got a few good top decks like 1 ishkanah after getting rid of 2 and their own emrakul which ended up stalling the game out. In the end I was able to make them sac emrakul and get in for the win with Blighted Fen. When we went to game 2 we only had 10 minutes. Game 2 I get out jaddi offshoot and crawling sensations and my opponent couldnt get through it quick enough and we draw that game.

    Round 4. Played against R/G Energy aggro in which i lost 2-1. Was a pretty hard matchup mainly because of Bristling Hydra practically always having hexproof and Blossoming Defense making a good bit of my removal useless. The first game I lost to the t4 nut draw for the Electrostatic Pummeler 2 Larger than Life and Blossoming Defense. Game 2 I won mainly because of blighted fen being able to take card of hexproof hydras gitrog being an amazing blocker, also in the end I tried to storm off with noose constrictor having 7 cards in hand (2 lands 5 non lands) and I am only able to give +5/+5 while having no more lands in hand and hit them down to 13. On their turn they attack with a hydra and I block with gitrog and trade with the hydra. Next turn I crack a fen get rid of their last creature and crack 3 clues discard my whole hand (11 after clues) and hit them for lethal exact. Game 3. Opponent sides in more harnessed lightings and kills my gitrogs with no discrimination and just overruns me.

    Round 5. Played against a good friend who was playing U/W Flash control Variant and won 2-1. first game I land t3 crawling sensations and that was when he practically lost. I continue to get a 2nd crawling sensations not much later and westvale kill him. Game 2. My opponent sides in much more enchantment hate to deal with crawling sensations. t3 I attempt a crawling sensations gets countered. t4 attempt crawling sensations gets countered. T5 attempt crawling sensations lands and my opponent is livid since on their previous turn they tap out to play gideon. t6 nissa resolves and make a land to block gideon token. t7 get the 4th crawling sensations and my opponent is just done XD. He goes on to win that match since he just drew more threats (spell quellers, avacyn, 2nd gideon) than me and countered my later gitrog. Game 3. I t2 Noose constrictor, t3 tireless tracker go in for beats, t4 tireless and it gets spell quellered then trades with tireless tracker and i get tracker from it. I end up winning around t6 just from beats and my opponent couldnt get double white for mana and couldnt play his wipes or snares.

    Cards that performed the most throughout the night: Noose Constrictor, Nissa, Vital Force, The Gitrog Monster, Blighted Fen, Crawling Sensation. Crawling sensations and blighted fen I would say were the most impactful cards throughout the night as there were a number of decks that just couldn't deal with make a 1/1 green insect every turn, and blighted fen helped me clear stall outs and survive blowout turns.

    So overall I feel the deck did pretty good, but could've done better if I didn't do some slight misplays(also I didn't play against a single deck running copter that night!). As for changes that will be happening to the deck I will be keeping the changes I made at the beginning of this post, and I will be slotting World Breaker out of sideboard for something more relevant as I never felt the need/want to have another huge costing win con in the deck and the reach wasn't very important for taking care of copter or any other threat mainly because it would take too long for it to come down.
    Posted in: Standard Archives
  • posted a message on The new modern (starting with Return to Ravnica)
    So this variant format would be a non rotating format that's card pool starts at Return to Ravnica all the way through to present. It works the same as modern, but instead of the sets starting at Kamigawa you start at RTR.
    • Why have this format start at RTR? Because that was the first set most recently to have low to medium power cards in it.
    • Why not have it start at Innistrad or scars of mirrodin? Because I think that this format should be different from modern and those 2 sets have a lot of powerful cards used in modern (ex: Snapcaster mage,Liliana of the veil, Delver of Secrets, Sword of War and Peace, Wurmcoil Engine, etc).
    • Why even have another format like modern, but having a smaller card pool? Because modern imo is overpriced, to fast of a format, and it allows the cards in the sets in this format to see some new life (RTR, Theros, Khans).
    By taking a bunch of low power sets like those post RTR you get a bunch of fun deck possibilities while still being able to make some pretty good decks. You would also be able to get back to the core cards that standard hasn't been printing (ie: llanowar elf, 2 drop counters, good instant speed burn). There is the allure of going back and playing your favorite deck from those sets, but being able to buff it with cards that were never around in that cards life in standard, and it wasn't ever good enough to be successful in modern. This format would be a way for people to return to those sets, and find the missing puzzle piece to a card that never got its time in the limelight.
    Posted in: Homebrew and Variant Formats
  • posted a message on Best MLD commander?
    I think Eight-and-a-half-tails is good for mld. You can turn lands white and have people sac colored permanents with Ugin, the spirit dragon, and All is Dust
    Posted in: Commander (EDH)
  • posted a message on Mono Green Ramp Birthing Pod Deck. Ideas to make to better?
    Ummmm this is the standard forum you could probably benefit from putting this in the modern deck creation threads.
    Posted in: Developing (Legacy)
  • posted a message on The Gitrog Hub (Jund/Delirium/Energy Variants)
    Gonna try this at fmn tonight with slight changes in main and side for the jund variant. The changes are both Mina and Denn, Wildborn out of main and a mountain out for one Geier Reach Sanitarium and added in 1 more Lightning Axe and a Eliminate the Competition to main. Sideboard changes are both chandras out and 2 Noose Constrictors in. The deck has more removal now in main and more ways of dealing with aggro in the side so hopefully I can withstand all the copters. After fmn i'll edit this post with the results.
    Posted in: Standard Archives
  • posted a message on G/x Splendid Reclamation Eldrazi Ramp
    Ok so if you want to go red you should check out my list http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/762617-the-gitrog-hub-jund-delirium-energy-variants. I think that you could use Lightning Axe, Fall of the Titans, and maybeeeee Nahiri's Wrath for removal if you need to get rid of really big creatures early on Axe is great and Wrath can let you just get rid of your hand and those extra titans you got in their and wipe out your enemies entire board. I don't know how well it'll work because I don't know how much card draw your deck can manage, but I think it's a fun card to try. As for the Chandras it can be helpful but I'm not sure... in my deck I really don't care much for for them and thinking about taking them out of my sideboard (I don't know why they are in there) for some other cards. Also Grastone imo is terrible and never deserves to be ran except if you don't want to run servants cause everyone has little spot removal for it. Thought-knot is another one I haven't tested it in my decks, but I have thought about it. For your deck though I think it could be good if you go first and are able to get down a t3 Thought-knot that way you can possibly guarantee the game since they might not be able to be faster than you after taking a key piece out of their hand.
    Posted in: Standard Archives
  • posted a message on G/x Splendid Reclamation Eldrazi Ramp
    If you were to splash black I think you could fix your land base really easily by cutting 2 forest, 1 Botanical Sanctum, 1 Lumbering Falls, and adding 1x Swamp, 1 Mortuary Mire, 1 Blooming Marsh, and 1 Hissing Quagmire. You already have really a really good ability to splash for another color since you have 4 Evolving Wilds and 4 Servant of the Conduit.

    Also I don't think Commencement of Festivities is really what your deck wants because your deck wants to be ramping hard and curving out hard early to where I think you'll be hindering yourself more by holding up that mana on t4-t6 rather than just ramping. A good card that can probably save you as much life is Jaddi Offshoot. You can gain around 5+ life and block 2 power creatures for days and stop any one big creature that doesn't have trample. Also it gives you another t1 play if you don't have vessel.

    Also have you thought about maybe testing Tireless Tracker. I don't know how well it would do in this deck and I don't really think it is great, but I feel it's worth testing in it.
    Posted in: Standard Archives
  • posted a message on G/x Splendid Reclamation Eldrazi Ramp
    Your deck idea seems solid I have a kinda similar build but with more cards that are meant to provide a ton of value throughout the game rather than right out like Crawling Sensation and The Gitrog Monster. Your deck is more based on just using cards for their immediate value to ramp to big boys. For sideboard I think you need more cards to play against aggro cause if you can't ramp fast enough or guarantee delirium then you can't hit your bombs or get max value out of spooder, and then they can just kill you faster than you can stabilize. I think for sideboard you could cut 2 scatter, 2 negate, and add 2 Harsh Scrutiny, and 2 Horribly Awry. Do that so that you have more cards that can let you deal with an aggro deck during t1 or t2. Also Harsh Scrutiny is great against greedy copter players who keep 1 creature and a copter. And If you want more hand disruption Pick the Brain is really good aswell. But for mainboard I say cut 1 Emrakul, 1 Ulamog, and put in 2 World Breaker. It's really good Utility tech since it can deal with a lot of different threats like artifacts, enchantments, and flyers first game and you can tutor it up using Sanctum.

    Also imo there is some really good secret tech for a splendid reclamation deck. In my deck I use 1 Mortuary Mire to get maybe 1-3 creatures back from grave to hand in a single game.

    edit: Didn't notice you weren't using any black... so for the hand removal I guess not, but you can probably get away with splashing black for sideboard.
    Posted in: Standard Archives
  • posted a message on The Gitrog Hub (Jund/Delirium/Energy Variants)
    So I like your deck as a more aggro gitrog deck, but I don't really feel that it is a gitrog deck; it is just a deck that uses gitrog for some value rather than abusing gitrog for every last bit of value possible. Like you run a bit of mill with the crawling sensations but then you have nothing to do with the cards that go to grave other than using gitrog to draw and to possibly hit a drownyard. I feel that instead of the Wild Wanderer you should really try out splendid reclamation. That card on practically always hits 2+ lands and with a t3 crawling sensations it can lead to crazy t4/t5 splendid reclamations .
    Now for the card choices.

    So sylvan advocate was a card that I was planning on using in the shell when making the gitrog deck, but when building I was thinking what is sylvan good for 1. is a cheap creature 2. scales into late game 3. has vigilance. Seems like everything this deck would want right? Very wrong; the deck's main problem was flyers, not really small creatures on the ground. Going against copters and skyspawners where the main concern for the deck cause we didn't have many answers to them mainboard other than some red removal and sideboard for spooders and some artifact hate for the copters. Also late game this deck really wouldn't care to draw a big creature that is just value instead it would want to draw an eldrazi to end the game.

    Then there is Dragonmaster Outcast. When I was thumbing throw my binders I saw him and said yeah he is a possibility, but I never really saw a whole lot of pros to him after playing traverse the ulvenwald. They both fell into the category of putting me down a card till I can get assured worth out of it because I really only wanted to use traverse to either get a land answer or an eldrazi to end the game, but outcast would just sit there till I got 6 lands which wouldn't be too bad, but I would rather have an eldrazi that wins me the game once i get 6+ lands or have a tireless tracker or gitrog that lets me draw into a win con.

    Wild Wanderer I feel would just be better replaced by splendid reclamation.

    Devour in Flames does help, but nahiri's wrath does the same thing imo and hits creatures

    I like Netcaster Spider but Probably won't use it since it only trades with copter in combat to where clip wings deals with them any time, is cheaper, and can kill skysovereign.

    Blossoming defenses is a idk type of a card cause I don't really care about them killing anything but gitrog which has a mighty toughness of 6 keeping it out of practically all single card burn removal.

    Jaddi offshoot has proven to be really good for the lifegain. I have gained around 10 life each game that I play it t1 and a one drop green card that sets aggro back that far I think is better than just a maybe ramp card.

    I feel you should try to fit in some more graveyard matters cards like Grapple with the past, Splendid Reclamation, Liliana, the Last Hope. And as for creatures you should try I say Hanweir garrison and maybe Gnarlwood Dryad. I also feel you should try Lightning Axe, and maybe Incidiery flow instead of the Galvanic Bombardments.

    I'm also going to use this post to have a small update. Been playing quite a few test games against multiple brews that I have with a friend and the deck has been performing very well using the jund variant. Just getting one lightning axe or nahiri's wrath in a game can make or break the game. Using lightning axe to discard a drownyard early to get the ramp or using it late to discard a land with gitrog can just let you use it as a real easy cantrip. Also Cryptolith Rites is freaking bonkers in this deck; it gives you so much mana to where you can t4 or t5 an ulamog if you start with a creature heavy hand or get a t3 crawling sensations out. Also some cards I'm thinking about testing are Nissa, Voice of Zendikar, Liliana, the Last Hope, Grapple with the Past.
    Posted in: Standard Archives
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