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  • posted a message on Plane of Existence: Where would you live?
    I will split this into 4 sections.

    If I know magic and Im an old pre-mending planeswalker, I would live in
    Alara, regardless of if its broken into shards or Alara Reborn or Alara before it was broken. Ill probably hop between Bant and Grixis areas. Grixis is not a bad place if you want to fool around to keep yourself entertained.
    Bant is if you want to feel absolutely calm and enjoy city life.
    I will probably occasionally hop to Dominaria to keep myself updated on affairs that affect the whole multiverse, but Ill never fight over territory or allow myself to get involved in planeswalker issues. If an area is getting destroyed, I dont care, Ill probably just walk to some other plane and live there.
    Of course, if someone walks over to Alara and tries to do anything to it, Ill probably leave too, dont wanna fight over meaningless worlds when there are so many out there.

    If I know magic and Im a neo-planeswalker. Ill probably live in Ravnica and be strong allies with Azorius and keep myself in the loop of Dimir.
    After all, Azorius is the government in Ravnica, and Dimir is the underground syndicate that knows everything sinister happening. Ill also probably keep an eye on Golgari, since they are the farmers and generate all the food to support the city.
    If someone were to destroy civilisation in Ravnica, Ill probably try to handle them, but if its too hard or difficult or risks my life, Ill just disappear with my family/relatives to some remote village/city on Dominaria, and then scout for another new backup plane with civilisation.

    If I know magic but cannot planeswalk. Ill probably live in Ravnica for reasons stated above.

    If I dont know magic, Ill probably live in Kamigawa, but Ill request that I be born into Moonfolk.
    Posted in: Magic Storyline
  • posted a message on [Primer] UR Past in Flames Storm (9/2011 - 2/2013)


    This deck actually plays out pretty well, with plenty of fuel and ways to combo out.

    Example:
    Turn 2 Desperate Ritual, Pyretic Ritual, Seething Song, Empty the Warrens for 8 tokens.
    Play Battle Hymn for 8 mana, play other spells, play Past in Flames, replay everything for either higher storm count for Empty or Grapeshot.

    The key is Empty the Warrens and Battle Hymn synergy. It allows one to fully commit in an early strike with Empty the Warrens, but still have a backup mana plan with Battle Hymn for Past In Flames to combo again.
    This also turns Empty the Warrens into a semi-storm or mana-generating source.
    It also means your opponents have to deal with potential early turn Empty the Warrens damage while you can easily finish up with a Grapeshot Storm kill or otherwise.
    Posted in: Modern Archives - Proven
  • posted a message on [Deck] LED Dredge
    The point of running Leyline is because it stops opposing Dredge decks and Reanimator decks cold.

    The other point is because it also stops the "Sacrifice my own creature to remove your bridges" trick.

    Also, there is never a need to run more than 2 Dread Returns, FKZ is also outdated, the better target is obviously Flayer.
    Posted in: Legacy Archives
  • posted a message on To those seeking a good creature wipe card in white (or black), DoJ is not the answer
    Death Cloud

    Smallpox

    Both are devastating cards that can even hit indestructible creatures.
    Posted in: Modern Archives
  • posted a message on Primer: Modern Dredge
    Quote from Psychomagus
    I am honestly surprised that people didn't see the banning of Dread Return coming from a mile away, lol.


    And by banning Dread Return, they destroy potential Reanimator decks.

    No, I dont see why anyone should see Dread Return banning from a mile away.

    In fact, if Wizards truly wanted to bomb Dredge, just taking away Bridge from Below is like removing the FUEL in the engine.

    Instead, Wizards decide to remove the ignition chamber of the engine, and keep the fuel there.

    Well, Wizards could very well be shooting themselves in the foot because this means they are more restricted by this banning. If they ever were to return to the Flashback mechanic or make something that triggers from the graveyard or sacrifices creatures for some efficient benefit, they have to be very careful with designing their future cards in case Dredge bursts out with a new card way to sacrifice creatures for great benefit.
    Posted in: Modern Archives
  • posted a message on Which bannings are fair?
    Quote from Xctu
    Skullclamp is fine bros its just +1/-1


    Are you being sarcastic? Im giving you a chance to redeem yourself here. Or you will be flamed into oblivion.

    Its precisely because its +1/-1 that makes it broken.

    Heck, it would be even more broken if its -0/-2.
    Posted in: Modern Archives
  • posted a message on Primer: Modern Dredge
    Quote from Gold Myr
    I suppose Dredge will have to wait before it can perform a Dread Return. Hurr hurr.


    OMG... Enough with the Dredge puns...

    Those who forget the horrors of the past are doomed to re-meet them.
    Posted in: Modern Archives
  • posted a message on Bloodghast triggers
    Quote from Natedogg
    No it will not. When it leaves the graveyard and returns, it's treated as an entirely different permanent. It will not be connected to the first trigger any more and the first trigger will not do anything in this case.

    You could play the land, resolve the Bloodghast trigger, sac the Bloodghast, then sac the fetchland and get another land to trigger Bloodghast again.
    [font=monospace]


    None of the 6 exceptions apply to this situation.

    Thanks:)
    Posted in: Magic Rulings Archives
  • posted a message on Bloodghast triggers
    If I have a Bloodghast in my graveyard,

    and I play a fetchland, triggering it, while in response to this trigger, I sacrifice the fetchland to search for another land to trigger the Bloodghast again,

    Will the Bloodghast return twice? First time from the trigger of the land searched by fetchland and second time from the trigger of the fetchland itself?

    I ask this because I want to know if Im able to sacrifice the Bloodghast with an instant speed ability to put it back into the graveyard before the first trigger resolves, and will the first trigger return the Bloodghast which has returned back into the graveyard.


    Also, can I have the ruling from the MTG Rulebook on this?

    TIA
    Posted in: Magic Rulings Archives
  • posted a message on Primer: Modern Dredge
    Quote from Zero_Chaos
    It's the whole goal of the deck. That's like saying origional dredge is bad cuz you never get 4 bridge and a dread return. And yes. It's fairly easy to get bloodghasts and VVs in play. If you're gust gonna be closeminded then go troll somewhere else, this is a deck construction thread.


    Dredge did not even need Bridge from Below to function. Bridge from Below could be extirpated and it could still win.

    And Dredge also did not need Dread Return. There are other ways to sacrifice creatures.

    Dredge only needed 1-2 Bridge from Below to have a lethal force. It didnt need all 4 Bridges at the same time, whereas your deck require 3 or more Vengevines to even stand a chance, because stuff like 4/5 Tarmogoyfs can block Vengevine all day alongside Wild Nacatls.
    Posted in: Modern Archives
  • posted a message on Primer: Modern Dredge
    Quote from Zero_Chaos
    Bridge sucks with no good sac outlet.
    And 2 tarmos cannot stop 4 vengevine.


    Yes, you will always, ALWAYS have 4 Vengevines and 4 Bloodghasts in play.

    Talk about realistic.
    Posted in: Modern Archives
  • posted a message on The Gauntlet(updated with new ban list)
    Quote from bocephus
    It will be more then just those 3 decks. I think everyone will be surprised how many decks actually have a chance now. With a slowed down format decks like teachings and reanimator will be viable. Combo is not dead by a long shot. I feel everyone will come playing aggro to the first few tournies and find they are not shoe in decks to top 8.

    This is true.
    Posted in: Modern Archives
  • posted a message on Primer: Modern Dredge


    Delightfully weak? The creatures size are so small and the deck burst speed is not fast enough. A Tarmogoyf stops your deck, 2 Tarmogoyfs means you cant even attack through.

    And no Bridge from Below is quite fail.
    Posted in: Modern Archives
  • posted a message on Post-bannings format discussion.
    Death Cloud Rock can actually destroy Jund.:D
    Posted in: Modern Archives
  • posted a message on Revision on Modern format banlist Discussion
    All our debates and testing were for naught.

    Wizards decide that instead of just banning the "unfun" and "non-interactive" stuff and let things work themselves out, so that they can see how the format works out, they instead decide to do this:

    A: Hey, this Modern format thing seems to attract a lot of interest, but we dont have the time to test for it. How can we satisfy our players by giving them a fair format?
    B: (drunk idiot) Yea, I know. Lets just compile all the decks that people *****ed about in the past 5 years. Ban some of their key cards and let the format roll. After all, if they *****ed about it in either Standard or Extended, it must be broken. Right?
    A: You know what? I like that idea.
    Posted in: Modern Archives
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