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  • posted a message on G/W Aggro
    I was thinking of something similar, but with a bit more recursion.

    Namely, Unbridled Growth, Renegade Rallier, and Bishop of Rebirth seem interesting.

    Growth would get you the draw, Rallier reloads after a suicide swing (or makes Growth read G: Draw 2 cards), and Bishop is a little expensive but can grab things like Resilient Khenra.
    Posted in: Standard Archives
  • posted a message on UG Aftermath Sorcery
    Quote from asmallcat » »

    I'm 99% confident this card is trash, though. This effect has never been broken when it's priced this high.



    Broken = Not Trash
    Trash = Not Broken

    Ergo, all cards except for "broken" effects are trash. Healthy mindset to have when evaluating cards, that!
    Posted in: The Rumor Mill
  • posted a message on UG Aftermath Sorcery
    Urban Evolution is dead in your hand unless you get 5 mana. You can play this with just U, and then IF it's advantageous to play it later, you get to.

    This is TWO cards, so it shouldn't be treated like it's always just a 6 drop. We have two okay uncommon effects tacked on to a single card.
    Posted in: The Rumor Mill
  • posted a message on UG Aftermath Sorcery
    Quote from asmallcat »
    Quote from SeguroMacks »
    Is it disadvantage because it doesn't cantrip? It's "Scry 3, turn this into a different card which you can play later or now."

    It sits in your graveyard until you want it, where it effectively reads "draw 1. If it's a creature, play it."

    It's not advantage, but I'd rate it pretty neutral.


    Control decks are usually creature-threat light. So, it's usually gonna be a draw, ESPECIALLY if you wait. 5G draw. Wow. Then you need a control deck that's running U and G.

    This card is SO BAD. Until someone shows me a decklist this is good in, and explains why it's better than another card in its slot, it will remain bad.




    4G*. "Draw 1" effects usually cost 4, so this is upcosted by 1 to account for the creature potential.

    Seems fine to me in a UG crush or Turbo Fog style deck, where you plan on getting most of your mana out and only need to use small amounts of it at a time.

    I guess I'd rather just be optimistic about a card until it sees actual play and testing, rather than immediately crap on it.
    Posted in: The Rumor Mill
  • posted a message on UG Aftermath Sorcery
    Is it disadvantage because it doesn't cantrip? It's "Scry 3, turn this into a different card which you can play later or now."

    It sits in your graveyard until you want it, where it effectively reads "draw 1. If it's a creature, play it."

    It's not advantage, but I'd rate it pretty neutral.
    Posted in: The Rumor Mill
  • posted a message on UG Aftermath Sorcery
    Reaction to this card by most people here: "Does not instant win me the game. 0/10 would not play."

    It's a fine utility card. It's not an auto 4-of in every UG deck, but it can set up some interesting plays in the right home.

    At the very worst, it makes for a good T1 or T2 in midrange/control, when they don't tend to have much going on. It also smooths out opening hands and makes risky mulligans more manageable.
    Posted in: The Rumor Mill
  • posted a message on Hour of Devastation Promo Materials and New Cards
    Random guess:

    Eternalize: Return this creature from the graveyard to the battlefield. Activate this ability only when you could cast a sorcery.
    Posted in: The Rumor Mill
  • posted a message on G/x Ramp
    @Roscoe: I wouldn't run Aurora without Resurgent. If you happen to have a Resurgent or two in play and can resolve an Aurora, you win. Otherwise, it acts as a "Plan B" for regular ramp strategies. I tend to side them out against hard control, other ramps, and burn, but leave them in for midrange and combo.


    My list, which I've been toying with (the sideboard changes week to week, so I just put the staples):





    I only run 2 worldbreakers since the 7 drop slot is full with Resurgent. From Beyond works as a nice buffer,ramping, tutoring, and increasing the number of permanents on the board while also being an okay turn 3 ramp target if I whiff on vegetation.
    Posted in: Standard Archives
  • posted a message on G/x Ramp
    Some thoughts on land destruction:

    I run a G/R ramp at the lgs. Our shop is competitive, but I prefer to run jank decks, so it's a bit oddball--I run 4 Zendikar Resurgent and 2 The Great Aurora. It's jank, but I've had success with it, coming in 2nd at Game Day.


    Crumble to Dust worked great in the build, since the ultimate goal is to restart the game with your opponent in a horrible position. Ulamog, Worldbreaker, and Crumble hit their lands, then you restart with 20 floating mana and they draw little value. Sometimes it's just "win-more" to Aurora with an Ulamog on the field, but other times you know they're just tapped out and can exile it next turn; in those cases, the exile + restart is amazing (I should note: I do not run Oblivion Sower. I do not want the exiled lands back in play. I want my opponent's deck to be missing lands in case the Aurora needs to happen).

    After testing, I found the Crumbles were bombs against Abzan decks, but mostly dead against Atarka Red. Once the red players know you want to get rid of the Cinder Glade, they just wait until they need it, or search up forests instead. I took the Crumbles out of the main and put them in the side, since my meta is more red focused.

    Land disruption is incredibly powerful though--keeping an Abzan player off black can stop a Siege Rhino for quite a while, or removing a pain land can just ruin Displacer shenanigans. How many white sources does the average Ancestors deck run? How many of those are basic? Two Crumbles are usually enough to shut down the combo.

    I'm not sure every ramp deck wants LD, but I've had good luck with it.
    Posted in: Standard Archives
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