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  • posted a message on WU Boggles
    Gheist was too costly. Boggles decks need to have a boggle out turn 1 or 2, a 3 cost boggle means i can't cast my auras until turn 4. not what anyone wants.

    Unstable Mutation would be good sideboard tech against aggro decks that i need to out-pace. I am thinking of spectral flight, curiosity, and Aqueous form, I just need to find stuff to pull out for it.

    The Arcanum Wings + Eldrazi Conscription just feels dirty. I love it, but i worry i might end up with just one or the other, and arcanum wings on its own isn't as good as spectral flight.
    Posted in: Deck Creation (Modern)
  • posted a message on WU Boggles


    The idea of the deck is to go the normal Boggles strategy, only abandoning Green to use Blue instead. The idea was inspired by Ardent Plea, which lets me cast a boggles/Aura as well as pumps a boggle to begin with, and since Boggles has only 1 boggle at a time anyway, i don't need to worry about Exalted not being used. What do you think?
    Posted in: Deck Creation (Modern)
  • posted a message on post-Rotation Bant.
    Quote from Deathbymanga »
    I'm curious to see if Aetherwork's Marvel can replace CoCo. Cast Tireless Tracker turn 3, Cast AM turn 4, build up some Energy by sacrificing Clues, maybe grab that Energy Elf, and you can easily start pumping out Aetherworks to cast stuff for free from our decks


    If you are doing that you may want Longtusk Cub as an additional way to generate energy. Possibly even Woodweaver's Puzzleknot for a bit of energy ramp - although maybe only in the sideboard as life gain vs aggressive decks that run out of steam if you have 6 more life.


    Woodweaver is perfect if you're running a control deck, turn 2 cast, turn 3 sac, turn 4 Aetherworks, cast something from the top 6 cards for free. I'm running a Titan deck using that combo, cast Emrakul/Ulamog turn 4.

    Longtusk Cub will be great in nRG ramp decks. especially in combination with the tripple module cards.
    Posted in: Standard Archives
  • posted a message on Skysovereign, Consul Flagship
    Not to mention, it's a 5 cost, which means it gets around Spell Queller
    Posted in: Standard Archives
  • posted a message on post-Rotation Bant.
    I'm curious to see if Aetherwork's Marvel can replace CoCo. Cast Tireless Tracker turn 3, Cast AM turn 4, build up some Energy by sacrificing Clues, maybe grab that Energy Elf, and you can easily start pumping out Aetherworks to cast stuff for free from our decks
    Posted in: Standard Archives
  • posted a message on Demon of Dark Schemes
    this plus kalitas will make a fun combo
    Posted in: Standard Archives
  • posted a message on Aether Temurge (post rotation deck idea)
    Right now Kozilek's Return is your only instant speed spell. You won't really get the most out of Rashmi with only sorcery speed stuff
    Posted in: Standard Archives
  • posted a message on Enemy Speedlands and their Standard Implications
    This is great, especially since I play a lot of Golgori decks in Standard
    Posted in: Standard Archives
  • posted a message on Inspired by the new Kaladesh Spoilers, here's Selesnyian Titan Tutor



    The point of this deck is using Aetherwork Marvel in a pseudo-similar way to Bant Company. The point is to generate Scions and Clue Tokens, set up and early board-state, and get Aetherworks Marvel out really fast. THEN, start sacing scions in order to sac clues in order to generate Energy counters in order to cast spells for free, hopefully finding an Emrakul or even Ulamog turn 4-5. Planar Outburst serves as good control, as well as a good way to use my own creatures as a way to feed my Aetherworks.

    If all else fails, I can also use Eldrazi Displacer to flicker my Thraben Inspector to make more clues, Punch my enemy with Tireless Tracker, or even cast Inifnite spells from my deck using the Brood Displacer combo.
    Moved from Deck Creation. Until the full spoiler is officially released, please limit discussion of spoiled cards to Standard New Card Discussion -- hoser2
    Posted in: Standard Archives
  • posted a message on Jund Token Ramp
    Maybe keep 1 Battlements, add 1 more Canopy and 1 more Plains. That will definitely up my white count.

    I don't think Hangarback works in this situation, had the same problem with Dark Salvation, where XX for X token makers just aren't as effective as 3-4 cost spells. I mean, Oath of Gideon makes 2 Allies for 3 mana AND adds 1 loyalty to Gideon and Nissa, and Call the Scions makes 2 for 4 but each scion can serve as ramp as well. Heck, even Dark Salvation serves as removal as well, plus I need to sac Hangarback first somehow, and it still has a 0 cmc, so it's terrible for emerge and only serves as 1 creature for Westvale.

    Dromoka's command is good anti-Red, since it can remove a Fevered Vision and stop burn spells. Atarka's Command is also great, since it lets me add lands to the battlefield (which means it effectively costs 1 mana also since I can replace one of the mana spent) and I can block spirits when they go on the offensive.

    I do plan on side-boarding the Artifact/enchantment Emerger.

    I could also throw an Oath of Nissa into this if we're worried about the double white cost for Gideon, but that's turning this into Naya Planeswalkers i think, since if I'm running that, I might as well run other PW as well.

    I think I'll go 2 Atarka and 2 Dromoka
    Posted in: Standard Archives
  • posted a message on Jund Token Ramp
    Hmm, how abou Taking out Captain's Claws, Liliana, and Salvation, and putting in Gideon's Oath, the Nissa, Voice of Zendikar, and Gideon, Ally of Zendikar? 2 of each?

    I chose Decimator specifically because I could tutor for him with From beyond, but if the whole purpose of him is to tutor for late game, then wouldn't it be better to only have 1 of them?

    1 Decimator, 3 Nissa, 2 Oath of Gideon, and 2 Gideons?

    Hmm, if I'm dropping Black, then I guess Haunted Dead is gone? What would i replace for that? EDIT: Since I'm running 7 colorless lands and this deck is built around Scions, I think I'll replace Haunted Dead with 4 Warping Wails. The also serve to add some midrange to this deck, stopping languish if my enemy really wants to languish a swarm of tokens, as well as can remove a wall or a 1 toughness

    And I guess if I'm only using Conduit as a dork, then maybe replace it with Deathcap Cultivator? Or perhaps Second Harvest? doubling my tokens?
    Posted in: Standard Archives
  • posted a message on Jund Token Ramp
    Thanks, I messed with the deck a little and reformated it, what do you think now? I have 14 Green sources to be able to get Traverse of the ground turn 1, and i have 12 red sources (counting Traverse) to be able to get Hanweir on the battlefield turn 3 (counting dorks)

    Liliana was more a placeholder for the deck, I don't even feel she fits since the tokens only come at the Ultimate.

    The point of the deck is to build up a lot of small tokens, and then sac them to flip Westvale as early as turn 4. with Hanweir as both a means of doing so, and a second win con in case i have Hanweir but no Westvale

    I removed Vessel from the deck because i felt it was too slow for what i was planning. Casting it turn 1 and then saccing it turn 2 is great in a delirium ramp deck, but not when i can use that 3 mana used up to cast blisterpods and traverses early game.

    Instead I replaced the Vessils with Decimator as a late-game wincon in the event that I have a lot of tokens and no Westvale for some odd reason. even then though, I'm not particularly happy with Decimator since i want to focus on my existing win-con, not make a secondary one.

    Captain's claws also are an uncomfortable addition. I included them to be able to help make tokens faster, but i've found in play-testing they serve as a waste of mana since i like already have a Call the Scions and a Hanweir at the ready to get more tokens. Perhaps since I have 25 lands, I could go with Dragonmaster Outcast? He gets me some pretty strong tokens, but since none of my land ramps put land on the field, I'm stuck until turn 7 for him to be useful, and i'm looking to get early token ramp fast.
    Posted in: Standard Archives
  • posted a message on Esper Starfield
    Just a note that almost all of your enchantments are 3 or less cost. So a Natural State could easily deal with them, while an Anguished Unmaking can deal with Starfield
    Posted in: Standard Archives
  • posted a message on Sultai emerge
    Quote from M1JRoss »
    Didn't really think about that one. What would be a good card to remove for it?


    I'd remove 1-2 pilgrim eyes and kiora.

    and i notice you aren't running vessil of nasency? you're running mind-wrack without much in terms of self-mill or ramp?

    I'd look up Temur Emerge if i were you
    Posted in: Standard Archives
  • posted a message on [Primer] G/x Artifact Clue Synergies
    I would add confirm suspicions to this combo. You alread have to have 5 mana to have Journal on the field, so in response to someone casting a spell, sac 3, search for Confirm, counter that spell, and then you get 3 new clues to sacrifice for a second tutor.
    Posted in: Standard Archives
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