Junwyn CHareed G
Planeswalker - Junwyn Chareed (M)
(+1) ~ becomes 2/2 Green bear in addition to its other types.
(-5) ~ becomes a 6/6 Green Mutant Bear addition to its other tpes, ~ fights another creature.
(-12) ~ Search your library for a creature card and reveal it and put it onto the battlefield, ~ becomes a copy of that creature in addition to its types and colors.
Gold: 0
Iventory: N/A
Exp: 0/15
Special Ability: Whenever you have an action event in a forest you may put a 2/2 Green Bear token on the battlefield.
Special Flaw: In certain action events you will get a -3 Mod.
Mana: 4GGGG
Familar Choices :
Grejasin Bear G
Creature - Bear (C)
2/2
Lost Changling G
Creature - CHangling (C)
0/1
Evolving Monkey G
Creature
Evolve
0/2
Factions Choices:
Druids Guild: The Driuds guild are a large pack of forest champions that protect the forests and are feared by many people on Grejasi. You start on a mission to save an elf from a large beast in the forest. You are a few minutes away.
Bonus: +2 Mod for Green creature spells and whenever you enter a forest add one mana of any color to your mana pool.
Cons: You can not kill unnessacarily and you can not kill creatures weaker than you.
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats. You start off as a wandering guardian running from a Giant Hydra.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Body Stealer: This is the guild for the various and unique shapeshifters across the land of Grejasi. You start off in a small town looking for a man indentity to steal so you can go into his bank and steal his money.
Bonus: You gain this ability, " 1GU ~ becomes a copy of target creature until end of turn.
Con: You have broken many law across the lands and sometimes officers and certain people will recongize you are attack on spot and a -1 Mod for Red spells
((Bolding my options))
Junwyn looked over his shoulder, evaluating the Hydra's progress, trying to figure out it's strength by watching it's movements and speed. This chase has gone on way to long already. He whistled to his monkey friend who hopped from a nearby branch onto Junwyn's shoulder. He turned and face the monster. His eyes began to glow a burnished gold color and he began his change.
@SirKarn: I'm not hiding anything. Yes, I'm the bastard child of the Emperor. I'm wanted by the mafia because I'm heir to their throne. I'm also a neutral trying to flee the country because I want nothing to do with their house, the house that had me live in hiding because I was a bastard. I'm just trying to go to my own people and live in peace away from the likes of you and the scum houses. I'm not a Verenberg so they want me dead because they want the throne. You want me dead because....?? I'm not actually sure flavor wise. To keep me from going with them? Why not just let me flee the country?
I had a big response to that (not negative, just a response), but I timed outafter getting distracted for a few minutes and really don't feel like typing it all again. Suffice to say I understand and agree with most of your points. I come from the school of 4 of legendaries should just go home, but I admit I let that point of view cause me to focus too much on diversity and not enough on what is a good threat.
I disagree a little about Heliod. Vs control, he's an endless stream of guys. Even if it's not cheap activation that's hard for control to deal with. He's also synergy with Purphoros. Though not as good as Assemble or Elspeth, it's still synergy. Also I think he can be the card that flips you to the aggressor vs aggro decks. I don't think it's a stretch to say that there will be plenty of games where you stabilize and start playing threats, but in a situation where if you turn your guys sideways, they can just let them through, swing back, and throw a little burn at your face for the win. Something to play as a follow up to your guys that lets you swing with them but also have blockers doesn't sound sound too bad. Especially when it can create more blockers and is itself a big guy with not that much work.
Here's a list that I think addresses most of the issues you brought up. It has more plays in the early game than my previous list, though not as many as you suggest, but I do think enough to hold the ground long enough to stabilize.
After reading several pages of this I noticed that the decks focus has changed quite a bit. Looks like it's becoming aggroish where if you watch the first pages videos he states that he's not the aggro basically. The 2nd and 3rd videos he makes almost no push to be aggro. Just stall and eventually win looks like the point. Why have we gotten away from this aspect?
Lack of card advantage is really the core problem. The deck trades 1-1 incredibly well, but it can fall behind that race to an opponent who is drawing multiple cards. Elspeth/Assemble are good answers to that, but you don't always have time for that especially if you're needing to 2-1 yourself against a blood baron/obzeday/desecration demon etc. Also more aggressiveness simply came from a natural evolution of lowering the curve. The curve needed lowering to help game 1 against blitz aggro, but if you're going to drop a 3 drop or a 4, might as well swing when you can.
It's definitely a midrange deck so depending on build it's going to slide to and fro on the control/aggro scale
New sphinx is sick and comes down on 5.
Frostburn should be a four of.
Spear of Heliod makes master tokens survive loss of fish brains.
Elspeth wins games and works with master token strategy
The counters doesn't matter as much as resilience, the auras give the power the creature the value. Also no for control version. Not enough creatures to make the auras not dead most of the time
Prognostic Sphinx is a house. 5 toughness butt is quite relevant, he's very very hard to remove, and scry 3 is very very good. Not suggesting you replace Aetherling but having a mid-game creature can provide a lot of value, also helps answer resolved 'walkers without needing to find a d-sphere immediately
More controlling version. The enchantments aren't auras (cuz auras are bad) but give plenty of triggers for a resolved Ajani. Bident allows ophidian-ness and can remove the option to block. Thassa also helps people get in.
I'm thinking on a list like the original midrange control list at the beginning of the thread. However, that list threw a lot of multiples of legendary permanents in the mix. This is the same concept, try to cast something that can single handedly win at every stage of the game, but varying those threats so the likelihood of extra copies sitting in your hand is minimal. Feel free to tear this up.
I have a modified version with a lower mana curve posted a wee bit ago.
Gideon, Champion of Justice<narrow terrible main deck imo
Heliod, God of the Sun<Terrible. The contorl/mid doesn't want permanets and he's just bad without
Aurelia, the Warleader<You're running even fewer creatures than I am, this is bad.
Ajani, Caller of the Pride< See above
Spear of Heliod< see above
Only 1 Pyromaster< BAD. It's the control lists's only form of card advantage. It doesn't even get 2 for 1's that often so it NEEDs draw. I can understand 3 to help mitigate drawing multiples but 1 is just criminal.
Your deck just folds to anything remotely aggressive. You didn't really "vary the threats" as much as "stuff a bunch of rares" into the list. You need plays at under 3 CMC in order to not fall too far behind. Main deck I run 19 (Chained/Jet/Weird/Reck/Mortars/hammer)) then 10 spells at 4 that directly impact the board ((Chandra/Ember/Helix)) and possibly 3 more depending on if purph is active or not.
You're running 14 spells 3 CMC and below, ((Spear and Ajani don't count as they're 1 bad and 2 don't actually do anything on an empty board which you will almost always see with your list)) and then 4 spells at 4 (helix/Chandra).
That's only 18 cards that have any effect at all on turns 1-4. That's less than a third of your deck. Close to half of my deck is for the early turns and still find myself falling behind on occasion.
Hm. On the one hand, what ER is claiming makes a fair amount of mechanical sense, is fairly confirmable, and seems harmless. On the other, DV says he's lying and I have a hard time reconciling the claim with his behavior.
@ExpiredRascals: I asked you this before and you ignored me, but if that's your role, why on earth did you oppose the mass claim? It would tell you who the signet bearer is, and, as far as I can tell, if you claimed honestly you'd have just as much shot at bargaining for the signet as you'd have if you found him with the ornithopter. And the reasoning you gave here:
Vote "No" on mass-claim of any stripe. The OP says that some people have ready-made false claims, and I'll go out on a limb and say that those with false claims probably aren't pro-town.
clearly wasn't your real reasoning.
2. Also, can you clarify some things? If you give the Ornithopter to someone else, can they use it to start a QT with someone else (not you)? Can you make an item and give it away in the same night? Can you make an invention more than once?
As for ER's case on Azrael, it's the kind of tunnel-visiony case that's hard to get a good behavorial read from. I disagree with it, but I can't get much from it about ER's alignment.
---
Planning on finishing my reread tonight. Expect another post in roughly 12 hours.
I am going to straight confirm that the only way the signets pass are through death.
Fascinating. You know the very nature of ER's abilities from your own role pm? Since you obviously know everything he can and can't do why didn't you just start the day with that?
Name: Junwyn Chareed Race: Human Bear Druid Personality: Relaxed mostly. He likes to take his time and do things properly, very methodical and deliberate. What he decides to do though is almost always needs based. It is quite rare he would go out and try and do something truly strange. Passion in life is fighting and sparring, preferably not to the death but he isn't adverse to killing those who he sees he must. Good Traits: Driven. Always trying to grow stronger and test his strength against others. Loyal, will defend a friend even to a fault. Protective, what and who he sees as his he will put his life and safety on the line to preserve. Bad Traits: Aggressive, if he senses violence in others or percieves a slight against his or his own he will attack no matter how short-sighted it may be. Obstinate, once he makes a decision regarding something or someone it is rare he will change his mind. Background: Junwyn was born human in a small hovel in a rather large meadow admist a black forest. His life was that of a farmer, simple agrarian living. What he couldn't grow or make he traded for with other people nearby. His change occurred when his daughter wandered into the forest, he went in as quickly as he could to save her but was ravaged in the process. He carried his daughter to safety and collapsed in a bloody heap. The magic of lycanthropy saved his life. Eventually he outlived his wife and his daughter grew up and became independent all while he barley seemed to age. So he decided to travel and see what he had been missing and fell in love with sport fighting. Home Plane: Grejasi Appearance:
Somtimes
Other times
I'm running 3 purph at the momment. Between a varied creature base, Chandra and Purph's hammer he is a beater quite often, and after some trades adds values to all my creatures when they come in until he is active again. He hits hard, is hard to deal with, and his pump is quite useful.
I'm running 2 assemble main deck. It's a great source of inevitability. It's a main deck late game card to give extra game against control decks. It is a terrific answer to Desecration Demon.
They are both in my list already and deserve a spot independently. I think it is worth mentioning how good they are together.
If you're already running a Purph build with white, it's worth noting how good it is w/ Assemble. It's not "win more" it's "win now" The difference between a 1/1 with haste and a 2/1 or 3/1 with haste who shocks when it comes into play is pretty significant.
It's the same way Fanatic is "Win more" If you already have 4-5 red mana symbols in play aren't you winning? Don't you have a developed board? With as powerful cards are now winning now instead of in 5-6 turns is a significant advantage.
No he's not. He's an aggro card. This deck is not going to be fast under any definition ^_^. Besides if you're going 2 color that means temple and perhaps temple+gate so you probably don't want many 1's besides those that maintain value in turns 3-4.
Junwyn CHareed G
Planeswalker - Junwyn Chareed (M)
(+1) ~ becomes 2/2 Green bear in addition to its other types.
(-5) ~ becomes a 6/6 Green Mutant Bear addition to its other tpes, ~ fights another creature.
(-12) ~ Search your library for a creature card and reveal it and put it onto the battlefield, ~ becomes a copy of that creature in addition to its types and colors.
Gold: 0
Iventory: N/A
Exp: 0/15
Special Ability: Whenever you have an action event in a forest you may put a 2/2 Green Bear token on the battlefield.
Special Flaw: In certain action events you will get a -3 Mod.
Mana: 4GGGG
Familar Choices :
Grejasin Bear G
Creature - Bear (C)
2/2
Lost Changling G
Creature - CHangling (C)
0/1
Evolving Monkey G
Creature
Evolve
0/2
Factions Choices:
Druids Guild: The Driuds guild are a large pack of forest champions that protect the forests and are feared by many people on Grejasi. You start on a mission to save an elf from a large beast in the forest. You are a few minutes away.
Bonus: +2 Mod for Green creature spells and whenever you enter a forest add one mana of any color to your mana pool.
Cons: You can not kill unnessacarily and you can not kill creatures weaker than you.
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats. You start off as a wandering guardian running from a Giant Hydra.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Body Stealer: This is the guild for the various and unique shapeshifters across the land of Grejasi. You start off in a small town looking for a man indentity to steal so you can go into his bank and steal his money.
Bonus: You gain this ability, " 1GU ~ becomes a copy of target creature until end of turn.
Con: You have broken many law across the lands and sometimes officers and certain people will recongize you are attack on spot and a -1 Mod for Red spells
((Bolding my options))
Junwyn looked over his shoulder, evaluating the Hydra's progress, trying to figure out it's strength by watching it's movements and speed. This chase has gone on way to long already. He whistled to his monkey friend who hopped from a nearby branch onto Junwyn's shoulder. He turned and face the monster. His eyes began to glow a burnished gold color and he began his change.
(+1ing myself to bear form to face ze hydra)
I'm still not into heliod, but this looks much better. Tell me how it goes.
Lack of card advantage is really the core problem. The deck trades 1-1 incredibly well, but it can fall behind that race to an opponent who is drawing multiple cards. Elspeth/Assemble are good answers to that, but you don't always have time for that especially if you're needing to 2-1 yourself against a blood baron/obzeday/desecration demon etc. Also more aggressiveness simply came from a natural evolution of lowering the curve. The curve needed lowering to help game 1 against blitz aggro, but if you're going to drop a 3 drop or a 4, might as well swing when you can.
It's definitely a midrange deck so depending on build it's going to slide to and fro on the control/aggro scale
Frostburn should be a four of.
Spear of Heliod makes master tokens survive loss of fish brains.
Elspeth wins games and works with master token strategy
3 Daxos of Meletis
4 Soldier of the Pantheon
4 Battlewise Hoplite
3 Artisan of Forms
3 Ajani's Chosen
3 Thassa, God of the Sea
4 Aqueous Form
4 Ethereal Armor
4 Ordeal of Thassa
3 Detention Sphere
3 Gift of Immortality
4 Hallowed Fountain
4 Azorius Guildgate
7 Plains
7 Island
Hey look, it's... midrange-ish!
Needs counters in the board otherwise blue decks will just munch it.
The more I look at it, the less I like Ajani's chosen in the deck...
Hmmm.....LESS AURAS!
3 Daxos of Meletis
3 Prognostic Sphinx
3 Thassa, God of the Sea
2 Bident of Thassa
3 Jace, Architect of Thought
3 Detention Sphere
4 Azorius Charm
4 Dissolve
3 Syncopate
2 Sphinx's Revelation
4 Azorius Guildgate
2 Mutavault
8 Island
7 Plains
More controlling version. The enchantments aren't auras (cuz auras are bad) but give plenty of triggers for a resolved Ajani. Bident allows ophidian-ness and can remove the option to block. Thassa also helps people get in.
Very few people are running YP
I have a modified version with a lower mana curve posted a wee bit ago.
Gideon, Champion of Justice<narrow terrible main deck imo
Heliod, God of the Sun<Terrible. The contorl/mid doesn't want permanets and he's just bad without
Aurelia, the Warleader<You're running even fewer creatures than I am, this is bad.
Ajani, Caller of the Pride< See above
Spear of Heliod< see above
Only 1 Pyromaster< BAD. It's the control lists's only form of card advantage. It doesn't even get 2 for 1's that often so it NEEDs draw. I can understand 3 to help mitigate drawing multiples but 1 is just criminal.
Your deck just folds to anything remotely aggressive. You didn't really "vary the threats" as much as "stuff a bunch of rares" into the list. You need plays at under 3 CMC in order to not fall too far behind. Main deck I run 19 (Chained/Jet/Weird/Reck/Mortars/hammer)) then 10 spells at 4 that directly impact the board ((Chandra/Ember/Helix)) and possibly 3 more depending on if purph is active or not.
You're running 14 spells 3 CMC and below, ((Spear and Ajani don't count as they're 1 bad and 2 don't actually do anything on an empty board which you will almost always see with your list)) and then 4 spells at 4 (helix/Chandra).
That's only 18 cards that have any effect at all on turns 1-4. That's less than a third of your deck. Close to half of my deck is for the early turns and still find myself falling behind on occasion.
Fascinating. You know the very nature of ER's abilities from your own role pm? Since you obviously know everything he can and can't do why didn't you just start the day with that?
Race: Human Bear Druid
Personality: Relaxed mostly. He likes to take his time and do things properly, very methodical and deliberate. What he decides to do though is almost always needs based. It is quite rare he would go out and try and do something truly strange. Passion in life is fighting and sparring, preferably not to the death but he isn't adverse to killing those who he sees he must.
Good Traits: Driven. Always trying to grow stronger and test his strength against others. Loyal, will defend a friend even to a fault. Protective, what and who he sees as his he will put his life and safety on the line to preserve.
Bad Traits: Aggressive, if he senses violence in others or percieves a slight against his or his own he will attack no matter how short-sighted it may be. Obstinate, once he makes a decision regarding something or someone it is rare he will change his mind.
Background: Junwyn was born human in a small hovel in a rather large meadow admist a black forest. His life was that of a farmer, simple agrarian living. What he couldn't grow or make he traded for with other people nearby. His change occurred when his daughter wandered into the forest, he went in as quickly as he could to save her but was ravaged in the process. He carried his daughter to safety and collapsed in a bloody heap. The magic of lycanthropy saved his life. Eventually he outlived his wife and his daughter grew up and became independent all while he barley seemed to age. So he decided to travel and see what he had been missing and fell in love with sport fighting.
Home Plane: Grejasi
Appearance:
Somtimes
Other times
I'm running 2 assemble main deck. It's a great source of inevitability. It's a main deck late game card to give extra game against control decks. It is a terrific answer to Desecration Demon.
They are both in my list already and deserve a spot independently. I think it is worth mentioning how good they are together.
It's the same way Fanatic is "Win more" If you already have 4-5 red mana symbols in play aren't you winning? Don't you have a developed board? With as powerful cards are now winning now instead of in 5-6 turns is a significant advantage.
It is pretty slow until you add purph then it is a walker killing face bashing house. Both the sock and the pump are incredible synergy