Prior to the the blocks' timeline, the cephalid drove out the merfolk around Otaria's waters. The three main characters for the underwater drama were Aboshan, the emperor, Llawan, his wife, and Laquatus, the last remaining Merfolk. Their part of the story revolves around Laquatus' schemes to reclaim the territories lost to the Cephalids and reestablish the Mer empire.
Here's a link for Aboshan's info, which also has links for the other two:
http://mtgsalvation.gamepedia.com/Aboshan
- BolasMindslave99
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hoffmkr posted a message on CASUAL RAT DECK NEED ADVICEmutavault is a favorite land for rats as well.Posted in: Casual & Multiplayer Formats -
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Hotstix posted a message on [NEED HELP] Get Charged DeckHi allPosted in: Casual & Multiplayer Formats
I recently finished putting together some pieces to build myself a CHARGE counter deck. The idea is centered around Darksteel Reactor, and although it should be a 1 on 1 deck, it does have multiplayer in the back of the mind.
The original perfect scenario combo idea was to get
Gilder Bairn with a Paradise Mantle and a Training Grounds, the kill would then have been a Darksteel Reactor.
Below are the cards I have available to build the deck with, plus why they are there. I would please like opinions on how you guys think these pieces should come together. At this stage I cannot really get my hands on anything else, but if it's really effective I can attempt to make a plan.
Kill (Type):
3x Darksteel Reactor
--------The original kill, and the whole purpose of the deck.
2x Titan Forge
--------I can get these counters on quickly, and with Voltaic Key and/or Training Grounds this can get nasty fast
4x Chimeric Mass
--------With quick mana quickly with Everflowing Chalice & the Paradise Mantles this can also be a threat
*not 4x kill needed due to fetch abilities
Counter Boost:
4x Gilder Bairn
--------The piece to go infinite with, but needs all other parts to work. As a last resort I can attack & untap if needed
4x Energy Chamber
--------Really nice to generate tokens out of nothing, so better than prolifirate
4x Coretapper
--------Crucial in this deck. A body, and up to 3 tokens on the turn after summon
4x Vorel of the Hull Clade
--------This originally seemed like a good idea, but would be the only reason to splash Green and I'm not sure I want to
4x Contagion Clasp
--------Decent to boost counters, and can eliminate a nagging something on the field
4x Surge Node
--------This basically sais pay 1 a turn for another counter
1x Contagion Engine
--------Seems nice but may be a bit expensive. Also only 1 copy available
Control:
4x Tumble Magnet
--------This can indefinately disable something that's a threat on the board
4x Ratchet Bomb
--------Can snipe a specific threat quickly by getting the exact counters on within 1T
4x Lux Cannon
--------Like Ratchet Bomb, but it lasts longer. It's also a bit more expensive
Mana:
4x Everflowing Chalice
--------This boosts mana ridiculously fast. I really like this for the deck above Tron
3x Breeding Pool
--------For use with the W/U or W/G fetches. Only needed if I'm gonna play Vorel of the Hull Clade
4x Tree of Tales
--------Can be searched for with Trinket Mage, if i need the Green
4x Seat of The Synod
--------Who doesn't like artifacts? Can be Tutored with Trinket Mage if needed
4x Darksteel Citidel
--------If I really need them I'm not sure, but I have them
4x Urza's Tower / Urza's Mine / Urza's Power Plant
--------For acceleration, but there is nothing really BIG that requires it
2x Flooded Strand
--------Only used if I need the Green, to add that lvl with Blue
4x Windswept Heath
--------Only used if I need the Green, to add that lvl with Blue
4x Mystifying Maze
--------This is supposed to help a but with control, but not sure how i feel about it
2x Temple Garden
--------Only used if I need the Green, used with fetches
2x Hallowed Fountain
--------Only used if I need the Green, used with fetches
1x Buried Ruin
--------Helps to fetch an Artifact if needed. This would ideally become Academy Ruins some day
Island
Forest
Acceleration:
4x Thoughtcast
--------This will be a very cheap Draw 2 cards with all the artifacts
4x Trinket Mage
--------It's a body for defence, but can also fetch Ornithopters, Paradise Mantles or Artifact Lands
4x Tezzeret's Gambit
--------Draws cards, and adds Counters. It can be a bit cheaper to pay with life.
4x Fabricate
--------Gets me whatever Artifact I need
4x Preordain or Serum Visions
--------1 Blue for 1 card and a scry effect
4x Thirst for Knowledge
--------With all the artifacts it could mean draw 2 cards. It is an Instant
Utilities:
3x Training Grounds
--------Crucial for the main combo to fire. Works with anything that has Generic costs to do things in the deck
4x Expedition Map
--------Only to be used if the Urza lands are used
4x Voltaic Key
--------Can be used to pump out Titans, boost Mana or push multiple Prolifirate
4x Paradise Mantle
--------Key to the original combo. Works good for mana boosting
4x Ornithopter
--------Used to enable Paradise Mantle and to be early blockers
2x Phyrexian Metamorph
--------A sneaky trick to balance the game or boost my own requirements
1x Tezzeret the Seeker
--------Seems like he could fit, but it also seems you need to build a deck around him rather than have him assist
Sideboard:
4x Sun Droplet
--------Could help keep me alive and falls in with the Charge theme
4x Mana Leak
--------Yes Counterspel. This could protect my Reactor on cast. I actually want this in the main deck
3x Eternity Vessel
--------I like this to really draw out the game, and could work well in multiplayer
1x Platinum Angel
--------Because you always need the option to not lose
So that's my thinking behind it. I am really thinking to go Blue only, but cannot decide what the perfect balance would be. I am a bit in favour of Draw over Tutor, but not sure which will work best. I also don't think I really need the Trons, but just listed them for in case there is a great idea.
I have not taken any Kaladesh cards into account as I haven't really bought any, and been putting it "together" for some time now. This deck also focuses on Charge counters more than the Energy counters.
Thanks you very much for reading this. And I am looking forward to your assistance.
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CalvinSchwa posted a message on CASUAL RAT DECK NEED ADVICESword of the Meek, go Martin the Warrior on this? (Mice, rats, meh.)Posted in: Casual & Multiplayer Formats -
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Creedmoor posted a message on CASUAL RAT DECK NEED ADVICEI think you can go a few different routes with this. The first is a relentless rats deck, where you'll be playing mostly only relentless rats. That's fun and all, but You won't get to really abuse the flavor of the deck and variety of rats available.Posted in: Casual & Multiplayer Formats
I really like Ogre Slumlord and Ratcatcher. Pack Rat is argueably one of the best rats and just a good card in general, I recommend running four of those. You could also run Pox, Smallpox, and Pestilence since those are on flavor with being disease based. I also recommend Swarmyard If you can find them. Very good flavor!
Most importantly though, have fun!
EDIT: Just realized you said singleton limitations and no ogres. If that's the case I recommend a lot of graveyard recursion, sacrifice and discard! It's blacks strongest feature and easily abused with rats. -
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WizardMN posted a message on Questions about RegenerateNo, except the "tapped" question. That one is kind of right. There seems to be some confusion over what Regenerate actually is. Regeneration replaces a destruction effect so the permanent never dies. It doesn't leave the battlefield so it doesn't lose counters or anything attached to it. It remains the same object.Posted in: Magic Rulings
The "tapped" part is just a function of Regenerate. It doesn't "come into play tapped". It remains on the battlefield and just becomes tapped. Here are the rules for Regenerate:
701.13. Regenerate
701.13a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.”
701.13b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and tap it. If it’s an attacking or blocking creature, remove it from combat.”
701.13c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t prevent such abilities from being activated or such spells from being cast; rather, they prevent regeneration shields from having any effect.
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rigeld2 posted a message on Questions about RegenerateA creature that regenerates doesn't ever leave the battlefield, so it keeps all equipment, enchantments, artifacts.Posted in: Magic Rulings
Regeneration is a replacement effect which means: "The next time this permanent would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat."
701.13. Regenerate
701.13a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.”
701.13b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and tap it. If it’s an attacking or blocking creature, remove it from combat.”
701.13c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t prevent such abilities from being activated or such spells from being cast; rather, they prevent regeneration shields from having any effect. -
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shadowgripper posted a message on [Primer] Lantern Controlmy original list from a year ago ran 3 spellskites. back then splinter twin* was legal and the meta was different. nowadays you dont need that many skites main. skites can get clunky and clog up your hand. its personal preference. if they work well in your meta play them. one is fine for me. one is much better than zero because you can tutor for it if you really need that redirect.Posted in: Control
*edit a word -
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Jay13x posted a message on My broad speculation on the direction of the storyPosted in: Storyline Speculation
Liliana, Garruk, and the Veil has the links to the relevant stories and summarizes everything.Quote from BolasMindslave99 »what happened to Garruk? i think i must have missed something huge -
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NGW posted a message on Vengeful Pharaoh for AmonkhetPosted in: SpeculationQuote from BolasMindslave99 »What, in your opinion, is the chance we may get a new creature card for Bolas?
I won't say zero because there is ALWAYS some possibility, but I'd say as likely as them putting Black Lotus in the set as a common. - To post a comment, please login or register a new account.
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