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  • posted a message on [[Official]] The "I Need Help Deciding What To Play!" Thread.
    Thank you for your detailed answer.

    My deck doesn't have to be tier 1, I play Arena for fun and not to be competitive. I like big mana strategies because they aren't really playable in Modern and Legacy.
    I am happy if I win about 50% of the time.

    Which sort of Ramp card would you play?
    Creature Ramp like Llanowar Elves
    Artifact Ramp like Chromatic Lantern
    or Sorcery Ramp like Grow from the Ashes?
    Posted in: Standard (Type 2)
  • posted a message on [[Official]] The "I Need Help Deciding What To Play!" Thread.
    I started to play MTG Arena 3 days ago and I am a bit overwhelmed with all the available packs you can buy. I played Legacy and Modern but never Standard so I don't have much nowledge how the meta is. I played a few games and my opponents mostly played red aggro decks.

    I am interested in a green Ramp deck (to cast strong creatures with etb effects like Pelakka Wurm) or a Green/Black Saproling deck with focus on Slimefoot.
    Would these decks stand a chance or would I loose most of the time?
    Posted in: Standard (Type 2)
  • posted a message on (Casual) Astral Slide in EDH
    Thank you all for your help. I'll build/test the deck on cockatrice to see how it works.
    Posted in: Commander (EDH)
  • posted a message on (Casual) Astral Slide in EDH
    My playgroup wants to start to play some EDH so I decided to make a deck around one of my favourtie cards: Astral Slide.
    I've played EDH only 1 time with a deck of a friend so I am very new to all of this. We play for fun and only casual, so no infinite/I win combos.
    The commander is Zur the Enchanter because he can tutor for Astral Slide. Unfortunately I can't play green because of this.

    Which (etb) creatures would you play to abuse Astral Slide the most in the deck?
    Right now I play:

    Angel of Despair
    Archaeomancer
    Archfiend of Ifnir
    Architects of Will
    Auramancer
    Cloudblazer
    Curator of Mysteries
    Eternal Dragon
    Gilded Drake
    Glassdust Hulk
    Horror of the Broken Lands
    Mnemonic Wall
    Mulldrifter
    Oketra's Attendant
    Ominous Sphinx
    Restoration Angel
    Skinrender
    Street Wratih
    War Priest of Thune
    Zur the Enchanter

    How many Cycling cards would you run?
    Do you know any fun combos which Zur can tutor?
    (Stuff like Rest in Peace/Energy Field is pretty much Anti Fun for my playgroup)

    Thank you for your help.
    Posted in: Commander (EDH)
  • posted a message on Surge - Modern Dice Factory
    This decks seems very fun to play but how do you deal with the artifact hate in nearly every sideboard?
    Posted in: Deck Creation (Modern)
  • posted a message on Print this Wizards (so I can play it in modern)
    Leona would help slower decks and gives the opportunity to play some higher cmc artifacts.

    Slimeneck would give a lot of value to grindy midrange decks as long as he doesn't get destroyed.



    Picture Credit of Slimeneck goes to: Jake Raymor (https://www.artstation.com/jakelv426)
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Phase Walker
    1UU
    Creature - Efreet Wizard

    Flash, Flying
    When Phase Walker enters the battlefield, exile another target nonland permanent. When Phase Walker leaves the battlefield, return the exiled card to the battlefield under its owner’s control.

    At the beginning of your opponents upkeep, exile Phase Walker. Return it to the battlefield under its owner’s control at the beginning of the next end step.

    3/1
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    "A deck playing Birds of Paradise or Aether Vial wasn't going to neeed much lands to get going anyway." That's exactly the point. Your card would basicly destroy 2 of their lands (the mana dork and the actual land. This is too much for just one mana. This would put them behind A LOT because they run few lands anyway.

    Your card would hit a lot of decks and not just decks with mana dorks:
    Modern: Jund (Dark Confidant, Scavenging Ooze (Without +1 counter)), Tron (Mana Artifacts + Expedition Map)
    Legacy: Grixis Delver (Best deck atm.), Czech Pile, Elves and death and taxes.

    Your card could even be balanced in Modern but it would hit Legacy pretty hard. Land Destuction is one of the strongest things in the entire game and Wizard said they won't print a land destruction card like Sinkhole ever again.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    That card is too strong, Wizzard will never print a 1 mana land destruction Spell.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    I thought that drawing (multiple) cards is more powerfull than getting 1 - 3 1/1 token with flying but now that I think about it you might be right...

    About the -4: I was trying to do a slightly better Bitterblossom. I wanted it to be powerfull because it's the -4 ability.
    How about this?

    -4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Whenever a Faerie dies target opponent discards a card at random. If that opponent has no cards in hand, draw a card instead.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Oona, Faerie Wizard 1UB
    Legendary Planeswalker-Oona

    +1: Choose a color. Target opponent exiles the top 4 cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
    -1: Whenever a Faerie deals damage to an opponent this turn: Draw a card and you may discard a card.
    -4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Faerie creatures you control have haste"

    2 Loyalty
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Would be pretty much a staple in every control deck.
    Low CMC, easily splashable, flexible cardeffect + the cantrip effect makes you go even in cards.

    I really like this card but to be honest I think it's too strong for the 1 U cost.
    This card is like the small brother of Cryptic Command so I would make it a U U cost so it's not that easily splashable.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    Favourable Climate-1 G
    Enchantment
    At the beginning of your end step, you may create a 1/1 saproling token.
    G:Sacrifice a saproling, gain 2 life
    G:Sacrifice a saproling, draw 1 card. Activate this ability only once each turn.
    G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost equal to the number of sacrificed saprolings and put it into play.
    G:If you control 5 or more saprolings, you may transform Favourable Climate

    Hidden Saproling Valley
    Legendary Enchantment
    Creatures you control get +1/+1
    At the beginning of your end step, you may create two 1/1 saproling token.
    G:Sacrifice a saproling, gain 3 life
    G:Sacrifice a saproling, draw 1 card. You may activate this ability up to 2 times each turn.
    G: Put a saproling token into play.
    G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost x+2 or less of the sacrificed saprolings and put it into play.

    Rotten Lake
    Land
    Rotten Lake enters the battlefield tapped.
    As Rotten Lake enters the battlefield you may discard up to 2 cards. Put X 2/2 Zombie tokens onto the battlefield where X is the number of cards discarded this way.
    {T}: Add B to your mana pool
    {T}, Pay 2 life: Add B to your mana pool for each zombie creature card in your graveyard.
    4B, {T}, Each player sacrifices a non zombie creature.
    Posted in: Modern
  • posted a message on Dredge
    I am pretty new to the modern Dredge archetype and thinking about playing the deck at my fnm.
    I have seen that there are 2 Dredge decks in modern
    "normal" Dredge and Dredgevine
    "Normal" Dredge seems to be a lot more poplular. What is the difference between dredge and dredgevine?
    Posted in: Combo
  • posted a message on Dredgevine
    Furyblade Vampire and Ravenous Bloodseeker have similar effects like Noose Constrictor

    I am pretty new to the modern Dredge(vine) archetype and thinking about playing the deck at my fnm.
    Is there a big difference between the playstyle of dredge and dredgevine?
    Posted in: Aggro & Tempo
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