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Magic Market Index for April 20th, 2018
Pauper Review: Dominaria
The Limited Archetypes of Dominaria
  • posted a message on [MecCC VI] The Mechanic Creators' Contest VI, Round 4: Detrimental
    Imposing - Creatures with power less than this creature enter the battlefield tapped.

    Exalted Gigaphant 2GGG
    Creature - Beast (U)
    Whenever a creature you control becomes untapped, Exalted Gigaphant gets +1/+1 until end of turn.

    Bane of the Currents 5UU
    Creature - Leviathan (U)
    Bane of the Currents enters the battlefield tapped.
    When Bane of the Currents enters the battlefield, return all other creatures to their owner's hand.

    Havocodon RG
    Creature - Beast (U)
    At the beginning of your end step, sacrifice another tapped creature you control.
    Posted in: Custom Card Contests and Games
  • posted a message on [MecCC VI] The Mechanic Creators' Contest VI, Round 3: Elementary
    Imbue - When *this creature* dies, you may have another target Elemental you control gain all activated abilities of *this creature*.

    Sibilant Blaze RR
    Creature - Elemental (U)
    First strike
    R: Sibilant Blaze gets +1/+0 until end of turn. Activate this ability no more than twice each turn.

    Grandgrove 3WG
    Creature - Elemental (R)
    2W, T: Put a +1/+1 counter on Grandgrove.
    2G, T: Grandgrove fights another target creature.

    Dropletkin U
    Creature - Elemental (C)
    2U: Dropletkin can't be blocked this turn.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Quote from Cardz5000 »
    Judging tonight (6-8 hoursish)

    Note to panic bomber: The Machine Orthodoxy is white aligned.

    Oh jeez, it's 1 AM here, I'm definitely not in the mood to think about new cards. I guess Metawelder could be fine as white given the anthem effect, but ehhh... sorry
    Posted in: Custom Card Contests and Games
  • posted a message on Benalish Marshal
    This is the card my Springjack Shepherd deck was waiting for. I am very pleased.
    Posted in: The Rumor Mill
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    The Machine Orthodoxy:
    Metaorganic X - X: this permanent becomes an artifact in addition to its other types.

    Metawelder 1WW
    Creature - Human Artificer (R)
    Metaorganic 4WW
    Artifact creatures you control gets +1/+1.
    T: Create a token that's a copy of Metawelder. Activate this ability only if Metawelder is an artifact.

    Fireworks Adept R
    Creature - Goblin Artificer (U)
    Metaorganic 1R
    T: Fireworks Adept deals 1 damage to target creature or player. Activate this ability only if Fireworks Adept is an artifact.

    Land (R)
    T: Add C to your mana pool.
    Metaorganic 3
    As long as Metamarvel is an artifact, it's indestructible and has "T: add CC to your mana pool".

    IIW: Non-black horrors
    Posted in: Custom Card Contests and Games
  • posted a message on [MecCC VI] The Mechanic Creators' Contest VI, Round 2: Supplementary
    New mechanic for a Conspiracy set:
    Mark: whenever a creature or a player is targeted or dealt damage by a source with Mark, it becomes marked until the beginning of that player's or that creature's controller next upkeep, or whenever another creature or player becomes marked. All spells and abilities must target at least once the marked creature or player.

    Scorching Stamp 1R
    Instant (C)
    Scorhing Stamp deals 1 damage to target creature or player.

    Mark of the Wretched 2BB
    Sorcery (U)
    Return target creature from a graveyard onto the battlefield under your control tapped. That creature becomes marked.

    Obnoxious Boggart RG
    Creature - Goblin Warrior (R)
    At the beginning of each player's end step, you become marked.
    Posted in: Custom Card Contests and Games
  • posted a message on Path of Discovery + Worm Harvest
    Quote from Mortal Coil »
    How is this combo significantly better than just running Life from the Loam instead of a 4-mana enchantment that doesn't win the game the turn it comes out?

    I don't know if it's "significantly better", but I think there are some upsides:
    First of all, casting Loam + Harvest every turn for 7 mana is a bit taxing; I feel like Loam works best in a landfall-style engine. While Path does nothing on its own, I think it's a good mana investment as it doesn't demand any sustainment after we resolved it.
    Second, exploring can make the Worm tokens 2/2s, which is relevant in many cases. It also adds the benefits of card selection. While dredging is an all-in graveyard strategy, exploring can very much help in finding the right answers/pieces at the right time.
    Third, Path gives more flexibility as a build around card, as there are tons of creature that plays well with it. Think of an exploring Grave Titan... that's some scary sh*t, right?
    In short, while both cards can support the Retrace mechanic well, they do it in different ways. And I like to explore new things.
    Posted in: Deck Creation (Modern)
  • posted a message on [MecCC VI] The Mechanic Creators' Contest VI, Round 1: Exclusionary
    Conjure: discard this card from your hand and pay its conjure cost. Create a creature token that's a copy of the conjured card, except it's a 0/1 colorless Spirit in addition to its other types.
    It's a heavy WB ability, sometimes in U, rarely in R. It's not in G because conjuring is a very delicate craft.


    Jolvys' Devotee3W
    Creature - Human Cleric (C)
    Conjure 1W
    When Jolvys' Devotee enters the battlefield, you gain 3 life.

    Blackveil Outcast1BB
    Creature - Vampire Knight (U)
    Conjure BB
    When Blackveil Outcast enters the battlefield, destroy target creature with toughness equal or less than Blackveil Outcast's toughness.

    Aven Truthweaver4U
    Creature - Aven Wizard (C)
    Conjure 2U
    When Aven Truthweaver enters the battlefield, Scry X, where X is equal to its toughness. Then, draw a card.

    Swaying Flame1R
    Creature - Elemental (U)
    Conjure R
    Posted in: Custom Card Contests and Games
  • posted a message on Path of Discovery + Worm Harvest
    Retrace demands that you actually CAST the spell again. 5 mana is too much for each cast in Modern, IMO.

    Yeah sure, I know that you need to actually pay the mana cost to cast cards with retrace, it would be ridiculously overpowered otherwise.
    And yeah, it costs five mana but have you read what it does? It affects the board! With lots of tokens, too. They render almost useless spot removal, which are a key part of the format. Lightning Bolt one of my worms? Sure. Path to Exile this worm? Thanks for the land buddy! Fatal Push that worm? Whatever dude.
    You get what I'm trying to say, but hold on, hear me out. Wrath of God and Damnation (which both costs 4 mana btw) get rid of all the tokens, right? WRONG! Worm Harvest has Retrace! Not even boardwipes work. This card is literally unbeatable!
    Long story short: if we manage to resolve this damn 5-mana spell, we're probably going to gain such an advantage that we'll win the game.

    If you're worried about surviving past the fabled "turn 4", worry not. We're in BG. We also have a more than reasonable excuse to play Raven's Crime which helps tremendously.
    Posted in: Deck Creation (Modern)
  • posted a message on Path of Discovery + Worm Harvest
    While I was brewing with the explore mechanic in Modern, I came across this neat interaction.

    It's easy to understand, but let me explain it for the sake of discussion:
    Path of Discovery is an enchantment that, on its own, does nothing. Please, just keep on reading.
    We play Path of Discovery anyway. This allows any creature that enters the battlefield under our control to explore. Nice. Exploring means drawing a land, or milling the top card of our library, but you should already know about that. Here's the interesting part:
    This mechanic plays extremely well with Retrace, which allows us to discard a land from our hand to cast a spell with Retrace from our graveyard. You see where this is going, right?
    Worm Harvest is a great card that can put a lot of worm tokens onto the battlefield, which, thanks to the Path, can now explore into more lands that can be discarded to retrace our spell over and over, creating a massive late-game engine. Are you excited yet? Good! Becuase here is where you, yes, YOU! can make this happen.
    What would you build around this two card engine? I have a few interesting cards for start that can fit into a plausible decklist.

    The first, and most exciting, is:
    Realms Uncharted. If you like to play Gifts Ungiven like I do, this is another treat for you. A land tutor, at instant speed, that puts two lands in hand and two in the graveyard? What kind of card is this even?? But it works perfectly here, everything it does fits magnificently with what we're trying to do.

    The second is/are two lands, actually:
    Dakmor Salvage is a land that can return itself in hand while filling the graveyard with other lands. Great!
    Dryad Arbor is a weird land that happens to also be a creature. This means that it is drawn when explored into, can be pitched for retracing, and can even explore! It does all the things!

    Third, are a bunch of cards that works well with the general strategy:
    Bloodghast is the best creature to play along explore. We can mill it and return it for free when we draw lands;
    Pack Rat is a good creature that creates a ton of value off exploring;
    Raven's Crime is just another amazing retraceable card.

    So, I am really excited to see what kind of deck we can build from here and I hope you are as well. Give me your thoughts! See you soon and thanks for joining me.
    Posted in: Deck Creation (Modern)
  • posted a message on Fungus Tribal in Modern - Grows on You

    Some insight on my build:
    Very low on the curve, it tries to go turn 1: one-drop; turn 2: constrictor; turn 3: Thelon.
    It plays more around spore counters + Thelon, rather than going wide with saprolings. Removing spores is a great way to fight against removals and board wipes, but nothing more than that.
    As I mentioned before, the Fists are a great support card to this archetype, as it gives trample to a big fungus and create two saprolings, which can be used as removal, card draw and mana fix.
    Nameless Inversion is a spot removal that can be removed with Thelon, as it counts as a Fungus.
    Uncage the Menagerie is a card that I really like here as a 1-of. Never cast this for more than 4 mana.

    I really hope Dominaria gives something good to Fungi, it's a very fun deck to play
    Posted in: Deck Creation (Modern)
  • posted a message on Fungus Tribal in Modern - Grows on You
    I recently upgraded my Spores deck with Winding Constrictor which plays very well with Thelon of Havenwood. Another card that I play with fungi is Fists of Ironwood. Also one copy of Uncage the Menagerie to specifically find the constrictor and Thelon, alongside 3 Collected Company. As for new cards, I guess Sporecrown Thallid will be a great inclusion, while Slimefoot I'm not sure.
    Posted in: Deck Creation (Modern)
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Vimyelle, Luminous Heroine W
    Legendary Creature - Human Warrior (R)
    First strike, protection from converted mana cost 4 or higher
    During the War Between Heavens, she could be seen shining the brightest amidst the monstrous shadows of her foes.

    IIW: Non-black Horrors
    Posted in: Custom Card Contests and Games
  • posted a message on U/R Locust Storm
    That's great! Thanks for the interest.

    The Inspiring Statuary is very interesting and the Prophetic Prism is a reasonable 2 drop that fix mana and loot. On the other hand, I don't like the Renegade Map. When I started brewing this deck I looked at all possible brown 1 drops and the one that looked best to me were Merchant's Dockhand (which I am currently testing and I think will take the place of the Aviators and something else*), Sentinel Totem (currently in the still-in-the-works sideboard) and Traveler's Amulet. This last one I think it's better as it enters untapped later in the game and can be tapped for Improvise, while the Map is a straight up dead draw.
    How did Memory perform? I felt like letting our opponent draw seven cards would be too risky so I jumped straight to Overflowing Insight, even though Commit is great.
    Inventor's Fair seems like an obvious upgrade, don't know how I forgot that card. I wouldn't play with 4 Desert of the Mindful as it's great when cycled but not as a third/fourth land drop.

    *yeah, so, I've cut two Experimental Aviator, a Cogworker Puzzleknot and a Walking Ballista for 4x Merchant's Dockhand. I found it very good on one hand as it digs really deep and becomes very versatile in the late game, while on the other hand tapping artifacts it's not good with the Improvise. I might end up cutting the Reverse Engineer. I don't agree on cutting the Thopterists, they are probably the best at what they do in this deck, while also providing a body (three in the worst case scenario) to block with.

    Glad you've picked up the list, can't wait to hear more! Keep rockin Jam
    Posted in: Deck Creation (Standard)
  • posted a message on Jund Dino-Hailfire Ramp
    I'm working on a Ascend Ramp deck with Hour of Promise + Arch of Orazca as the main engine. Hour puts 4 permanents onto the battlefield and tutors for the Arch, granting the Blessing - as soon as turn 4 thanks to Wayward Swordtooth or any ramp spell we've cast before - by itself, which is nice.

    Another pair of cards which works well together in a ramp shell are Thunderherd Migration + Tetzimoc, Primal Death. From what I've noticed playing with it, revealing a Tetzimoc basically says "Dude, don't play creatures or you're gonna lose them real soon". That's right: PSYCHOLOGICAL WARFARE.
    Tetzimoc slows down creature-based decks just by being in your hand. It's NUTS. It works well with Migration because you can reveal it on an empty board and at the same time ramping into it. I LOVE the design of Tetzimoc, it's brilliant.

    The double edge of Thunderherd Migration is the need of having a dino in hand, so that's what we're pushed towards. Here's my list of favorite dinos (apart from the aforementioned Swordtooth and Tetzimoc):
    1. Carnage Tyrant: the hardest to deal with is the safest to play with, simple as that;
    2. Ripjaw Raptor: 4 cmc is not really what I would consider a ramp "payoff" but it's just a huge turn 3 play;
    3. Ghalta, Primal Hunger: it's the most intuitive target for a deck like this and you should play it. I just find it boring.
    Other non-dino cards that needs testing are: Twilight Prophet, which on paper seems just too good not to play along with big spells, and Tendershoot Dryad, which if left alive for a couple of turns it gives an almost insurmountable advantage.

    Now, about your list: I really like Razaketh, the Foulblooded as a creature, but it's really unintuitive in a ramp deck without valuable sac targets. The only creatures you're gonna have on the battlefield are the ones you don't want to lose. That's why I think Carnage Tyrant is so much more valuable.
    Also, I don't like the Drover of the Mighty in a list where all relevant drops are >=6cmc. It works best in an aggro shell with relevant 4 drops like the Ripjaw or Raging Regisaur.
    The Mastermind's Acquisitions are interesting but not necessary. Ramp decks are very streamlined and you can just adjust your top end in game 2. I'd rather spend 4 mana on actual board development.
    The red Gearhulk is ok. I personally prefer the Noxious Gearhulk as it's a sure shot, comes with a hard to block body and also gains life.
    The Hailfire is perfectly reasonable as a back up plan. I am a big fan of Cut // Ribbons in decks that aim to go late, s I'd suggest you to try it out. Early removal + possible lethal life loss is VERY valuable.

    I'm gonna get back with a list and some tests next time. See ya!
    Posted in: Deck Creation (Standard)
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