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  • posted a message on Precognition Field deck ideas
    Quote from bwachter70 »
    I like where this is going. What are your thoughts of adding Primal Amulet? Your spells are cheap enough, you may not need it, but it would flip easily and give you double duty on some spells.

    With the U/R deck above it wouldn't help at all, but maybe in a U/B build it could do something.

    As you already pointed out, there's no necessity on the 1 discount for the UR list, and being another 4 mana card uncastable from the top of the library with Field it doesn't help much. Even in the UB I don't see any real advantage on doubling any spell, copying a removal spells is cute but nothing groundbreaking. I feel it belongs more in a one-shot kind of combo strategy as other people already brewed with it.

    Quote from ccggenius12 »
    I don't see a reason not to run the Phoenix. You're already playing risk factor, maybe add a couple Radical Idea and rely on jump-start to dump him in the bin? He only cares about number cast, not number cast while he was in the 'yard.

    I did some quick goldfishes and I have to say you're right, there's no reason not to run Arclight Phoenix, the card is very good. I was skeptical on the availability of looting spells in the format right now, but turns out it's much more easy to bin the phoenix tha I thought. i refined the list from my original post into this:



    Some insight: I've cut Guttersnipe as it seemed too frail to stick in play and I went up with Firemind's Research as the card proved to be VERY powerful, it's much more resilient and versatile than the goblin. It adds inevitability with the 1R ability and prevents fizzles with the 1U. I've also cut Treasure Map as it doesn't synergize well with the Phoenix, and the Research more or less replaces it very well. Went all the way to 4xDiscovery // Dispersal and cut Mission Briefing. Discovery is insane, it' the best card to play with Field as it's the one that digs deeper than anything else: surveiling 2 and then drawing a card lets us see up to four cards while binning any phoenixes we come across and setup the next spell. I tried both Radical Idea and Chart a Course as they seem to do basically the same thing but Idea is just better, it's repeatable and it's easier to discard value cards with it.
    All in all, I think the deck is coming together nicely!
    Posted in: Deck Creation (Standard)
  • posted a message on Precognition Field deck ideas
    With the rise in popularity of Experimental Frenzy in monoR decks, I said to myself "If Frenzy is so good in those decks, how good could Precognition Field be in a dedicated shell?". So, here's my take on it.

    First thing first, we need to understand the differences between Frenzy and Field, which are at least these three:

    1. Frenzy let us play ANY card from the top of our library including lands, which is what makes it so good, while Field restrict it to just instant and sorceries;
    2. Frenzy has the drawback of turning the cards in our hand uncastable, while Field has no drawbacks, really;
    3. Frenzy can be sacrificed for 3R whenever we fizzle or we have spells to cast from our hand, while Field lets us exile the top card from our library for 3 whenever we get stuck.
    Now, let's work around these three points:

    About #1: what's good about Frenzy s that it lets red decks chain a lot of spell along an almost guaranteed land drop every single turn, granting an amazing card advantage. Since Field works only with instant and sorceries, we can go two ways: one is to chain as many spells as possible, like burn spells and cantrips, aggresively digging through our deck; the second is to use it as a source of "finding the right spell at the right time" with the help of the surveil mechanic and playing more controllish.
    Let's look at the payoffs -
    For the "Spellchain" build we have: Electrostatic Field, Guttersnipe and Firemind's Research (I'd really want to play with Arclight Phoenix, but there's no Faithless Looting in standard as of now, sadly). What they do is deal direct damage to our opponent in one way or another, taking advantage from casting multiple spells in one turn. To do this, we need cheap spells that interact aggressively with our opponent and filter the top card of our library the most efficient way possible. Shock, Lightning Strike and Opt are obvious inclusions. Radical Idea is a great way to clear the top of the library, twice. Mission Briefing and Discovery // Dispersal both let us aggressively surveil, a keyword that plays incredibly well with Precognition Field. In particular Mission Briefing can easily get rid of lands from the top of our library and recast something from our graveyard. Finally, the glue that keep it all together is, you guessed it, Risk Factor(!) which plays way better in this deck then in the Experimental Frenzy list. Field lets us cast spells from our hand, remember?
    Now, for the "Countertop" build (oh how I miss you, Sensei's Divining Top):
    There's no real payoff for this build, but we have Doom Whisperer. He's just an insane card on its own, but it happens to come with the best mechanic to play with Precognition Field: surveil. The fact that it can surveil more than once and with no mana investment, makes it all the more ridiculous, effectively letting us tutor for any answer, any time. Dream Eater is another big finisher and Sinister Sabotage, Thought Erasure, Price of Fame, Mephitic Vapors are other great cards with surveil. Vraska's Contempt and Moment of Craving can also give us 2 life to feed the demon. Nothing really new, nothing really flashy: what I'm trying to say is that Precognition Field works wonders in a surveil/control deck.
    For #2 there's nothing much else to say, if not reaffirm that Risk Factor plays much better with Field than with Frenzy.
    Then we have #3: let's talk about ways to interact with the top card of our library. With Frenzy, your chain is interrupted when you hit a second land and you can do pretty much nothing about it. With Field, you fizzle at the very first land you see on top of your library, but at least you can pay 3 to get rid of it. Three mana though is a lot, especially if you're trying to chain 3+ spells in one turn. So here's Treasure Map, the best repeatable source of scry, mana fixing and card draw! All written on one little piece of paper! This card is essential in the Spellchain deck, not much in the Countertop, thanks to the abundant serveiling.

    With all that said, I'm gonna try and put together a Spellchain list, since it's the one I'm most interested in. Here's a rough sketch:


    Let me know your thoughts and if you have cards to suggest, please do, constructive criticism is always welcome. See ya'll soon!
    Posted in: Deck Creation (Standard)
  • posted a message on Standard goblin deck
    After some more testing, I firstly went down to 2x The Flame of Keld and then completely cut it from the list. The times I got double flame opening hands were rare but VERY frustrating, so to heck with that card, may it rot forever in my pile of junk. With that said, I' ve tried replacing those with 1 more Mountain and 2x Experimental Frenzy, which I assumed could be good and OH MY GOD THIS CARD IS INSANE. With the combination of Runaway Steam-kin and Skirk Prospector to make mana and the 1 discount that Goblin Warchief provides, the Frenzy turns into a storm engine of hasty gobbos. I've never been so excited about a MonoR list.



    Oh, I also moved Banefire to the side. My advice is to give this deck a couple goldfishes. You'll be impressed, I promise.
    Posted in: Deck Creation (Standard)
  • posted a message on Standard goblin deck
    Here's my mono R "Gob-à gogo":



    Goblin Chainwhirler is in the sideboard, since I find Legion Warboss to be much more aggressive and plays better with Skirk Prospector, Goblin Warchief and Goblin Trashmaster.
    Runaway Steam-kin is an absolute monster of a card and makes the deck really explode thanks to Risk Factor and The Flame of Keld which provide a constant flow of cards.
    Squee, the Immortal is fun.
    Posted in: Deck Creation (Standard)
  • posted a message on [GRN] Gruesome Ménage à Trois - Rakdos (B/R)
    How about we use the Skirk Prospector + Midnight Reaper engine to fuel a massive Lotleth Giant ETB trigger? It would give the deck another way to close the long game beside Siege-Gang Commander, while also allowing for an explosive turn thanks to the new Torch Courier giving the giant haste.

    After giving it some more thought, I would go with something that look like this:


    23 lands seems fine to me, so we're left with 4 slots which could be 1/2x Gruesome Menagerie for insurance and 2/3x of anything that resembles a removal.
    Posted in: Deck Creation (Standard)
  • posted a message on [GRD] Selesnya Tokens (Mostly White Weenie)
    This is the list I'm gonna test with as soon as I get all the cards:



    The main idea behind it is to trade even with our opponents' removals, thanks to Hunted Witness and Thorn Lieutenant, which both leave at least a body behind when they eat one, and to recover quickly from board wipes with a flipped Legion's Landing, a kicked Saproling Migration and March of the Moltitudes. Assure // Assemble can save one of our precious creature in the early game, or throw out three 2/2 bodies at instant speed in the late game. Karn, Scion of Urza helps the deck not stumble on its draws and can create tokens on its own. Forebear's Blade was amazing paired with Karn in my B/W Hidden Stockpile.deck and while I'm sure it won't be as good in here, I'm gonna try it anyway since it can give trample to our biggest beater: Shanna, Sisay's Legacy. Shalai, Voice of Plenty by itself can save our board from both Assassin's Trophy and Goblin Chainwirler two of the most powerful cards in the upcoming standard meta.
    No Emmara, Soul of the Accord since I don't think there's enough enablers for her and doesn't fit into the strategy of "trading even" with removals. Also no Llanowar Elves, since we're not ramping into turn three big stuff, and March of the Moltitudes has convoke anyway.
    Fungal Plots and Dawn of Hope are two other cards that I'd like to test out, but they demand a list of their own.

    Edit: After some quick rethinking, I feel like swapping 3xAssure // Assemble and a Forebear's Blade for 4xVenerated Loxodon. Assure is just superfluous, especially with Hunted Witness and Thorn Lieutenant, which are the two linchpins of the deck. Another reason is if I play T1 Witness, followed by a T2 Lieutenant, there's almost no way to stop me from casting a T3 Loxodon. This kind of sequencing makes me want to play the full set, but I may cut it down to a 3x depending on the results of testing.
    Also, the remaining Blade is gonna be replaced by either a Trostani Discordant or Vivien Reid, not sure yet.
    Posted in: Proven (Standard)
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Quote from void_nothing »
    Design -
    (3/3) Appeal: Timmy likes hard-to-kill evasive creatures. Johnny likes things with multiple modes and repeatable activated abilities, as well as counters to play with. Spike likes - frankly - undercosted creatures.
    (1.5/3) Elegance: Regenerate is a deprecated mechanic, and thus embedding it into another keyword feels wrong. The mechanic, as worded, will also cause some confusing situations when it triggers but fails to save the creature from dying (more on that in Quality).

    Development -
    (2/3) Viability: While uncommon is probably right for this effect, it is extremely jarring to see a 2/2 for 1U with two positive abilities at any rarity. The vanilla-bear barrier for blue hasn’t been broken in real Magic yet - this is a color that still gets Wetland Sambar functional reprints - and I frankly think we’re still a long way from that.
    (2.5/3) Balance: Fairly nasty in Limited but I’m not sure how much Constructed impact it’d have. If this found a place in a Constructed deck though I feel like that deck could be the second coming of Delver with cheap blue beats like this.

    Creativity -
    (1/3) Uniqueness: Adapt is basically a persist/undying variant that doesn’t change p/t, and the activated ability grants a fairly well-tread pair of abilities.
    (1.5/3) Flavor: What is this creature infiltrating and why? Flavor text seems like profound-sounding nonsense and doesn’t appear to have a lot to do with the creature itself. Unless the creature is hiding out in the form of a statue, or something? That seems much more like a Dimir tactic.

    Polish -
    (2.5/3) Quality: Adapt should say, in its present form, “If this creature would be destroyed...” because as-is, it triggers when the creature dies from having 0 toughness or being sacrificed, but in that case won’t actually save the creature.
    (2/2) *Main Challenge: Done.
    (2/2) Subchallenges: And done.


    Hey, just wanted to spend a couple of words on my entry for round 1.
    So, my starting point was to make something for Simic that wouldn't revolve once again around +1/+1 counters, so I came up with the idea of organisms "adapting" to whatever they might face during a game. From there, I followed this simple train of thought: what does "adapting" means? I believe it means learning to survive by observing, imitating and improving on what you've learned. That's where the cheesy flavor text comes into play, and your observation on the "Dimir tactic": that's exactly what I was aiming for; a Guild that would learn tricks from other Guilds!
    The other thing that I wanted to point out is on the Viability aspect: my design was based on Departed Deckhand, fresh from M19. While I agree that my card is more pushed than this spirit pirate, I don't really agree on the "blue bear" argument.

    These are just my two cents, I wanted to clarify some of my choices since I really liked what I came up with and would have loved expanding on it in other rounds. Congrats to those who made it to round 2 and good luck!
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Racecar 3
    Artifact - Vehicle (R)
    Racecar has all keyword abilities of creatures crewing it.
    Crew 2
    Slow and steady was never an option.
    4/3

    IIW: New type of counters
    Posted in: Custom Card Contests and Games
  • posted a message on Battle Seaway ⚓Round 8: The Pinnacle
    Tribute to Godot: None of your cards this round can be red.
    Axion Estin: A multicolor Angel creature.
    Probably Chaff: A black card that targets but doesn't destroy or reduce the power and toughness of creatures.
    Log: A Treefolk or nonbasic Forest.
    Illuminati Confirmed: At least two of your cards have morph or megamorph.
    Check 'Em: A creature with printed power and toughness each equal to the post number (within the thread) your entry is in.
    Bonus Megiddo's Kingdom: Create the maximum number of cards and all of them must be multicolored.
    Bonus Eight Days a Week: A card that can grant extra turns at lower than rare.
    Bonus Pretty Tech in Hobo Magic: None of your cards have mana costs.
    Bonus Ulamog's Thumbs Up: A Kraken, a Leviathan, an Octopus, AND a Serpent.

    Holder. Also, I think I'm screwed.
    Posted in: Monthly Contests Archive
  • posted a message on September MCC Round 1 - Homecoming
    Simic coming through!

    Cytoplast Infiltrator 1U
    Creature - Human Mutant (U)
    Adapt (If this creature would die and has no adaptation counters on it, instead regenerate it and put an adaptation counter on it.)
    3U: Target creature gains hexproof and can't be blocked until end of turn. Activate ths ability only if Cytoplast Infilrator has one or more adaptation counters on it.
    Art imitates life. Life imitates the Simic.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on Battle Seaway ⚓Round 7: Scylla and Cha-Ripoff
    Quote from Cardz5000 »

    Tribute to Godot: None of your cards this round can be red.
    Devoid the Noid: A colorless nonartifact card.
    Aren't Supplements Great: A card specifically for Planechase, Archenemy, or 2HG.
    Is Runnin Wild: A card with the same name as the finishing move of a currently active professional wrestler.
    Chaos Theory: A card that causes two or more players to flip coins.[/s]

    Bonus:
    Pretty Tech in Hobo Magic: None of your cards have mana costs.
    Eight Days a Week: A card that can grant extra turns at lower than rare.
    Counterburn is a Man's Deck: None of your cards are creatures and all of them deal damage, counter spells, and/or destroy permanents.
    Verbosity is the Best Policy, Verily: None of your cards has a name less than three words long.
    Day Long Trip to Target: All of your card give a positive effect to an opponent.

    Void of Expiry
    Phenomenon {C}
    When you encounter Void of Expiry, until a player planeswalks away from a plane, whenever a player rolls blank on the planar die that player destroys a creature. (Then planeswalk away from this phenomenon.)

    Trail of Aeonian Flames
    Phenomenon {C}
    When you encounter Trail of Aeonian Flames, starting with you, each player may choose to have Trail of Aeonian Flames deal 1 damage to them or to abstain. The damage can’t be prevented. Repeat this process until all but one player has chosen to abstain. The player that didn’t choose to abstain takes an extra turn after this one. (Then planeswalk away from this phenomenon.)


    Oh man, you again!

    Void of Expiry: It's a really simple design, I'd like to see something more audacious and original. This just looks a bit boring to me, sorry. Nothing much else to say. A 5/10 from me.

    Trail of Aeonian Flames: This is much more interesting! Politics, decision making, taking risks with an adequate reward. In other words, exactly what a multiplayer game should have. It seems a ton of fun and would definitely like to play with such a card in my deck. It also has a cool name! A big 8/10 on this one.

    Overall, I'll give you a 6.5/10.
    Posted in: Monthly Contests Archive
  • posted a message on Battle Seaway ⚓Round 7: Scylla and Cha-Ripoff
    Log: A Treefolk or nonbasic Forest.
    Illuminati Confirmed: At least two of your cards have morph or megamorph.
    Check 'Em: A creature with printed power and toughness each equal to the post number (within the thread) your entry is in.
    Bonus Megiddo's Kingdom: Create the maximum number of cards and all of them must be multicolored.
    Bonus Eight Days a Week: A card that can grant extra turns at lower than rare.
    Tribute to Godot: None of your cards this round can be red.
    Axion Estin: A multicolor Angel creature.
    Probably Chaff: A black card that targets but doesn't destroy or reduce the power and toughness of creatures.
    Bonus Pretty Tech in Hobo Magic: None of your cards have mana costs.
    Bonus Ulamog's Thumbs Up: A Kraken, a Leviathan, an Octopus, AND a Serpent.

    Sorry for the delay.

    Yolrex, the Hex Cortex 2GGB
    Legendary Creature - Treefolk (M)
    Reach, deathtouch
    Whenever Yolrex would die, return it onto the battlefield under your control face down.
    T, Put a -1/-1 counter on Yolrex: Yolrex deals 1 damage to any target.
    Megamorph 4GGB
    5/5

    Melusine of the Silkshores UG
    Creature - Siren (U)
    Defender
    As long as Melusine of the Silkshores has one or more +1/+1 counters on it, it can attack as if it didn't have defender.
    Whenever Melusine of the Silkshores deals combat damage to a player, you may sacrifice it. If you do, take an extra turn after this one. Skip the untap step of that turn.
    Megamorph 4UG
    0/1
    Posted in: Monthly Contests Archive
  • posted a message on July MCC Round 4 - Not the Usual Fare
    Goblin Wreckomancer RR
    Creature - Goblin (R)
    Menace
    Sabotage (When this enters the battlefield, put a sabotage counter on target nonland permanent. Whenever a permanent has three or more sabotage counters on it, destroy it.)
    Whenever another creature you control sabotages a permanent, it sabotages another target permanent.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on Battle Seaway ⚓Round 6: Finally Striking It Rich
    Quote from Cardz5000 »

    Tribute to Godot: None of your cards this round can be red.
    Devoid the Noid: A colorless nonartifact card.
    Aren't Supplements Great: A card specifically for Planechase, Archenemy, or 2HG.
    Is Runnin Wild: A card with the same name as the finishing move of a currently active professional wrestler.
    Chaos Theory: A card that causes two or more players to flip coins.

    Bonus:
    Pretty Tech in Hobo Magic: None of your cards have mana costs.
    Eight Days a Week: A card that can grant extra turns at lower than rare.
    Counterburn is a Man's Deck: None of your cards are creatures and all of them deal damage, counter spells, and/or destroy permanents.
    Verbosity is the Best Policy, Verily: None of your cards has a name less than three words long.
    Day Long Trip to Target: All of your card give a positive effect to an opponent. (NEW)

    Fruition of the Æther
    Phenomenon {C}
    When you encounter Fruition of the Æther, each player may draw up to three cards. Fruition of the Æther deals damage to each player equal to the number of cards in their hand. (Then planeswalk away from this phenomenon.)

    Hall of Mirrors
    Plane - Kamigawa {C}
    The “legend rule” doesn’t apply.
    Whenever a nontoken legendary permanent enters the battlefield, each player creates a token that is a copy of it.
    Whenever you roll Chaos , destroy target legendary permanent and all other permanents with the same name as that permanent.

    Grave of the Spirit Dragon
    Plane - Tarkir {C}
    Whenever you cast your third spell during each of your turns, end the turn. (Exile all spells and abilities on the stack. Discard down to your maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
    Whenever you roll Chaos , target opponent takes an extra turn after this one.


    I'll be quick on this one because I'm away from home for the next week and the internet here sucks, sorry about that. With that said, I'm very impressed by how you can keep up with 5 bonus restrictions, that's no easy task.
    So, Fruition of the Aether is the type of card that punishes people for keeping stuff in hand, something that I really enjoy. The "may" clause is great, as it keeps it fair and leads to interesting choices. Very solid design, 8.5/10.
    Hall of Mirrors has a great flavorful callback to Mirror Gallery and does a great impersonification of an effective "Mirror Gallery" by creating tokens. I'm not 100% sold on the viability on this one, ut it looks like a lot of fun: 7.5/10.
    Grave of the Spirit Dragon really boggles me. I don't get if ending my own turn is a positive effect or a drawback, and I'm not really sure if it fulfills the Counterburn is a Man's Deck restriction. On top of it, the "chaos" effect makes all of this even more punishing. I'll give this a 4/10. Maybe I'm overlooking something, I'm open to some enlightenment and possibly a re-evaluation.
    Overall a 7/10.
    Posted in: Monthly Contests Archive
  • posted a message on Battle Seaway ⚓Round 5: The Big Mixup
    Quote from Cardz5000 »
    • Apparently Deciduous Now: A Vehicle card.
    • Forum Explorer Club: The next prompt in a CCCG game at the time you make the card.
    Quote from void_nothing »
    Design a rare land card that can produce exactly two colors of mana.

    Bonus No Time to Read: None of your cards has more than fifteen words of rules text.
    • log: log A Treefolk or nonbasic Forest.
    • Forbidden Dance: A card that references or is based on another card that was at one point banned in Standard. (Reflector Mage)
    • In the Beginning: A card that references/homages a card that was in Alpha but not in Revised. (Word of Command)
    Bonus Aeternitatis: All of your cards are legendary.
    • Chaos Theory: A card that causes two or more players to flip coins.
    Bonus Counterburn is a Man's Deck: None of your cards are creatures and all of them deal damage, counter spells, and/or destroy permanents.

    Sheoldred’s Murmurs BBB
    Legendary Instant {M}
    (You may cast a legendary instant only if you control a legendary creature or planeswalker.)
    Look at target opponent’s hand and choose a card from it. The player plays that card if able without paying its mana cost. If the chosen card is cast as a spell, you make all decisions for that spell.

    Veirsal, Crown of the Firewilds
    Legendary Land - Mountain Forest {R}
    (T: Add R or G.)
    Veirsal enters the battlefield tapped.
    Whenever a creature with power 5 or greater enters the battlefield, untap Veirsal and it deals 1 damage to you.

    Fiteria, Master of Mirage 2WU
    Legendary Creature - Human Wizard {R}
    Flying
    1WU: Exile Fiteria and target creature an opponent controls until the beginning of your next upkeep. Activate this ability only any time you could cast a sorcery.
    As long as Fiteria is exiled, players can’t cast spells with the same name as cards exiled with it.
    2/2


    Sheoldred's Murmurs is a pretty cool design and the allusion to Word of Command works well. In terms of playability though, I think this card would be just too situational and it being legendary really doesn't make it worth it (I get the restrictions, but still). With that said, I like this quite a lot on the flavor side, how you don't actually cast the spell, just "suggest" your opponent how to play it. I'll give it a 6.5.

    Veirsal, Crown of the Firewilds is a good, balanced card. Maybe a bit too much; in fact I think that it entering tapped takes away a lot, since the drawback of it being legendary already does a good job of keeping it in check. On the other hand, I like how the untapping ability deals damage to you, preventing any infinite shenanigans to go off (even though I can't think of any way to make this untap infinitely right now). A 7 on this one.

    Last but not least, Fiteria, Master of Mirage. I used to love Reflector Mage and I definitely love this. Everything works good from top to bottom. I personally would have made the ability play as an instant, but it doesn't take anything away from the overall appeal. The only thing that doesn't sound "good" to me is the name Fiteria, don't know why, but that's just me being annoying. Take this solid 9.

    Overall you get a 7.5, sir. Keep it up!
    Posted in: Monthly Contests Archive
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