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Magic Market Index for March 16th 2018
All Sets Are Good: Saviors of Kamigawa
Dominaria Spoiler Digest - Who's Who and What's What from the Release Notes
  • 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)
  • posted a message on U/R Locust Storm
    Storm the Vault is easily my favourite card from RIX and I want to play with it. How? Well, my friend Vizier of Tumbling Sands will show you!

    This is just a rough sketch, but the idea is simple: flip Storm the Vault (Vault of Catlacan), make tons of mana, draw a bunch of cards, make insects thanks to The Locust God, untap the vault cycling Vizier of Tumbling Sands, make more mana, draw more cards, make more insects.

    The choice of cards is very intuitive as in the first turns we want to create the most artifacts that we can, so the Puzzleknot, the Schematic, the Toptherists and the Aviator all brings at least two artifacts. The flying topthers also help getting treasures with Vault which is nice. Treasure Map is great as it fixes the draw and make not 1, not 2, but 3! treasures and can provide some sort of card advantage when flipped. The Ballista seems an obvious inclusion as a mana sink when we run out of draw spells.

    God-Pharaoh's Gift works amazingly with the Vizier as it gives him (her?) haste and can untap the Vault again. It also provides a back up plan as both Maverick Thopterist and Experimental Aviator are great targets.

    The list is very new, I didn't see anything like it on the internet so I'm very proud of it. Please give me your thoughts: how would you improve it? What would you change? Also keep in mind that this is not meant to be tier 1, it's just for fun (but the more competitive it gets, the funnier it gets, right?)
    Posted in: Deck Creation (Standard)
  • posted a message on January MCC 2018 Round 2 - Fixing Standard
    Holy Fusillade 1W
    Instant (U)
    Choose one:
    • Holy Fusillade deals 2 damage divided as you choose among any number of target attacking creatures.
    • Holy Fusillade deals 4 damage divided as you choose among any number of target attacking Goblins.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Space Jam 2UR
    Enchantment - Aura (R)
    When Space Jam enters the battlefield, exile target creature an opponent control with converted mana cost 3 or less. When Space Jam leaves the battlefield, return exiled creature onto the battlefield under its owner's control.
    Enchanted creature gets +X/+Y, where X is the power and Y is the toughness of the creature exiled with Space Jam and gains all activated abilities of that creature.

    IIW: White Horrors.
    Posted in: Custom Card Contests and Games
  • posted a message on January MCC 2018 Round 1 - Completing the Cycle
    Mamor of the Bronze Mane 5WW
    Legendary Creature - Beast Avatar (M)
    All damage that would be dealt to you or creatures you control is dealt to Mamor of the Bronze Mane instead.
    When Mamor of the Bronze Mane dies, another non-Human creature you control becomes a copy of it. Put a +1/+1 counter on that creature.
    Mamor's undying will is both a blessing and a curse.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Defiled Artisanship 2BB
    Sorcery (R)
    Create a token that's a copy of target creature or artifact. You lose life equal to that permanent's converted mana cost.
    Corruption is a sublime form of art.

    IIW: A non-black Horror
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Round 3/Top 8: Decoration Distraction
    Hemlock - I like the flavor on this one, it has a cool name. The ability itself is ok, I don't get the purpose of the second one. I think indestructible would have worked better.
    kjsharp - Great design, nothing feels out of place. Fight is a favourite mechanic of mine so I like that.
    Flatline - Very cool and unique. Nothing that I don't like about this but I think that the Imprint keyword would have improved the overall appeal.
    TheDrB - Very nice reference to Glacial Chasm, I can totally see this being a centerpiece for a Modern prison deck. But it's just Glacial Chasm again, so it' not really original.
    willows - Feels very (like, VERY) powerful. Free tutor effect and the ability to add a copious amount of mana for the little investment of tapping a land. Wow. Other than that, the flavor is wonderful (like, W O N D E R F U L) and I appreciate that.
    Antiantiserum - Sorry but I don't get how this works, it's worded pretty weird. Basically I can activate abilities of the enchanted land by sacrificing other lands whenever I like? If that's that, that's great, it's certainly unique and can have cool applications. If not, well, sorry.
    IcariiFA - Balanced, creative, flavorful. Amazing design.

    1. IcariiFA
    2. Flatline
    3. kjsharp
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Round 3/Top 8: Decoration Distraction
    Blessed Seedings 1(G/W)
    Enchantment - Aura (R)
    Enchant Land
    Enchanted land has "T: Add one mana of any color to your mana pool"
    1GW: Create a token that's a copy of Blessed Seedings and attach it to another land you control.
    Totem armor (If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura.)
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Round 2: Expanding Waistline
    RaikouRider - That's one hell of a boost. The interesting part though is the "drawback", which can actually turn in our favor sometimes. Like equipping this thing on a Transguild Courier would be awesome.
    IcariiFA - Really unique anthem effect. Really powerful too, as just having one creature on the battlefield is enough. I like how it demands some kind of build around rather than just "go wide".
    PsyOp - This is definitely more "unbrindled" than IcariiFA's entry. I can see some possible synergies with the counter. Neat design but you forgot the mana cost which takes away most of the appeal. Fix that! You still have time!
    netn10 - This is hilarious. I also like the weird flashback cost which makes it all the more appealing.
    willows - Don't know if this card is just good or waaay too good. It saves from wrath spells, spot removals and can be a finisher. Way above the curve for a 2 mana spell I think. I like the flavor, just tone it down a bit and we're good to go.
    TheDrB - I like this very much, nothing else to say, really. I like how old-school it looks and its applications. Nice.

    1. TheDrB
    2. netn10
    3. IcariiFA
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Early Signups/Round 1: Calendar Countdown
    Flatline - This is to Time Walk what Ancestral Vision is to Ancestral Recall. Nothing wrong wih the design in itself but a little unimaginative.
    mirrodin71 - Well balanced all around. Definitely a bomb in Limited so I guess rare is right.
    Subject16 - As the card itself doesn't have suspend nor vanishing, I don't think it pass the main challenge. But let's assume that just having one of the keywords in the rule text box is enough: very creative spin on cheating stuff on the field. Through the Breach every turn makes for a scary card and the fact that it can keep your fatties for more than one turn is woah.
    kjsharp - I really like the design and the flavor, as it feeds on the souls of the dead to live longer and grow stronger. Uncommon feels just right.
    Hemlock - I love Cascade. I also love repeating Cascades. This card does exactly that. Actually, it's all it does... do I like it? Maybe.
    willows - First things first: that artwork is amazing. As for the design: it's great. Given the fact that suspend doesn't use the stack, it makes this an uncounterable counterspell, so 5 mana is ok. I just don't get why its mana cost is 6 just to bounce itself, but that's me and me is slow.

    Also, I'd like to point out to Subject16 that suspend is not restricted at sorcery speed. It's an alternative way of casting the card, so if the card is an instant, you can suspend it as an instant. If you're reading this, please consider editing your critique.

    1. willows
    2. kjsharp
    3. mirrodin71
    Posted in: Custom Card Contests and Games
  • posted a message on CCL December, Round 2: Expanding Waistline
    Slippery Blade 1
    Artifact - Equipment (U)
    Equipped creature gets +3/-1.
    Whenever equipped creature deals combat damage to a player, unattach Slippery Blade from it at the end of combat.
    Equip - (2/R)
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Gentlemen
    Shores of Emilyal
    Legendary Land (R)
    T: Add C to your mana pool.
    Mana produced by Shores of Emilyal doesn't empty from your mana pool as steps and phases end.

    IIW: A card that costs WWWW, UUUU, BBBB, RRRR, GGGG or CCCC
    Posted in: Custom Card Contests and Games
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