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  • posted a message on [Primer] Zoo [Video Primer]
    Not at all. No need to get upset about it. Please note the smilies.

    It was the original poster of the decklist who needed some convincing on the matter Narnam Renegade vs Kird Ape and his concerns were about late game value.
    Just putting the matter off with "both are bad lategame" (since the deck has very poor lategame anyways, and anything apart from Bolt, Command or Rampager of the top is bad), is not really helping his understanding of the two cards. So i tried to make a constructive point about the matter and be helpful.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Zoo [Video Primer]
    Quote from SmauG »
    Quote from Zulander »
    Quote from Soot »
    I would replace experiment one with hidden herbalist, and kird ape with better death touch kird ape narnam renegade.


    I've thought about narnam renegade, my concern then is that you lose some of the synergy from vexing devil. Later game a top decked kird ape is still a 2/3 but a narnam renegade will be a 1/1.


    Late game they're both crap, so go all in for the early game.


    Wrong! Sorry Smile
    Lategame Narnam Renegade blocks, and kills!, any big dumb thing like Tarmogoyf, Hollow One, Gurmag Angler. just to name a few.
    (Good)Eldrazi players prioritize removal and disruption on Narnam Renegade.



    If you're blocking with this deck, you're most likely going to lose anyway so it literally doesn't matter if Narnam Renegade is slightly less crap than kird ape in a specific late game scenario.


    While this statement is true in most situations, a non hasty, well timed Narnam Renegade can buy you that one turn where you can break boardstalls. Whereas Kird Ape would have just died without taking anyting with it.
    Also, i would attack my 1/2 deathtouch creature in a wall of big blockers and take one for the team rather than play Kird Ape and be unable to do anything with it.

    So… Still wrong. Smile
    Narnam Renegade > Kird Ape
    Posted in: Aggro & Tempo
  • posted a message on Modern Humans
    I agree on the protective assessment of Tajic, Legion's Edge in the current meta, though he does require an extra bolt to take down your best creature. Also the aggressive aspect of the card is not to be underestimated.

    T1 Champion into T2 Lieutenant into T3 Tajic results in 10power attacking on that turn, whereas when curving into Mantis Rider it's "only" 9.

    Downsides: He's easilly blocked, the activated ability is hard to activate in Humans and imho, the card advantage from Militia Bugler is more valuable.

    For now, he doesn't make the cut in my deck but he might when red becomes more popular.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Zoo [Video Primer]
    Quote from Zulander »
    Quote from Soot »
    I would replace experiment one with hidden herbalist, and kird ape with better death touch kird ape narnam renegade.


    I've thought about narnam renegade, my concern then is that you lose some of the synergy from vexing devil. Later game a top decked kird ape is still a 2/3 but a narnam renegade will be a 1/1.


    Late game they're both crap, so go all in for the early game.


    Wrong! Sorry Smile
    Lategame Narnam Renegade blocks, and kills!, any big dumb thing like Tarmogoyf, Hollow One, Gurmag Angler. just to name a few.
    (Good)Eldrazi players prioritize removal and disruption on Narnam Renegade.

    @Soot: I agree with the changes mentioned, though personally i would run a non zero amount of Ghor-Clan Rampager. This card closes games in combat and late-game, if you would get to 4 mana, it doubles up on Pelt Collector.
    Posted in: Aggro & Tempo
  • posted a message on Mono-blue Tempo
    Great to see a primer.
    I have deck like this for funzies from the last standard and i will update it a.s.a.p.
    Posted in: Deck Creation (Standard)
  • posted a message on Abzan / The Rock
    I've been reading a lot of trophy talk the last few days/weeks and it has struck me that, no one is talking about arming against trophy.
    I don't see any tickups in running basics apart from rock lists. Adjusting manabases or spellpackages to be more consistent.
    I allready run three in my traverse build and i am very worried those won't be enough against decks that pack 10~12 "go fetch a basic" spells.
    Mirror matches and greedy matchups seem to be all about resources from now on.
    Posted in: Midrange
  • posted a message on Modern Humans
    I'm with you on the Island, but tbh i havn't given the sideboard much thought appart from the obvious swapping of Reclamation Sage for Knight of Autumn.
    Posted in: Aggro & Tempo
  • posted a message on Please help me understand Devious Cover-Up
    Quote from chaikov »
    Quote from SmauG »
    and you can’t use its effect to shuffle itself into your library
    So why is this?
    What am i missing here?
    There's another thing you're missing: even if DCU said 'Shuffle your graveyard into your library', DCU itself would NOT be shuffled.
    Since shuffling is part of the spell's effect, said shuffling happens BEFORE the spell goes from the stack to the graveyard:

    608. Resolving Spells and Abilities
    608.2k As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. (…)


    Quote from Trancebam »
    Further, the reason Goyf doesn’t die to a Bolt in that situation is because state based actions would be checked after the Bolt resolves, at which point it’s in the graveyard, giving Goyf 4 toughness and 3 damage marked.


    Wow, I just love educational posts like these. Great stuff guys. Thanks
    Posted in: Magic Rulings
  • posted a message on Please help me understand Devious Cover-Up
    Quote from Minoke »
    What you're missing is that when you cast Devious Cover-Up, there are two things to target. The spell you want to counter. And 0-4 cards in your graveyard. You have to declare these targets on cast. And at that point DCU is on the stack.

    When it goes to resolve, it will counter the targeted spell, send it to exile, let you shuffle the 0-4 targeted cards into your library, and ONLY THEN will it go to the grave, fully resolved.


    I feel pretty stupid for not reading the 2nd "target" clause.
    Thanks for pointing this out.

    Solved.
    Posted in: Magic Rulings
  • posted a message on Please help me understand Devious Cover-Up
    After prerelease last weekend, i've been brewing for GRN standard like crazy. One interaction doesn't really seem to click with me. I'm hoping that someone can explain this to me.

    According to the rules on gatherer, you can't get back Devious Cover-Up with it's own ability.

    5-10-2018 Devious Cover-Up can’t target itself at all. You can’t try to counter it with itself and shuffle cards in, and you can’t use its effect to shuffle itself into your library.
    5-10-2018 You may target zero cards in your graveyard and still shuffle your library.
    5-10-2018 A spell that can’t be countered is a legal target for Devious Cover-Up. The spell won’t be countered when Devious Cover-Up resolves, but you’ll still shuffle cards into your library.


    So why is this?

    The main reason i ask is because a Tarmogoyf with two non-instant cardtypes in the yard can not be killed by Lightning Bolt. At resolution, the Tarmogoyf will see the instant as a 3rd cardtype thus giving it 4 toughness.

    This to me leads to believe that upon resolution of Devious Cover-Up, The card should be in the yard, and thus can be shuffeled back.
    What am i missing here?
    Posted in: Magic Rulings
  • posted a message on [Primer] Zoo [Video Primer]
    Quote from Archanz »
    The creator of human's deck Just made this deck with pelt collector and vexing devil combo, and what to day, It works great! Turn 1 pelt, turn 2 goblin guide + vexing devil could give u a turn 2 4/4 trample Attack for 6, 10 DMG total


    I've seen the decktech and the matchups. Like i said before, the interaction with cards like Vexing Devil is just stupid. Groundbreaker and its red origin brother fit the same bill.
    What to think of evoke creatures. It's nuts Smile
    I can't wait to get my copies. The only problem is, i need foils Smile
    Posted in: Aggro & Tempo
  • posted a message on Risk Factor (R&D Twitch stream preview)
    I'm a strong believer in Risk Factor and will put the full playset in my deck for the upcomming standard.
    This was one of those cards i preordered early and will probably be good enough afterwards.

    The trick to breaking this card is using both modes as an advantage, which i probably can.
    I think it will be bonkers and jump-start is just gravy Smile
    Posted in: The Rumor Mill
  • posted a message on Atraxa, Praetor's Planeswalkers (guilds review)
    I think very highly of this card. Just not in this build. Theoretically you should be able to get some triggers, it won't be enough to get repetitive removal out of it.

    If repetitive removal is what you are looking for, you could try Retribution of the Ancients
    Posted in: Multiplayer Commander Decklists
  • posted a message on Sultai Midrange
    I'll be trying out the big Sultai list too as soon as Trophy lands. Seems great removal alongside Spell Snare which will hit so many things.

    A problem which i've been reading about and have encountered myself back then is the color requirements of the big spells (PW's and in my case Glen Elendra Archmage) while also being able to make good use of Scavenging Ooze.

    My sulition was the U/G filterland. But havn't seen anyone else do so. Why doesn't anyone run Flooded Grove or any of the filterlands for that matter?
    Posted in: Midrange
  • posted a message on Abzan / The Rock
    @Velthov: no is misread it entirely. My bad. We're on the same page.

    As i'm reading more of the card and know i will need a playset to cover all bases, i'm starting of with 2 maindeck copies in modern and probably an extra in the side. The card is awesoms, but the question raises: what to cut.
    Posted in: Midrange
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