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  • posted a message on The "Who Else is Going to GP: Montreal" Thread
    I'm supposed to be going. It's going to be my first GP. I really look forward to it because I bet a bartab with Pascal Maynard (local pro) that I'd do better than him. It's not likely to happen, but I'm hell of a drinker and he's not.
    Posted in: Limited Archives
  • posted a message on Out of decks....
    bird of paradise
    Posted in: Standard Archives
  • posted a message on Would you name your children after MTG characters?
    I think Mishra is a nice name, but I wouldn't name my kid after a MTG character.
    Posted in: Talk and Entertainment
  • posted a message on Ux Gift Control
    Quote from slipknot72102
    Grim lavamancer is crap in a control deck. It dies too easily.


    Legacy would tend to prove you wrong, but of course in a format where mental misstep and force of will are non-issues it might be different. I have a hard time labeling lavamancer crap on the simple fact that it does die to everything. It's still a card that will win you a game on it's own against many archetypes. It proved a house in testing against zoo and it does provide a safe win-con under a bridge.

    It does suck against post/tron. I have to give you that.

    You also have almost no way to abuse gifts.


    Well, I pack the Punishing Fire/Grove of the burnwillow engine as well as the Academy Ruins/Loam engine. That does appear to me as 2 distinct and potent to abuse gift. I'm willing to hear your suggestions.

    Some main deck ghost quarters would help against 12 post.


    Indeed they would. I'll try to fit in some of those. Maybe a 1/1 split with a Tectonic Edge

    Also you really need a different counterspell, if your only running 3-6 counterspells you can't really run spell snare.


    I don't see why you can't run spell snare... it's a house in the format, a powerful tool against mono g 12-post and it's the best hardcounter avaliable. I can't support Cryptic Command with the manabase (4 grove + 2 ruins + forest) and I don't know what counterspell would be better in the format. Remand is there for gift piles when I'm in dire need of a counterspell but I am well aware it's sub-par for what I want to achieve. I could use another 2-mana counter to singleton into counterspell gift piles when I'm at 6 mana, but aside from the sub-par rune snag I can't find any that I like. I'm willing to take any suggestion of what I could run instead.

    Also I would throw an artifact win con in their like batterskull.


    This does seem like a very good idea.
    Posted in: Modern Archives
  • posted a message on Ux Gift Control
    In a thought experiment I tried to make a decent Gift Control deck but I find the answers to 12-post lacking maindeck.

    I plan on playing several blood moons in the board to paliate that weakness.

    Here is the list I came up with.


    Any suggestions?
    Posted in: Modern Archives
  • posted a message on [Deck]Zoo
    Drop the swords to plowshare. They are counterproductive to your burn spells.

    23 lands is a lot.

    One drops are good. A hand with 3 one drop almost always wins the game


    I recommand
    -2 StP
    -1 Savannah
    -1 forest
    -1 mountain
    -1 plains
    -1 Knight of the reliquary

    +1 wooded foothills
    +1 plateau
    +3 loam lion
    +2 path to exile
    Posted in: Aggro & Tempo
  • posted a message on Tezzerett morphs a JTMS
    Please note that tezzeret's ability does not MORPH an artifact into a creature. Morph is a word that has a specific meaning in MTG, relating to a keyworded ability of the same name.
    Posted in: Magic Rulings Archives
  • posted a message on [DECK] Living End
    Quote from Zirath
    You should be running at least 1 Ingot Chewer as he is amazing in your deck for dealing with Chalice.

    I don't under why you are running Vindicate and Intuition. The only permanents I can imagine you want to remove are Tormod's Crypt-like (which is dealt with by Ingot Chewer) or Leyline of the Void-like (which is dealt with by Wispmare). Anything else is probably a creature, which dies during Living End, or a planeswalker. With Intuition you are planning to get 3 creatures if you have Ardent Plea? Why don't you have creatures in your yard? Your deck is supposed to do that with 20 cyclers.

    Why not run Enlightened Tutor to find Ardent Plea? That seems like the most useful card in that slot since this deck relies on speed heavily. The longer the game goes, the more of a chance your opponent will be able to deal with Living End.


    Enlightenend tutor can be cascaded into pal...

    And you seem to forget about counterbalance and chalice of the void. either of those cards can be destroyed by either ingot chewer or wispmare, but having one versatile card to solve the problem can be game-breaking. Also think about glacial chasm, maze of ith or tabernacle at pendrel vale.

    I think that the problem of the UBW approach is having not enough cascade enabler. With only 4 ardent plea and 2 living end, even if forcebacked you can and will lose a game to a counterspell-heavy deck countering both your living ends and winning on tempo over those hadcasted fatties.

    As an answer to Asiancat (who will likely not read it), Living End is not better or worst than hypergenesis. They have different gameplans even though they share an engine.
    Living end sweeps the board and put dudes into play from your graveyard. Dudes you cycled, so you keep your hand full. Hypergenesis allows both you and your opponent to drop your hand on the board, but it does allow a deck like merfolk, zoo or goblins to race you by dropping their own dudes. An hypergenesis leaves both players with an empty hand and a full board. A livnig end leaves you with a board full of smaller creatures, but you still have a hand and your opponent has no board at all.

    I tried out the deck, and from my experience, it's unfortunately worst than the RGB versions because only 4 cascade enablers make you lose hard to counterspell decks, against wich the best gameplan is to keep on cycling creatures and playing cascade spells.
    Posted in: Developing (Legacy)
  • posted a message on [DECK] Living End
    That's neat! I wanted to play my unmasks, living ends and contagions for-freakin-ever. I want to build that!

    Vindicate helps solve the COTV and Coutnerbalance problem. I can't be sure I endorse playing only 2 living ends though.
    Posted in: Developing (Legacy)
  • posted a message on Donate Celestial Dawn to non-white EDH player?
    You can also float BRW before playing Celestial Down, but that's a bit pointless.
    Posted in: Magic Rulings Archives
  • posted a message on Deck/Primer Hulk Rebirth
    I'll sure consider that. For whatever reason I proxied up a version that had 2 savannas, and I considered reducing to 2 bayous and 1 savanna, not to a savanna-less version. Anyway it's simply proxying...

    Do you ever come to tournaments in Québec City?
    Posted in: Developing (Legacy)
  • posted a message on What Lands Do You Use?
    I play unhinged lands (not foiled). They look really nice and they're not very expensive.
    Posted in: Magic General
  • posted a message on Deck/Primer Hulk Rebirth
    For instance, I top 4ed a small legacy event with a pyromancer ascension combo deck last week...

    A modification I would like to try out is to swap a fetchland, a bayou and a savanna for a trio of cities of brass. I would also like the deck creator's opinion on that matter. I proxied-up and goldfished the deck a couple times and found out that at moments, holding a body double or a fanatic can be troublesome although casting it could possibly make things better. Tinder wall's removal ability is also nice to activate in the face of hate bears, which can be very annoying.
    Posted in: Developing (Legacy)
  • posted a message on Deck/Primer Hulk Rebirth
    Quote from Runner5678

    3) Grab Viscera Seer, Carrion Feeder, Reveillark, AND Body Double targeting Protean Hulk.
    4) Sac Body Double to grab Mogg Fanatic + 5 power worth of other stuff (with "5 power of other stuff"... could there be a side option to counter Extirpate/Relic/etc?)


    You seem to think that protean hulk grabs creatures with total power 6 or less. It grabs creatures with total CMC 6 or less, so getting body double AND rev as you suggest in step 3 is inpossible.

    The way to dodge a single removal spell is to get Academy rector, viscera seer and carion feeder as well as the dryad arbors left in the deck. Sac the rector, get a pattern that is put into play and dosen't target (as it's put into play by the rector's ability) and you are good to go. Of course that plan COULD fail to an engineered explosives @1 or a double removal. Don't get all too worried about unwinable scenarios. They happen, but if you play smart you should be alright in most cases.
    Posted in: Developing (Legacy)
  • posted a message on Need help with card value
    A: $150 CAN (153.50 USD)

    B:1 x Sword of Feast and Famine (mint)
    1 x Maze of Ith (good)
    1 x Exploration (nm)
    4x Intuition (nm)

    Fair?
    Posted in: Market Street Café
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