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  • posted a message on God of Mill (advice wanted)
    I imagine what the deck is going to have to consist of for multiplayer is a big early game defense, as mentioned above.
    Small critters with Deathtouch or Fog Bank type stuff would be good. Let's do this!

    Defense:
    Fog Bank
    Baleful Strix (also card draw)
    Propaganda



    Alright, so I also need card draw... Hm..
    Posted in: Multiplayer Commander Decklists
  • posted a message on Casual, multiplayer deck ideas
    So are you looking to netdeck something or are you just looking for casual deck ideas that can prove effective in group games?

    I dont know anything about what is already proven, but I could help you spitball otherwise.
    Posted in: Magic General
  • posted a message on Update me on MTG!
    Thanks for the info!



    Now I just have to look up:

    Embalm, aftermath, delirium, madness and externalize. OMG



    Edit - looked them up.
    Definitely interesting.
    Posted in: Magic General
  • posted a message on God of Mill (advice wanted)
    Quote from DirkGently »
    I mean, my phenax lantern-control build was strong enough that it won most of the games I played it in (mostly to concessions) even with everyone aligned against me, and people hated it enough that I decided to disassemble it. So yes, Phenax can be powerful. Although YMMV, if you're in a super competitive meta you'd probably have a harder time.

    Loads of people have built phenax mill decks. It's by no means "crazy". Sure, it's not a top-tier deck, but then, few things are.


    I don't have to be the most original in the world, obviously, if you run Phenax, you're probably milling. Lol. However, it's definitely out of the ordinary to see a EDH Mill deck... At least as far as what I've come across thus far. I do like EDH because it has that old school, build up and brawl out vibe to it. I was even considering doing a Rat EDH deck. I'm pretty unfamiliar with black right now, but I was going to run, uhh, that Gnawer dude whose name escapes me right now. Lol. I'm sure I can mix and match him with some old stuff and have a good ol' time.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Update me on MTG!
    Skip to bottom of post to get to the point!
    Hey guys, I've been playing MTG for about 15 years now. My first deck was from Prophecy, while my cousins rocked Nemesis decks. Well, the point is, that era was probably when I'd say I started... Plus and Minus a few sets, obviously.
    Then I'd play and I wouldn't and I would and I wouldn't.

    Ill keep it short... First "real" deck (not a precon rework) was Elves, then came mill and direct damage. After years of that, I began really making ridiculous concept decks with cards like Winter Orb, Wheel of Fortune, Sands of Delirium, And Krark's Thumb. (Not together, just giving an example of the types of win conditions). Basically, out of the ordinary stuff, my playgroup mocks me because most of my decks just suck the fun out of everything. Haha.


    So, fast forward to about three years ago, maybe more.. and the group sort of died out. I just recently jumped back into and did a draft at my house with, uhh, whatever set introduced Dinosaurs and pirates. What a fantastic concept for a tribe!


    Here's the entire point of the thread: My brain doesn't work like it used to. If you'd name a card, I'd think of some old school card to combo with it to make a silly play. I don't have the vast knowledge of the card catalog anymore. Honestly, since probably Innistrad. (Screw vamps!)
    Was just wondering about where we are at in the meta (I have no idea if I used that term correctly). I mean, are cards cheap as hell and overpowered like they were in Innistrad, are we artifact based like the days of Mirrodin: Besieged, Are tribes back in style and are any viable to build a fun, successful deck outside of draft?

    In the meantime, I'll go search around on newer sets, but was hoping you could all lend some insight as it feels like my interest in the games uniqueness is dwindling as every concept just feels so played out.



    (All my gameplay is casual)



    Thanks!

    Posted in: Magic General
  • posted a message on God of Mill (advice wanted)
    After looking around a bit last night and really putting in about 10 minutes of effort (I'm mostly trying to keep up with the times) I think this deck -can- be successful, but maybe only as a 1v1 deck.

    Thoughts/Feelings?
    Posted in: Multiplayer Commander Decklists
  • posted a message on God of Mill (advice wanted)
    Quote from DirkGently »
    If you want a "fun" spin on phenax you could include lantern of insight/field of dreams and relevant tutors, and go lantern control. Doesn't win friends but it's pretty strong.


    What would I run with lantern of insight/field of dreams with?
    Posted in: Multiplayer Commander Decklists
  • posted a message on God of Mill (advice wanted)
    Quote from Grimoire »
    When posting, there's a handy button on the bar above the text box that links cards. So instead of typing them out, you can just do this: Phenax, God of Deception.

    Do you want to win via mill (your opponents fail to draw) or combo? (i.e. Duskmantle Guildmage/Bloodmage Ascension + Mindcrank) Or are you just looking to durdle with everyone's graveyards?




    Thanks for the tip on posting, I actually just copied and pasted from an old text file, but I'm sure I'll use that in the future!

    The goal would be to mill them out.. Which means, of course, I'm going to need a serious defense.



    I'm just so bored with all off my decks and the new stuff doesn't interest me, EDH, however, has an old school feel to it. I was also toying with a rat deck, but my gimmick is ridiculous win conditions. I will have some of the combos in the deck, but I also don't want to just combo out and ruin the game every time.





    Thanks.
    Posted in: Multiplayer Commander Decklists
  • posted a message on God of Mill (advice wanted)
    Im trying to do something crazy. I'm attempting a multiplayer mill EDH deck off of Phenax, God of Deception.

    I stopped playing for about a year and now I am super out of the loop. I found this text file on my computer which was an initial plan to build. Im going to post it here, and just let you guys spitball some ideas with me. I appreciate it!


    Thanks!




    MILL:

    Creatures that mill:
    Mirko Vosk, Mind Drinker- 3c u,b (mind funeral)
    Nemesis of Reason – 3c u, b (attacks, top 10 mill opp)
    Consuming Aberration – 3c u, b, (power/tough- all opp gy. Opp mills until land when u cast)
    Drowner Initiate – Cast blue spell, pay 1, mill 2 (1u)
    Hedron Crab – 1u Landfall mills 3
    Duskmantle Guildmage – 1u,1b (1c,1u,1b card in opp GY they lose 1life./2c,u,b opp mill two)
    Lazav, Dimir Mastermind – 2u2b – when creature enters opp GY, this copies +hex and ability
    Riddlekeeper – 2cU whenever I get attacked you mill two per creature
    Echo Mage 1u2u lvl up copy spells
    Vedalken Entrancer 3c,u 1utap mill two
    Merfolk Mesmerist 1c1u ,utap mill two
    Mindeye Drake 4c1u 2/5 flyer, when dies, target player mills 5
    Mindshrieker 1c1u, 2c mill 1,this gets +x/+x to that cards mana cost
    Rotcrown Ghoul¬ – 4c1u when dies, opp mills 5
    Sage's Row Denizen – 2c1u 2/3 when blue creature enters my control, opp mill 2

    Other Creatures:
    Circu, Dimir Lobotomist- 2c, u,b – play u spell, remove top card from opp game, black too, cant play non land cards with same name
    Junktroller – 4c, 0/6 defender, tap, put target card in graveyyard on bottom of library
    Mnemonic Wall – 4c 1u, 0/4 defend, enters play return inst/sorc from gy to hand
    Mortivore 2c/2b – Power/Toughness = creature cards in all graveyards/ 1b regen
    Wight of Precinct Six – 1u1b +1/+1 for each creature in opp graveyard (1/1)
    Chainer, Dementia Master – 3c2b – pay 3b pull creature out of graveyard udner your control


    Spells that mill:
    Mindgrind
    Mind Funeral
    Archive Trap
    Thought Scour
    *Induce Paranoia
    *Broken Ambitions
    *Grisly Spectacle
    Vision Charm
    Memory Sliuce
    Tome Scour
    * Psychic Strike
    Breaking/Entering
    Dreadwaters
    Mind Sculpt
    Paranoid Delusions
    Spell Crumble +
    Hinder+
    +Tunnel Vision
    Reito Lantern
    Pilfered Plans
    Psychic Drain
    Traumatize

    Enchantments that mill:
    Chronic Flooding
    Jace's Erasure
    Memory Erosion
    Sands of Delirium
    Mindcrank
    +Bloodchief Ascension







    Mana Ramp:
    Dark Ritual
    High Tide


    Land:
    Nephalia Drownyard
    Duskmantle, House of Shadow

    Planeswalker:
    Jace Beleren

    Defense:
    Propaganda
    Orb of Dreams
    Arcane Laboratory
    Winter Orb

    Resurrection:
    Grimoire of the Dead
    Animate Dead
    Rise from the grave




    Posted in: Multiplayer Commander Decklists
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