2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [Official Thread] UW Merfolk
    What do you need the B producing lands for? Sygg and Infiltrator are both hybrid cards so you could just play them with Islands. Same goes for the W ones. Unless you have a sideboard in mind, which you didn't mention.
    Posted in: Standard Archives
  • posted a message on [Official Thread] UW Merfolk
    I believe that UW Merfolk is in fact an aggro deck.

    You use Mirrorweave to turn all your guys(assuming that you have a decent number of creatures on board), and your opponent's too, into Lords of Atlantis (each LoA will pump each merfolk +1/+1, even your opponent's creature will pump yours) and islandwalk for massive damage.
    Posted in: Standard Archives
  • posted a message on [Official Thread] UW Merfolk
    You won't really need the Merrow Commerce for your goal here is to race your opponents (Am I right?) with the aid of Counterspells to get rid of possible problem cards.

    Wanderwine Prophets is just too slow for this deck and with lack of evasion, you will have a hard time to use its ability.

    Judge of Currents could be a possible sideboard card against RDW but otherwise, it would just slow your game (There are much better 2 drops).
    Posted in: Standard Archives
  • posted a message on Red Deck Grins FTW?
    @Mr.Stuff: Thanks for the decklist. I will probably use it aganinst my friends' crappy decks. We like those kinds of stuff.

    So, who won that game?
    Posted in: Standard Archives
  • posted a message on Merrow Mill
    IMO you should remove the Ambassador Laquatus and Ink Dissolver. They are not really that great in a mill deck. You should add in Merrow Reejery and Stonybrook Banneret. That way you could play Merfolk Spells for virtually zero mana due to the untap. Added bonus if there are more Reejery in play.
    Posted in: Standard Archives
  • posted a message on Red Deck Grins FTW?
    @Mr.Stuff: A picture is indeed worth a thousand words.Could you please post the decklist here. I would like to build a real life deck.BTW, who won?
    Posted in: Standard Archives
  • posted a message on Red Deck Grins FTW?
    Alright.

    I guess what would be best is to leave the infintum route for the more consistent and viable build.
    Posted in: Standard Archives
  • posted a message on Red Deck Grins FTW?
    Bah! I give up. Looks like this deck is not viable. Well, if anyone has any improvements, feel free to post.
    Posted in: Standard Archives
  • posted a message on Red Deck Grins FTW?
    Actually, the Grinning Ignus + Banneret "infinite mana combo" doesn't work exactly as you imagined. You are off by R to re-activate the Ignus' ability. That's why we have the Pili-Pala for the infinite combo.

    Anyways, splashing blue seems like a good idea. I'll try to post a new deck in around 2 hours.

    @omnidragon42:

    Yeah, I know. That's what I've been trying to compensate with this past 3 hours.
    Posted in: Standard Archives
  • posted a message on [Official Thread] B/x Rogue Aggro
    I am not really familiar with the meta but what will be your action against Chameleon Colossus?

    I would just like to suggest Flame Javelin for SB tech. I know it costs much (6 mana FTW?) but it is only 2 of the possible removals for CC.
    Posted in: Standard Archives
  • posted a message on Red Deck Grins FTW?
    Hello there fellow Johnnies! Do you remember this poor fella who, during the release of Morningtide, been built around with decks of different sorts only to find failure?
    Well worry no more for I believe I have found a way of making this bombo into a combo, using a card from Shadowmoor.
    Thanks to this Johnny-certified card, the final piece of our combo engine, we'll be able to make this baby go.

    Enough talking, more decks:



    There you go. The new and working Grinning Storm/ Grinning Grapes/ Grinning Whatever deck.
    As this deck's creator (I hope no one has made this one already), I dub thee Red Deck Grins.

    For those of you who don't already get it, here is how it works:

    You use the mana ability of Grinning Ignus and pay R, bounce Ignus to hand, to produce 2R. With the help of 2 Brighthearth Bannerets in play, you could play this back for R.
    Now tap the Pili-Pala enchanted with Power of Fire and deal 1 damage to target creature/player and then use the leftover 2 to use its untap ability thereby
    leaving you with R you R. Rinse, lather, repeat.

    Hmm, come to think of it, you don't really need to put in all those storm cards there. For the combo itself will kill the opponent. But WTH, overkill is nice!

    Now, as you see, this deck has its holes and whatnots for I just threw in cards that came in my mind so feel free to improve the deck. I also did not put in rares in there for I am too lazy to think.

    As for some of the cards, let me give explanations:

    Firespout:
    You can clear the ground critters with the use of R and effectively saving your precious Pili-Pala from destruction.

    Flame Javelin & Incinerate
    Burn. 'Nuff said.

    Flamekin Harbinger
    Tutor for Grinning Ignus or Brighthearth Banneret, whatever is not in your hand.

    Cards to consider:

    Cloud Key
    Much sturdy than the Banneret and it also reduces the cost of your Pili-Pala.

    Everlasting Torment
    To hose those pesky lifegain decks and makes your pinging permanent.

    Beseech the Queen
    Six mana to tutor for Pili-Pala or Power of Fire.

    NOTE: This deck needs card draw, badly.
    Posted in: Standard Archives
  • posted a message on [Official Thread] UW Merfolk
    The Banneret is not there only for cost reduction, although it is a really good cost reducer IMO. Making your merfolk cost 1 less to play and with Reejery, much much better. Also reducing your Sage's Dousing cost to 1U or even U isn't certainly not to be underestimated. It is in there for it can attack your opponent even without the LoA.

    EDIT: BAH! @hypaflight: You posted just seconds before me. XD
    Posted in: Standard Archives
  • posted a message on Challenge: Turn 1 Massacre
    Here it is: Turn 1: Mountain, Play Mox Jet, Play Raging Goblin, Play 2 Dark Ritual, Hatred for 19 life/ +19/+0, Attack.

    EDIT: Aw, this was already posted. I should learn to read carefully. I was skimming when I posted this. Sorry.
    Posted in: Magic General
  • posted a message on Lorwyn / Shadowmoor Land / Creature Shift
    What about Fallowsage and Hollowsage
    Posted in: Magic General
  • posted a message on The OFFICIAL "How did You Do At the Prerelease?" thread
    Quote from Sniperfan »
    Our PR prize structure is 1st place 2 boxes, 2nd-8th gets 1 box. This is for the main event, which usually has like around 100 people, 6-7 rounds. Side Flights are 3 or 4 round, and if you go 3-0 or 4-0 you get i think 10 boosters, while everyone in sideflights gets 2 boosters (excluding winner).

    Considering that the price for our PRs is 40$, and 30$ for each flight after, I think the prize structure is fair.


    Wow! I wish our PR here was like that. Our prize here is 1 booster per win. Which gives you a whooping 4 boosters if you managed to win every match + the T-shirt.

    Anyways, I did poorly in my PR using GBu and sadly only won 1 match. The winner combo for me is Inkfathom Infiltrator + Glen Elendra's Leige. Mind you, they're one-offs. It's not surprising that I suck at Sealed.
    My rares were:
    x2
    [FOIL] Glen-Elendra's Liege

    My prize booster contained a Puca's Mischief. Which is not bad for I am planning to build a deck using the card.
    Posted in: Magic General
  • To post a comment, please or register a new account.