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  • posted a message on Lurrus of the Dream-Den - How does it work?
    I agree completely with Davidb32, but have to ask a about the ruling on Lurrus whic says if you have a X cost creature in your graveyard such as Ugins connjuran it can only be cast for 2. This seems to me to fly in the face of many years of rulings? However if you look up rulings under lurrus on the mtg website it states this is how it works. Why?
    Posted in: Magic Rulings
  • posted a message on [ELD] Stolen by the Fae
    Its not an amazing great card, but it is my favorite card spoiled so far of the entire set and has fun deck ideas written all around it!
    Posted in: The Rumor Mill
  • posted a message on Simic Enthusiasts Please Help
    Thank-you Sharpened for the insights.

    I have now removed incubation druid form the deck completely, I have also removed the sparring constructs and the Unwinds.

    I have added one copy of Hadana's Climb. I had Dryad greenseeker in the deck but reverted back to OmenSpeaker as I found they worked more consistently at moving the game plan forward. I have als splashed white into the deck to allow late game casting of the angel side of Warrant.
    The deck has gone in a bit different direction from either of the decks posted above, but is working very well in my very small limited play group. I will post a deck list once the deck is tested a bit more.

    Posted in: Deck Creation (Standard)
  • posted a message on Simic Enthusiasts Please Help
    Some interesting ideas...

    I like the biomancer idea, and will defintiely get them and try that for the savants.

    I get taking out the sparring construct, for llanowwar elves and defintiely can go that route.

    Why put in the incubation druids if you take out the sparring contructs which help them get the counters.

    The unwind costs one more mana than negate, but still let's you use mana to adapt, why do you think negate is better in this deck?

    Why take out the warrants? Also what about druid greenseeker in this deck to build mana quicker.

    Keep the help coming, I just want to understand the thoughts behind th changes!
    Posted in: Deck Creation (Standard)
  • posted a message on Simic Enthusiasts Please Help
    There are three things I am hoping to accomplish with this thread:

    First- I would like for all those players who enjoy playing Simic as their first choice of guild to give a shout out and declare- their simic leanings. So if you are a Simic Guild fan and have it in your signature line or just prefer simic, but play lots of different colors and combinations then please post and let everyone knoow who you are.

    Second- I would love to know what card or deck led to you settling on Simic as your guild preference out of all the guilds and other combinations out there. I know for me it was the card Master Biomancer I loved everything about that card and have been a Simic Guild card holder ever since.

    Third- A recent card has me nearly as interested as the biomancer and it's not Hydroid Krasis or prime speaker Vannifar as cool as those cards are: I really like Biomancer's Familiar and am trying to build a standard deck to take advantage of its first ability, without relying soley on the card to make the deck work. So please check out the deck below and give me advice or answer the questions at the bottom.

    Creatures
    Biomancer's Familiar-4
    Growth-Chamber Guardian-4
    Hydroid Krasis-1
    Omenspeaker-4
    Sphinx of Foresight-4
    Tishana,Voice of Thunder-1
    Sage's Row Savant-4
    Shapers of Nature-2
    Sparring Construct-4
    Goreclaw, Terror of Qal Sisma-2

    Sorcery
    Incubation\Incongruity-3

    Instant
    Unwind-3
    Warrant/Warden-3

    Land
    4 Breeding Pool
    4 Hinterland Harbor
    2 Zhalfirin Void
    5 Island
    7 Forest

    This deck is doing okay, but has weaknesses in particular to board sweeping cards- the unwind are the only protection against that attack, also really fast aggro sometimes give it toruble. Overall I liek the feel of it, but dont consider it torounament ready yet which is why I am on here.

    Questions:
    1. How best to protect this deck from creature sweeping effects? WHat to remove and what to add in?

    2. The deck is currently at 61 cards- which card should be removed?

    3. Is there a better counter spell for this deck than Unwind?

    4. Are there any creatures with abilities that work well with the familiar which aren't in the deck?

    5. Would llanowar elves be better than the Sparring construct in this environment?

    Any help would be appreicated. Thank-you
    Posted in: Deck Creation (Standard)
  • posted a message on Is it just me, or are there almost no constructed playable Common cards in RNA?
    Just my 2 cents...

    I think metaethics has a point. I also think WOTC/Hasbro is missing a key fact by creating a linear relationship between power and rarity. It may seem like a good marketting idea that rewards people buying more, but whereas in the early days of magic I never bought singles and prided myself on that fact, now I never buy booster packs and shop exclusvely in the secondary market. This may not make a difference to the manufacturers as the cards have to come from packs somewhere. I wouldn't pretend to guess at the economics from their side, but for me if I am going to buy a pack for only one usable card and its 4-5 dollars a pack I might as well buy the single or play set online when most of the singles cost less than the booster pack each. For the ones that aren't (with a few exceptions), it is still more efficient to get a playset from a dealer than drawing cards. For a while I mixed it up, but as packs rose in cost and value of non-rare cards went down my buying habits have changed. I hadn't really thought about how they have evolved until reading this thread.

    I know not everyone can or will see it the same way. Each person has different resources and styles, but I think the reduction in qualtiy of commons and uncommons has been a key factor in my buying habits.

    I think having useful, meta or intersting commons and uncommmons maks opening packs more fun and less of a rare chase.
    Posted in: New Card Discussion
  • posted a message on Nikya of the Old Ways
    Quote from Gutterstorm »
    Quote from mtgSunTzu »
    Odd combination of abilities, but his first ability I like a lot since it stops all non-creature creature removal making him harder to get rid of than he appears at first. A type of hex proof that stops mass removal.

    However the mana production only seems to work for abilities and playing creatures. What abilities are there amongst the grul that need lots of Mana? Ideas?


    If the translation is correct she only stops YOU from casting non-creature spells. Not your opponent.


    Nice catch I read that wrong... definitely makes the card appear less useful then.
    Posted in: The Rumor Mill
  • posted a message on Nikya of the Old Ways
    Odd combination of abilities, but his first ability I like a lot since it stops all non-creature creature removal making him harder to get rid of than he appears at first. A type of hex proof that stops mass removal.

    However the mana production only seems to work for abilities and playing creatures. What abilities are there amongst the grul that need lots of Mana? Ideas?
    Posted in: The Rumor Mill
  • posted a message on Breaking Electrodominance
    The way to break this cards is to multiply it or recast it regularly- cards. Then it becomes either a two mountain cost for its second ability or you get two for the cost of one bonus spells. Card that do those things will lead into this cards power- not sure yet the best way to replicate as it is very mana intensive to get a real benefit.
    Posted in: Deck Creation (Modern)
  • posted a message on Mono Green Landfall
    I like it better, but it is fairly one dimensional for a tournament level deck, really scapeshift and selesnya charm combine with your creatures to be lethal, but if someone blocks or negates one of those and they can limit your ability to win the game. Also only two scapeshifts means you need more disruption to stay around till it is meaningful consistently or a better way to hunt that card out. I think sylvan awakening would work as an alternative kill mechanism that fits your deck theme.
    Posted in: Deck Creation (Modern)
  • posted a message on Mono Green Landfall
    I have a red/green landfall deck that I run strictly for fun not competitive (but would) love to make it competitive someday. I think your deck has some great ideas, but is generally to slow to develop for how I understand the modern tournament game. I would suggest looking at the following cards some are easier than others to obtain.

    Skyline Cascade
    Azusa Lost But Seeking
    Eternity Vessel
    Courser of Kruphix
    Crucible of The World
    Scapeshift
    Ramunap Excavator
    Sylvan Awakening
    Mortuary Mire

    I really like Sylvan scrying as it doesn't limit you to basic lands and can make your deck become a swiss army knife for lands. Opponent has a creature get skyline cascade, various deserts etc...

    Again I don't think anything here will make the deck top tier competitive, but looking at some scapeshift decks might give you some other ideas. It may be possible to build something that can take your local tournament depending on how competitive those tournaments are. Adding to Breathe1234's comments I would say the hard thing in a landfall deck is to achieve consistency and speed both needed to make a deck competitive.

    I just realized the cards aren't hyper linked, so I need to figure that out before I post again, sorry.

    Posted in: Deck Creation (Modern)
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