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  • posted a message on Custom Card Sleeves
    I've always wanted some sleeves or a playmat with the same writing of "this machine kills fascists" from Woody Guthrie's guitar.
    Posted in: Magic General
  • posted a message on Girlfriend/Wife players
    Quote from FieryBalrog
    stereotypes are generally somewhat rooted in reality.


    Stop stereotyping reality.
    Posted in: Magic General
  • posted a message on [SCD] Vraska the Unseen
    Quote from Sharp4a9
    Vraska the Unseen

    5) Has anyone used her -3 more than twice in a game? (Casting a second Vraska doesn't count.)



    I've had it used twice on me in a game. He dropped it, killed my Garruk Relentless, had blockers to protect to get it back up, then used it again on my Rest in Peace. The second time the board was empty (he mutilated) and I got a charm token at the end of his turn to kill it. It was a pain to deal with, but he had nothing after I removed it, and I won that game.
    Posted in: Standard Archives
  • posted a message on Getting Rid Of Expensive Cards You Have No Use For
    Also, keep in mind that if you don't really want the card, and believe it will drop, you don't have to insist on absolute top dollar. If someone tells you that they value Jace at $50, tell them that you're willing to trade it to them for $45 or so. You'll still get a good amount of decent things that you want, and your trade partner will feel like they're getting a bit of a deal.
    Posted in: Magic General
  • posted a message on group sealed rules
    I'm intrigued about the group sealed format from the World Cup. I'm thinking about trying to get a little 4-team tourney together at my store, but can't find hard and fast rules about it. How many packs do the teams open? I'm guessing that it isn't 18 (3 sealed pools for 3 decks), cause you get to use the good cards in off colors in each pool. My guess is that you build 3 decks from 15 or 16 packs.

    Is there a site (I've looked and can't find one) that lists all of the rules they used for the Cup? The only change I know that I'd make is I'd use 3 man teams, thus eliminating the "coach" position.
    Posted in: Limited Archives
  • posted a message on Deck Names
    I once tried to text my friend about my naya rancor deck, but it autocorrected to naya fanciful. So, that's what I call it now.
    Posted in: Magic General
  • posted a message on [General] Strangleroot Geist
    Quote from CronoSabre
    Blade Splicer is the problem. Strangleroot Geist will only swing into the 3/3 golem with first strike. It would be lucky for Strangleroot Geist to get in two damage before Blade Splicer comes down.


    I also think that Image is a huge problem with running geist. If I play geist turn 2, and they image it, I feel like I can't play any better creatures until I get a counter on the image.
    Posted in: Standard Archives
  • posted a message on [Variant] Naya Rancor
    I'm finding that this is an odd deck to build. I think that the 4 and less CMC curve is pretty obvious (pretty much exactly what DXI has), and that the difficult decisions is in the 5 spot. There 2-3 deck spots for them, and 4 different cards that could occupy those spots. Thundermaw/Sigarda/Wolfir/Thragtusk. I think the best of the two are Thundermaw or Wolfir for any non-delver matchup, and Sigarda is best against delver. Thragtusk is good, but just not good enough, methinks.

    On a side note, I tried to text my buddy the other day that I was switching to Naya Rancor, and autocorrect changed it to Naya Fanciful. I would like to submit a new deck name for us all.
    Posted in: Standard Archives
  • posted a message on Flores hints at Telling Time
    I have a feeling that the days of one mana library manipulation spells are behind us, at least in standard. Eternal formats have more than enough good manipulation spells to play with.

    I'm simply making a prediction, but I think it would be a good move. I think 2 mana is a more appropriate cost for ponder type effects, anyway.
    Posted in: Speculation
  • posted a message on Thalia or Bonfire?
    I think 2 infernos and an elesh norn are a mistake. If you're going to play elesh, you should have a 6 drop that you want to pod away, like wurmcoil. Inferno kills so fast, that you shouldn't want to pod it away.

    I also think that Slayer's Stronghold is better than Cavern. If you're podding, the uncounterability doesn't matter, and you're not tribal enough to really benefit from the fixing (you've got a fair number of humans, but I don't think it's worth it.) giving haste to whatever you just podded into is simply awesome (especially inferno).
    Posted in: Standard Archives
  • posted a message on [VS] Hexblade
    Gut shot. Gut shot everywhere.
    Dismember too.

    If you're worried about the early dudes, play aggresive and side the hate.


    He's asking about hexproof guys.

    Racing them will be hard, and will leave you just praying that they don't have a god hand. whipflare is a good one to board in, cause you can get it off before they can increase savagery. Divine Deflection is a great tool in racing as well.
    Posted in: Standard Archives
  • posted a message on [[Official]] Birthing Pod Deck Garage
    Quote from eggrosdemise
    Here is my naya list


    i went spilt top 2 this last week with this list..(people in my area are bad so it really doesn't take much for top two)

    I could really use some help my list has not changed much i the past 5+months.


    If you insist on running Craterhoof, I would definitely run Myr Battlesphere.
    Posted in: Standard Archives
  • posted a message on MODO daily results for block
    I usually use tcgplayer for daily results for other formats, but they're horrible at listing the 4-0 decks for block. I can't seem to find a site that posts up to date daily results for the format. Does anyone know of one?
    Posted in: Block Constructed
  • posted a message on A Powerful Counterspell is Coming Our Way
    Quote from Veritas
    Wizards (and a lot of people on the forums) is fighting the wrong fight with cards like Cavern of Souls. Draw-go control decks haven't been a problem in standard for over ten years. When blue decks have been OP, it's been because of tempo decks made viable by of cheap efficient creatures that will win games by themselves if protected and are in blue or blue friendly colors. For example, Squadron Hawk, Stoneforge Mystic, Bitterblossom, and now Delver, Snapcaster, and Geist.

    This *kills* traditional control decks because any good counters and draw spells are even better in the tempo decks since they can produce a winning game state so early. It's also why they can't print a new powerful counterspell. Delver with mana leak + Snapcaster + another strong 2cc counter? Good luck dealing with the turn 1 Delver opening.

    The format would be healthier and more diverse if cheap aggro cards were made more difficult to combine with counterspells (by having gruul or orzhov mana costs for instance). That would make aggro, control, and ramp all viable, just like it was in Ravnica, which many people consider to have produced the best MTG standard formats, but by printing these super efficient creatures in white and blue, they've sacrificed an entire popular archetype with no real way to bring it back until those creatures rotate.

    (yes, control decks can just stock up on sweepers now, but mirror matches will lead to a ridiculous number of draws as both decks will have far more answers than threats and no way to push damage though, and who wants that?)


    I completely agree. When blue creatures start matching red creatures in terms of aggressiveness, you have a serious problem.

    You also illustrated why I have stopped playing control decks. The mirrors are excruciatingly boring.
    Posted in: Speculation
  • posted a message on [AVR] Alchemist's Refuge
    Quote from Oceanus
    Hero of Bladehold? Primeval Titan? Huntmaster of the Fells? Geist of Saint Traft? Consecrated Sphinx? Phyrexian Obliterator? Acidic Slime? Phyrexian Metamorph?

    I don't know, seems like everything in MtG is better with flash. The number of combat tricks/upkeep triggers/EtB removal/sorcery evasive necessary (untap killers)/counterspell wasters seems pretty near equal to the number of creatures in the game. The last point is especially interesting because it's always nasty when the Control player has to tap out right before you untap.


    Against control, you're better off casting those on your turn and having mana leak mana, instead of having them countered during your opponent's end step. Against aggro, you're better off casting them earlier to gain board presence.

    It's good for your topdecked cards on turn 12, but who plays a card that's only really good when you're in late game topdeck mode?
    Posted in: The Rumor Mill
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