So blue gets Mystic Snake now, only it can only counter creatures. I still think this could see play, most later-game things you want to counter are creatures (Broodmate, Baneslayer) or uncounterable anyways (Banefire).
It's not really Mystic Snake, though, because it doesn't really have bounce-engine potential. It's a cute trick, but it's a bit more difficult to abuse than Mystic Snake.
Amazing for limited. Makes me think U/G for some delightfully lethal midrange games. The raptor is pretty great, too. Just like the Blademaster, it's entirely playable by itself, but can quickly become a legitimate threat of its own when paired with other Allies. W/U/G Allies could be a lot of fun, if you can draft enough of them.
Yeah, I would love to see a tweaked version of Szadek, Lord of Secrets' ability as a keyword. It would be really interesting, although I don't know if only doing it's power in milling would be enough to justify it.
I like this idea. You could use it to justify giving blue some beefier creatures -- you're not dealing damage to your opponents physically, but rather to their minds, and blue should be the best (or maaaybe tied for best, with black) at attacking the mind.
I like it for its sheer card selection factor alone. It seems like lands won't be dead draws in ZEN anyway, but this just ensures that, barring land clump, you'll be drawing nothing but heat.
Hmm, a free 2/3 every turn? With the option to gain at least 2 life, if not more, when necessary? All the while building up to an elfstravaganza of epic proportions? There could be something to that.
Too bad she doesn't sneak past Bolting range till your next turn, though...
And the advantage of drawing a borderpost over another mountain is what exactly?
@ seds: Is it five or more or exactly five other mountains? Other than that, the spoiler reads "5" where numerals are only used for damage, life or power/toughness effects. It should read the word "five".
Nah, I don't think it's particularly advantageous either -- I was just saying, that's what I think the previous poster meant to say with that comment.
I...think I might actually be okay if the blue land Twiddles a permanent for each island you control. It would be either mono-blue mana ramp (High Tide 2.0?) or a way to lock down your opponent's board before an alpha. Not as frakking sweet as a Flow of Ideas every turn, but I think I could work with that.
Edit: Wait, never mind, I completely misunderstood how the mechanic would work. Just one Twiddle per island drop would be...suboptimal. Yeah. That's a nice way of putting it.
Oh man, Elspeth is what Ajani Goldmane wants to be when he grows up. Excellent.
Also, I am...sadly underwhelmed by Clarion Ultimatum. You need to ramp to ridiculous mana, plus have the permanents you want to Mimeofacture already in play? Maybe if it were mono-black or red and I could pull some ridiculous dragons, but even then... :/
Augustin's a good call -- I really should have a full playset of him by now anyway, since W/U is my favorite color combination. And Circu seems like he'd be good for a slower, more controllish build, which I generally tend to prefer anyway. Must ponder mana base and whether he's got a place in here. I'm worried I might not live long enough to see a Fable hit the board :D, but -- ooh, wait, it'll trigger every time I play the dye itself, right? That...might be worth investigating. Thanks!
I know that the new hotness for color-changing shenanigans right now is Painter's Servant, but the one advantage that Glamerdye has over Painter's Servant, I feel (besides costing much, much less :D), is that you can use single copies to reformat multiple cards with otherwise non-overlapping abilities.
Card choices that might need some explaining: The Riftstone Portal is there as a land that wants to be pitched to Glamerdye at least once, plus gives me lots of white for Paladin activations. I'm hoping that the Portals also enable the otherwise dead-in-hand Nantuko Blightcutter as my finisher, although I'm not too sure about that. (Threshold should be easy to achieve, what with all the lands I'll be pitching to the dye.) The Chanceries bounce a land back to my hand, setting me up for a 'dye without putting me back a land drop, though I could just as easily see myself using Boreal Shelf in their place.
The rest of the deck is fairly self-explanatory -- counter with Douse, draw with Insight (am I right that the way it works, I still draw off a countered spell?), Vindicate with the Paladin. Land count is a bit high, because I theoretically want to dye something at least once a turn, if not more. The deck's early game sucks, and it rolls over belly-side-up to aggro (dear my playgroup: Stop packing elves and gobbos, they're starting to get old fast), so I don't know what to do about that. Should I throw in a few non-Douse counters? It feels...weird to me, to build a blue deck without counters. Maybe some white spot removal? Thanks in advance for any suggestions!
It's not really Mystic Snake, though, because it doesn't really have bounce-engine potential. It's a cute trick, but it's a bit more difficult to abuse than Mystic Snake.
I like this idea. You could use it to justify giving blue some beefier creatures -- you're not dealing damage to your opponents physically, but rather to their minds, and blue should be the best (or maaaybe tied for best, with black) at attacking the mind.
Too bad she doesn't sneak past Bolting range till your next turn, though...
Nah, I don't think it's particularly advantageous either -- I was just saying, that's what I think the previous poster meant to say with that comment.
But borderposts do bounce a land back to your hand, allowing for another pseudo-landfall trigger.
Edit: Wait, never mind, I completely misunderstood how the mechanic would work. Just one Twiddle per island drop would be...suboptimal. Yeah. That's a nice way of putting it.
Also, I am...sadly underwhelmed by Clarion Ultimatum. You need to ramp to ridiculous mana, plus have the permanents you want to Mimeofacture already in play? Maybe if it were mono-black or red and I could pull some ridiculous dragons, but even then... :/
Augustin's a good call -- I really should have a full playset of him by now anyway, since W/U is my favorite color combination. And Circu seems like he'd be good for a slower, more controllish build, which I generally tend to prefer anyway. Must ponder mana base and whether he's got a place in here. I'm worried I might not live long enough to see a Fable hit the board :D, but -- ooh, wait, it'll trigger every time I play the dye itself, right? That...might be worth investigating. Thanks!
2x Eight-and-a-half Tails
4x Southern Paladin
2x Magus of the Bazaar
4x Nantuko Blightcutter
4x Glamerdye
4x Hibernation
4x Mystical Teachings
Enchantments - 8
4x Douse
4x Insight
4x Azorius Signet
Lands - 24
4x Azorius Chancery
4x Riftstone Portal
10x Island
6x Plains
I know that the new hotness for color-changing shenanigans right now is Painter's Servant, but the one advantage that Glamerdye has over Painter's Servant, I feel (besides costing much, much less :D), is that you can use single copies to reformat multiple cards with otherwise non-overlapping abilities.
Card choices that might need some explaining: The Riftstone Portal is there as a land that wants to be pitched to Glamerdye at least once, plus gives me lots of white for Paladin activations. I'm hoping that the Portals also enable the otherwise dead-in-hand Nantuko Blightcutter as my finisher, although I'm not too sure about that. (Threshold should be easy to achieve, what with all the lands I'll be pitching to the dye.) The Chanceries bounce a land back to my hand, setting me up for a 'dye without putting me back a land drop, though I could just as easily see myself using Boreal Shelf in their place.
The rest of the deck is fairly self-explanatory -- counter with Douse, draw with Insight (am I right that the way it works, I still draw off a countered spell?), Vindicate with the Paladin. Land count is a bit high, because I theoretically want to dye something at least once a turn, if not more. The deck's early game sucks, and it rolls over belly-side-up to aggro (dear my playgroup: Stop packing elves and gobbos, they're starting to get old fast), so I don't know what to do about that. Should I throw in a few non-Douse counters? It feels...weird to me, to build a blue deck without counters. Maybe some white spot removal? Thanks in advance for any suggestions!