Blightsteel is definitely scary, but he doesn't have the protections that the other two had. And between condemn, journey to nowhere, and even Into the Roil, he can be stalled out in standard.
The more cards you allow in, the more things that take him out. He's definitely worth the land that Path to Exile would give them.
I can see the logic for the price increase, and I am kinda digging the little cardboard deckbox designs that wizards has been putting out. However, with budgeting so tight for me right now, I can't really bring myself to pay $40 for what amounts to a bunch of boosters. The books and all the peripherals were what sold me on the $35 investment before.
See, I don't necessarily think that's the best response. As chopperpope points out, that wouldn't be good for hardcore collectors, who are still a major component of WOTC's customer base. I've got one, and I was really stoked to pull my one copy from a pack. More so now that it's supposedly a $90 card, simply because it's like "I pulled that." It just feels good to have one of those cards that has taken off in price.
To be fair, though, a collector could argue that the re-prints are less rare, and therefore "inferior" in that sense to the original. That might be a middle ground, though I don't know if it would be entirely satisfying.
So, after almost a year away from the game, I'm getting pulled back into MTG, and I think that one of my first projects will be to try and "optimize" (though I know it's not as optimal as a G/R) a U/R warp world deck based on Hive Mind shenanigans.
I don't have it in front of me, so I can't remember the exact distribution of Islands and Mountains. I can edit that when I get home, though.
For now, I am wondering if there's any way to up the efficiency of the deck at all, or if this is about as tight as I'll be able to get it? I don't necessarily have the money to go hunt down a bunch of Sol Rings, unfortunately, but would love to see any suggestions people might have.
Has anyone thought about Rite of Replication as a board card? I just kicked it against a Bloodbraid in a playtest, and I can only imagine how jaw-dropping it would be hitting a Broodmate.
As obnoxious as overkilling a novice is for me, I remembered one better. Back when I was going to a casual FNM in my area when I could (usually once every couple of weeks) and first learning how to draft, there was one night where the group had a ton of players and only did prize support for top 4. I placed fifth. One of the organizers decided to break up the prize support in order to be nice, and I walked with an additional pack. The guy who won (it went 4-3-2-2-1 at this point) then exploded about the "wishy-washy" way in which prize support was doled out. Generally, prize support at the store is 4-3-2-2, so the only thing that changed was one more person got the spare pack, rather than the winner.
It was dumbfounding. I don't think that the guy is a jerk, per se, but that he gets a bit too worked up with the game. This was not the first bad encounter with him; however, as his shouting and griping continued until after the store had closed and almost everyone else had gone home, it was definitely my worst.
Hey all,
If I have Day of the Dragons on the field with two creatures rfg and two dragon tokens in play, and someone casts Warp World, do I count five permanents into the deck, or do I get three and the rfg creatures stay on the battlefield?
-Trei
Updated the decklist. Torn between the alara lands to replace the izzet boilerworks, and think I'm going to stick with the Nucklavee over the Izzet Chronarch simply because I like the 4/4 body for one more mana.
Hey all,
In keeping with my style of "all decks must contain blue," I decided to make a casual, green free variant of Warp World decks, featuring some new M10 goodness. Here is the current decklist:
This build is still in the early stages, but it seems like it could be pretty effective. Especially in larger games, where Hive Mind makes for crazy warping.
As it is, there are some things I am debating:
Djinn of Wishes- Should I drop it for Hoverguard Sweepers or Mindwrack Liege?
Should I make room somehow for Vexing Shusher? Faultgrinder?
What are some good creatures I can put in to flesh out my curve a bit better?
Are there any cards that are simply too weak for what they are doing in the deck?
I don't normally play Red in anything, so I am a bit uncertain about what to do with the deck. It seems like it has tremendous potential to be fun, though, so I will really appreciate any comments and advice!
Thanks,
-Trei
Hey all,
I was just wondering, if I warp world into a creature with a CIP bounce ability like Man-o'-War, can I target stuff my opponent warps into with it?
Thanks,
Trei
Hey all,
I am just getting into the EDH format, and so far my roommate's Selenia, Dark Angel spot removal/hand control is killing me. I was originally debating between Ith, High Arcanist and Teferi, Mage of Zhalfir as my general, but I eventually decided to spread my mana base and snag a Sen Triplets. The deck itself is tribal (wizard) based control, so if there are some wizards I'm overlooking, please point 'em out!
I tried to pick cards based on overall strength (reusability, cheapness of effect, etc.,) but there are still some picks I'm unsure of, and cards I am debating making use of (such as Supreme Inquisitor). That said, at the moment I am curious to hear what other people think of the build, and how it could be fixed.
Note:
*= Will switch for Mistmeadow Witch if I find one.
~= Not 100% sure on inclusion
The more cards you allow in, the more things that take him out. He's definitely worth the land that Path to Exile would give them.
To be fair, though, a collector could argue that the re-prints are less rare, and therefore "inferior" in that sense to the original. That might be a middle ground, though I don't know if it would be entirely satisfying.
So far, the deck I have is
4 Warp World
3 Hive Mind
Acceleration:
4 Solemn Simulacrum
4 Mind Stone
4 Izzet Signet
4 Flametongue Kavu
4 Murderous Redcap
4 Bogardan Hellkite
Misc. advantage generators:
1 Wort, The Raidmother
1 Venser, Shaper Savant
2 Siege-Gang Commander
4 Cascade Bluffs
I don't have it in front of me, so I can't remember the exact distribution of Islands and Mountains. I can edit that when I get home, though.
For now, I am wondering if there's any way to up the efficiency of the deck at all, or if this is about as tight as I'll be able to get it? I don't necessarily have the money to go hunt down a bunch of Sol Rings, unfortunately, but would love to see any suggestions people might have.
As obnoxious as overkilling a novice is for me, I remembered one better. Back when I was going to a casual FNM in my area when I could (usually once every couple of weeks) and first learning how to draft, there was one night where the group had a ton of players and only did prize support for top 4. I placed fifth. One of the organizers decided to break up the prize support in order to be nice, and I walked with an additional pack. The guy who won (it went 4-3-2-2-1 at this point) then exploded about the "wishy-washy" way in which prize support was doled out. Generally, prize support at the store is 4-3-2-2, so the only thing that changed was one more person got the spare pack, rather than the winner.
It was dumbfounding. I don't think that the guy is a jerk, per se, but that he gets a bit too worked up with the game. This was not the first bad encounter with him; however, as his shouting and griping continued until after the store had closed and almost everyone else had gone home, it was definitely my worst.
If I have Day of the Dragons on the field with two creatures rfg and two dragon tokens in play, and someone casts Warp World, do I count five permanents into the deck, or do I get three and the rfg creatures stay on the battlefield?
-Trei
I look forward to comments, as always!
-Trei
In keeping with my style of "all decks must contain blue," I decided to make a casual, green free variant of Warp World decks, featuring some new M10 goodness. Here is the current decklist:
12 Mountain
9 Island
4 Crumbling Necropolis
// Creatures
1 Clone
4 Solemn Simulacrum
1 Wort, the Raidmother
1 Bogardan Hellkite
2 Flametongue Kavu
2 Nucklavee
4 Murderous Redcap
4 Mulldrifter
2 Obelisk of Grixis
4 Warp World
4 Izzet Signet
4 Mind Stone
2 Hive Mind
This build is still in the early stages, but it seems like it could be pretty effective. Especially in larger games, where Hive Mind makes for crazy warping.
As it is, there are some things I am debating:
Djinn of Wishes- Should I drop it for Hoverguard Sweepers or Mindwrack Liege?
Should I make room somehow for Vexing Shusher? Faultgrinder?
What are some good creatures I can put in to flesh out my curve a bit better?
Are there any cards that are simply too weak for what they are doing in the deck?
I don't normally play Red in anything, so I am a bit uncertain about what to do with the deck. It seems like it has tremendous potential to be fun, though, so I will really appreciate any comments and advice!
Thanks,
-Trei
I was just wondering, if I warp world into a creature with a CIP bounce ability like Man-o'-War, can I target stuff my opponent warps into with it?
Thanks,
Trei
Who doesn't want the Original Prankster in their U/x deck?
Does cascade trigger off a spell tossed down by Maelstrom Archangel? It says you may play the spell, but I want to be sure.
-Trei
I am just getting into the EDH format, and so far my roommate's Selenia, Dark Angel spot removal/hand control is killing me. I was originally debating between Ith, High Arcanist and Teferi, Mage of Zhalfir as my general, but I eventually decided to spread my mana base and snag a Sen Triplets. The deck itself is tribal (wizard) based control, so if there are some wizards I'm overlooking, please point 'em out!
00 Sen Triplets
Creatures
01 Information Dealer
02 Jushi Apprentice
03 Rayne, Academy Chancellor
04 Sage of Fables
05 Riptide Director
06 Azami, Lady of Scrolls
07 Arcanis the Omnipotent
08 Azorius Guildmage
09 Fatespinner
10 Sigil Tracer
11 Patron Wizard
12 Temporal Adept *
13 Aphetto Grifter
14 Magus of the Moat
15 Magus of the Disk
16 Glen Elendra Archmage
17 Surgespanner
18 Venser, Shaper Savant
19 Soratami Savant ~
20 Ith, High Arcanist
21 Puppeteer Clique
22 Teferi, Mage of Zhalfir
23 Stonybrook Schoolmaster ~
24 Apprentice Wizard ~
25 Voidmage Husher
26 Mind's Eye
27 Rhystic Study
28 Sensei's Divining Top
29 Journeyer's Kite
30 Citanul Flute
31 Demonic Tutor
32 Diabolic Tutor
33 Ancestral Vision
34 Fact or Fiction
35 Covenant of Minds
36 Counterspell
37 Countersquall
38 Hindering Light
39 Counterbalance
40 Cancel
41 Dissipate
42 Faerie Trickery
43 Perplex
44 Dismiss
45 Rewind
46 Last Word
47 Cryptic Command
48 Put Away
49 Swift Silence
50 Spelljack
51 Icy Manipulator
52 Time Stop
53 Wrath of God
54 Damnation
55 Hallowed Burial
56 Evacuation
57 Worldpurge
58 Crystal Shard
59 Twincast
60 Divert
61 Forbid
62 Opposition
63 Feldon's Cane
64 Thran Foundry
65 Esper Panorama
66 Bant Panorama
67 Grixis Panorama
68 Terramorphic Expanse
69 Arcane Sanctum
70 Terrain Generator
71 Vivid Creek
72 Vivid Meadow
73 Vivid Mire
74 Island (12)
85 Swamp (8)
92 Plains (7)
I tried to pick cards based on overall strength (reusability, cheapness of effect, etc.,) but there are still some picks I'm unsure of, and cards I am debating making use of (such as Supreme Inquisitor). That said, at the moment I am curious to hear what other people think of the build, and how it could be fixed.
Note:
*= Will switch for Mistmeadow Witch if I find one.
~= Not 100% sure on inclusion
Thanks for your help in advance!
-Trei