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  • posted a message on December FCC: Player Signups
    Sign me up.
    Posted in: Custom Card Contests and Games
  • posted a message on Double question: Zombies, and mortivore/rite of consumption
    I have 2 questions:

    First: I control a Lord of the Undead and a 2/2 zombie token (now 3/3 because of the lord). My opponent plays infest. Does the zombie token die, having also lost the lord's pump, or does it live to fight another day?


    Second: There are five creatures in all graveyards. I sacrifice Mortivore to a Rite of Consumption. Do I deal five damage or six?
    Posted in: Magic Rulings Archives
  • posted a message on Best sites to buy cards from?
    I know it was said before, but I highly recommend checking out www.mtgmintcard.com. The biggest problem I found was in delivery time - at its worst, the cards took a week and a half to arrive, but that was during the Christmas season. It's competitively priced, clean, and I've never had problems with it.
    Posted in: Standard Archives
  • posted a message on Soldiers and blocking
    I control the enchantment high ground.
    I have Cenn's tactician in play, and a hearthfire hobgoblin with a +1/+1 counter on it. My opponent attacks with 3 creatures. Can I block all 3 of them with just the hobgoblin?

    Card tags are important. Read the Forum Guidelines.
    - Woapalanne


    Bonus infraction for editing after a mod edit. Really, read the rules.
    Posted in: Magic Rulings Archives
  • posted a message on Budget vs Ideal white weenie
    This deck does go halvsies. One problem I've seen in the meta was that when I run straight-up aggro decks, they get stopped by one or two very devastating creatures who just lock me down. The hoofprints, I think does well in the mirror match where I can gain some sort of a free advantage.

    Then again, I've yet to win with an aggro OR a control deck, so that's why I'm here.
    Posted in: Standard Archives
  • posted a message on Random
    I try to design build-around cards that would be terrible on their own but highly competitive if dealt with in the proper light. I welcome suggestions.

    War of Atrophy 1RWB
    Enchantment
    Whenever a creature attacks, it deals damage equal to its converted mana cost to target creature or player, then its controller removes it from the game and loses X life, where X is the converted mana cost of that creature.

    Beleren's Wall - UU
    Legendary Enchantment
    Shroud
    Beleren's wall comes into play with one wisdom counter on it.
    XXUU: Counter target spell, then put a wisdom counter on Beleren's Wall. X is equal to the number of wisdom counters on Beleren's wall.

    The Flailed BBB
    Planeswalker - Flailed
    +1: You lose five life. Discard your hand.
    +2: Sacrifice all permanents you control. Skip your next turn.
    -10: You win the game and your opponents lose the game.
    1

    Prism Walker 6
    Creature - elemental
    Whenever a player plays a spell, prism walker becomes the color or colors of that spell until end of turn.
    4, T: target permanent gains protection from one of prism walker's colors of your choice until end of turn. At least one mana in this ability must be paid for by the color chosen.
    2/3

    (I know the ability is awkward, I'm looking for ways to trim it down)


    Balance WU/U/U
    Enchantment
    Whenever a spell targets anything, you may gain 1 life.
    1: target permanent gains shroud until end of turn. Any player may play this ability.
    4: all permanents lose shroud until end of turn. Any player may play this ability.


    Hollow witch - WUBR
    Artifact Creature - Witch
    Hollow witch cannot leave play. Ignore any and all effects that would cause hollow witch to leave play.
    3/0
    Posted in: Custom Card Creation
  • posted a message on Budget vs Ideal white weenie
    Hi all,
    This is my second deck to be posted on here. I've got two copies of my white weenie (with small bits of control): the version I have right now during the financial crisis, and the version I'd like to have. I've managed to make room in a budget, but I don't want to make unnecessary additions, so here they are for review:

    The deck I physically own:
    24 plains
    2 kitchen finks
    4 suntail hawk
    3 hearthfire hobgoblin
    2 armored ascention
    1 godhead of awe
    1 serra's embrace
    4 steel of the godhead
    4 recumbent bliss
    4 knight of meadowgrain
    1 pacifism
    2 augury adept
    1 hoofprints of the stag
    2 endless horizons
    1 nobilis of war
    1 shield of the oversoul
    1 light from within
    2 leonin skyhunter (placeholders...used as-is in casual)


    The Deck I'm Considering Building:
    4 goldenglow moth - one-drop, clock
    4 figure of destiny - one-drop, removal target and alternate win condition
    4 runed halo - control
    4 knight of meadowgrain - weenie
    2 endless horizons - land base fixin'
    2 armored ascenscion - win condition
    4 oblivion ring - control
    4 kitchen finks - clock, weenie
    2 light from within - clock
    3 niveous wisps - control/win condition
    1 oversoul of dusk - win condition
    2 hoofprints of the stag - long-term win condition
    24 plains

    Creatures: 17
    One mana: 11
    Two mana: 10
    Three mana: 8
    Four mana: 6
    Five mana: 1
    Posted in: Standard Archives
  • posted a message on Mono White Control (MWC)
    Why run the panoramas? I see no cards that can't be played with basic white mana, some of your cards like Runed halo cost you double white.

    Understandably, the panoramas can thin your lands if you don't get an endless horizons. But terramorphic expanse does the same without costing another mana. It's not a crime to build a deck which only runs basic lands. The mutavaults can stay, of course.

    Maybe I play white control a little differently, but I like options to hold up the clock while I draw my better spells. Goldenglow moth is my friend against aggressive attackers, and kitchen finks are just too amazing to pass up, even in control (although they aren't a 4-of in this deck).

    I'd also consider a replacement for illuminated folio. At its pace, you're revealing your control tricks, and relying on having 2 cards in hand consistently enough to use it. By the time you can play a folio, you should have better options.

    To keep your hand full, the white cantrip niveous wisps has worked well for me. At one mana and instant, you can tap down a lethal attacker to keep you from dying. Alternately, you can tap a flyer or big blocker to let divinity go in for the win. And it cantrips. This is good.

    I have no problem with elspeth, personally, but if I were going to have a planeswalker win condition in white, I'd go with Ajani. His life gain keeps pace with the clock, and never gets old. Granted, your deck can do almost nil with his second ability, but having an avatar, even if it gets dropped to a 10/10, is pretty bombish if you ask me.

    Then again, you should take my advice with a grain of salt. I've yet to win a tournament, even friday night magic. Whether this is due to my budget concerns, lack of ability to make or play a deck, I don't know. But my reasoning has me making those changes.
    Posted in: Standard Archives
  • posted a message on KreshtheBloodbraided-[BadCardChallenge]
    Removal and bounce are not just Kresh's enemies, but the whole jund theme. In my casual group, we often have a "control free" league where everybody gets to build up the crazies. Kresh does well in that group, but the reason I don't run him or any of his kind competitively is they're just too slow. I can get around the board position problem, but not the control aspect.

    If somebody else can prove me wrong, I'd love to play kresh competitively. He's absolute fun...when the rules are tampered to let him do his thing.
    Posted in: Standard Archives
  • posted a message on KreshtheBloodbraided-[BadCardChallenge]
    As an additional boost to both kresh and game tempo, consider actually running giant growth or fists of the anvil. Not only can they push your early creatures for enormous damage/trade-offs, you can use them to boost kresh.

    Imagine, for a moment, you attack with 2 saprolings and kresh.
    An opponent blocks kresh with a deathtouch creature, and a saproling with a 4/1 first striker.

    You:
    I play fists of the anvil on my saproling.

    Them:
    But...the saproling is going to die first anyway.

    You:
    Just watch.

    The saproling dies, and kresh gets 5 +1/+1 counters.
    You then cast fate transfer, sending the counters from kresh to the saproling, hitting for a minimum of 6 damage. And your opponent gets to have fun blocking next time.
    Posted in: Standard Archives
  • posted a message on Forensicator
    Hi, I'm Forensicator.

    My name comes from the field of college forensics, where I engage in Lincoln-Douglas debate, an activity requiring a great deal of research and commitment. It has meant a lot to me, so I frequently go by this handle.

    I joined the Magic community with a few of my close friends about two years ago, so that we would have something to kill the time. Since then, I've come to appreciate it, but since everybody here likes the game, I see little reason for me to go in depth as to why I like the game. We're all on the same page, I'm assuming.

    I voted. I have my political opinions, but I've come to realize that it's almost impossible for one to express political opinions online without sounding like a tool, so I'll reserve my speech. Besides, the election's over, we've had enough.

    That said, I'm looking forward to having a lot of good discussion here, magic related and otherwise.
    Posted in: Introduce Yourself
  • posted a message on KreshtheBloodbraided-[BadCardChallenge]
    Kresh wants nameless inversion, because Kresh's trigger counts the creature's last-known power. So if you nuke a 3/3 (or even better, something like a 6/3), Kresh will count their death as a 6/0 (or a 9/0 for the latter), making massive counters.

    I'd also consider fate transfer as a combat trick, so that one unblocked creature takes all of Kresh's counters. It would also give a good defense against wither decks.
    Posted in: Standard Archives
  • posted a message on Cantrip deck
    Unfortunately, I'm new to the forum. Is there any way that I am able to move this topic to the proper location?

    I had completely forgotten about Quiron Dryad. I had forgotten about cryptic command in this deck. As a full-time student, I don't have employment except in the summer, so my budget can't support it. Still, in the hypothetical version of this deck, it would certainly belong.

    The local meta that I play goes heavy for faeries and white control. The wheel of sun and moon is also for local play against one guy who does fairly well with his creatureless milling deck.

    Would a rhys the redeemed find a place in this deck for his token-doubling effect?
    Posted in: Standard Archives
  • posted a message on Cantrip deck
    I tried to find a deck that would make cantrip cards more viable in standard play (particularly making use of my hoofprints of the stag), and came up with this deck:



    Sideboard:
    2 wheel of sun and moon
    2 oblivion ring
    4 bant charm
    4 cancel
    2 remove soul
    1 deluge

    Obviously this deck has a long way to go before it can handle its own at a tournament. I'm looking for some removal that won't come at the cost of this deck's pace since it likes to run at least 2 cantrip spells per turn. Suggestions are very very welcome. Thanks for your time.
    Posted in: Standard Archives
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