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  • posted a message on Crazy Plays in EDH.
    The other day I caused a four person game to devolve into silliness that I eventually hated myself for by the time it was over.
    It was Latulla, Keldon Overseer (me), Nekusar, the Mindrazer, Jeleva, Nephalia's Scourge and Numot, the Devastator.
    My deck is pretty outdated and collects dust mostly. I have't really updated it or touched for the last few sets since I finished my mono blue deck, so suffice to say I don't expect much of this deck anymore. Anyways, we are more than an hour into the game when the inevitable happens, I have Chaos Warp and Radiate in hand. This seems to always happen regardless of what I do. I tell myself "no, don't do it, you are already in a good board position just keep building and come out on top" but I can't help myself and I do it.
    About half an hour later every copy of Chaos Warp has finished resolving, somewhere along the lines I ended up with a Knowledge Pool in play. I cast a Sculpting Steal in an attempt to get Knollspine Dragon out of the knowledge pool so I can draw twelve cards from damage that happened during all the Chaos Warp shenanigans but someone responds to the Pool trigger with an instant and steals my dragon. Ok, whatever, I figured that would happen. So I cast Chandra Ablaze in an attempt to get sculpting steel so I can have TWO KNOWLEDGE POOLS. Someone responds with an instant, stealing the Sculpting steel to copy a measly no fun mana rock. Well poop.
    We end up all losing to Nesukar's triggers after Winds of Change happens. I cry a little inside because I lost my only out earlier in the game by foolishly waiting to drop Glacial Chasm until after I cast Chandra Ablaze but Nesukar player flashes in Wheel of Fortune in response.

    All in all, the game was like three hours long, well over what it would have been if I had just used self control and not Radiated a Chaos Warp.
    Posted in: Commander (EDH)
  • posted a message on Token collectors: get in here!
    Quote from ShadowFenril

    Most wanted token? Not sure. Legit Voja token? 2/2 bear would be neat, too. Does one exist? Really, I'd be up for seeing any old obscure token get it's own card.


    There are two different Bear tokens, both are player rewards.
    This one here and this one here.
    Posted in: Magic General
  • posted a message on [Primer] Breakfast at Urza's
    Quote from Sodek
    It gives us shuffle effect - important with conjurer's bauble


    The sole purpose of Bauble is to draw a card. If you are actually putting cards on the bottom of your library and need to shuffle your deck for that card then you aren't playing this deck right.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Breakfast at Urza's
    Hello there. I recently discovered this deck thanks to Contra's list that was in the dailies. I used to run the KCI version of eggs before sunrise was banned and I stopped caring and sold/traded all my pieces after that happened, assuming that the deck would probably never be very good again.
    Since throwing this version together I've been having so much fun again.
    Here is the list I threw together based off of Contras for a modern event last week.



    I included Explore/Summer bloom mostly out of curiosity. I like how they have been working for me so far but I need to tweak the numbers a little I think.
    The land base is mostly because I have them. I want to test Gemstone Mine in place of City of Brass, but for the most part City's drawback hasn't been a problem in the games I've played so far. Ice Bridge is just a pet card.

    I went with the 3-2 split on sunrise effects because I didn't like the idea of 4x Open the vaults (having never played this version) but Faith's Reward was obsolete in pretty much every game so I will probably change to 4-1.

    I might tinker with Fabricate (teehee) and look for some other tutors to mess around with. Fabricate is solid, but I'm curious to see what other things I can work with. Also I never used or needed Spine in any game I played so I'll probably cut that, it's cute though.
    Lab Maniac is because I'm too poor to pick up an Emrakul and also I accidentally decked myself one game.
    I don't know how I forgot SSG initially but I definitely want to make room for it in my list. I'm avoiding Opal for now mostly due to budget and I'm not too fond of the card in the first place.

    Anyways, reading through this thread has been very informative and helpful for me to study this new version of Eggs and hopefully I can contribute to this thread as I work on the deck as well.
    Cheers everyone!
    Posted in: Deck Creation (Modern)
  • posted a message on Skullcrack and Brave the Elements
    Can't always overrides can. It doesn't matter when Skullcrack resolves during the turn relative to Brave the Elements, the damage still can't be prevented.
    Posted in: Magic Rulings Archives
  • posted a message on Activating Lethal Vapors repeatedly
    Quote from bimmerbot
    The active player needs to make a different game choice to advance the game in a material way. "more activations on the stack" is not a substantial way to advance the game. Basically, the active player needs to give up and stop activating the ability.


    So basically if you controlled this and it was your opponents turn your opponent would just have to give up and stop activating it?
    Posted in: Magic Rulings Archives
  • posted a message on Were we right? (Timing)
    In the first scenario, the Angry Mob would deal 8 or 9 damage depending, but this is because it has trample. Normally, if a creature without trample were to be blocked but the blocker was later removed before the damage step, then the attacking creature would deal no damage. Once a creature becomes blocked in the declare blockers step, it remains blocked all the way through to the end of combat.
    In the situation though, a creature with trample is attacking. If the wall were not to be destroyed, the defending player would still take 8 damage from the Mob. The damage prevention effect from the wall here is irrelevant since the Mob only has to assign lethal damage (1) to the wall and the rest will trample over. If the wall is destroyed after being declared a blocker, the Mob will deal 9 damage because it has to assign lethal damage to a non existing blocker (0 damage) and the other 9 tramples over.

    I'm not 100% sure on how things used to work, but now if a creature is tapped or untapped after it has been declared attacking or blocking, it doesn't change anything. The only case in which this would work is if an effect specifically stated "and remove the creature for combat" (Gustcloak Savior)
    Posted in: Magic Rulings Archives
  • posted a message on Detention Sphere and Hexproof
    From the gatherer rulings

    10/1/2012: If the target nonland permanent is an illegal target when the enters-the-battlefield ability tries to resolve, it will be countered and none of its effects will happen. No permanents will be exiled, including those with the same name as the target.
    Posted in: Magic Rulings Archives
  • posted a message on U/W Venser Control (AKA Vensers acid trip)
    Quote from TheNoob
    I have also been playing around with an idea like this, that splashes G for eternal witness and coiling oracles.

    I dont have a deck list on me but eternal witness and venser allows for some very hard locks (with GQ/TE or cryptic command etc). Coiling oracle is a cheap early blocker that always replaces itself (or ramps you) and gives u a solid target for venser if you dont have anything else


    That's actually a pretty interesting idea. I've been hesitant to ever consider a third color simply because I can never even make cuts now at two colors and I don't want to shell out for a functioning mana base, but I might proxy up a build with a third color.
    Posted in: Deck Creation (Modern)
  • posted a message on U/W Venser Control (AKA Vensers acid trip)
    Quote from EvolveIntoEevee
    Well, seems like staring at computer screens and paper cards in badly lit rooms is affecting my eyesight after all.


    Don't worry we have all been there before.
    Posted in: Deck Creation (Modern)
  • posted a message on U/W Venser Control (AKA Vensers acid trip)
    Quote from JimboThePie

    Manawise, I'd be curious to see if Gemstone Mine would work better than the Ice Bridge, budget wise they're not too much more expensive iirc. Same with 3 or 4 Seachrome coast


    Seachrome Coast seems bad to me for this deck in particular only because the deck is so slow that getting that guaranteed color fixing early game is hardly relevant. And as far as Gemstone Mine it probably just depends on preference. I find myself almost never even using the counter on Ice Bridge other than to meet the color requirements of Supreme Verdict. Both cards can be blinked to get the counters back but there's no risk of ever losing Ice Bridge. In fact for a filler card the Bridge has turned out far more useful than I realized it would.

    Personally I'd really want to run some mulldrifter somewhere in the maindeck (its a bit of a pet card of mine), this deck seems like it would love the draw 2 but it may be too cute. I'll defer to you there. Definitely interested to see where this heads.


    I've considered mulldrifter but I've never found room to squeeze it in. I used to run Wall of Omens but I eventually dropped it in favor of scrying with my Owl. I definitely still want to test mulldrifter at some point though, but I would probably only ever run 1-2 copies. Thanks for the suggestion.
    Posted in: Deck Creation (Modern)
  • posted a message on U/W Venser Control (AKA Vensers acid trip)
    Quote from EvolveIntoEevee
    This seems like a cool deck. Love the idea, but I feel like you need some Mana Leakage to go on. Gonna try it out.


    I'm not sure what you are getting at, my list does have four Mana Leaks.
    Posted in: Deck Creation (Modern)
  • posted a message on U/W Venser Control (AKA Vensers acid trip)
    This deck has been my home-brew lovechild for some time now. It started a long while ago back in time spiral with the release of the card Reality Acid. I watched a friend play a janky deck he had made that revolved around playing acid and bouncing it repeatedly with cards like Dream Stalker. The idea of the deck made me giddy and I wanted to make something of it for a long time. For a while it was simply that, an idea, but then something magical happened; Scars of Mirrodin was released and with it came Venser, the Sojourner.
    Alas my deck was born. It's been on a long journey from janky casual masterpiece to semi competitive control deck and I couldn't be happier with where the deck is now, which is why I am finally posting the list for discussion on these forums.




    Goal of the deck:
    Relieve your opponent of the pesky burden of having permanents in play while slowly chipping away with creatures in the air.


    Lands
    -Tectonic Edge: Non basic hate is always handy. Also helps speed up the process once Acid is online.
    -Halimar Depths: It's kind of like a really bad Top. I'll probably replace this when we get a U/W scry land but for now being able to arrange the top three whenever you feel via Venser or Flickerwisp is nifty.

    Gruesome Twosome
    -Venser, the Sojourner: Does pretty much everything. Almost every permanent in the deck is a target for his +1.
    -Reality Acid: The tool of Vensers destruction. Kills anything and everything. Can get rid of things with Hexproof and Shroud.

    Creatures
    -Augury Owl: scries, chumps, pings and is a great blink target. All in a nifty two mana package.
    -Flickerwisp: Venser 2.0. Swings in the air, blinks anything you want, also lets you exile things for the duration of your opponents turn with the help of venser.
    -Stonehorn Dignitary: Your opponent never attacks again as long as this is in play with Venser. Has a big butt.
    -Urbis Protector: Makes big flying creatures. Added recently to speed up game.
    -Archon of Redemption: Flyer with good p/t. Triggers off almost every creature in the deck. Gets you lots of life with Venser or Flickerwisp and works great with Urbis Protector.

    Instants/Sorceries
    -Supreme Verdict/Path to Exile: pretty self explanatory removal.
    -Repeal: Amazing removal. Great against affinity. Cantrips. Can be used on your own cards in a variety of situations.
    -Telling Time: Pet card. Like a bad ponder.
    -Dissolve/Mana Leak: Counter package. I've tinkered with a few different counterspell combinations. This is the one I am currently testing.


    Sideboard
    -Pithing Needle: Always useful. Used for those things that Damping Matrix doesn't effect. Also it can be blinked to name different things.
    -Damping Matrix: Shuts down a variety of decks while not effecting a single card in mine.
    -Runed Halo: Test card. Stops whatever you want and it can be blinked to rename different threats.
    -Flashfreeze: Pretty self explanatory counterspell.
    -Leyline of Sanctity: For burn, combo, pod, etc.
    -Relic of Progenitus: Best graveyard hate for the deck. Cheap, draws, doesn't effect me.

    In time I can probably get some matchup information going. I only very recently started playing this at modern events and this current build is also very recent so I haven't had much time to test it. I will say that the deck is VERY slow, like my eggs deck was faster when I ran eggs. I just recently added in Urbis Protector and Archon of Redemption to help speed up games as I found myself constantly going to time. There are definitely some cards I want to test out like Ghostly Prison and I want to work on my counter package some more.
    I know the land base is weird. I pool most of my magic related funds into legacy so this is more of a budget deck, hence the checklands and Bridges. I might get some shocks or fetches eventually but I like how my land base is right now and it works for me.

    I will try to update it with matchup information as time passes, let me know what you think!
    Posted in: Deck Creation (Modern)
  • posted a message on MTG Puzzle - Combo Breaker
    Quote from 7thGate
    I think there is a solution that works with a sweeper to clear the angels. I tried the high tide + island + sealock route, but gave up before I realized it could chain high enough that you didn't need to tutor for a sweeper.

    Anyway, I think this works too:
    1) Tap all lands for:
    U: 3
    B: 8
    R: 1
    W: 2

    2) Demonic tutor, copy with R. Allow copy to resolve and fetch Pthisis. Play turnabout on untapped lands, let it resolve and retap everything, giving:
    U: 4
    B: 12
    R: 1
    W: 4
    3) Copy Demonic tutor for R. Allow both copies to resolve fetching Wing Splicer and Solar Tide. Play pthisis on mythic'ed angel and solar tide sweeping 2 and under. Opponent takes 20 and goes to 24, and has a kindercatch left.
    U: 4
    B: 3
    4) Play Wing Splicer. Blink Deadeye, bond to Wing Splicer. Blink Splicer twice. Makes 6 golems.
    5) Attack with everything. Sealock gets blocked, opponent takes 18 + 4 + 5 + 1, goes to -4 and dies.



    This doesn't work because Sealock Monster can't attack since your opponent controls no islands.
    Posted in: Magic General
  • posted a message on Not-So-Fruity Pebbles
    A while ago I read about a deck that existed long, long ago, known as Fruity Pebbles. It was a four color combo deck that revolved around the centerpiece of Enduring Renewal, Goblin Bombardment and Shield Sphere. I liked the centerpiece of the deck but I didn't like the fact that it was four colors so I started work on my own terrible version of it that stuck solely to red and white.
    I've been working on this on and off for a while now and I recently forced myself to get the deck to a final 60 card list so I could at least have something to go forward with and work on instead of a giant pile of cards I want to all put into a deck.

    So far the deck is terrible. I still don't have much of an idea of where I want the deck to go and I haven't even started thinking about a sideboard yet since I still have so much work to do on the mainboard. Here is the list I've been testing right now:



    My main problem right now is that I'm trying to do too many things at once. There is a problem with consistency and the combo is nearly impossible to ramp into. You have to wait several turns to get your pieces into your hand or into play and find an opening to drop them while still trying to keep the board clean or at least stalling with Spheres and Swords. Cheap card draw is almost non-existent in these two colors, it relies entirely on tutoring and digging with Enlightened Tutor and Looting and even then it can be hard to get everything you need. I don't know if Orim's chant is helping me or hurting me. It protects you on combo turn and can be used for other things as well, but at the same time I feel like it's a wasted slot and something more useful could be put there.

    Anyways, I will be adding more and testing more as I change the list around. I definitely would like some insight as to what I can change to help the deck be more consistent and less vulnerable (if thats even possible) because I'm pretty much building on nothing right now and I have little experience with combo decks in any format.

    Thanks in advance for any help and/or feedback!
    Posted in: Developing (Legacy)
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