Just a few questions I'm uncertain with about this very unique card:
1. If we play a non-creature spell as a creature (for instance, Lightning Bolt as Mogg Fanatic), and then use Time Machine on the creature, what comes back the following game? Will the bolt still be a Mogg Fanatic, or is it an instant again (and unable to be on the battlefield)? Does it go to the graveyard then?
2. There's a difference between a mana cost of 0 (moxen) and no cost (Hypergenesis), right? So we can't play lands as Moxes, but can we play lands as Hypergenesis (or vice versa)? Also, can we play lands as Planechase planes (since they also have no cost)? All that seems a bit broken though.
3. Stuff like Engineered Explosives and Chalice all are converted mana cost 0 in my hand, right? Is it possible to play a Mox Diamond as an Engineered Explosives for 3 then? Or do I need an artifact that costs 3 mana, like Coalition Relic, in order to play that?
4. How do the Lorwyn split mana costs work? Can I play a Wrath of God as a Swans of Bryn Agroll?
5. Just to be sure, we can flashback cards as other cards (for instance, Fact or Fiction is in my graveyard and I play it as Deep Analysis), but we can't represent other cards with cycling (for instance, trying to cycle Squee as Resounding Thunder) or unearth, right?
Infraction for repeated failure to use card tags. -Woap
Did you splash black for your Doom Blades or did you splash White instead?
I think the right decision is splashing both (only doom blades for black though), since I had a terramorphic and doom blades are fine late game. Also, none of the white/black cards were cost double colored mana. The mana base was a 2 swamp, 6 plains, 9 island, 1 terramorphic to make a U-skies deck with counterspells and Safe Passage against Windstorms.
Lost in Round 3 in a ridiculously close game - opponent had Whispersilk with green fatties, and I had to Mind Control / counter / doom blade everything with over 1 power to survive. Established a winning board position, then a surprise Planar Cleansing wiped out everything, leaving me with five cards left in the deck and opponent at 12 life. Since I terramorph'd the turn before (without fetching a land), I knew I had 2 lands, a Doom Blade, and Air Elemental left, with Essence Scatter in-hand. Unfortunately the Air Elemental was the third card from the top after shuffling, decking me out before I could hit him for the last 4 life he had left.
Okay, so apparently when you use Chandra's ultimate, all the spells in your graveyard go on the stack at once, right? But when that happens, do they remain in the graveyard while being in the stack or are they temporarily removed, going back after leaving the stack? And if they are temporarily removed, for how long?
For example, let's say you ultimate with 4 Rites in your graveyard. Will:
- each one add RR (as if none of them were in your graveyard)
- each one add RRRRRR (as if all of them were in your graveyard, counting itself)
- each one add RRRRR (as if all of them were in your graveyard, not counting itself)
- each one add RR, then RRR, then RRRR, then RRRRR (going to the graveyard one at a time as normal)
How's it work?
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- Woapalanne
Well, with all the control decks out there, I really wanted to make a classic creature-burn aggro deck for this format instead. The challenge is trying to make a deck that can quickly generate a powerful army without losing steam in the lategame. The theory behind achieving this is:
1. Play a number of low cost threats early game.
2. Mid/late game, cast permanents that will pump up early game threats to make earlier plays still relevant.
3. Meanwhile, generate as much card advantage as possible with card draw and search/put-in-play cards (rebels, Stonehewer Giant, etc). Free/cheap card draw + low mana curve = 3+ spells a turn even late in the game.
Basically, by mid-late game we'll hope to have a ton of creatures out (compared to opponents), and use a pumper or two to attack for damage in the 15-30 range all at once. Even a typical early board of just a few 2-4 drops like Swiftblade, Pianna, Amrou Scout, and Glory of Warfare is the equivalent of 18 damage, and it gets exponential as more [all creatures get +1/+1]-type cards get played each turn. The deck's weak to board-sweepers, but not many of those are around in my metagame.
Some other points:
- Again, a major goal is to have all the low drops stay relevant in late game: ie, Skyhunter Skirmisher will be more like a 6/1 rather than a 1/1 late game because of the creature pumpers, and cards like Field Marshal will hopefully at least make a good number of your existing troops bigger.
- Besides generating card advantage, the rebels can search out removal (Whipcorder, Bound in Silence) and a win condition (Mirror Entity) without committing many slots.
- The pumpers and equipment have extra synergy with the double strikers, so I tried to include as many low cost double-strikers as possible.
- With the deck's low curve (for EDH), there are less land slots than usual, increasing the effectiveness of cards like Land Tax and Oath of Lieges.
- No X-burn spells, seeing how we plan to be making multiple plays every turn (casting creatures, draw spells, etc.), so we won't have enough mana for the X's.
- Grand Arbiter Augustin IV, the original general of this deck design, helps tremendously in the goal of playing 3+ spells a turn late game, since it can easily save 3-4 mana when playing multiple things at once.
- On that note though, I think the deck is really missing on some quality instant/sorcery card draw; but I couldn't find much that would be good late both early game and late game other than what we have here.
Possible additions: Ancestral Visions - cheap card draw Goblin Legionnaire - much worse after M10 changes :(, not sure if it does enough late game Veteran Swordsmith - not sure if the soldier count is high enough to justify this. Sleep - if anything like M10 drafts, one sleep is a free 30+ damage in a decent position. Spectral Possession - Cheap generator of white creatures for the pump cards. Oblivion Ring - not sure about conditional removal in my environment. Sword of Fire and Ice - A great combo with any shadow creature, there just needs to be cards to cut. Mirrorweave - with all the creatures this deck can get out, this card should mean an easy 40 damage a lot of the time (you can even cast on your own liege for an army of 14/14's) Martial Coup - it makes soldier tokens, but I'm not sure a board sweeper goes well with this deck's strategy. And when it comes to just making tokens, cards like Goblin Trenches may be better.
Anyways, any suggestions and/or thoughts are very welcome!
Or an opponent's Mortal Combat, Barren Glory, Epic Struggle (any "At the beginning of your upkeep, you win the game" enchantment). Basically, I'm wondering if there's a period of time during the upkeep where I could just play Angel's Grace to prevent them from winning (like if the enchantments' abilities use the stack), or if they just win immediately without any opportunity to play the spell.
According to EDH rules, your general dying and being removed from the game is a replacement effect. Does this mean then that I can Stifle the effect and prevent someone from replaying their general?
4 Glacial Crevasses
4 Gamble
4 Serum Powder
3 Sabertooth Alley Cat
Lands
41 Snow-Covered Mountain
4 Scrying Sheets
1. If we play a non-creature spell as a creature (for instance, Lightning Bolt as Mogg Fanatic), and then use Time Machine on the creature, what comes back the following game? Will the bolt still be a Mogg Fanatic, or is it an instant again (and unable to be on the battlefield)? Does it go to the graveyard then?
2. There's a difference between a mana cost of 0 (moxen) and no cost (Hypergenesis), right? So we can't play lands as Moxes, but can we play lands as Hypergenesis (or vice versa)? Also, can we play lands as Planechase planes (since they also have no cost)? All that seems a bit broken though.
3. Stuff like Engineered Explosives and Chalice all are converted mana cost 0 in my hand, right? Is it possible to play a Mox Diamond as an Engineered Explosives for 3 then? Or do I need an artifact that costs 3 mana, like Coalition Relic, in order to play that?
4. How do the Lorwyn split mana costs work? Can I play a Wrath of God as a Swans of Bryn Agroll?
5. Just to be sure, we can flashback cards as other cards (for instance, Fact or Fiction is in my graveyard and I play it as Deep Analysis), but we can't represent other cards with cycling (for instance, trying to cycle Squee as Resounding Thunder) or unearth, right?
Infraction for repeated failure to use card tags. -Woap
Nope, one of those players is me. I don't know what the significance of yellow names is, but I think only grey means offline.
I think the right decision is splashing both (only doom blades for black though), since I had a terramorphic and doom blades are fine late game. Also, none of the white/black cards were cost double colored mana. The mana base was a 2 swamp, 6 plains, 9 island, 1 terramorphic to make a U-skies deck with counterspells and Safe Passage against Windstorms.
Lost in Round 3 in a ridiculously close game - opponent had Whispersilk with green fatties, and I had to Mind Control / counter / doom blade everything with over 1 power to survive. Established a winning board position, then a surprise Planar Cleansing wiped out everything, leaving me with five cards left in the deck and opponent at 12 life. Since I terramorph'd the turn before (without fetching a land), I knew I had 2 lands, a Doom Blade, and Air Elemental left, with Essence Scatter in-hand. Unfortunately the Air Elemental was the third card from the top after shuffling, decking me out before I could hit him for the last 4 life he had left.
For example, let's say you ultimate with 4 Rites in your graveyard. Will:
- each one add RR (as if none of them were in your graveyard)
- each one add RRRRRR (as if all of them were in your graveyard, counting itself)
- each one add RRRRR (as if all of them were in your graveyard, not counting itself)
- each one add RR, then RRR, then RRRR, then RRRRR (going to the graveyard one at a time as normal)
How's it work?
You need card tags in future posts. Read the Forum Guidelines.
- Woapalanne
1. Play a number of low cost threats early game.
2. Mid/late game, cast permanents that will pump up early game threats to make earlier plays still relevant.
3. Meanwhile, generate as much card advantage as possible with card draw and search/put-in-play cards (rebels, Stonehewer Giant, etc). Free/cheap card draw + low mana curve = 3+ spells a turn even late in the game.
Basically, by mid-late game we'll hope to have a ton of creatures out (compared to opponents), and use a pumper or two to attack for damage in the 15-30 range all at once. Even a typical early board of just a few 2-4 drops like Swiftblade, Pianna, Amrou Scout, and Glory of Warfare is the equivalent of 18 damage, and it gets exponential as more [all creatures get +1/+1]-type cards get played each turn. The deck's weak to board-sweepers, but not many of those are around in my metagame.
1 Numot, the Devastator
Soldiers/Token Generators (16):
2 Captain of the Watch
3 Lu Xun, Scholar General
4 Knight-Captain of Eos
5 Ranger of Eos
6 Field Marshal
7 Commander Eesha
8 Daru Warchief
9 Soltari Champion
10 Whipcorder
11 Lieutenant Kirtar
12 Boros Swiftblade
13 Hearthfire Goblin
14 Soltari Guerrillas
15 Conqueror's Pledge
16 Elspeth, Knight-Errant
17 Cloudgoat Ranger
Rebels (8):
18 Lin-Sivvi, Defiant Hero
19 Defiant Vanguard
20 Ramosian Lieutenant
21 Defiant Falcon
22 Amrou Scout
23 Bound in Silence
24 Mirror Entity
10 (Whipcorder)*
25 Balefire Liege
26 Thistledown Liege
27 Celestial Crusader
28 Pianna, Nomad Captain
29 Crovax, Ascendant Hero
30 Nobilis of War
31 Ajani Goldmane
32 Glory of Warfare
24 (Mirror Entity)*
9 (Soltari Champion)*
Creatures - Other (12):
33 Mother of Runes
34 Eight-and-a-Half-Tails
35 Soltari Visionary
36 Court Hussar
37 Weathered Wayfarer
38 Flametongue Kavu
39 Stonehewer Giant
40 Figure of Destiny
41 Skyhunter Skirmisher
42 Niv-Mizzet, the Firemind
43 Sky Hussar
44 Grand Arbiter Augustin IV
Burn/Removal (14):
45 Prophetic Bolt
46 Lightning Helix
47 Lightning Blast
49 Electrolyze
50 Psionic Blast
51 Flame Javelin
52 Orim's Thunder
53 Swords to Plowshares
54 Path to Exile
55 Opposition
38 (Flametongue Kavu)*
14 (Soltari Guerrillas)*
23 (Bound in Silence)*
10 (Whipcorder)*
56 Foresee
57 Deep Analysis
58 Fact or Fiction
59 Tidings
60 Careful Consideration
61 Concentrate
3 (Lu Xun, Scholar General)*
42 (Niv-Mizzet, the Firemind)*
Equipment (2):
62 Sunforger
63 Umezawa's Jitte
Mana Helpers (3):
64 Land Tax
65 Oath of Lieges
37 (Weathered Wayfarer)*
* marks cards that serve in multiple functions.
Some other points:
- Again, a major goal is to have all the low drops stay relevant in late game: ie, Skyhunter Skirmisher will be more like a 6/1 rather than a 1/1 late game because of the creature pumpers, and cards like Field Marshal will hopefully at least make a good number of your existing troops bigger.
- Besides generating card advantage, the rebels can search out removal (Whipcorder, Bound in Silence) and a win condition (Mirror Entity) without committing many slots.
- The pumpers and equipment have extra synergy with the double strikers, so I tried to include as many low cost double-strikers as possible.
- With the deck's low curve (for EDH), there are less land slots than usual, increasing the effectiveness of cards like Land Tax and Oath of Lieges.
- No X-burn spells, seeing how we plan to be making multiple plays every turn (casting creatures, draw spells, etc.), so we won't have enough mana for the X's.
- Grand Arbiter Augustin IV, the original general of this deck design, helps tremendously in the goal of playing 3+ spells a turn late game, since it can easily save 3-4 mana when playing multiple things at once.
- On that note though, I think the deck is really missing on some quality instant/sorcery card draw; but I couldn't find much that would be good late both early game and late game other than what we have here.
Possible additions:
Ancestral Visions - cheap card draw
Goblin Legionnaire - much worse after M10 changes :(, not sure if it does enough late game
Veteran Swordsmith - not sure if the soldier count is high enough to justify this.
Sleep - if anything like M10 drafts, one sleep is a free 30+ damage in a decent position.
Spectral Possession - Cheap generator of white creatures for the pump cards.
Oblivion Ring - not sure about conditional removal in my environment.
Sword of Fire and Ice - A great combo with any shadow creature, there just needs to be cards to cut.
Mirrorweave - with all the creatures this deck can get out, this card should mean an easy 40 damage a lot of the time (you can even cast on your own liege for an army of 14/14's)
Martial Coup - it makes soldier tokens, but I'm not sure a board sweeper goes well with this deck's strategy. And when it comes to just making tokens, cards like Goblin Trenches may be better.
Anyways, any suggestions and/or thoughts are very welcome!