How's that? This land saves all your lands from wasteland...They try to wasteland one of your lands, you level up this one. And the opponent is down a card
Why does everybody forget that level up is sorcery speed? godam
I don't usually post in these threads but I liked this card and the amount of silliness flying around irked me. It's a fun little card that imho would likely not see play in any format (due to its extreme fragility and the tempo loss of lands being bounced should it be messed with). If I had a custom cube I would definitely throw it in for funsies.
You missed the joke. You did count 20 planeswalkers. He was talking about plainswalkers, a common misspelling in this thread.
I feel like the arguments that wallet size determines the game are a little unfounded. I borrow top tier decks from my friends sometimes, and I can still lose to jank on play mistakes.
That said, I will never ever build a (top-tier) standard deck. Prices are really ridiculous, at least on my budget. I would much rather draft twice a week for a month than buy one Jace the Mind-Sculptor. It's too high-priced to really honestly get into, unless you plan on playing super competitive FNM every single week and going to PTQs and such.
Shahrazad contains most of the relevant rulings about restarting the game. With Shahrazad, you use your current library as your deck, but you don't lose for playing with fewer than 60 cards. At the end of the subgame, you shuffle all cards back in, even those from the exiled zone, but you don't lose for having a 14 card sideboard (if you had Wished for a card, that is). If you cannot draw a hand of seven from your initial library, you do lose the game.
Obviously we'll have to wait and see how "Restart the Game" is defined in the comprules, but for now it seems pretty clear, just looking at Shahrazad.
"You can easily play around Permission. Since a number of cards that are vital to your strategy do not require you to cast any spells, you can bide your time against Permission heavy decks and force them to misuse their permission."
This is from Point #2 at the beginning, you missed out the "not" there.
Wouldn't daze be 100% negligible if you're on the play? I can see what you mean about dodging Force in games 2 or 3, but in game 1s I think being on the play would be preferable, so that they don't even have the island down to daze you.
To fill those last two, would you suggest Tarnished Citadel or Undiscovered Paradise?
And I do know that Ichorid (and most Legacy combo decks in general, really) are hard to play, which is why I want to get as much play experience in during these three weeks leading up to the GPT as possible.
Hey guys. I've been reading this thread for ages and have always wanted to play dredge, but people at my store told me it was too hard and that Fish was cheaper. Now that I STILL haven't finished building Fish and STILL like Ichorid, I've decided to throw this together. 100% easier to get all this than Forces, honestly. This is just my first impression of what it should look like after reading the recent posts. Obviously the Deep Analysis needs to go, and from your lists I might want more land?
I don't think I want to change my MD targets for DR, I love FKZ too much and with the exception of D&T with their stupid Karakas, Iona's a house. I'm trying to build this for the Grand Prix Trials coming up, and I expect my store's meta to have at least one RB Sneak Attack and one Belcher. I know they don't interact much, maybe Pithing Needles in the side? I also predict a decent showing of Goblins/Fish/Elves, cause people at my store don't play Legacy much, so I assume they'll be dusting off old decks if they feel like playing. I also don't think Painter's Servant+Grindstone is much of a threat, it really just makes Iona that much better.
I also have a question concerning Wasteland. I've been testing a bit against Fish, and though the MU seems good for me, it really sucks when I only have two lands and they waste them both, turning Cursecatcher into a hard counter for DR that also exiles my Bridges. :c How many lands do you generally want to see in a hand? I never feel right keeping a no lander and trying to DDD, and even with a PImp I dislike one-landers on because they can Force and Waste. Is that something I just shouldn't worry about in game one, or as rule of thumb should I shoot to get 2-land hands?
I don't usually post in these threads but I liked this card and the amount of silliness flying around irked me. It's a fun little card that imho would likely not see play in any format (due to its extreme fragility and the tempo loss of lands being bounced should it be messed with). If I had a custom cube I would definitely throw it in for funsies.
You missed the joke. You did count 20 planeswalkers. He was talking about plainswalkers, a common misspelling in this thread.
I feel like the arguments that wallet size determines the game are a little unfounded. I borrow top tier decks from my friends sometimes, and I can still lose to jank on play mistakes.
That said, I will never ever build a (top-tier) standard deck. Prices are really ridiculous, at least on my budget. I would much rather draft twice a week for a month than buy one Jace the Mind-Sculptor. It's too high-priced to really honestly get into, unless you plan on playing super competitive FNM every single week and going to PTQs and such.
I don't know mtgsalv rules and this probably will earn me an infraction. But honestly.
Obviously we'll have to wait and see how "Restart the Game" is defined in the comprules, but for now it seems pretty clear, just looking at Shahrazad.
This is from Point #2 at the beginning, you missed out the "not" there.
And I do know that Ichorid (and most Legacy combo decks in general, really) are hard to play, which is why I want to get as much play experience in during these three weeks leading up to the GPT as possible.
4 Gemstone Mine
4 Cephalid Coliseum
4 City of Brass
Sorceries
1 Deep Analysis
4 Breakthrough
4 Careful Study
4 Cabal Therapy
2 Dread Return
Dredgers
4 Golgari Grave-Troll
4 Stinkweed Imp
3 Golgari Thug
4 Putrid Imp
4 Tireless Tribe
Core
4 Narcomoeba
4 Ichorid
4 Bridge from Below
Maindeck DR Targets
1 Flame-Kin Zealot
1 Iona, Shield of Emeria
1 Terastodon
1 Ancestor's Chosen
4 Nature's Claim
3 Ancient Grudge
3 Mindbreak Trap
3 Chain of Vapor
I don't think I want to change my MD targets for DR, I love FKZ too much and with the exception of D&T with their stupid Karakas, Iona's a house. I'm trying to build this for the Grand Prix Trials coming up, and I expect my store's meta to have at least one RB Sneak Attack and one Belcher. I know they don't interact much, maybe Pithing Needles in the side? I also predict a decent showing of Goblins/Fish/Elves, cause people at my store don't play Legacy much, so I assume they'll be dusting off old decks if they feel like playing. I also don't think Painter's Servant+Grindstone is much of a threat, it really just makes Iona that much better.
I also have a question concerning Wasteland. I've been testing a bit against Fish, and though the MU seems good for me, it really sucks when I only have two lands and they waste them both, turning Cursecatcher into a hard counter for DR that also exiles my Bridges. :c How many lands do you generally want to see in a hand? I never feel right keeping a no lander and trying to DDD, and even with a PImp I dislike one-landers on because they can Force and Waste. Is that something I just shouldn't worry about in game one, or as rule of thumb should I shoot to get 2-land hands?
"If the creature has no tap abilities or what have you." as a reason for it NOT being able to avoid combat.