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  • posted a message on [Developing] Allies (all kinds)
    Wow 4 turns.. That was fast!

    Not bad.. although you gotta factor in:

    1) The chance of you getting that perfect hand
    2) Having an opponent to play against, instead of goldfishing
    Posted in: Standard Archives
  • posted a message on [Developing] Allies (all kinds)
    Has anyone seen or made EDH Allies? The idea was jsut crossing my mind.

    Thinking of running Black / White

    4 Duresses / 3 Bala Geds be a good amount of hand disruption.

    Would anyone suggest smother? To deal with boros / Jund - leech etc?
    Posted in: Standard Archives
  • posted a message on [Developing] Allies (all kinds)
    Hey,

    Looking to pick up some allies.. They look like fun!

    Wish I have best of both worlds and run Esper Allies similar to the decklist / idea posted on the front page.. Or would the mana base be too hectic?

    At this point, if I had to choose, I'd go with Black/White.. Anyone have a decklist for this (I'm sure someone has tried this).
    Posted in: Standard Archives
  • posted a message on Warp World
    I have a similar list but instead, I have Broodmate Dragons instead of Bogardan Hellkites. Since they automatically give you an extra permanent count and will also provide you with two beefy bodies. It comes out a lot faster than the hellkite obviously because of the cost but I find that I will win more consistently packing broodmates than hellkites. Hellkites are great off warp since they're instant damage that would add up the CIPT damage (Ob + hellkite). But I find that I do not consistently warp due to blightnings + thought hemorrage + duress etc).

    turn 1 triland go (1 mana)
    turn 2 land, putrid leech (2 mana)
    turn 3 land, maelstrom pulse the trace of abundance (3 mana)
    turn 4 land, bloodbraid elf into blightning and possibly discard your warp world in your opening hand since you'll probably have only 3 cards remaining after you dump your hand like that with ramp
    Posted in: Standard Archives
  • posted a message on TurboNixFog
    What if they thought hemorrhages your Ob Nixilis?

    Not rare since this card can be found in all decks that can run black/red in the sideboard.
    Posted in: Standard Archives
  • posted a message on [Development] Underworld Dreams
    Would you guys suggest not running Runeflare trap Font of mythos wasn't included in my decklist?

    I'm quite surprised with all these claims of dominance over other decks that it's not popular or that it's not even in the Pro circuit board.
    Posted in: Standard Archives
  • posted a message on Ob Nixilis
    Also I was wondering why the opponent would still lose the 3 life even if his lightning bolt resolves first and kills my Ob Nixilis.

    I understand the top of the stack would be Lightning bolt targeting on Ob Nixilis, and right under it, would be the trigger of Ob's Landfall ability triggered by let's say a swamp of mine. Could someone explain how they still lose 3 life? And also if they lose 3 life why can't I also get 3 counters on the Ob?

    Edit: Just re-read the card.. Is it that once the stack moves down to the landfall ability, the Ob Nixilis would've been dead, hence not being able to get 3 counters, but they'd still lose the 3 life?
    Posted in: Magic Rulings Archives
  • posted a message on [Development] Underworld Dreams
    Quote from tribadman
    This is not the first time a forum has been made for this deck. Its had the name Burning Dreams and Parasitic Dreams in other forums. I've been playing it for quite a while online and in paper and I can say with confidence that this deck is only inches away from being strong enough to beat almost any deck in the field.

    I am not on my computer right now, so I can't post the decklist that I have been using right now, but I will asap.

    A few comments about the deck though.

    Blightning is terrible. I love the card and I tested it extensively, but it doesn't work with this deck. Its great with megrim, but not with underworld dreams. Burning Inquiry however works with both.

    Duress on the other hand is key. Maelstrom Pulse is our worst enemy, and duress is our 1 mana solution to that.

    Manabarbs is terrible. I know it sounds like a great idea, and I actually suggested it on one of the previous forums, but I playtested it a bunch and its no good. Its a win more card at best. The problem is that you can't play it unless you are winning unless you want to kill yourself, and if you ARE winning then you don't need to play it because you are better off playing your combo cards.

    Thought Hemorrhage is essential to the sideboard. It solves maelstrom pulse once and for all. Against Jund I tend to heavy up on the removal and bring in copies of this. I toast they're early beaters for the first few turns then take out pulse with this and go off on turns 5-7. It can be advisable to drop the parasite to the board in game two, especially if they saw it be threatening in game 1. It makes Bit Blast unplayable for them, so they can't hit the cascade lottery and they have a bunch of dead cards in they're deck.

    Volcanic Fallout/Infest/Earthquake We need to have at least a couple sweepers MD/Board. I'm not completely sure which is best yet because they all have they're advantages. Infest is easiest to cast with our black heavy land base and it doesn't hurt us at all. Volcanic Fallout is an instant, which is always good. Earthquake doesn't have the number 2 as a restriction which is in many cases. At this point i'm leaning towards Earthquake, but I'm not convinced yet.

    When it comes to decks running Underworld Dreams and Megrim together, I have found that having a 4-2 ratio tends to be best. Whichever card gets the 4 count should be the main focus of the deck.

    Lastly, when it comes to Kederekt Parasite, the card is very strong. Yes it dies quickly, there is no denying that, but if it stays for one turn and gets 3 or more damage, then its worth it. This deck can have a rogue element to it, and dropping an early parasite can often slip under the radar for a few turns which results in a few points of damage. This deck needs to finish between turns 5-7 (4 with several different nuts draws), and the parasite gets us there more consistently than any other card I've tried.


    Can we take a look at your current list?
    Posted in: Standard Archives
  • posted a message on Jund Warp World
    it's all gooood.. come join us for discussion.

    Let us know how your deck has worked for ya
    Posted in: Standard Archives
  • posted a message on [Official Thread] RGBx Bloodbraid
    Quote from Neros
    MD
    - 1-2x Bituminous Blast
    - 2-4x Terminate

    + 4x Putrid Leech
    + 1x Maelstrom Pulse
    + 1-2x Jund Charm
    + 1x Volcanic Fallout
    + 1x Savage Lands



    Take out the M10 lands and add in the filters and Reflecting Pools. You could do a 2/2 split with the Jund Charm and Volcanic Fallout or 3/2-4/0 split and SB the other 4 depending on the matchup.


    SB


    Since I cannot get my hands on a pair of broodmates in time I was wondering if I should replace the 2x broodmates for:

    2x bogardan hellkite
    or
    2x great sable stag

    and maybe even replace the 2x makeshift mannequin for
    2x garruk


    Then my refined list will look like:
    Creatures
    4x Bloodbraid Elf
    4x Boggart Ram-Gang
    4x Kitchen Finks
    3x Putrid Leech
    2x Bogardan Hellkite or 2x Great Sable Stag

    Instants
    2x Jund Charm
    2x Makeshift Mannequin or 2x Garruk
    3x Volcanic Fallout
    4x Lightning Bolt
    4x Bituminous Blast


    Sorceries
    3x Maelstrom Pulse
    2x Sign in Blood

    Lands
    3x Savage Lands
    3x Reflecting Pool
    3x Graven Cairns
    2x Fire-Lit thicket
    5x Forest
    4x Swamp
    4x Mountain
    Posted in: Standard Archives
  • posted a message on [Official Thread] RGBx Bloodbraid
    Hey guys,

    I'm planning to take Jund to a local tournament and I would really appreciate any help I can get.

    My deck list right now:


    Creatures
    4x Bloodbraid Elf
    4x Boggart Ram-Gang
    4x Kitchen Finks
    2x Broodmate Dragons

    Instants
    1x Jund Charm
    2x Makeshift Mannequin
    3x Volcanic Fallout
    4x Lightning Bolt
    4x Bituminous Blast
    4x Terminate

    Sorceries
    3x Maelstrom Pulse
    2x Sign in Blood

    Lands
    3x Savage Lands
    3x Rootbound Crag
    3x Dragonskull Summit
    5x Forest
    5x Swamp
    5x Mountain

    Sideboard Haven't really gotten around it yet but I'm thinking along the lines of:
    3-4x Pithing Needle
    4x Anathemancer
    1x volcanic Fallout



    Cards I'm thinking about using for the main deck:

    Putrid Leech: Nice low cost beater.
    Pyroclasm:1R may be a lot easier to cast than Fallout with my mana sources
    Reflecting Pool: Can go well with all my other lands but would suck to have an open hand with M10 land + reflecting pool.
    Siege-gang Commander
    Filter Lands: conflicts with m10 lands though!


    Thanks,
    Pierre
    Posted in: Standard Archives
  • posted a message on [Deck] - Death and Taxes
    Well these specialty lands just (i.e. wastelands, ports) increase the effectiveness and competitiveness of the deck.

    However, if you plan on just playing it casually, I do not see why you would need those lands.

    Since in tournament play, you can use all the advantages you can muster, these lands provide that for you.

    But by all means I'm sure you'd find success with normal plains.. Maybe even some flagstones of trokair + cataclysm.

    Jitte is a bit trickier since it really excels in this deck but there are always other equipment that may not be as the best bang for the buck..

    Has anyone tried Sword of Fire and Ice instead for budget purposes? You could always try mask of memory for draw since that is one element this deck surely lacks.
    Posted in: Legacy Archives
  • posted a message on Most broken card you own
    My pair of Strategic Plannings from the 3 kingdoms.. heh not broken at all, maybe just a tad expensive though. I still need to find out the reason for its high price.

    Most broken card I own? Probably dark ritual.
    Posted in: Opinions & Polls
  • posted a message on [Deck] - Death and Taxes
    I understand with the new rules, the trick with Isamaru with Karakas can only be used as a fog effect.

    However, I was a bit foggy around the new rules pertaining to Jitte.

    When you deal combat damage to an opposing creature with one that is equipped with a jitte could you in response remove the new counters to pump up your creature to possibly rescue it from death?

    Because from how I saw it, the damage being dealt during the combat phase will not be part of the stack, hence no activated ability can be played.
    Posted in: Legacy Archives
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