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  • posted a message on Sligh in Post-BOK CHK Block?
    I hear rendfleshing the kumano/slogger they just spent 2 cards (with seething) to play is some good. That or waiting till your turn and deathclouding for 2-3, killing their entire side of the board and hand and leaving yours decently well stocked. And I hear Sakura-Tribe elder keeping the early firewalkers at bay is tech. Big Red (with the exception maybe of LD red, which rolls over to affinity) rolls over to B/G.

    But back on topic. I suppose Crackshot may not be necessary SB, but it certainly can be useful as something that says "I have a big target on my head. But even taking me out via rend flesh/hideous laughter/horobi's whisper will cost you some life" against spirit/arcane decks. I'm not saying they have to be entirely spirit/arcane, but there are several (possible) decks out there worth playing using spirit/arcanes: Green Spirit Beatdown, Black Aggro-Control Spirit/Arcane, blue spirit skies, etc.
    Posted in: New Card Discussion
  • posted a message on [BOK]Top Ten Lists
    I can't say there's any rares really that appeal to me. Umezawa's Jitte I suppose. The two ninja rares are easily accessable (ink-eyes is the PR promo, Higure i beleive is in the Precon) so I'm not really looking for those. Toshi is alright, but still seems pretty casual. My favorite cards in the set would have to be the Genju, all of which are uncommon. Also, God's Eye is another cool uncommon. But it seems everything cool will be good in either Block, casual, or limited only (well, maybe some of the genju in some decks in extended: black in MBC, blue in landstill). The set really looks like it will have zero relevance on T2.
    Posted in: New Card Discussion
  • posted a message on Sligh in Post-BOK CHK Block?
    Crackshot is SB material for the deck. Since against stuff like creatureless shrine and Samurai they tend not to play a lot of spirit arcane. But against decks that do, hes like having copies 4-6 of zo-zu.
    Posted in: New Card Discussion
  • posted a message on Sligh in Post-BOK CHK Block?
    Blazing shoal just doesn't make the cut in the deck. With a curve that ends at 3, there'd be nothing worth removing for the shoal. Sure, you can do fun splice tricks if you manage to get a shoal and a glacial ray, but "1R, Discard a Blazing Shoal, Remove Glacial Ray from the game: Deal 2 damage to a target and a creature gets +2/+0" really doesn't seem worthwhile. The ray is useful spliced onto a Lava Spike or Crack the earth, but it is run for being the only 2 cost burn spell, and the most versatile burn spell in the block (along with y's flame which is in here too). Shoal would just be an overpriced, counterproductive, and card-disadvantageous card in a cheap and already rather card-disadvantageous deck. And the deck only does run one legend, and only 3 copies of it. The only other thing I'd want to ditch for an effect would be the genju, and +1/+0 just isnt worth it (plus i only run 3 of those as well).

    Something that could warrant inclusion however is the "Akki Blizzard-Herder":
    1R, 1/1
    When it leaves play, each player sacs a land.

    Turn 2 Akki raider, turn three blizzard herder, crack the earth. They sac 2 lands, you sac a God's eye. Your Akki raider gets +3/+0 until end of turn and you get a 1/1 token in the process. Sick.
    Posted in: New Card Discussion
  • posted a message on [BOK] Crack the Earth
    Wow yeah, I just noticed how sick this card is with Blizzard Herder. So much so that it might warrant the inclusion of the Herder in my Block Sligh deck. Its like turn one whatever, turn two Herder, turn three Crack the earth, saccing the herder, they sac 2 lands, you sac one. Oh, make yours a God's Eye, Gate to Reikai, and you get a 1/1 in the bargain. And with the extra 2 mana you'd have turn three you can splice a glacial ray onto it. So its like "2 damage to your face, you sac two lands, i get a 1/1"
    Posted in: The Rumor Mill
  • posted a message on New Betrayers of Kamigawa FULL Spoiler (165/165)
    Don't take my word on it, here's Blue's quote about it when he edited the p/t in:

    Quote from blue »

    Teardrop Kami - U
    Creature - Spirit
    Sacrifice ~: Tap or untap target creature.
    1/1
    55

    Fixed power and toughness. Forgot to add it since in my head it was just the completion of the sack cycle.

    Posted in: The Rumor Mill
  • posted a message on New Betrayers of Kamigawa FULL Spoiler (165/165)
    Teardrop Kami: Blue went back and changed it later, he said he had forgotten the toughness because it seemed so obvious, as it was the finishing of the frostling cycle. It's a 1/1.
    Posted in: The Rumor Mill
  • posted a message on Sligh in Post-BOK CHK Block?
    Exactly. Unless they have something with first strike (kitsune blademaster springs to mind), Genju of the Spires becomes this:

    Genju of the Spires 2RR
    Sorcery
    An opponent chooses one: You sacrifice a mountain and that player sacrifices a creature, or that player takes 6 damage.
    Return Genju of the Spires to your hand. If your opponent chose the second option, Genju of the spires only costs 2R to play durring your next turn.

    I'd run it.
    Posted in: New Card Discussion
  • posted a message on Sligh in Post-BOK CHK Block?
    Let's go over this one last time: Cohort=Bad. Thats final. In a burn based deck like this, there are more non-creature cards by far than there are creatures. With no way to ensure a creature drop every turn, the cohort is just plain junk. Especially in a format where the other creature deck (samurai) will regulararly drop 3/3's (2/2's with bushido) on the second turn and just own Cohort. The Genju also does something the cohort does not: it finishes games. After swinging for small ammounts with goblins and whittling away at their life total with burn, the deck needs something to come down out of nowhere and deal the winning ammount. It also provides a great card against Shrines, as they can't get rid of it with the hondon of infinite rape. (I call it that because it owns creature decks like this in the butt). And if they only have one or two shrines they can't escape it forever with lifegain.

    I also want to pick it up for my casual ball lightning deck, featuring Ball Lightning, Blistering Firecat, Spark elemental, Skizzix, Firecat Blitz, Lightning Coils, etc.
    Posted in: New Card Discussion
  • posted a message on Sligh in Post-BOK CHK Block?
    Ishi-Ishi seems like a sideboard card to me. Without 2 power it really doesn't make an impact main, but if you see your opponent running a bunch of spirit/arcanes, it'll hit the maindeck and wreak havoc. Remember, this is a block deck, so I'm likely to see low spirit/arcane decks like snakes, samurai, etc, especially now that there are decent ammounts of those cards. As for the Ire, my version runs only 12 arcane spells, so it really would not do me all that good. Goblin cohort seems quite meh, there's no way to guarantee you play a creature spell each turn, especially since the deck runs 23 non-creature spells and only 15 creatures (currently). The 3/2 Jackal pup seems weak, as it costs 3. At 3 I have Zo-Zu, who has the potential to deal 6+ damage with his ability alone and swings as well, plus two solid burn spells which are pretty well vital for the deck (flames of blood hand and yamabushi's flame). I'm thinking my sideboard would look thusly:

    SB:
    3 Sideswipe (spirit/arcane)
    3 Ishi-Ishi (spirit/arcane)
    3 Aura Barbs (Shrines)
    3 Torrent of Stone (samurai/snakes/other heavy creature decks)
    3 Frostling (samurai/snakes/other creature heavy decks)
    Posted in: New Card Discussion
  • posted a message on Sway of the Stars Combo!
    Oh cmon. The answer is obviously as follows:

    Turn one Birds (2mana)
    Turn two kodama's reach (4 mana, at least 1 in hand)
    Turn three Explosive vegetation (7 mana)
    Turn four Vedalken Orrery. Endphase their turn play heartbeat of spring (13 mana)
    Turn five stack shrapnel blast (saccing an artifact land) and shock, and play sway of the stars. Everything gets shuffled in, each player's life gets set to 7, and then your opponent dies.

    Sheer genius if I do say so myself. Then again, it pretty much depends on you having all those exact cards and no disruption against you. And its just a janky casual deck anyways. But still funny.
    Posted in: New Card Discussion
  • posted a message on [BOK] several cards (confirmed)
    But that'd mean running more than 15 arcane spells maindeck, as the oath would most likely hit the unspeakable before milling the entire library.
    Posted in: The Rumor Mill
  • posted a message on [BOK]Genju of the Realm
    Maybe it'll be a composite of the other 5?

    Genju of the Realm WUBRG
    Legendary Enchant Land
    6: Enchanted land becomes a 17/14 flying spirit creature with "whenever this creature deals damage, gain that much life" and "B: this creature gets +1/+1 until end of turn" until end of turn.
    Whenever enchanted land is put into a graveyard from play, return Genju of the realm to its owner's hand.
    Posted in: Speculation
  • posted a message on Umezawa's Jitte
    Well we don't know yet whether it is uncommon or rare. There was an uncommon Legendary Creature's Legendary Equipment in CHK (tenza, godo's maul). It probably will be rare, but uncommon would be awesomely ridiculous. Sure, not skullclamp calibur, but definitely a limited bomb. And I do hope it is uncommon, as I'd like to pick some up for a casual deck and don't want to shell out $3-5 dollars apeice.

    Also you can't use this with pingers, as it says combat damage. Aw... othewise this would be eight kinds of sick with sharpshooter. (Turn three sharpshoots, turn 4 this, equip, ping something, get two counters, use 0-2 counters to finish something off, untap, repeat until board is clear, sac some of your own creatures while pinging opponent to get a few more counters, swing with giant guy for the win.)
    Posted in: New Card Discussion
  • posted a message on Umezawa's Jitte
    This is a very versatile card. In limited it is a very good bomb (i wonder if it's uncommon?). It makes the creature its equipped to very hard to kill, it provides repeated removal, and as a last ditch effort if it were to be destroyed you can cash in each counter on it for two life. Heck, the life might be worthwhile in regular play if you're racing somene. It lets you gain up to four life each swing, and if you have mana leftover you can always equip this to a blocker and get another two counters if they swing at you. It provides green, white, and black abilities all on a colorless frame. Definitely an inclusion in B/U, which lacks any way of gaining life/pumping creatures and can always use some more removal. This card is just double plus plus good.
    Posted in: New Card Discussion
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