Thanks for the feedback. As for the O-stone and disk, I just don't have them yet, if I can figure out what to pull out for them they'll go in once I've got the money. As for the blue creatures, I do need a Sower, and I never even thought about Venser. I'll have to see about getting him in there. As I said down below the decklist, the Dark Ritual is just in there because, well, I go to college and I'm broke :P. Once I can get the cards that I need it's coming out. I like the rend flesh over dark banishing, idk why I always forget that card.
I'm looking for any suggestions/critiques and the like. Cards I just don't feel like running are the tutors and Sol Ring, because I want it to be solid without them before I put them in.
Your graveyard order does indeed matter. There are a good number of cards (primarily black) that really care about graveyard order, and by official rules your graveyard is public domain, but it's order should not be tampered with. Most of the time in casual gameplay people don't care about it's order because the cards that care don't see play as much anymore. But if you are running a card that does care, you should let everyone at the table know that so they follow the rule.
I don't know why I never even saw this card. Trinket Mage thanks you for his new toy. Now I can Necropotence all day! I think any deck abusing blacks suicidal tendencies should at least consider this for a spot.
Edit: Oh, and any deck running green in this format might enjoy Arashi, the Sky Asunder. Uncounterable (with the exception of Stifle, Trickbind, etc...) flying kill in a format where dragons and flyers are abundant is usually good, not to mention it's a 5/5 for 3GG that can snipe creatures out of the sky for XG.
god why...I was actually in the progress of making a Llawan, Cephalid Empress deck...so much for that. I don't get why they wouldn't just ban Iona. I mean, if you see her get cast against you in a mono-colored EDH and your color gets named, you just scoop, whereas you can at least deal with painters servant.
I personally run Override, Reminisce, and Chimeric Staff in my build. My list looked similar to yours when I first made it, but I started to realize that the deck can run out of juice if you get your balances all towards the top, and don't hit a March of the Machines. Reminisce solves that problem pretty well, and Chimeric Staff is a great backup plan/blocker till you go off. Override tends to be a hard counter 90% of the time.
Er, correction. Cascade takes place before the spell resolves so you end up casting the second spell before the first and its epic resolves. So you get two on the stack. That's why Double Negative and Mindbreak Trap are considered counters for cascade.
But if you cascade into another Maelstrom Nexus...
I was referring to the remark that stated that an epic spell cascading into another epic spell causes 2 epic spells to resolve. The cascaded epic spell should resolve and put epic as a state-based effect into play, which will resolve before the spell used to cascade resolves.
I'm pretty sure the only way you could get multiple epic spells is through cascade through Maelstrom Nexus. It'd work but only to get 2 epic spells (the first epic would cascade into the second). This would work because the first spell is already on the stack and has been "played" or casted before the second one is casted and resolves.
You may cast the spell without paying it's mana cost. Playing a spell only happens when the spell resolves. Casting a spell happens when you place the spell on the stack. The card that was cascaded into resolves first, therefore, if the spell is epic, no other spells you own on the stack will resolve because the epic ability says you cannot play spells for the rest of the game.
Sorry to spoil it and be the mean kid, but the rules just say it can't be done.
May I be so nice as to point you to the Custom Card Creation Forum. As much as we appreciate the creativity here in casual, the folks over there would be more suited to assist you in your endeavors.
Thanks! That makes things better. I modifyed the list.
Do you think there is a way to accelerate the combo?
Unfortunately unless you devote every card to hitting your combo, it's gonna be a little slow, and doing that kills your support spell list, and letting your opponent counter/remove one of your puzzle pieces typically means game, as they got much more than a 1-for-1 by shutting you off for a turn.
Thanks for the feedback. As for the O-stone and disk, I just don't have them yet, if I can figure out what to pull out for them they'll go in once I've got the money. As for the blue creatures, I do need a Sower, and I never even thought about Venser. I'll have to see about getting him in there. As I said down below the decklist, the Dark Ritual is just in there because, well, I go to college and I'm broke :P. Once I can get the cards that I need it's coming out. I like the rend flesh over dark banishing, idk why I always forget that card.
1 Wydwen, the Biting Gale
Creatures (8)
1 Clone
1 Fallen Angel
1 Graveborn Muse
1 Mistblind Clique
1 Puppeteer Clique
1 Solemn Simulacrum
1 Vendillion Clique
1 Vexing Sphinx
Enchantments (5)
1 Dance of Many
1 Honden of Seeing Winds
1 Necropotence
1 Rhystic Study
1 Pemmin's Aura
Artifacts (12)
1 Crystal Shard
1 Executioner's Capsule
1 Expedition Map
1 Icy Manipulator
1 Lightning Greaves
1 Proteus Staff
1 Sensei's Divining Top
1 Skullclamp
1 Darksteel Ingot
1 Dimir Signet
1 Mistvein Borderpost
1 Talisman of Dominance
1 Condescend
1 Remand
1 Exclude
1 Remove Soul
1 Mindbreak Trap
1 Counterspell
1 Rewind
1 Countersquall
1 Dismal Failure
1 Forbid
1 Hinder
Kill/Bounce (11)
1 Cruel Edict
1 Chainer's Edict
1 Diabolic Edict
1 Kiku's Shadow
1 Psionic Blast
1 Snuff Out
1 Smother
1 Nameless Inversion
1 Boomerang
1 Into the Roil
1 Hex
Disruption/Miscellanious (11)
1 Telemin Performance
1 Walk the Aeons
1 Moonlight Bargain
1 Makeshift Mannequin
1 Duress
1 Memory Plunder
1 Fabricate
1 Cranial Extraction
1 Mind Shatter
1 Dark Ritual
1 Reminisce
10 Swamp
14 Island
1 Secluded Glen
1 Coral Atoll
1 Everglades
1 Vault of Whispers
1 Magosi, the Waterveil
1 Shizo, Death's Storehouse
1 Boseiju, Who Shelters All
1 Tolaria West
1 Dust Bowl
1 Seat of the Synod
1 Barren Moor
1 Terramorphic Expanse
1 Darksteel Citadel
1 Mirrodin's Core
1 Faerie Conclave
Cards I don't like/am planning on replacing ASAP:
Pemmin's Aura: Going to be Phyrexian Arena
Hex: Getting a Hatred for Christmas :D.
Fallen Angel: Need to get Duplicant
Mind Shatter: Mind Twist once I can afford it.
Duress: Thoughtseize when I can afford it.
Dark Ritual: Imperial Edict
Reminisce: Slaughter, hopefully have that Wednesday.
Cards I want to put in, but can't decide what to take out:
Dimir Doppelganger
Dark Banishing
Perplex
I'm looking for any suggestions/critiques and the like. Cards I just don't feel like running are the tutors and Sol Ring, because I want it to be solid without them before I put them in.
I would definitely run Demonic Tutor, Vampiric tutor, and Spellbook/Reliquary Tower in this. The tutors only hit you for 1 off ad nauseam.
Edit: Oh, and any deck running green in this format might enjoy Arashi, the Sky Asunder. Uncounterable (with the exception of Stifle, Trickbind, etc...) flying kill in a format where dragons and flyers are abundant is usually good, not to mention it's a 5/5 for 3GG that can snipe creatures out of the sky for XG.
This is what I run, and it's very consistent:
4 Island
3 Swamp
2 Mountain
2 Plains
2 Forest
The Meat (31)
4 Restore Balance
4 Demonic Dread
4 Violent Outburst
3 Ardent Plea
3 Veinfire Borderpost
4 Fieldmist Borderpost
3 Mistvein Borderpost
4 Firewild Borderpost
2 Wildfield Borderpost
3 Chimeric Staff
4 March of the Machines
Utility (9)
4 Override
3 Reminisce
2 Simian Spirit Guide
I was referring to the remark that stated that an epic spell cascading into another epic spell causes 2 epic spells to resolve. The cascaded epic spell should resolve and put epic as a state-based effect into play, which will resolve before the spell used to cascade resolves.
You may cast the spell without paying it's mana cost. Playing a spell only happens when the spell resolves. Casting a spell happens when you place the spell on the stack. The card that was cascaded into resolves first, therefore, if the spell is epic, no other spells you own on the stack will resolve because the epic ability says you cannot play spells for the rest of the game.
Sorry to spoil it and be the mean kid, but the rules just say it can't be done.
Unfortunately unless you devote every card to hitting your combo, it's gonna be a little slow, and doing that kills your support spell list, and letting your opponent counter/remove one of your puzzle pieces typically means game, as they got much more than a 1-for-1 by shutting you off for a turn.
...I don't. But that's why red has burn spells.