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  • posted a message on World on Fire
    One of my favorite cards from a set I have in development:

    World on Fire R
    Enchantment
    At the beginning of your upkeep, World on Fire deals damage to each creature and player equal to the number of blaze counters on it.
    1RR: Put a blaze counter on World on Fire

    Image render attached; artist is Soheil Danesh, pulled from their profile on CGSociety.org.
    Posted in: Custom Card Creation
  • posted a message on Im fairly new to mtg and to the forum and i need some help with a deck
    Quote from Ebonclaw
    1) Wrong forum. This belongs in the Standard Deck Creation forum
    2) No Bloodghasts? Fetches?
    3) You lose Blightning in like, 2 weeks dude.
    4) You're probably better off making this monoblack, it's more consistent, easier on the manabase and wallet if you don't want to hunt down fetchlands (though still recommended). This way you can play Tendrils of Corruption, though you lose that in like, two weeks as well, but you could arguably play Corrupt.
    5) Inferno Titan/Grave Titan make better finishers than Chandra
    6) This is basically a r/b vamp build without Nocturnus, which is rotating out in less than a month, and was the only card that makes Vamp decks semi viable. Good luck, r/b vamp decks were experimented with hardcore when Vamps was a viable decktype, and it turned out monoblack vamps was superior to like, every r/b build that came along, primarily due to Nocturnus. Good luck.
    7) If you're sold going this route, I'd advise against diabolic tutors as well. Too slow and mana intensive. I'd rather play sign in blood or grim discovery, or a 2/2 split. Grim discovery gets much better with the addition of fetchlands.
    8) The creatures you have aren't bad choices, but I'd supplement them with some Vampire Hexmages (since planeswalkers run rampant and all) and probably some disruption (Inquisition of Kozilek and/or Duress, whichever you like better. I would probably reccomend a 2/2 split with another 2/2 split in the sideboard)


    Chadbrochill, slow down. The kid's new, give him a break.

    For a beginner, this is one of the most solid decks I've ever seen. That being said, most of his suggestions are pretty solid. Problem is, it's essentially advising you toward the traditional monoblack vamps, and, as you said, you want to keep it your own. It's hard to follow a theme of a powerful standard deck while keeping it your own and optimal.
    Posted in: Standard Archives
  • posted a message on [SoM]9/16-Necrotic Ooze,Ratchet Bomb,Darksteel Juggrnaut,Riddlesmith, Oxidda Scrpmltr
    Quote from protoaddict
    Riddlesmith seems absurdly powerful. can easily take the place of a fauna shaman as a discard engine. Could see a deck running him, vengevine, bloodghast, etc, followed by trinket mage getting a memnite to recur.

    The bomb is amazing as we all can see, and i like that its enchantment removal for black in legacy. Will probably slip into my deck over there.


    don't be ridiculous. That's like saying we should be running Merfolk Looter instead of Fauna Shaman right now. Half of the shaman's appeal is the search, not the discard.
    Posted in: The Rumor Mill
  • posted a message on U/R kiln fiend/spitfire burn
    I was playing around with chandra's spitfire, and I kind of started to dig kiln fiend. They work similarly, since a burn spell tends to work for both of them. Well, obviously kiln fiend lends itself to distortion strike, so blue seemed like a solid second color choice. My personal favorite blue aggro card is sleep. This opens the field for me to swing with other efficient creatures, so here's what's I came up with:



    Some other possible ideas are calcite snapper, aether adept, frost titan, inferno titan, surreal memoir, basilisk collar, and hallmark depths. Thoughts?
    Posted in: Standard Archives
  • posted a message on u/w planeswalker control deck, looking for improvements.
    If you want to build W/U planeswalker control, then build the mad powerful competitive version. It's ridiculous and there's hardly any reason to deviate from it.

    In general, though...in this deck, take out Ajani, the serra ascendents, the elixirs of immortality, the condemns, the belerans. Run more sculptors, run Elspeth, run path, run deprive...

    I could keep going. But really, just go look at the competitive lists.
    Posted in: Standard Archives
  • posted a message on [Bant] Empyrial Archangel
    Quote from mabberman
    That.

    Why not have it come into play as a 4 mana Emrakul, you also get the second turn.


    Not quite; Emrakul is cast, not come into play. You're casting Clone, not Emrakul.
    Posted in: Standard Archives
  • posted a message on Red/White Silence Lock
    You know what card simply wrecks us?

    Back To Nature


    Ummm....not really. Getting rid of our o-rings and journeys is pointless when they're in a lock anyway. They get their creatures back, but it doesn't get them out of the lock, especially since Day will just ruin them after that anyway, and we've probably drawn one. If you're running Luminarch as a win-con, it might hurt, but wreck is a massive overstatement.

    More importantly, who the hell runs that crap anyway?
    Posted in: Standard Archives
  • posted a message on Red/White Silence Lock
    Quote from l00ke00
    Can someone explain to me why we like howling mine and/or temple bell. I like digging as much as the next man but it seems like there's little advantage if they have more crads to....why not crystal ball to dig for the combo? just wondering...thanks.


    Because if they can't play spells due to silence, who cares how many cards they have? It basically makes it card draw for us and not them.
    Posted in: Standard Archives
  • posted a message on Red/White Silence Lock
    Quote from Gamester2488
    Wow this deck is insane... Maybe not in practice as much as theory, but this is the most enjoyable type of deck for me... so I'm definitely going to play test....

    Looking at the OP's list, I would run the following in the current metagame.



    The reason for the card choices I made...

    1) 4 of each combo piece is an auto include. Obviously you need to lock them out of the game consistently. I also included 4 DoJ so that once you lock them out, you can use DoJ to clear the board, and thus, lock up the game.

    3/3 Temple Bell/Howling Mine was including because when you lock them out, they can't draw cards anyway, and you really want to draw as many cards as possible. Since you aren't using blue, this is the best digging you can get. The 3/3 split is because you want to go turn 2 Mine, turn 3 Temple Bell against almost anyone except Ascension, and even then, you can just silence them on turn 4 when they start going off, and you'll be in a really solid position. Untap, O-Ring, win.

    I feel like the key to this deck is being able to stabilize the board early, which is what DoJ is for, and the PW's are really good at helping stabilize, without really taking over the deck by forcing the inclusion of too many. The original list I tested a few games with was so PW heavy, and wasn't drawing nearly enough cards, so I cut 4 PW's for the 3/3 split (along with the two Linvala's I had MD).

    I think the strangest inclusion is the Raging Ravines. With 8 Green sources, its not hard to think you'll get 2 in play (with the Temple Bell/Howling Mines). This provides a very aggressive, hard to deal with threat that can sometimes lock up games when you are on the Silence Lock. Sure you have to alternate turns to ensure you can cast your Surreal Memiors, but its important to have in my opinion. Right now its the card that is most on the chopping block though.


    I really like this build, but...isn't this 62 cards?
    Also, you don't think you're going too light on the Planeswalkers?
    Posted in: Standard Archives
  • posted a message on [Bant] Empyrial Archangel
    Clone, because it can copy the Archangel and that is so sexy. That, and hell, why not pay 4 mana for a Baneslayer? Or even 4 mana for a Reliquary. Seems like it could be strong here.
    Edit - and lets not forget the titan. Clone comes into play as a titan, so you get the lands.
    Posted in: Standard Archives
  • posted a message on 360 DLCs
    So, I'm a huge fan of Castle Crashers and the new Scott Pilgrim game (granted it's PS3, but it'll be 360 soon). I love the old sidescroller style thing, like Golden Axe and Streets of Rage.

    What DLCs are out there worth playing? I looked at some lists online and saw a lot of stuff that just didn't interest me. Braid, Fading Melody, that zombie thing that's hard to spell, they all just don't look THAT great. So what should I bee looking into?
    Posted in: Entertainment Archive
  • posted a message on R/W Creature Destruction
    I definitely think wall of omens will be going in. Perimeter captain is an interesting choice,
    I always liked him. He basically would lock down jund from turn one. My baneslayer count is pretty low right now, so it's probably better I don't include her anyway.
    Should I try the condemns mainboard, then? And if I do, what should I drop? I like burst lightning cause it's good for creatureless decks and can hit for double damage when I have enough mana.
    I really like the idea of Chandra Nalaar, but I have my reservations about the cache. I like the card draw, but it doesn't feel too powerful.
    Posted in: Standard Archives
  • posted a message on R/W Creature Destruction
    I think the Emeria problem could be taken care of pretty easily with the help of some Tec edges (this thing doesn't have the most difficult colors to address, so I don't think it would hurt the land base).

    The sun titan could prove a problem, but remember that 8 of my removal spells don't send it to the graveyard. If it's really that much of an issue, I think condemn can come in from the side to lend the paths and rings a hand.
    Posted in: Standard Archives
  • posted a message on R/W Creature Destruction
    (I'm reposting this because it got moved to the archives because, I assume, it had a name that wasn't completely explanatory. So, sorry for any redundancy caused to readers.)

    The Spanish Inquisition

    I'm a sucker for R/W decks, and unfortunately I came across this one a little too late to play it since Call the Skybreaker went away. But I think there are some new potential ways for this thing to get damage in after wiping the board over and over. For the most part I'm trying to put together a post-rotation list (partly because I don't feel like ordering a bunch of Goblin Assaults and Martial Coups at this point).



    (I'd like to point out that while I don't really consider Vengeant a win-con, I didn't think making a whole new section just for him was necessary since I don't think he goes under removal either.)

    That's what I have so far. I know I said it's mostly for post-rotation, but Ajani Vengeant and Oblivion Ring are just so necessary for now that I had to include them. Without O-ring, this thing has no reliable anti-Planeswalker tech.

    The additional instant speed sideboard removal is mostly for RDW, because Condemn is great for Ball Lightning and Hellspark Elemental, obviously. Combust because it never hurts to have extra ways to kill Baneslayer Angel.

    Mostly all those one-of sideboard choices are to bump up the counts of those cards mainboard if you feel it's necessary. Earthquake if you need more board wipe, Gideon Jura in case you run into a deck with a lot of O-rings or their own Gideons (though just having a fourth in the main seems pretty legit too), and Luminarch Ascension to offer some resistance to Maelstrom Pulse and War Priest of Thune. There's still three slots here, so I'm pretty open to suggestions.

    Some other cards I'm considering are Comet Storm, Chandra's Outrage, Staggershock, and Chandra Nalaar.

    Comments from previous discussion

    - This deck may have trouble against control due to its heavy creature removal, though the fact most of of can hit the face or non-creature permanents helps

    - 4 O-rings are all it has against opposing planeswalkers, which may not be enough.

    -Baneslayer Angel and Wall of Omens would be good additions, since neither is killed by most of the decks boardwipe, Day of Judgement being the obvious exception besides the Wall dying to a powerful enough Earthquake. Baneslayer would also be a nice target for my opponents' O-Rings to keep them off my Luminarchs and Gideons.

    - Putting in a fourth Gideon mainboard would be helpful.

    - Jund will destroy it (I have my doubts on this, personally)
    Posted in: Standard Archives
  • posted a message on The Spanish Inquisition (R/W destruction)
    I'm a sucker for R/W decks, and unfortunately I came across this one a little too late to play it since Call the Skybreaker went away. But I think there are some new potential ways for this thing to get damage in after wiping the board over and over. For the most part I'm trying to put together a post-rotation list (partly because I don't feel like ordering a bunch of Goblin Assaults and Martial Coups at this point).



    That's what I have so far. I know I said it's mostly for post-rotation, but Ajani Vengeant and Oblivion Ring are just so necessary for now that I had to include them. Without O-ring, this thing has no reliable anti-Planeswalker tech.

    The additional instant speed sideboard removal is mostly for RDW, because Condemn is great for Ball Lightning and Hellspark Elemental, obviously. Combust because it never hurts to have extra ways to kill Baneslayer Angel.

    Mostly all those one-of sideboard choices are to bump up the counts of those cards mainboard if you feel it's necessary. Earthquake if you need more board wipe, Gideon Jura in case you run into a deck with a lot of O-rings or their own Gideons (though just having a fourth in the main seems pretty legit too), and Luminarch Ascension to offer some resistance to Maelstrom Pulse and War Priest of Thune. There's still three slots here, so I'm pretty open to suggestions.

    Some other cards I'm considering are Comet Storm, Chandra's Outrage, Staggershock, and Chandra Nalaar.
    Posted in: Standard Archives
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