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  • posted a message on [[Official]] The "I Need Help Deciding What To Play!" Thread.
    I'm going to a GP! I have two Jund decks built.

    1 Forest
    1 Mountain
    1 Swamp
    4 Blood Crypt
    3 Dragonskull Summit
    2 Kessig Wolf Run
    4 Overgrown Tomb
    4 Rootbound Crag
    4 Woodland Cemetery
    4 Huntmaster of the Fells
    4 Thragtusk
    3 Olivia Voldaren
    3 Rakdos Keyrune
    1 Underworld Connections
    2 Abrupt Decay
    4 Bonfire of the Damned
    4 Dreadbore
    4 Farseek
    4 Pillar of Flame
    2 Rakdos's Return
    1 Sever the Bloodline

    1 Underworld Connections
    2 Rakdos's Return
    1 Sever the Bloodline
    4 Deathrite Shaman
    3 Appetite for Brains
    1 Rolling Temblor
    3 Slaughter Games

    This one

    and

    // Deck file for Magic Workstation (http://www.magicworkstation.com)

    // Lands
    4 [RTR] Overgrown Tomb
    4 [RTR] Blood Crypt
    1 [ISD] Kessig Wolf Run
    3 [M13] Dragonskull Summit
    3 [M13] Rootbound Crag
    2 [ISD] Woodland Cemetery
    2 [ISD] Mountain (1)
    2 [ISD] Swamp (3)
    2 [ISD] Forest (2)
    1 [ISD] Stensia Bloodhall

    // Creatures
    1 [RTR] Deathrite Shaman
    4 [DKA] Huntmaster of the Fells/Ravager of the Fells
    4 [M13] Thragtusk
    3 [M13] Thundermaw Hellkite
    2 [M13] Vampire Nighthawk
    2 [ISD] Olivia Voldaren

    // Spells
    2 [ISD] Sever the Bloodline
    3 [AVR] Pillar of Flame
    1 [M13] Garruk, Primal Hunter
    3 [RTR] Dreadbore
    4 [M13] Farseek
    3 [RTR] Mizzium Mortars
    2 [RTR] Rakdos Keyrune
    2 [RTR] Rakdos's Return

    // Sideboard
    SB: 1 [RTR] Deathrite Shaman
    SB: 1 [ISD] Sever the Bloodline
    SB: 1 [RTR] Cremate
    SB: 2 [ISD] Blasphemous Act
    SB: 2 [RTR] Golgari Charm
    SB: 2 [RTR] Underworld Connections
    SB: 2 [RTR] Slaughter Games
    SB: 2 [AVR] Appetite for Brains
    SB: 2 [ISD] Liliana of the Veil

    this one.

    I don't have a chance to test very much so which do you think will be better for an undefined meta?
    Posted in: Standard (Type 2)
  • posted a message on Bant Ramp
    Quote from Cassial
    My thoughts exactly, going to test Entreat as a 2 of. I'm wanting to take this idea pretty competitively, so, before I go any further I'm devoting all my time/energy into coming up with the best combination of cards to give us the most consistent, generally rock-solid aggro plan. Like you said, Rift has been pretty fail early on, and sometimes I need just something else to buy me a turn, so it really does seem to come down to Feeling of Dread vs Entreat.

    Entreat as a T3 miracle is okay even, Entreat as a T4 miracle for 4 mana (worst case scenario we missed a ramp) giving us 2x 4/4 Angels, I can't in any way see how this wouldn't save us or buy us some time in a pinch.

    Onto Alchemist's Refuge...I have yet to use it one single game, no lie. By the time I've got the mana active to consider using it, I'm down to very few cards in hand. What are the odds that I'll even have something to flash in and go all game-breaker mode just because it flashed in? Just some very minor assumptions I'm going to make, but this is really solidifed through my own testing.

    They are turning into 2x Rogue's Passage and not returning anytime soon. Perhaps 3 even, I believe the Passage makes Thragtusk that much more valueble.


    Yeah that card seems pretty good to me. You just straight up start winning if they can't deal with your creature
    Posted in: Standard Archives
  • posted a message on Bant Ramp
    Can we work inRogue's Passage?
    Posted in: Standard Archives
  • posted a message on Bant Ramp
    Quote from Cassial
    I read it initially when you first posted it, but you didn't have Abundant Growth actually in that list. Then again you said you were tired when you posted it. :> Went back and read it again, well, you just said you "tested abundant growth in a list". I see why it's not really a fit for *that* list now, you want to keep mana available for counterspells and flashing things in and/or Think Twice if nothing else. You also do not need growth to draw you cards as you're running 4x Think Twices. Yeah, you've got plenty of reasons to not want it in your list specifically.

    Anyway less nitpicking on my end :>, more constructiveness in the thread, mind telling us some of your notable matchups? I'm curious what a hybrid ramp/control deck's worst matchup is and all that jazz. Seeing if we can make some assessments about what applies across the board to potentially all of our decks here.


    BG zombies gives me a bit of a headache. They're pretty resilient to my removal. Delver can be annoying if they counter my ramp.

    Mostly this list has been really really solid. It's late game is maybe not as good as true ramp but it's quite nearly with all the synergys in the list and it is also faster.

    As a side note I may play Mana Bloom over Ranger's Path. I just had a few games where it was really annoying. Mana bloom is a better fit for this deck because I am only trying to hit 6 on 4 not 7.
    Posted in: Standard Archives
  • posted a message on Bant Ramp
    Quote from Cassial
    Worst case scenario you're saying you don't have 1 mana to spare on your turn? In a ramp deck? I'll agree with you it's not an impressive card by itself, (it goes from meh to amazing if you're running Devastation Tide) but it is hard to really evaluate it since it's value is subtle. It's not like we're saving excess mana to wolf run people anymore, either.

    I can't disagree with your own testing/results, but it's a shame it's not working for you I guess. I've had spectacular results with it and Tide, in this current standard. When you also consider that Solemn Simulacrum and Green Sun's Zenith are both leaving the building, we're really hurting for that early draw.


    Did you read my card list? It might explain why I was dissatisfied better then I could.
    Posted in: Standard Archives
  • posted a message on Bant Ramp
    Quote from Cassial
    My one pet card has been pulling very heavy duty for me currently in standard ramp: Abundant Growth x4. Despite whatever folks think of it at first glance, it does several subtle things for us, and it's obviously not needed for color-fixing. If running 4 of these, you can easily cut down to 2 Solemn Simulacrum as they serve very similar functions, even though they don't seem alike at all.

    Let me try to illustrate the case for Abundant Growth;
    1) Gives us a turn 1 play (minor point)
    2) Cantripping early on like this increases the odds that we will not miss a land drop or a ramp spell. You'd be much more inclined to keep a hand if you have at least one ramp spell and the growth, as you're likely to get a second ramp spell.
    3) It doesn't keep you from ramping, and it's a good top deck later on too.
    4) Allows more keepable hands by all of these points.

    I've had so many games where I would not have landed a turn 4 Titan without the help of Growth. The typical ramp structure of 12 ramp spells (4x Rampant/4x Sphere/4x Solemn) does not really guarantee T4 bomb, obviously, generally they hit T5. Abundant does take other spots away from other things in the deck, I'll grant that. More on this all later and why I like Growth so much, but I play a full 4x Devastation Tide as well, but I've found that the Growth alone has done it's job for me.


    I tried growth in a list for the upcoming season and was disappointed in it. Sure it gave us a turn 1 play but from 2-4 it was pretty much dead for me because I always had something else to spend that mana on.
    Posted in: Standard Archives
  • posted a message on Bant Ramp
    I'm really tired right now but this is my current list. It's not quite as ramp based as other's and relies on having control as well. The SB is currently testing.

    It wants to go 2-4-6 but doesn't fail if it doesn't. It also enjoy's going 2-4 Rewind, Yeva/Restoration


    // Deck file for Magic Workstation (http://www.magicworkstation.com)

    // Lands
    2 [M13] Sunpetal Grove
    4 [ISD] Hinterland Harbor
    4 [DKA] Evolving Wilds
    2 [RTR] Hallowed Fountain
    2 [RTR] Temple Garden
    2 [M13] Glacial Fortress
    2 [ISD] Plains (3)
    3 [ISD] Forest (2)
    2 [ISD] Island (3)

    // Creatures
    3 [AVR] Restoration Angel
    2 [M13] Thragtusk
    3 [RTR] Armada Wurm
    3 [M13] Yeva, Nature's Herald
    4 [ISD] Snapcaster Mage

    // Spells
    3 [RTR] Detention Sphere
    3 [RTR] Azorius Charm
    3 [M13] Rewind
    4 [ISD] Think Twice
    3 [M13] Ranger's Path
    4 [M13] Farseek
    2 [RTR] Syncopate

    // Sideboard
    SB: 3 [RTR] Jace, Architect of Thought
    SB: 3 [RTR] Call of the Conclave
    SB: 3 [RTR] Isperia, Supreme Judge
    SB: 3 [AVR] Temporal Mastery
    SB: 3 [RTR] Supreme Verdict

    No deck tags for no, way too tired. I also tried Scorned Villager over Ranger's path and he was tough in the games he came down and flipped and still worth it in the games he didn't flip.
    Posted in: Standard Archives
  • posted a message on Help with DotP expansion
    So I won a code to unlock the DotP 2013 expansion. I have it on steam. Where do I enter it?
    Posted in: Magic General
  • posted a message on UR Kiln Fiend/Wee Dragounats
    I've done well in a few tournaments lately. My thoughts.

    Apostle's Blessing: This card is sick. I'm happy to drop a turn 3 fiend to have mana up for this in most cases. Other then that also acts as Distortion Strike 5-7

    Assault Strobe: Similarly awesome. Don't drop below 4 because this card should be responsible for most of your wins. Leads to some sick turn 3 wins.

    Distortion Strike: I run this over Shadow Rift because usually I'm so tight on mana when winning that an extra card really doesn't make much difference.

    I run only Ponder and Preordain as 4 ofs each and I love them. I only run 3 probes but I could see bumping it up to 4. Helps with turn 3 wins.

    I also run Reckless Charge. I feel like it underperforms in some matchups but in others it's freaking amazing. Very very good late.

    I run 2 Flame Jabs. I don't draw them often and I usually drop it down to 1 in favour of some real removal.

    My sideboard has Flame Slash and Echoing Truth as standard answers to most matchups.

    I also have Dispel because it's awesome against Control which is a hard match up.

    Shadow Rift is my last card though it doesn't really earn that spot. Originally I put it in to combat creature heavy decks. Then I realised I could just as easily use Apostle's Blessing number 8. Still it stays in case of multicoloured tokens like GW or WR which I've seen and had problems with.

    If a deck can race me and also deal with my threats or consistently deal with all my threats then I have the most trouble. The aforementioned WR artifact tokens and Control (outside of the Mono U matchup which I can usually deal with through smart play.) have given me problems. Mono White is easy because they don't usually deal with my threats. Bad hands will spell doom though. Affinity has the same kind of matchup where if they manage to hit their removal they can be problematic otherwise no worries.

    Storm is also difficult if they manage to be faster then you. Turn 1 wins are silly but if you're faster it's k.

    I hope I've added some kind of insight. This is probably the kind of deck I am best suited for and I love playing it.
    Posted in: MTGO Pauper
  • posted a message on Prerelease Surprise Performers
    Quote from ultimania92
    Intrepid Hero.

    I kept enchanting my opponent's 2+ power creatures with Rancor, then tapping Intrepid Hero to kill them. Get Rancor back, repeat every turn.

    Also, Mark of Mutiny into sacrificing is always a baller plan, especially if you steal a fatty like Stormtide Leviathan.


    DUDE!
    Sick interaction with the Rancor and Intrepid Hero there! Gonna have to remember that for my sealed this weekend.

    I'm surprised at people who didn't think Roaring Primadox was gonna be a house. Isn't EtB effects one of the things that blue mages are crying about lately?
    Posted in: New Card Discussion
  • posted a message on Hellion Crucible: Bad card, or THE BADDEST card??
    Quote from Drowning
    Invasion had 2-3 hard counters and much more library interactions tacked on cards/utilitly in spells then we currently have. Heck even their prohibit is leagues beyond mana leak in terms of standard(course of whole games) not to mention their potential 1 drop hard counter to any kicked spell.

    Simple answer possibly but it will not be as good sadly. and if rewind is actually get a reprint this makes this card playability in counter burn much more effective.


    Bet you're feeling silly
    Posted in: New Card Discussion
  • posted a message on [[Official]] Unreleased and New Card Discussion
    Oh goody checklands! Kinda like the town bike.
    Posted in: Commander (EDH)
  • posted a message on Mono green beef cakes
    Dungrove Elder is my secondary win condition in my Mirri, Cat Warrior deck. He beats face and doesn't afraid of targeted removal.
    Posted in: Commander (EDH)
  • posted a message on So yeah...
    Just joined, great to be here. Been playing magic against real people... since the end of Conflux.
    Are there any links on tags anywhere?

    Thxs guys.

    P.S (Where do you find Sig Banner Makers? Some of the ones on here are awesome)
    Posted in: Introduce Yourself
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