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  • posted a message on Instant speed draw tricks for Lorescale?
    i think jace would be a good candidate as you said, although he's a tad slow. you can definitely use a lot of cycling mechanics, as they'll, well, cycle and you get to make him bigger by doing so. the new (reprinted) Counsel of the Soratami will give him 2 counters, but unfortunately only at sorcery speed.

    as you said, the capsule is a big deal but i can't think of anything similar; as there's no real recuring draw i know of right now that doesn't suck.
    Posted in: Standard Archives
  • posted a message on Ichorid 2
    When i saw they reprinted a slightly worse ichorid (and they claim "POWERCREEP!"), Bloodghast my mind got spinning, and i absolutely had to think of a way to use this bad boy. I started thinking of a way to simulate Bridge From Below and then i stumbled upon the seemingly "meh" Ooze Garden from shards.

    I got uber excited, recurring 2/2s for 2 mana? I started thinking of more things to add. Hedron Crab is the new Bazaar of Baghdad and with plenty of cheap unearth creatures (especially Sedraxis Specter) this new ichorid-style grave deck was born!

    Here's my current decklist, it still needs a lot of improvement:



    One thing that gets me is that lands going to the graveyard will be a problem to continue getting landfalls, and this deck (while running 27 lands, may still not have enough gas) needs lands for the crab and for bloodghast and has absolutely no way to recur them (Grim Discovery is worse than Nature's Spiral in this deck). Maybe they'll reprint crucible or a functional Life From the Loam (which would be HOUSE in this deck).

    Alright so basically i don't know much about the standard meta, but i do know jund is "the boogie man" and that they can mainboard Jund Charm which is why the counters are there (and for the new ***), although we can refill the yard fairly quickly with some decent draws.

    Basically, i'm looking here for advice on getting this thing more in-tuned with the format, i actually drafted shards and always liked the synergy of unearth with the garden, except it was near impossible to see in a draft and there was no reliable way to get the guys into the graveyard.

    The sideboard is, at the moment, nonexistent, i was thinking Archive Trap might work with all the search lands, but it's almost a totally dead card late game when the search lands are gone (and we're not running path to force it).

    The greatest part: Blightning helps more often than it hurts =D
    Posted in: Standard Archives
  • posted a message on selkie draw engine viable?
    ah thanks, yeah i don't know much about the extended metagame, but when i saw no real control decks in the competitive section i should have realized.

    thanks though, what about just using Sword of Fire and Ice as an additional draw? or is it at that point just worse than the jitte?
    Posted in: Decks for Critique
  • posted a message on selkie draw engine viable?
    in vintage, there's a deck that uses Cold-Eyed Selkie as a draw engine with the exalted mechanic to get ancestral recalls every turn, and i was wondering if this could be made at least moderately viable in extended. i know this format has a lot more creature hate than vintage (although the selkie has the same toughness as most other vintage threats so maybe not) but the idea still makes me think it could be a great draw engine, especially when you add a Sword of Fire and Ice as additional draw for anything else (or even the selkie, which makes swinging with her a 5 card draw and a free shock).

    Basically, the idea would be a lot of card advantage and counters to keep the selkie safe. It would probably be bant colors and use noble hierarchs to get the selkie and other bantmen (war monk, KotR) into play. This would make it an aggro control deck in theory, although i'm not really sure how well this would play out.

    Any thoughts? i dont' have a decklist yet but i think using the selkie as a potential draw engine is awesome. perhaps just putting the selkie into your typical bant shell?
    Posted in: Decks for Critique
  • posted a message on isochron scepter + Pyromancers acension
    you're only playing one of the spells from the card, so only that spell would activate the ability.
    Posted in: Extended (Type 1.X)
  • posted a message on dreamhalls
    Alright i remade the decklist:



    I played against the Bobstorm posted in the competitive forum and am currently 1-2 against it (with the current list). I had a bad hand once that i shouldn't have kept that ended up in a steamroll, so i guess i'll also have to learn to pilot this thing better as well.

    Any other thoughts?
    Posted in: Blue-Based Control Decks
  • posted a message on dreamhalls
    Quote from Beralt
    Ok lots of things going on here, this deck seems slow and unfocused but certainly has power once it gets off it's feet.

    Tolarian Academy is a great mana accelerant and can get help you get to Show and Tell, Dream Halls and Yawgmoth's Bargain a lot faster. I guess the deck could use more mana - only 18 lands/mana sources concerns me. I would think that Lotus Petal & Mana Vault would be helpful at fixing and accelerating.

    As to specific cards and their functions.

    2 Gerrard's Wisdom seems excessive, but I guess you need a pitch card to cast it - you could consider Orim's Chant as an option which lowers your average casting cost, caters to your mana base and serves as further disruption. Course you could always pitch Proggy. Oops looking further I see Replenish as another potential pitch candidate.

    Replenish seems out of place as it's ony bringing back a maximum of 3 enchantments, and you don't have any great way get those into the graveyard other then Dream Halls pitching, which would mean it would only bring back 2 enchantments.

    Windfall seems like a card that is going to hurt you more then help you. Opinion only.

    2 Misdirections might be one too high, Negate, Spell Pierce, Spell Snare, Daze are all viable options as your counter suite is fairly straightforward. Course Misdirection is pitchable but it can be a dead draw.

    You are very vulnerable to Wasteland, Blood Moon & Magus of the Moon - unsure of what to do about that since you are so tight on space. More basics would be the answer but not sure what to take out.

    1 Dream Halls seems too few, at least get 1 more for greater combo potentialities.

    Hope this helps some.


    great post, thanks for all the help =D

    Some more things you reminded me of:

    I'm not sure i have the artifact support for the academy, with only the lotus and moxen i don't think i have enough to consistently get the academy to tap for any mana.

    In terms of the mana issue, i had also planned on being able to Mana Drain the enchantments in faster, but this may just be less consistent and i might have to go for something else.

    The idea behind using Replenish is that it makes losing one of the big enchantments less of a problem, or if i get one discarded, i can duress myself into replenishment (very situational). However, it also allows recursion with Seal of Primordium.

    About moon effects, i'm rather divided i guess, part of me thinks i will be fine as they're both CMC3 and i run 8 hard counters and 4 duress. So right now my game plan with those is to get seal down ASAP vs. the enchantment, or tutor up fire when they play magus (no need to worry about killing him immediately, as i can still play fire =D). But i'll definitely have to playtest to see which is worse (probably blood moon) and see how big of an effect it is. I'm actually much more worried about wasteland as you noted, as i have absolutely no way to recover from a wasteland.

    In terms of things to be dropped, i'm thinking Time Spiral will be the first to go, then Ponder. Unfortunately, i was thinking of replacing them with lands, but that means fewer blue cards =(

    Oh but i am running 20 mana sources, but perhaps 22 will be better?

    Anyways, thanks for all the advice, i'm trying to rework it now because i agree with you on the manabase and am trying to see what else can be used to prevent the hosers. The deck can actually be very quick, but it can also be extremely slow, the biggest problem this thing has is consistency and the power to do something while it makes up for that lack.
    Posted in: Blue-Based Control Decks
  • posted a message on dreamhalls
    hey guys, i always liked Dream Halls and the coolness factor it offered, so i decided to make a dreamhalls deck. originally, it was a turbospaz variant that relied on getting Academy Rector to the graveyard and putting Yawgmoth's Bargain into play, and from there you would play dreamhalls and yadda yadda yadda play forever and win the game.

    okay well i changed things around quite a bit and decided to focus the deck far more on blue and decided to use Show and Tell to get dreamhalls or the bargain into play (nicer IMO since you can Mystical Tutor show and tell). The deck runs a large counter suit and duress to protect itself while it gets going. While possible to win on turn 1 or 2, i usually find myself getting the bargain down turn 3 which is essentially the win condition. Once dream halls is down, you can go through your entire deck forever to get to Gerard's Wisdom to reload on life. And from there, you get infinite life, turns, mana, you name it. You just pick a win condition that's viable given the situation and play it out (the win cons are pretty flexible IMO which is a plus in my book =D)

    You can whack away with Progenitus, burn them down with Fire/Ice, or mill them the old fashioned way after getting infinite life and countering whatever they play (you have your entire library as your hand whenever you want once you get infinite life, so there's nothing they can do but scoop).

    Alright here's the decklist, for the moment, it's just theoretical and i'm just proxying it for play with friends. once i can get a decent job though i do definitely want to build this deck:





    Sideboard explanation:

    Extirpate, Oath, Rav Trap, Meddling, and O-Ring come in vs. ichorid, dropping out mana drains, edict, and something else i don't know to get rid of yet >_>

    Oath gets a friendly helping of sacrament and goblin bombardment (sac the creatures they give me). Dropping in this scenario most likely merchant scroll and yet another thing i'm not sure i know what to ditch yet.

    I have no idea what to side board in against any other decks, and mostly just went for broad, general hosers. I'm a poor side-boarder and as you can see, i don't even know what to take out for the cards i want to put in on the few MUs i know what to do against Frown

    Any help regarding deck comp would be greatly appreciated, and definitely help with the SB. This deck may just not have what it takes to be tier 1 worthy, but it's got some potential to be really fun to play i think =D I enjoy getting the turn 2 wins every once in a while considering the large disruption suit, but sometimes this deck can't get off its feet until turn 4 Frown
    Posted in: Blue-Based Control Decks
  • posted a message on my friend made a restore balance version of hypergenesis
    Quote from LSK
    Where are the basic lands to return when playing Borderposts?


    Oh wow that's embarassing lol!

    2 islands, 2 forests, 2 swamps, 5 mountains, 2 plains. my friend made the mana base because he's lazy and i didn't want to bother doing a mana-symbols calculation to get a proper composition, but the most important part is just that you've got 12 lands to work with and you're going to focus on mountains.
    Posted in: Extended (Type 1.X)
  • posted a message on Dark Depths and Vampire Hexmage (how to kill)
    wouldn't engineered explosives for 0 also get marit lage? so they can wipe all your tokens, but they'll get rid of their 20/20.
    Posted in: Extended (Type 1.X)
  • posted a message on my friend made a restore balance version of hypergenesis
    What i mean though is that balance does more than march. where march only makes your artifacts threats, balance allows you to eliminate their hand again and destroy any lands they might have which may lead them to a comeback. With march, you've eliminated any ability to wipe the board again if you have to.

    Oh and balance should still get artifact lands as they're still lands. Balance doesn't say "non-artifacts" just "lands, creatures, and cards" so having the artifact subtype doesn't save something from the twin scales of (im)balance.

    In regard to simian spirit guide, i too thought that would be an awesome addition, only problem is that i have no idea what to drop =( i tested it and running any fewer lands will usually end up with almost a 1 in 3 mulligan rate.

    Also, another reason to not run march IMO is that an opponent can burn him at any time, whereas he can only do it when we want them to without it.
    Posted in: Extended (Type 1.X)
  • posted a message on my friend made a restore balance version of hypergenesis
    oh well i'll respond in this one if people will post in here.

    actually, the original had march of the machines, but the problem we noticed was that it was unnecessary, once you can play march, chances are you'd rather be playing something else from what we discovered through playtesting or simply controlling with another balance if necessary while phyrexian and his buddy go to town (either way, once you've been land and card neutered, it's over).

    In response to your response to the other topic, gargadon can't ruin cascade as his converted cost is 10, and balance will remove all creatures from the board, even artifact creatures. The only reason our board isn't wiped is because when we play balance they won't be creatures yet.

    Basically, we just felt that march was an overkill card and unnecessary. Plus, if you play march, you can't balance again.
    Posted in: Extended (Type 1.X)
  • posted a message on my friend made a restore balance version of hypergenesis
    please delete this thread, it was accidentally posted.
    Posted in: Extended (Type 1.X)
  • posted a message on my friend made a restore balance version of hypergenesis
    and i feel like it completely dominated my casual food chain deck; good enough for me to check these forums and see how it might fare against other top extended decks. i figured i would need the help of this forum to decide how powerful this would be, here's the decklist i came up with (he asked me to improve upon the concept):

    Creatures:
    2 Greater Gargadon

    Instants/Sorceries:
    4 Demonic Dread
    4 Violent Outburst
    4 Rift Bolt
    3 Restore Balance

    Enchantments:
    4 Ardent Plea

    Planeswalkers:
    2 Ajani Vengeant

    Artifacts:
    4 Fieldmist Borderpost
    4 Firewild Borderpost
    3 Foriysian Totem
    4 Mistvein Borderpost
    4 Phyrexian Totem
    3 Veinfire Borderpost
    2 Wildfield Borderpost

    The entire idea is to cascade into Restore Balance instead of Hypergenesis while keeping a bunch of artifact-men in play. The real problem of this deck is the ability of the borderposts to remove lands from play, which usually ends up with a neutered hand and field while this deck sits with a workable mana base that whacks you every turn.

    this deck pretty much goes off consistently on turn 3 when necessary, but usually doesn't have to until turn 4. Greater Gargadon lets you sacrifice lands to completely destroy them, or, in a pinch, sac artifacts to himself; additionally, if he ever makes it down, he hits like a truck.

    Rift Bolt is cheap easy removal that dodges the cascade and takes care of things like Kataki, War's Wage.

    Right now, the sideboard looks really bad, as i have no idea what to work around. I know Hurkyl's Recall hoses this deck over but there's really nothing it can do about it other than work faster and hope to recover quickly and get a balance off. Ravenous trap prevents any graveyard recursion and can be played for free whenever balance goes off. In terms of sideboarding things out, rift bolt will go and be replaced by one of these:

    Sideboard:
    4 Krosan Grip
    4 Ghostly Prison
    3 Ravenous Trap

    4 Convolute

    OR

    4 Perplex

    If you think artifact hate hoses this deck too badly, it was capable of recovering after i sideboarded in Ingot Chewer and evoked two of them turn 1 and turn 2. He pulled through to turn 5 (at 6 life) and proceeded to destroy me.

    So, thoughts? This would absolutely demolish IMO the hypergenesis version and from the looks at what each (of the decks in the competitive forum section) is running MB and SB, i think only naya zoo would give this a problem or a blue deck running heavy on counters.
    Posted in: Extended (Type 1.X)
  • posted a message on my friend made a restore balance version of hypergenesis
    and i feel like it completely dominated my casual food chain deck; good enough for me to check these forums and see how it might fare against other top extended decks. i figured i would need the help of this forum to decide how powerful this would be, here's the decklist i came up with (he asked me to improve upon the concept):

    Creatures:
    2 Greater Gargadon

    Instants/Sorceries:
    4 Demonic Dread
    4 Violent Outburst
    4 Rift Bolt
    3 Restore Balance

    Enchantments:
    4 Ardent Plea

    Planeswalkers:
    2 Ajani Vengeant

    Artifacts:
    4 Fieldmist Borderpost
    4 Firewild Borderpost
    3 Foriysian Totem
    4 Mistvein Borderpost
    4 Phyrexian Totem
    3 Veinfire Borderpost
    2 Wildfield Borderpost

    The entire idea is to cascade into Restore Balance instead of Hypergenesis while keeping a bunch of artifact-men in play. The real problem of this deck is the ability of the borderposts to remove lands from play, which usually ends up with a neutered hand and field while this deck sits with a workable mana base that whacks you every turn.

    this deck pretty much goes off consistently on turn 3 when necessary, but usually doesn't have to until turn 4. Greater Gargadon lets you sacrifice lands to completely destroy them, or, in a pinch, sac artifacts to himself; additionally, if he ever makes it down, he hits like a truck.

    Rift Bolt is cheap easy removal that dodges the cascade and takes care of things like Kataki, War's Wage.

    Right now, the sideboard looks really bad, as i have no idea what to work around. I know Hurkyl's Recall hoses this deck over but there's really nothing it can do about it other than work faster and hope to recover quickly and get a balance off. Ravenous trap prevents any graveyard recursion and can be played for free whenever balance goes off. In terms of sideboarding things out, rift bolt will go and be replaced by one of these:

    Sideboard:
    4 Krosan Grip
    4 Ghostly Prison
    3 Ravenous Trap

    4 Convolute

    OR

    4 Perplex

    If you think artifact hate hoses this deck too badly, it was capable of recovering after i sideboarded in Ingot Chewer and evoked two of them turn 1 and turn 2. He pulled through to turn 5 (at 6 life) and proceeded to destroy me.

    So, thoughts? This would absolutely demolish IMO the hypergenesis version and from the looks at what each (of the decks in the competitive forum section) is running MB and SB, i think only naya zoo would give this a problem or a blue deck running heavy on counters.
    Posted in: Extended (Type 1.X)
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