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  • posted a message on Original card illustration - need help with idea
    Looks like Sarkhan Vol is making a bargain with a dragon/lord/demon. Perhaps a multicolored RB sorcery that allows some life exchange for flying fatty.
    i.e. 3BR, pay x life, put a x/x dragon with flying into play.
    Posted in: Artwork
  • posted a message on Valakut, R/G Landfall Deck
    Scapeshift will do wonders. Obsidian Fireheart seems out of place as it doesn't combo with anything else in the deck (although its a decent card in its own right). Khalni Heart Expedition may to too slow, go for Sakura-Tribe Elder. Frontier Guide may be a bit slow and weak for its activation cost and 1/1 body. Plated Geopede is great in limited but since you're not running too many other creature threats, its an easy target for removal. Consider a more controlish deck with more removal, i.e. Starstorm, Volcanic Fallout and the likes.
    Posted in: Casual & Multiplayer Formats
  • posted a message on [BG] Tortured Madness
    Another version of the deck that I fiddled around with replaced the Gorgon and Fa'adiyah Seer with Putrid Imp and Krosan Tusker.

    The Tusker cycle is pure CA as it accelerates black mana needed to feed torture and nets you a free draw. It combos with torture if you draw a creature (plenty in this deck) and does the job that Fa'adiyah Seer does. Putrid Imp replaces the discard effect of Fa'adiyah Seer.
    Posted in: Casual & Multiplayer Formats
  • posted a message on [BG] Tortured Madness
    I've seen the awesomeness of UG madness so I thought to make a BG madness deck. Like UG, the deck is based on dropping fast agro madness creatures such as Basking Rootwalla, Arrogant Wurm to the the infamous Wild Mongrel. Unlike UG, it lacks the powerful draw/discard mechanics, Careful Study, that blue provides as well as any real flashback.

    So enter, Tortured Existence, a cheepo discard enabler so long as a creature is in the yard. And more importantly, it revives all madness creatures at break-neck speeds (opponent's end phase).



    The deck is aggro/combo that does the following:
    Discard outlet + madness = flash

    Tortured existence + any madness creature = revive all madness creatures from yard
    Wild mongrel, oona's prowler = beater + discard outlet
    Zombie infestation = token generator + discard outlet
    Basking rootwala, Arrogant Wurm = madness + beater
    Nightshade assassin = madness + removal + beater

    Ideally, you drop creatures or revive your yard with the madness mechanic during your opponents attack phase or end phase. You dump your library into your yard using dredge. You don't fear wrath or any board sweepers if you have torture in play. Hand destruction decks help you. You laugh at counter magic as you play threats on your opponent's turn. You win via early-mid beatdown and hand disruption
    Posted in: Casual & Multiplayer Formats
  • posted a message on Back in the game (again)
    Hi peeps,
    I've been lurking on this forum for the past month after getting back into the game (started when ice age came out, quit after urza saga, had a small fling with torment, and more recently went full out during m10). Now that its winter break and I'm snowed in :D, its time to bring back the memories.

    Some things about myself;)
    I'm 60/40 johnny/spike. I like to make decks that revolve around a particular mechanic or a small group of cards and make them as competitive as possible. The general archetypes I favor are combo/control and agro/control. I like the consistency and the accumulation of small advantages that control provides but find it too boring on its own. Combos are always fun to pull off but rarely happens without control elements. Agro is good if there are some nice mechanics (madness/dredge, unearth, cascade) supporting it.
    Posted in: Introduce Yourself
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