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  • posted a message on [[DGM]] Render Silent - FNM find
    Quote from Don_Quixote
    Ten guilds.

    We know each one is getting a champion, so that's one gold card per guild. Presumably, each guild is also getting a mythic, which would also be gold. Two gold cards per guild. This guy points to each guild having another gold card at rare. Three gold cards per guild. This being a gold block, we can assume that each guild will also have at least one gold card at common and uncommon. Five gold cards per guild.

    That's already fifty gold cards. Getting to sixty is as easy as adding another gold card at common or uncommon.

    Which means that most of the monocolored cards would be common/uncommon, and that's actually pretty genius design for block play and constructed.
    Posted in: The Rumor Mill
  • posted a message on [[DGM]] Render Silent - FNM find
    Quote from Asrahal
    And now I'm not sure again

    He's wrong. It's like casting a Searing Spear on a Predator Ooze. It doesn't counter the Searing Spear, it just doesn't do anything.

    In the same way, playing Render Silent against an uncounterable spell, the spell says "uh... dude... I can't be countered" so the counter part does nothing, but the Orim's Chant effect still resolves.
    Posted in: The Rumor Mill
  • posted a message on [[DGM]] Render Silent - FNM find
    What's interesting is that if you lead off with something like a turn 7 topdecked Loxodon Smiter, your opponent could cast this to still get the Orim's Chant effect.
    Posted in: The Rumor Mill
  • posted a message on [[DGM]] Render Silent - FNM find
    Quote from Tackman
    There are 156 cards. The MTGS spoiler page says 166 because they are counting the 10 shocklands, which don't actually count.

    Wait... what? How are they printing cards in a set that don't have a number? Is that space going to be blank?
    Posted in: The Rumor Mill
  • posted a message on [[DGM]] Render Silent - FNM find
    Quote from Tackman
    I told you guys about the symbol, but you wouldn't listen! Rolleyes

    Or the fact that its set number is 96/156 in a set with 166 cards.
    Posted in: The Rumor Mill
  • posted a message on Rakdos Deck Wins
    Quote from Mr. Hiss
    Cryptborn Horror, Rakdos, and Dweller are all far too clunky to play consistently. I wouldn't run them in a deck where you aim to win as quickly as possible.

    No Rakdos 6/6 for 4 in an extremely aggressive deck?

    Quote from Mr. Hiss
    Why no Shred-Freak / Muckwader / Chainwalker? Searing Spear is also a card that is quite playable. Perhaps maindeck a single or maybe two Skullcracks.

    - Hiss.


    No Shred because he's a 2/1 haster which will get *****slapped on the draw. Muck wader is alright but seems like he's not much better than a Chain-walker. And no Chain-walker similarly because I REALLY like Rix Maadi Guildmage and having more 2-drops messes with the curve.

    Skullcracks would definitely go into the SB though. And the reason I don't have Searing Spears is because I don't want to have much burn because something the deck really struggles with is Boros Reckoner, and I don't want to drop any creatures for SS.
    Posted in: Standard Archives
  • posted a message on Rakdos Deck Wins
    Alright. I've made some adjustments given the feedback (thanks, guys!). Sign in Blood isn't a bad card, but it is counter-productive for this deck because it's slow and screws with its own tempo. The criticism of Treacherous Pit-Dweller That I only had 6 cards and thus was unlikely to get the interaction I was looking for was also perfectly valid, but then I realized that I really should be using Devour Flesh and that works as another way to prevent your opponent from getting it. Something I'd also completely forgotten about was Slaughter Games, and I think this deck needs that far more than Rakdos's Return because SG can really screw with a lot of decks by breaking combos, emptying removal, and just in general slowing down decks. It also works extremely nicely with Duress.

    Posted in: Standard Archives
  • posted a message on Rakdos Deck Wins
    Quote from Santiclause
    I'm not a fan of the guildmages or the cryptborn horrors. If you're going for hyper aggressive, you could probably find better critters at those CMCs. I can't think of anything off the top of my head for the horrors, but R/B has a lot of great 2 drops - chainwalkers, ash zealots, shredfreaks...

    I think the horrors will be a dead card too often to warrant inclusion, even with all your sources of direct loss. I mean, if you can swing through on turn three with a pit-dweller and then drop the horror, that's good curve value, so in this deck it might not be too bad... you'll have to see how it plays out, I guess. I think the guildmages should definitely be replaced, though.


    The thing with the guildmages is that they make blocking a complete lose/lose for your opponent. Stick to your second main to cast much so you have mana available to really screw your opponent into bad trades however they choose to block.

    And the horrors are strong but the reason I particularly like them is because they AREN'T dead draws. If you draw one on turn 7 you can plop down a 7/7 horror. It can be great on turn 3 but that usually requires a god-draw, but dropping it later is what makes it so strong.
    Posted in: Standard Archives
  • posted a message on Rakdos Deck Wins
    A note on [card]

    Treacherous Pit-Dweller[/card]: when it dies, it comes into play under your control and triggers the ability that gives control if it to your opponent. This means you can respond to the trigger by casting Fling, sacrificing the undying-proc'ed dweller so that your opponent doesn't get it and you deal 5 damage to any target. I think it's one of the most under-valued aggro cards specifically for its interaction with Fling.

    Basically what I wanted to make was a hyper-aggressive deck that could finally break through all of the Esper control that's dominating the pro-tour scene.

    Thoughts? Anything I missed?

    edit: oh and I'm considering Bump in the Night. edit2: Deck curves better and interacts with Brimstone Volley better than Searing Spear
    Posted in: Standard Archives
  • posted a message on Evolve Question
    Quote from darknight587
    Because it uses the "if" clause the ability checks the second creature. So no it would remain a 4/4 because it will be a 4/4 by time the second trigger goes to resolve.


    Ah ok, thanks.

    Quote from Shmee51
    When asking about spoiled cards, you need to link to the image in Wizard's Official Visual Spoiler. ~parinoid


    Oops.
    Posted in: Magic Rulings Archives
  • posted a message on Evolve Question
    I had an idea for a deck but it may not work because I'm not sure how the evolve trigger works.

    Let's say I control a 3/3 Experiment One, no other creatures and I have 4 mana. If I cast a miracle Entreat the Angels (x=2), does my Experiment One end up a 4/4 because the second evolve trigger failed (because when it resolves the second token doesn't have a greater p/t) OR does it end up a 5/5 because evolve triggered twice and it doesn't check on resolution?

    When asking about spoiled cards, you need to link to the image in Wizard's Official Visual Spoiler. ~parinoid
    Posted in: Magic Rulings Archives
  • posted a message on [Single Card Discussion] Burning-Tree Emissary
    The naya implications are kind of insane. The fact that some draws will give you 7 power on turn 2 is scary(elf, shaman, smiter). There are also probably applications with restoration angel that let you squeeze a little extra value onto the board.


    How about t1 Experiment One, t2 Burning-Tree Emissary (evolve E1), Gore-House Chainwalker or Mogg Flunkies or Brushstrider (evolve E1 again)

    That's 8 power + 3 attack on turn 2...
    Posted in: Standard Archives
  • posted a message on [Official - Red Deck Wins] Budget discussion thread
    What's happened with Kuldotha Rebirth? Nobody plays it anymore... but it's still pretty amazingly aggressive
    Posted in: Standard Archives
  • posted a message on Mono-red HBC (Hate-Burn-Combo)
    Ever since I saw Past In Flames I thought it could make for a pretty cool sort of red combo. The idea I had was to make a creatureless deck based on hate/disruption that would use PiF to recur spells as a sort of faux-draw spell. Here's my first run at a deck:



    Oh, and Reverberate is a really fun card to play with. It's somewhat like a counterspell in that it forces your opponent to second guess any instant/sorcery they want to play.
    Posted in: Standard Archives
  • posted a message on Why is mbc not viable in standard right now?
    Quote from Untalented
    Why do people want MBC to be viable? It's boring and autopilot. Discard, remove your stuff, play my own. At least with Blue/Black, I feel like my opponent has to think before he plays stuff. But since you don't really have much of a choice in MBC, it comes down to wheter or not you have one more removal spell than your opponent has threats.


    You seriously can't critique MBC for being an "autopilot deck" when the two strongest things in the meta are green "hey I'm going to cast a crapton of land fetch spells til I drop a titan" and UW "I'm going to sit back and do nothing til I can drop a huge creature with counter backup"
    Posted in: Standard Archives
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