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  • posted a message on [EDH]Glissa Oppression
    Have you considered Culling Scales? It assures that you'll always be able to hit their orchard tokens, if you are willing to start some shenanigans during your upkeep.

    Then again, it'll be just as efficient as Innocent Blood, which was cut. Though you can recur the scales if they (or you) destroy it.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Myr Force
    Alright, I'll try to give you a run down of some possible changes:

    -3 Shimmer Myr
    -3 Palladium Myr
    -3 Dispense Justice
    -4 Gideon Jura
    -2 Myr Battlesphere
    -2 Myr Reservoir
    -2 Myr Sire
    -8 Plains

    +1 Gold Myr
    +3 Signal Pest
    +4 Iron Myr
    +2 Galvanic Blast
    +4 Myr Turbine
    +4 Lightning Bolt
    +4 Arid Mesa
    +4 Mountain

    Ok, now I know these changes require a red splash, but I felt it was important to get a list like this fleshed out. What you have posted seems to be a control list, but it is all over the place. Try to refine what you want to do with the deck. Thus far, Myr seem to lend themselves to an aggressive midrange or combo deck, perhaps start there to get a hang of myr. The cuts I made were to streamline the concept of the deck:

    Shimmer Myr, Palladium Myr, and Myr Sire are all solid choices, but don't serve a purpose in the deck without separate themes. The only cards you'll be flashing in are most likely battlespheres, but that doesn't warrant a 3 CMC with bad value. Palladium seems strong, but it doesn't fit the an appropriate theme without, say, Splinter Twin. Cut it for better options. Myr Sire, however, is an interesting creature that could prove to be strong in certain matchups, but I think I'd rather have a mana myr instead. Try putting the Sire board for sweepers and the ilk.

    Myr Reservoir is mediocre, if only because it will only cast and recur creature spells. That is fine, but I don't think the value on the card is worth wasting turn three. Myr Turbine seems like the stronger card as it lets you flash in battlespheres under counters.

    Grouping them for length's sake: Gideon, Dispense Justice, and the two battlespheres. Gideon is great for control, but never at 4x, if you are playing control play 2-3 of him otherwise he gets cut. Justice seems good, but overall you'll just be paying three for a Diabolic Edict
    most times. A solid replacement option if you really want the spot removal (Which red does better than white right now) use condemn. Finally cutting the last two spheres will let free up slots and make sure that you draw it when you need it (I.E. Myr Turbine).

    Hope that this wall of text helped!
    Posted in: Standard Archives
  • posted a message on [Development] B/G/x Infect
    Quote from Beloved

    Now, I have want to get your opinion on Morbid Plunder. It costs 1 less than Corpse Cur, and gets you 2 creatures back.


    Morbid Plunder is strictly worse than the Cur and Grim Discovery. Though you could use the Discovery with fetches and Groundswell. Corpse Cur is pressure on board, has a body and a decent effect. Basically he helps rebuild the board after we start to lose bodies. Stick with the curs, IMO.
    Posted in: Standard Archives
  • posted a message on [Development] B/G/x Infect
    Quote from Beloved





    The main board is based on getting through defenses quickly with Plague Stinger, Flesh-Eater, and Phyrexian Crusader. It does not worry about my opponent's creatures as much as how many poison counters they have.


    Now, my question is, how can I make this deck better?



    OK, I pared down what you wrote to hit some main points. Firstly, to make your deck better lets look at some of your choices:

    You have 4 Groundswell. A fantastic card if you have the right deck. You have 23 lands, no fetches, and curve out at four with main plays sticking around two. If you want to keep the groundswells I suggest you go up to 8 fetches and 25 lands. I would just cut them for Giant Growth or Virulent Wound if that is your chosen route.

    Another point: Your sideboard is a little weak, IMO. 8 slots dedicated to spot removal that is so limited in difference is a problem. If you want to leave them in your board (I would move them MD, but it is up to you) check your meta and decide which fits best. Then maybe apply your newly freed four slots to Viridian Corrupter or perhaps Phyrexian Revoker

    I am also not sold on Pistus Strike as a worthwhile choice for the 75, but if it tests well then let us know! However, I can say that Spread the Sickness is a very suboptimal choice. Sure the proliferate can be useful if you have -1/-1 counters spread about, but more than likely it'll be a waste of 5 mana to add a poison counter and kill a creature. Often Virulent Wound will achieve the same results at a far more efficient speed and price.

    That is all I have time for right now, but perhaps consider Contested War Zone in your landbase. It can be a powerful addition to flying poison counters.

    Good luck!
    Posted in: Standard Archives
  • posted a message on [Development] B/G/x Infect
    @Sam111111

    I like the white splash/mono white build very much, but perhaps Stoneforge Mystic is in order? How many slots do you really want to dedicate to an equipment that functions just as well as a 1-of?

    With 3-4 Stoneforge Mystic you can run a toolbox of Piston Sledge, Sword of Body and Mind, Sword of Feast and Famine, Livewire Lash, Bonehoard and others. Also, why Oust in the monowhite build? It feels fairly underpowered considering options like Condemn.

    I think the build with Tempered Steel might be the better of your two directions.
    Posted in: Standard Archives
  • posted a message on [Development] B/G/x Infect
    Hey guys, I've been working on my own B/G list for a bit now and found an seemingly overlooked card. I've been playing with Lead the Stampede and the draws have been pretty sick. It draws me at least three creatures usually with my build. The CA has been amazing for the deck; on a good pull with Lead, it acts like a Squadron Hawk. Since were usually so creature heavy, it seems like a better choice than Infiltration Lens.

    Here is the list I'm working with for reference:



    I borrow the sideboard from a couple lists on here. Note: I've gone without the Lash, because I didn't like playing it on turn two over a creature. It gives amazing long-game if you can keep a creature on the board, but it overall was lackluster. I may go back, but for the time being it remains out.
    Posted in: Standard Archives
  • posted a message on Mono White Emeria/Slaver
    I have to say, after playing some games, I really enjoy this deck. The synergy created between the creatures is powerful and it manages to slow the game down to halt. This give you ample time to push out either the slaver lock or a sheer attrition victory.

    Two things:
    1) Price, take the set tags out of the deck post and it should work.
    2) For the SB I've been using 4 MD Arid Mesa and 4 SB Tunnel Ignus with 1 Mountain in the board.

    Against the Ramp matches Ignus does Arbiter's job much better. Overall, it seems to work fairly well when I draw them, but suffice to say the MU is tough. I've even considered boarding in more Mindslaver in the MU to try a push out a turn 5 slaver if possible.

    I'll post my list a little later
    Posted in: Standard Archives
  • posted a message on [EDH] Sedris, the Traitor King
    I don't know if you are interested in it, but Teferi's Veil and Safe Haven create synergy with unearth's wording.

    I'm not positive on the exact rulings but when the unearthed creature gets phased out or RFG'd otherwise unearth's ability triggers, has no target, and then the creature can re-enter play.

    I play the veil in my Sedris deck and its pretty interesting. Its mostly inconspicuous when it hits play and lets my buried alive or entomb do some extra work.

    Necro infraction.
    Posted in: Commander (EDH)
  • posted a message on [EDH] Tibor and Lumia
    How about Anarchist or Scrivener or both!
    you run enough instants and sorceries to make hilarious use of the Djinn and a litttle recursion.

    I've also found Aether Tradewinds to be phenomenal in any deck that can play it. Bounce your Nucklavee, your Chronarch, or whatever. It deals with threats and protects your stuff.


    Necro warning.
    Posted in: Commander (EDH)
  • posted a message on [Development] Blow a Lode-Stone :P
    Do you find the Mindspring to really be that great for you? Seems like a lot of mana to cast through a lodestone just to draw a couple cards.

    What about Courier's Capsule ?

    Also: Treasure Hunt. I don't think 20 lands is enough for successful Treasure Hunt's. I think people have been running TH around... 24+ lands at least.

    I would shy away from the counterspells, at least in my understanding. I understand the deck as pushing out early Lodestone's to lock your opponent out of early game then winning through aggro. If you were gunna run any counterspells, I would count on Spell Pierce for removal.

    As I think about it, I'll comment some more. So far, pretty cool.
    Posted in: Standard Archives
  • posted a message on Magus of the Unseen- Backdoor tech?
    So I've been playing EDH for a while and I noticed that no one really plays Magus of the Unseen. That seems strange to me since an unresolved, unanswered Magus could ruin your opponents day. Perhaps this effect is greater in duels, but still her tricks are insane!

    For Example,
    Opponent plays an Umezawa's Jitte on an evasive. During declare attackers you activate the Magus and gain control of the Jitte. While you do not unequip the creature, you do however control the artifacts abilities. This is ABSURD. Once you get priority you can kill his creature or gain life- effectively neutering his Jitte.

    This little trick works great on Sword of Fire and Ice. However it also works great on Sensei's Divining Top. Often an opponent will let you take the top not expecting any issues- until you check your top 3, draw a card, and ruin their draw for next turn.

    There are tons more tricks and abilities to use with Magus of the Unseen. If you guys have any experience with her or can think of some other cool tricks let me know. I just figured I'd share a little bit of tech for those of you running islands =P
    Posted in: Commander (EDH)
  • posted a message on [Official Thread] Runeflare Trap
    I'd be up for a grixis build, but I don't think BCA is the answer. All BCA is gunna do is ruin your draws and force you to make difficult plays to activate it. Countersquall is interesting though...

    Currently I am still running U/R, but I switched to something like

    4 Calcite Snappers
    4 Goblin Guides
    4x of each combo piece
    4 Bolts
    3 Negates
    2 Ponders

    ect... Yeah, I know cutting those ponders seems wrong, but I think this gives me a bit of a better RDW and aggro matchup, being able to draw their burn away from my dome not to mention filling their hand with lands hopefully. Anyway, I'll see what this does and let you guys know!
    Posted in: Standard Archives
  • posted a message on [Official Thread] Runeflare Trap
    Agreed. Always keep counter mana handy, unless you think you can get away with ballsy plays. They do work sometimes.

    Does anyone play Goblin Guide?
    I took him out because I found him always being sided out, but he is on my list to go back in... I'm very torn over him.

    About the SB: Anyone playing U/R have a preference of counterspells? I forwent Spell Pierce for 3 MD Negates, 4 SB Dispel, 3 SB Flashfreeze. Seems to be OK for now, but so often Pierce is nice to tap them down.

    I'll post an updated list when I can get some results on snappers and goblin guides myself
    Posted in: Standard Archives
  • posted a message on [Official Thread] Runeflare Trap
    I love you guys a lot sometimes =P

    Calcite Snapper seems legit. I'll try it out.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Runeflare Trap
    I agree with Wander on basically ALL of his points.

    @ Bunranri - Can we see you latest build? sounds like it has changed significantly since the last thread.

    Also: Call to Heel is cool tech, but its mana intensive tech. I rarely have enough mana open to counter more than once, if I ran call then I'd be tapped out for the same turn(ish) kill with protection.

    This deck is so frustrating sometimes. You never get to have mana- thank god land destruction isn't too viable. Which makes me think of Spreading Seas. Definitely can be MB'd as someone already said. Great draw effect honestly.
    Posted in: Standard Archives
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