Creature - Badger Berserker
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Mar 1, 2019Whoa the guildmage that is still in process in the other game! Meta!Posted in: Custom Card Contests and Games
Creature - Orc Soldier
Whenever an opponent casts a spell, you lose 1 life.
Dread of Akoum
Terminus of Ages
Jan 20, 2019The Only Way Forward Is Down RBPosted in: Custom Card Contests and Games
Instant - Trap
If an opponent has lost three or more life this turn, you may cast The Only Way Forward Is Down for 0.
Each opponent chooses Blood or Bones. For each player who chose Blood, that player loses 3 life. For each player who chose Bones, create two 1/1 black Skeleton Warrior creature tokens with "B: Regenerate."
That card has the highest number of Words On A Card Wherein We All Stuck Together And Kept It Plausible than any I can remember in 12 years of playing this game!
Oct 28, 2018Guildmage's Cunning URPosted in: Custom Card Contests and Games
Enchantment - Aura
Whenever enchanted creature deals damage, you may look at that creature's owner's hand and cast an instant or sorcery card from that hand until end of turn.
Did we just complete back to back interesting, original and maybe even reasonable cards IN A ROW!
Pats on backs are in order...
Oct 3, 2017Agree they must print Spike in this set. Too perfect not to.Posted in: Speculation
Maybe something EVEN BETTER than the best creature, but with super UN drawback:::
Better Snapcaster, but you have to have your hair gelled into spikey-do.
Better Goyf, but you have to give money to a little kid.
or the like....
Dec 27, 2016JstarfireT posted a message on The Tenth Annual MTGSalvation Holiday Exchange! (omg!)Posted in: Community Discussion
Big thanks for my sweet zooey cards, and everyone for making this special event great again. Let's push it next year.
Aug 31, 2016JstarfireT posted a message on Spring and Summer Set: Amonkhet and Hour of DevastationPlease Desert subtype designs!!!Posted in: The Rumor Mill
Aug 1, 2016I'm a legacy fish player, and setting aside my FOWs and Dazes to try the Modern seas. This thread is helpful, and I have a version like these recent posts. Forgive me (since it's surely in some earlier page) but can someone explain Wanderwine Hub x2?Posted in: Aggro & Tempo
When do we need white mana??
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May 11, 2019There’s certainly some space to brew there. I’d be curious to see what you come up with.Posted in: Aggro & Tempo
In terms of targeting lands with Surgical Extraction, it’s definitely one of the weapons we have in our arsenal. It really shines against a deck like Tron (where a Mind Funeral or two out of the sideboard can be great), but I think it should be an option in the back of your mind for other match ups as well. Before using a surgical I like to ask myself “what does my opponent need right now to beat me?”. Sometimes the answer to that question is a specific land. I don’t suggest doing this blind, but certainly after you’ve gotten a peak at their library or if your familiar with their deck. Humans is an example of a match up where sometimes targeting their mana base can be very effective.
Surgical Extraction is one of the most important cards in the meta right now and Mill is arguably the best deck that runs them as part of their primary strategy. I’m confident that if more pros played this deck it would be seeing top 8 finishes. Or maybe I’m just crazy.
May 10, 2019Posted in: Aggro & Tempo
Crackling Drake - Read the card again and see your comments
The problem with splashing white is turning it into a control/mill deck which is too slow for the meta. Being a swiss army knife of a deck slows the milling by a lot which will cause us games.
I realized how bad of an example that was as soon as I post it. The thought behind it was sometimes it’s better to drop a Rest In Peace and continue on with our gameplan than spend resources to strip out specific threats. I was three sheets to the wind when I wrote this up, I’m amazed it made any sense at all.
I agree with your sentiment about not crossing the line into a control deck. We need to keep velocity since we don’t have the necessary tools to truly control into the late game like other control decks. What I’m proposing is not to add white control elements but rather supplement or replace the black spells that we’ve been relying on for survival. For instance, making the switch from Fatal Push to Path to Exile, Bontu’s/Damnation to Settle the Wreckage, etc. In spirit it’s the same deck, it’s just lining up different answers for a different meta game.
I’ve been using this to great success both online and in paper:
4 Hedron Crab
4 Path to Exile
3 Surgical Extraction
4 Visions of Beyond
4 Glimpse the Unthinkable
3 Mission Briefing
2 Timely Reinforcements
2 Settle the Wreckage
4 Archive Trap
3 Mesmeric Orb
3 Ensnaring Bridge
1 Detention Sphere
2 Fraying Sanity
3 Field of Ruin
4 Flooded Strand
1 Godless Shrine
2 Hallowed Fountain
4 Polluted Delta
2 Shelldock Isle
1 Watery Grave
1 Jace, Vryn's Prodigy
1 Surgical Extraction
1 Collective Brutality
2 Crypt Incursion
1 Supreme Verdict
1 Torpor Orb
2 Rest in Peace
I recently won a local tournament with this build. I faced Humans, ElectroBalance, BW Gideons, and Tron. The deck felt great.
Biggest challenge to Esper is the mana base. I found that the fourth Field of Ruin was too strenuous and I’ve been going back and forth between lists that include and exclude Oboro...honestly if you’re turtled up to the point where you can win by bouncing Oboro then you can probably win by drawing into mill spells.
I’ve also been changing my mentality about how to play surgical extraction in a shell that runs exiling effects. It’s lead me to dig deeper into decks I don’t play in an attempt to understand them better; to understand what cards enable their game plans. Now, I try and focus on stripping out the card you need to get your threats online instead of the threats themselves. It sounds odd, but I feel like it’s forced me to make smarter plays with my surgicals.
Of course, everything is anecdotal and what works for me won’t necessarily work for you, but if your looking for something to freshen up your mill life, I suggest a revisit to Esper.
Apr 17, 2019I think adding anything else will be a recipe for disaster. As is, it's a strange and powerful, but not inherently broken card.Posted in: Custom Card Contests and Games
Land - Locus
When Mana Pool enters the battlefield add CC.
Apr 11, 2019I do agree that word is strong. However, having a source of stable/constant draw is always been something I believe our archetype needs to really push to the highest tiers.Posted in: Aggro & Tempo
I mean, that same vehicle with islandwalk or a Merfolk subtype...
There is also the need of a strictly better Deprive, but we're most likely getting that in June
Mar 30, 2019I've been refraining from participating on this card because I've been perplexed as to how to make it make sense. It's starting to look like it might work out though.Posted in: Custom Card Contests and Games
Broken Promise 2
Each player secretly names a cardtype in their hand.
If a zone has three permanent cards of one type named
Mar 6, 2019I find it very interesting that so many of you have finally come around to splashing green, as I recommended last year. Assassin's Trophy is indeed a great addition, and completely solves our need for an answer to Leyline of Sanctity.Posted in: Aggro & Tempo
I've moved beyond UBg mill, and am currently running rUG mill. It is an aggro speed race, with a T3 win. Waiting on the last few pieces, and then I'll be trying it out locally. I'm excited to see how it goes.
The deck is as follows:
4 Sakura-Tribe Scout
4 Hedron Crab
2 Young Pyromancer
2 Walking Atlas
4 Cerulean Wisps
4 Growth Spiral
4 Spell Pierce
4 Amulet of Vigor
4 Retreat to Coralhelm
4 Botanical Sanctum
4 Breeding Pool
2 Izzet Boilerworks
4 Misty Rainforest
4 Simic Growth Chamber
2 Steam Vents
The strategy, is to get a Sakura-Tribe Scout (STS) down T1. He will be vulnerable, so you have to hope he can survive their turn. Alternately, you can play Amulet of Vigor as a 2nd line.
Turn 2, you tap him to add a 3rd land. There really is nothing else to do this turn, except drop Amulet if you have it. Leave U mana open to counter anything that attempts to remove the STS. She is the key to the deck. At the end of their turn, use the mana to draw a card with one of the 12 cantrips and find the other pieces. 8 of them will give you a fourth land. On line 2, you drop a bounce land for the mana. Now that you have protection, go ahead and play STS, and Hedron Crab. Just make sure you hold up U for Spell Snare to protect them.
T3, Go ahead and drop another land with your land drop for the turn. You now have 4 mana. If you played Amulet, you can drop a bounceland, but only if you have another in hand. Otherwise, drop a regular land. You can now play Retreat to Coralhelm, being sure to keep U mana open. Tap STS to drop a bounceland. Tap it for mana, and return it to hand. Untap STS. Now that you have the mana to protect your creatures with Spell Pierce, go ahead and drop Hedron Crab. Repeat dropping the bounceland and untapping STS until the opponent is milled out. Pass Turn. If you are missing anything, use the continual mana to cast the cantrips to find the missing pieces. Don't forget to use Young Pyromancer to create a line of chump blockers.
If you are on line 2, Turn 3 unfolds in the same way.
You will come out of the gate T1 and T2 acting very much like an Amulet Titan deck that isn't going well, which should make them take different, non-optimal lines. They will likely try to attack your Amulet, which is ok. It slows you down a turn, but much better they spend their removal on that. What you do not want them to do is take away your STS, since it A: ramps you into a faster win, and B: is part of the engine that wins you the game. Do not drop your Hedron Crab until you are ready to win the game. On turn 3, if they are on the draw, they will not have the mana to cast a counterspell and satisfy Spell Pierce, which means they lose. Alternately, they cannot cast 1 mana removal (Push, Path, Bolt) and pay Spell Pierce costs. If they are on the play, to have the mana, they did nothing on their turn 3, which is highly unlikely. To put it simply, if they have only 2 mana untapped, they cannot stop you. Go for broke. If they have 3 or more open, proceed with caution.
Note: Lands may need to be adjusted. Advice is very helpful.
Mar 5, 2019Smuttny posted a message on War of the Spark: Foil Planeswalker in Every Prerelease PackPosted in: The Rumor MillQuote from ForgottenPlaneswalker »https://www.chimeraccg.co.uk/Events/MtG-War-of-the-Spark-Pre-Releases/Magic-War-of-the-Spark-Pre-Release,-Friday-Event-1/
Contents (In case link stops working):
• 6 War of the Spark booster packs
• 1 Insert
• 1 Foil Stamped Premium Planeswalker
• 1 Foil Stamped Premium Card
• 1 Spindown life counter
Attachment of site also provided in case website is down.
Intrigued. Assuming rare planeswalkers, but I doubt they stretch to uncommon. The promos could also be prerelease specific kind of like planeswalker deck planeswalkers. Power level wise, I’m thinking there will be some flip walkers, maybe some walkers with only - abilities (like sagas) or maybe some will have static abilities with one very weak “ultimate” as it’s only loyalty ability
Mar 2, 2019Does anyone else just think this set screams Zendikar fetches? We know Wizards HATES the idea of printing them in a Standard legal set (especially with a new non-rotating format coming in the fall with at least Arena) so this would be the perfect opportunity and increase their circulation without leading to degeneracy in their most popular format.Posted in: The Rumor Mill
Feb 11, 2019Quoz's Quest 11Posted in: Custom Card Contests and Games
Enchantment - Saga
: Each player loses 5 life, then discards a card.
: Target permanent becomes a copy of another pemanent.
: Ante the top X cards
hell yeah, cant have a quoz card without ante
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