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  • posted a message on Legendary Treasure
    What are you trying to accomplish?
    Posted in: Deck Creation (Modern)
  • posted a message on Lich's Mirror


    Idea of this deck is constantly point direct damage to the opponents face. Allow your health to get low, but not to the point where you will die. It's okay to aim damage spells to the opponents creatures if necessary.
    Then when the coast is clear cast Madcap to get the mirror to refill your hand. The cost is really high. You end up shuffling everything into your deck and basically just getting your hand. But there is a plan. You only want to do this when you can produce 5 Mana without using your land drop. This way you can play the land and cast Madcap OR cast Madcap and then play the land. That gives you 2 Mana. Your rituals can ramp you up to 3 or even 4 Mana to deploy all your newly drawn burn spells.
    Atarka's Command has a hidden mode that this deck actually uses. The putting a land onto the battlefield mode. This deck uses that very well. Eot burn for 3 and then bolt them. If you don't have actual bolt then cast it main phase to be able to cast bump, skewer, spike, etc.
    The trigger for the Mirror goes off when it enters the battlefield. This means there is no point where the opponent can destroy it in response if you took lethal off the Madcap.
    You can and do sometimes play a Mirror before going off. This is especially interesting if you manage to Madcap the other one. You get 2 triggers and can respond in-between them. So any rituals you draw will only add Mana to the pool for the second hand.
    This is mostly made to be a fun deck but can actually put up some numbers.
    I've had a few games where the opponent cast StoneForge getting Batterskull. I cast Atarka's Command eot and then bolted the Mystic to get ramp and basically free damage.
    The deck can be tweaked in different metas, but large cheap creatures are hard to deal with.
    If you expect lots of affinity or cookbooks then you can main Destructive Revelry and side in Smash to Smithereens. The Revelry almost made it main deck since there are lots of targets one way or the other. Only issue is Monkey and other fast decks do not tend to have lots of targets. Meta dependent.
    Posted in: Deck Creation (Modern)
  • posted a message on Sharuum the Hegemon Deck?
    Mayael is this even legal in modern? I'd suggest cutting all the enters play abilities that don't win the game. Once you go off then you should win. If not the combo really isn't worth doing IMO. I'd cut all the cute stuff out and focus on doing that thing first. Once you have that optimized then I'd build the rest of the deck.
    Best answer I can give you is what one card wins if you have the combo of looping the two legends? If it's possible to be a land then that's even better as it doesn't take up a spell slot. If not then you have basically a three card combo deck that needs two identical cards to be effective. Not good.
    If you can put everything into play at one time then I'd maybe suggest a card that makes it hard or impossible for the opponent to play spells that turn. Can be the knight from MH1 or defense grid or Teferi the 3 drop. You'll need a few of these to prevent them from making a mess of the situation.
    Just remember you are playing a slow 3 card combo deck in a focused format. Where 1 card combo decks exist or you can be killed on turn 3. Build accordingly or switch to something better.
    Posted in: Deck Creation (Modern)
  • posted a message on Eggs
    I don't under this. Why post when there hasn't been a deck list in almost two years? I'm pretty sure the meta shifted since then. IJS
    Could you give a deck list and maybe we can work it from there?
    Posted in: Deck Creation (Modern)
  • posted a message on Mono White Riddle of Steel
    Sounds like everything is going great for the deck still. What decks were you having issues with and have they gotten better or worse?
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Infinite Squirrels Idea
    I'd also agree that the wall is better than tutor in this deck. Not only can it tutor the alarm or the nest, but it can also tutor for the general. As well as force Incase you want protection while going off... Or can be pitched to force if you already have it.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Infinite Squirrels Idea
    While not a squirrel if you are wanting to put infinite power and toughness into play with intruder alarm then Sprout Swarm is your best bet. Don't need all that Dryad arbor, nest combo either. If you want squirrels then just add a ChatterFang, Squirrel General to the mix and there ya go.
    Deranged Hermit isn't in modern but we do have Deep Forest Hermit. This combined with Alarm allows you to go infinite with SS BTW.
    Posted in: Deck Creation (Modern)
  • posted a message on Help! Creature Search Help
    I was going to suggest Noose Constrictor. Almost an upgraded Mongrel. Which is pretty good.
    We can probably do better if we had a deck list or something better describing what you are asking about.
    Posted in: Deck Creation (Modern)
  • posted a message on Treacherous Dragon & Thrash Loyalties
    Nice cards. I like that the dragon is terrible. Shows not every custom cards needs to be format defining. Could easily see print. Hopefully in a set with Brand or similar effects.
    The other spell is also weak. Which is again a good thing.
    Posted in: Custom Card Creation
  • posted a message on Force of Impulse
    This does not feel like a model spell. Both effects seem like they can and should exist on individual cards. And the second one should cost 1 more Mana. The first one should be Boros colors. I know justice strike or whatever y'all talked about. Magic has made cards then just made better cards afterwards. This would be just another example.
    Posted in: Custom Card Creation
  • posted a message on Golden Opportunity
    Seems fine. Although it's not really in white's color pie. I see the gaining life part, but that still doesn't seem like a white thing since it caused you to lose almost all your life in the first place.
    I do like that the card itself is more of a fixed time warp. Neat and cool.
    Not digging the miracle part. But that was a weird thing anyways.
    Posted in: Custom Card Creation
  • posted a message on Endless Dungeon
    Venture could be erratid to say you can enter the first level, go to the next room or exit the existing dungeon. I don't mind changes like this since it's not exactly unprecedented. They just did the same thing with Companion. I know it's not popular but if these were to be printed then it would be for the betterment of the game. I can also see Labyrinth being added to the venture mechanic. Both work. I think we are pretty much in agreement for the most part. Just slightly different views.
    Posted in: Custom Card Creation
  • posted a message on Endless Dungeon
    I get what you are saying. And while it does make sense, I do not see the need for them to print another venture mechanic. Would be better just to keep the existing one and grow the count rather than making a functionally identical ability. Right now, since they did away with blocks, the set mechanics are very weak. I'd rather see another set of venture cards than one set of party. You see what I'm saying. All this really would need to be able to happen is to reevaluate the strength of a few cards. The ones that do something when you complete a dungeon become worse while the ones that let you venture easier would be more valuable. They could keep both of course and then there is a give and take with the cards. That dynamic would only make the game even better
    Posted in: Custom Card Creation
  • posted a message on Endless Dungeon
    This is the dungeon that never ends.
    It just goes on and on, my friend.
    Some people started venturing in it, not knowing what it was.
    And, they’ll continue venturing in it forever, just because
    This is the dungeon that never ends.
    It just goes on and on, my friend.
    Some people started venturing in it, not knowing what it was.
    And, they’ll continue venturing in it forever, just because
    This is the dungeon that never ends…

    Dungeon that never ends
    So the idea is to have it being a multiple card dungeon that each piece just has the arrows at the bottom to go to the next part, but that's the bottom of the card. There isn't a payoff at the end.
    Or it could say at the end to grab a random dungeon that doesn't end card and venture into that dungeon as the final step.
    I know it seems dumb, but I feel that maybe if the effects are slightly more powerful that not having an actual end would be great. Like each time you venture that is the payoff. A better effect than the typical ones.
    Let's say we compare this to Tomb of Annulation
    Rather than each player loses 1 life it would say A)each opponent loses 1 life.
    A) Each opponent loses 2 life or discards a card.
    Or B) you lose 1 life or discard a card or sacrifice a permanent.
    If A then A2) Each opponent loses 2 life unless they sacrifice an artifact, a creature, or a land.
    Last part you create a 1/2 goblin creature token with deathtouch and venture into a dungeon that doesn't end at random. (This does not count as completing a dungeon.)
    I mean when you go into a deep dark thing you don't know what is next. This pretty much explains this.
    Yes you do lose the ability to have the if you've completed a dungeon effect, but those cards would lose value if you went this playstyle instead.
    Posted in: Custom Card Creation
  • posted a message on Mimicsilver Ravine
    Quote from user_938036 »
    While it looks perfect a part of me wants it to stay a land like nearly all other animating lands.

    Yeah. It's pretty masterfully done right now though. Wouldn't that create a land with a mana cost if it had that text? That seems odd. Maybe, probably, the way it's worded right now is best.
    Well done Kryptnyt.
    Posted in: Custom Card Creation
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