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  • posted a message on [Official Thread] BUR Madness
    I like Trespasser as an outlet. Sure, it only works once, but you CAN USE IT MORE THAN ONCE, which is huge if you want something like "turn four, attack w/ trespasser, Temper your (insert X/3 creature), go, drop a wurm @ end of turn." And I think you almost NEED 3 colors (as much as it sucks to say that...). Blue has ALL of the good discard/draw, red has WURM and TEMPER (imo the 2 best madness cards in standard), and black has the rest of the madness/kill cards. You lose a strong element by taking out any of those colors. (Also, not an incredibly good idea until Future Sight comes out, but has anyone tried green for Call of the Herd and/or .... oh, wait, that's it.:rolleyes: )
    Posted in: Standard Archives
  • posted a message on The Green Monster Machine
    It looks like you are planning on using this as a "Green Burn" deck. In that case, I would get rid of the Harmonizes for 1 Forcemage and 2 Giant Growths. Then cut 1 Solifuge for a Stonewood Invocation.
    Posted in: Standard Archives
  • posted a message on A new take on the riders
    It is most certainly not elven riders. As you can see, the only reason they can't be blocked is because the creatures they are riding on can climb trees. Last time I checked, wolves cannot climb or fly.
    Posted in: Speculation
  • posted a message on [PC] Red Morphling
    I don't know. The first time I saw it, it gave me the impression it was going to be black. But now that i think of it, black does need one more planeshifted rare. But the flaming head....... most likely not black.
    Posted in: Speculation
  • posted a message on Timeshifted Ichorid?
    That leaves (probably) 3 Possibilities:
    Red
    Green
    Blue

    Now we just have to decide if wizards is the kind who would bluff (green), double bluff (red) or triple bluff (blue), or just mess up (white).

    (for all of you who got the Terry Soh joke, high five.)
    Posted in: Speculation
  • posted a message on Halo!!!
    Wow, that's already something I didn't even think of. Thanks.

    Anyway, here's my current card Ideas:

    Halo

    Keywords:
    Overshield 3 (This creature comes into play with 3 overshield counters on it. If this creature would be dealt damage, remove an overshield counter from this creature. If you do, prevent that damage. At the beginning of your upkeep, put an overshield counter on this creature. This creature may have no more than 3 overshield counters on it.)

    Magazine 4 (this artifact comes into play with 4 shot counters on it. It may have no more than 4 shot counters on it.)

    Command - 4 mana , tap symbol : Target creature you control commands this artifact. The commanding creature may not attack, block, or use activated abilities. Activated abilities of this artifact may not be played unless a creature commands it. If another creature takes control, the first creature is no longer in command.

    Convoy 3 (As an additional cost to play this spell, tap three untapped creatures you control that share a creature type with it. They don’t untap during your next untap step.)

    Master Chief 7 mana
    Legendary Artifact Creature – Spartan
    Overshield 3
    :2mana:: Equip target human or covenant equipment you control to master chief.
    :3mana:: Master Chief Commands target command artifact.
    “This one child could mean the only difference in this war…” – Dr. Halsey, on the SPARTAN project.
    3/4

    Arbiter, Guardian of the Covenant 3UUU
    Legendary Creature – Covenant Warrior
    Overshield 2
    Other Covenants you control get +0/+1.
    Other Warriors you control get +1/+0.
    Other legendary creatures you control get +1/+1.
    4/3

    Prophet of Truth
    Legendary Creature – Covenant Priest
    Prophet of Truth is Blue.
    Convoy 7
    Whenever a creature you control untaps, draw a card.
    When light is found, one must share it with his brothers.
    0/4




    Prophet of Regret
    Legendary Creature – Covenant Priest
    Prophet of Regret is Red.
    Convoy 5
    Attacking Creatures you control get +2/+0 and can’t be the target of spells or abilities.
    When light is lost, one must take action to retrieve it.
    0/4

    Prophet of Mercy
    Legendary Creature – Covenant Priest
    Prophet of Mercy is White.
    Convoy 6
    Each creature you control has “Sacrifice this creature: Prevent the next 3 damage that would be dealt to target creature or player this turn.”
    When light is stolen, one must learn to forgive he who stole.
    0/5

    343 Guilty Spark 2
    Legendary Artifact Creature – Monitor
    Flying, Defender
    343 Guilty Spark is Indestructible.
    T, end your turn: Draw two cards. Play this ability only during upkeep.
    “Of all the relics the forerunners left behind, none are more useless than these Oracles!” – Prophet of Mercy
    0/1

    Energy Sword 5
    Covenant Equipment
    Magazine 2
    Whenever equipped creature becomes blocked, remove a magazine counter from Energy Sword and prevent all damage that would be dealt to equipped creature and destroy the creature blocking it.
    When Energy Sword has no more Magazine counters on it, sacrifice it.
    Equip – 1

    Posted in: Custom Card Creation
  • posted a message on Halo!!!
    YES! I am trying to come up with a Halo set. I've had a few ideas.

    But I need some help.

    #1. Don't make a Master Chief card. I've already got something in mind.

    #2. Some creature types should involve either human/marine or covenant.

    #3. I'm having main trouble with colored spells. Artifacts (obviously) are not to hard to think up.

    GO FOR IT!

    I will update later with cards i've already thought of.
    Posted in: Custom Card Creation
  • posted a message on [Official Thread] Firemane Control
    @ JayC: His referal to extended cards was kind of a "flashback" moment. He was remembering what it was like to play cards like that instead of wrath.

    I play 3 wraths, but that's because the person I card pool with traded the other one.... without talking to me first.

    Compulsive research= good.

    I always drop angels in the yard with research.... EVERY TIME. The only time I don't is when... well, when there is no possible way to discard.

    I always make sure I've got some life gain in store whenever I play Zur's. Usually when the angel is in the yard. It doesn't have to be, but you need to be way above 20 life when you play if it's not.

    AND....

    I've noticed that few people play both Electrolyze and Lightning Helix. Why? Life gain is great. Cantrips are great. Shocks are great! I guess some people don't have room, but I made room and it works great.
    Posted in: Standard Archives
  • posted a message on Summer: F[T]W
    Dancing Banana Jam Dancing Banana Birthday Grin Birthday Dancing Banana Jam Dancing Banana

    HAPPY BDAY FU!!!!

    Dancing Banana Jam Dancing Banana Birthday Grin Birthday Dancing Banana Jam Dancing Banana

    And about the not posting in summer thing...

    I'm gonna be gone for 2 FREAKING WEEKS after this weekend. On top of that, I haven't been able to go to any, and I mean ANY magic tourneys, not even an FNM for a few months. OMG

    And Aggro, what about.... ok, I give up, what about living wish? You could , i don't know, return stuff from the "removed from game zone"..............
    I have no idea, aggro. I don't even play legacy. In fact, I know so little about legacy, i probably shouldn't even begin to enter the realm of deciding whether or not i might possibly think about legacy in another dimension.

    .... Yeah, that much.
    Posted in: Retired Clan Threads
  • posted a message on Summer: F[T]W
    Ground Seal isn't terrible. Actually, it's quite nice. Yay cantrips! You could also go for Reclaim if you're looking to save that one Dragon from a stray Morningtide or something, but it's more conditional. There are more Coffin Purgers out there than there are Morningtides, so I would pick Seal.
    Posted in: Retired Clan Threads
  • posted a message on Summer: F[T]W
    OH NO!!!

    I've been gone so long, I'm not even on the M.I.A. list! Guys, I'm back, will you ever forgive me for leaving so long?..... I've got cake if you do!
    Posted in: Retired Clan Threads
  • posted a message on [Official Thread] The End
    Shocked ... heh, See? That just shows you how long I have been away from magic. I can't even read anymore!

    Kids, stay in school, don't do drugs, and play Magic: The Gathering.

    Thanks for filling me in Jester.

    And, on to crime // punishment. I would take out wraths for Punishment. it is a great replacement and, as I said before, yay type 2 Deed. The reason I downplayed its importance yesterday is because I was too concerned with Crime.

    On the subject of manabases, i like Cobweb's original Bird/Sprawl/Elder configuration (mostly because I have no money and his list only has 2 duals in it :D). But seriously, with the birds and sprawl, you'll almost always get the right mana at the right time, and plenty of it at a quicker speed. And.... there's no 'Vore in my area, so I've got nothing to worry about there. (and on the subject of 'Vore, I like at least 2 Sacred Ground SB. When there was still 'Vore at my shop, I'd always have that many or more.)
    Posted in: Standard Archives
  • posted a message on [Official Thread] The End
    Ok, I am getting back into magic after about 2 months, and I believe this is the deck I am going to build, because this deck looks pretty nice (props to Kingcobweb). I do have some questions though.

    1. I have seen some builds that run black, for fairly good reasons, too. But I'm stumped: Why no Kokusho? Just running 4 in the deck could win you the game. I mean, ok, you could draw two of them in the course of the game, but even that is huge. Just sac hulk, get the other 2 out, and cut your opponent's life in half, if it's not already lower. Then hardcast another, swing & sac. I would have figured Mr. State Puff as a no-brainer, but someone please correct me if I'm overlooking something, because remember: I am just getting back into the game.

    2. Why have blue? I don't understand the point of counterspells in
    A.) A big-guy deck.
    or
    B.) A combo deck.
    Niether one can spare the mana or the turns to cast anything control-ish (aside from "3 yosei PWNS").

    And....

    @Xyre: Punishment= Yes. 3 cheers for type 2 Deed.
    Crime = No . Crime only works for an opponent's graveyard. With all the little creatures running about these days, it may not always do the trick.
    HOWEVER! ... Once i build this deck, Crime // Punishment is automatically going in my SB. It is an AMAZING sideboard card.
    Posted in: Standard Archives
  • posted a message on [Official Thread] RGW Zoo
    Bravo. I love the ledgewalker. That with a jitte.... oh man. No one (apparently) remembers how good a Troll [card=sword of fire and ice]of fire and ice was.
    "Hey! Let's kill the 5/4 regenerator! He's tapped out! .... oh, wait.... can't target."
    No, he can't regenerate, but you won't have to worry much about combat damage with his built-in "Flying".

    Aaaaannndd...... Love the Oaks! You're right, no one expects the oats.

    But, I would take out the Moldervine cloaks for 3 Llanowar Elves (for turn 3 slum/hierarch), and 1 of either Might of Oaks or Watchwolf. You won't be needing that much pump with burn, oaks, and jittes.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Greater Good Combo
    I agree. Karsten did so well because
    a.) No one knew it existed, so didn't build decks around it.
    b.) No one thought about what to sideboard against greater good, as not too many people were expected to take it to worlds.
    c.) When people played it, they didn't know what to do or how to respond to how his deck worked.
    This is all thanks to the deck being rogue. AAAANNNNDD...........

    d.) Karsten is one of the most brilliant Magic players on the Tour right now, and can (on a good day) get himself out of almost any situation in a game.

    The deck is not tier 1, nor has it ever been tier 1. Ever. This is not an attack on you, DM225, I am simply stating that you are one of the very few people on this site who believe this deck is still as competitive as it was in Worlds. It is still good, but it won't be quite as successful unless someone comes up with a crazy new idea to throw people off their feet. But, afterword, the deck will return to this status.


    All right, time for a new discussion:
    What will this deck do once Leyline of the Void shows up in decks?
    Posted in: Standard Archives
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