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  • posted a message on RoE Forum Draft 2: The RoEing - p1p7
    Prism keeps our options open. Much cheaper than the cleaver too. We can splash future removal spells in any color that happens to be open. Seeing as how we have none yet, we don't need to be picky later.
    Posted in: Limited Archives
  • posted a message on Warp World
    Hah! You know, I read the card wrong. It says to exile the copy at the beginning of the NEXT end step. The copy sticks around for blocking. It's even better than I thought Smile
    Posted in: Standard Archives
  • posted a message on Warp World
    Hey guys. New to the forum here. Warp World looks positively hilarious and I've already got my playset.

    Quick question. I searched back about 15 pages into the forum and I couldn't find any mention of Splinter Twin. Forum search didn't help either. This light 2RR enchantment, which resolves on the warp, just abuses the hell out of ETB effects. If you're in aggro mode before the warp, then you don't care about trading with a blocker either. Is there some reason it hasn't received serious consideration? Some of the effects range from pretty good to absolutely devastating:

    Ondu Giant: Extra tutored land drop per turn.
    Kozilek's Predator or Emrakul's Hatcher: Extra 2 or 3 spawn tokens per turn. We're getting into hardcasting Eldrazi ramp territory here.
    Overgrown Battlement: 2 green mana per turn, as the twin also has defender.
    Elvish Visionary or Wall of Omens: Draw an extra card per turn.
    Sea Gate Oracle: Draw an extra card per turn of the two on top of your deck.
    Siege-Gang Commander: Extra 3 goblin tokens per turn.
    Bogardan Kellkite: Extra 5 damage per turn divided any way you want.
    Avenger of Zendikar: Exponential token growth.
    Acidic Slime: Destroy target artifact, enchantment, or land PER TURN and destroy a blocker PER TURN due to deathtouch. You can destroy land as fast as they can play it with this. If you're also running Spreading Seas, this has to be positively devastating.
    Pelakka Wurm: Gain 7 life per turn and 7 trample damage that ignores opposing creatures' power.

    Unfortunately, no BBE cascade. Pretty sure that would count as broken.

    Even with all the removal out there, it would count as a "second chance" copy of any creature just hit with a path, bolt or bounce. If the enchantment resolved during the previous turn (did your opponent tap out?), you could always create a twin in response to the removal and get one last attack and ETB effect in there.

    I know there's an inherent risk of getting two-for-oned on the turn the Twin is cast and maybe that's why it's not getting any consideration. But I understand this thread is supposed to be a place for crazy ideas.

    What do you guys think?
    Posted in: Standard Archives
  • posted a message on Been watching for years
    Finally started playing! Made a sizable investment in cards. Bigtime U and R fan. Any deck that uses both is something I'll look at. I'll do everything I can to make those colors a decent combination in Standard and I look forward to being a part of the fun!

    I never want to forget to have fun in all of this. It's easy to say all the good ideas are taken, but that's no reason to stop trying and to stop looking for fun decks to play.

    Nice to meet everyone! Smileup
    Posted in: Introduce Yourself
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