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  • posted a message on This Winner is Also Judge
    Haunted Necropolis 4
    Artifact
    T, Exile a creature card from your graveyard: Put a 1/1 white and black Spirit creature token with flying onto the battlefield.
    Sacrifice five spirits, Sacrifice Haunted Necropolis: Put a 10/10 white and black Spirit creature token with flying and "Whenever this creature becomes the target of a spell or ability, this creature deals 5 damage to target creature or player." named Vengeful Abberation onto the battlefield.

    IIW: A card that acts as a win condition when an investment is paid or used with synergy EX. Dark Depths.
    Posted in: Custom Card Contests and Games
  • posted a message on The Winner is Judge Game.
    Planar Sundering 3WR
    Sorcery
    Destroy all planeswalkers and creatures.
    Each player sacrifices 3 lands and Planar Sundering deals 4 damage to you.
    "I was assisting Ajani in a battle when all of a sudden the plane we were on appeared to shatter right between us..." -Gideon Jura

    IIW: Design a card that would be a great addition to standard in the current environment.
    Posted in: Custom Card Contests and Games
  • posted a message on This Winner is Also Judge
    Vincent, Lord of the Pit 7BBB
    Legendary Creature - Demon

    Flying, Trample, Deathtouch

    At the beginning of your upkeep, sacrifice two creatures other than Vincent, Lord of the Pit. If you can't, Vincent, Lord of the Pit deals 10 damage to you.

    "The last fool who summoned me was unable to unable to pay my debt... His mistake cost him seven years and seven days. What will it cost you?"
    7/7
    Posted in: Custom Card Contests and Games
  • posted a message on [SCD] Midnight Haunting
    Personally I'm not a fan of midnight haunting. It doesn't do a whole lot in our type of deck. Sure- you can flash it back with snaps but, When your dedicating slots in your sideboard you need something that REALLY devistates them. I've been using Curse of Death's Hold for my limited use SB card and it has done wonders! If you drop it on MBI they have no way of getting rid of it and it causes the only creature you need to worry about then is Skithyrx and Phyrexian Crusader. It effectively shuts down all but 6 creatures in their deck and halves 4 while weakening the other 2.
    Midnight Haunting only really delays their game plan or trades/chumps. You also probably need to dedicate 2 or 3 slots to it to ensure that you have one in the game. So even though it is working I think you should re-evaluate it. MBI isn't really our worst match up imo.
    Posted in: Standard Archives
  • posted a message on This Winner is Also Judge
    Deathly Fumes 2BBB
    World Enchantment {R}

    Creatures on the battlefield lose all abilities and are 2/2 black zombies.
    When a creature dies, exile it.
    3, Exile a creature card from your graveyard: Put a 2/2 black zombie token into play. Any player may activate this ability.

    "What was originally invented as a cure. Turned into one of the most potent toxins ever developed."

    IIW: A card with Transfigure.
    Posted in: Custom Card Contests and Games
  • posted a message on [SCD] Sheoldred, Whispering One
    I ran Sheoldred in my list for a long time but, I eventually cut her. In solar flare we only want to run a maximum of 2 7 drops- most I've seen only run 1. This spot falls mostly onto Elesth Norn since she shuts down so many aggro decks and protects you from wolf run's alternate win condition while being a great assault and defense creature. Since aggro is one of our harder matchs Sheoldred will more than likely turn into a less glamorous sac spell or a 3/3 beast. At best she will reanimate a Sun Titan but, she draws more hate than Sun Titan and if your playing her to draw hate you may as well run a better creature that gets value when it hits the field.

    Keep Elesth Norn since she acts as a 6/9 wall and a 4/9 attacker that pumps your other attacks as well. Sheoldred also doesn't answer temporary creatures like Inkmoth and Glinthawk or hasters like Skittles. While Elesth Slows or prevents them from even attacking or blocking.
    Posted in: Standard Archives
  • posted a message on [Vs.] U/B Control
    My friend and I played a lot of games in testing this match up and I feel he is a better player than I am. I'm also average or higher skilled myself to most- In our matchs with U/B life totals sometimes became the secondary win condition. With our amount of milling and draw our librarys would always be the weakest part of our defense. Nephilia Drownyard will turn into U/B's greatest weapon so using Ghost Quarter on it when you have 7+ lands is a good idea. Also running a Drownyard yourself is a great way to combat them.
    Resolving Liliana will be very difficult to do and sometimes impossible but, against a U/B control player playing her turn 3 isn't a bad idea since you can force pressure on their hand and board at the sametime without feeling threatend by a turn 4 or 5 counter assault with you tapped out. However, keep in mind that if your going to be playing the mill strategy out on them that you need to keep your resources up and know when to allow them to build theirs and when not to. Even though Forbidden Alchemy mills up 4 it is greatly benefital but, try not to cast it more than 5 times otherwise you turn the resource gathering into a negative.

    Matchs with U/B: 13 in Total
    Wins: 9
    Loss: 4

    Over 3/4 of my wins were due to mill. This means that we need to win game 1 at all costs since our game 2 will probably be short on time and we have few things to really disrupt them with heavily- Unless you run Surgical Extraction but, even then you can't really disrupt their kill spells and board wipes- only their counters which, may not do as much help as you think.
    Posted in: Standard Archives
  • posted a message on Unringed cards
    Quote from phuture2k
    THE Tutor B
    Instant
    Search your library for a card and put that card on top of your library. Then, shuffle your library.
    "Where did it go? I could swear it was right here at the top!"


    You sir- Made me laugh diabolically outloud...

    Moar please!
    Posted in: the Speakeasy
  • posted a message on counter dread return
    702.32. Flashback

    702.32a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player's graveyard and the other that functions while the card is on the stack. "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack." Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.


    Yes, Dread Return will always be exiled when it is flashbacked. If it is countered or not makes no difference to the location it ends up in.
    Posted in: Magic Rulings Archives
  • posted a message on [Official - Solar Flare] Tournament report/results thread
    Build Ran:


    Round 1- Red/Black "Spyro Brew"
    -Game 1: [Rice Roll- He wins and plays, I mulligan once] From the get go it looked to me like he was playing RDW until he dropped a Dragonskull Summit and played Bump in the Nights and Diregraf Ghouls. He pushs me to 6 life with nobles and ghouls but, Doom Blades, Leaks, and my reanimated Sun Titan turn it to my favor. I eventually punish him and take the game easily.
    Sideboarding: -2 Liliana of the Veil, -2 Dissipate, -1 Go For the Throat, -1 Doom Blade, -2 Phantasmal Image, -1 Consecrated Sphinx, +2 Dead Weight, +3 Timely Reinforcements, +2 Spellskite, +1 Celestial Purge, +1 Day of Judgement

    -Game 2: [He mulligans once] I keep a very iffy hand of 2x Island, 1x Ghost Quarter, 1x Snapcaster Mage, 2x Timely Reinforcements, 1x Think Twice. It pays off and I hit my plains by turn 3 (as well as having a swamp drop on turn 2) and proceed to take the game into my favor by turn 4 and 5. Never dropped below 15 life and manage to make him deplete his hand without any trouble. I take the game easily from there.
    1-0

    Round 2- Tempersteel Variant
    -Game 1: [Dice Roll- He loses and I play] He drops a turn 1 Signal Pest and Memnite, turn 2 he drops another memnite and Signal Pest. I manage to resolve a turn 4 Elesh Norn on him and then proceed to take the win from there. Even though it was a turn 4 boardwipe+body he managed to get me all the way to 8 life. I'm not looking forward to a second game.
    Sideboarding: -2 Liliana of the Veil, -2 Dissipate, -1 Go For the Throat, -1 Doom Blade, -1 Grave Titan, -1 Consecrated Sphinx, +1 Divine Offering, +3 Timely Reinforcements, +2 Dead Weight, +2 Ratchet Bomb

    -Game 2: [No Mulligans taken] His plays were much slower this game, getting only a turn 1 Vault Skirge. I Day of Judgement after a few turns to stabilize and cast a timely. He eventually gets a Shrine of Legions and a Hero of Bladehold which I need to content with. I eventually find a ratchet bomb and hold off shrine as well as begin to beat face with my sun titan. Not only that but, it seemed like he top decked a lot of lands also.
    2-0

    Round 3- UW Illusions
    **SPLIT**

    For an easy 3 round tournament that I didn't even want to play in I did fairly well going 2-0-1...
    Posted in: Standard Archives
  • posted a message on [General] MTGO Solar Flare
    I think the thing to look at here are the cards: Forbidden Alchemy and Think Twice With these cards we can mainly search for a land much easier than most decks. I think what most lists do though is they end up cutting a think twice for another land for stability purposes. As I've seen most lists only run 3 think twices and 26 lands. It may be possible to run 4 think twices and only 25 lands but, at the moment I'd rather garuntee that I'm not mana screwed. Late game I think the think twice are definantly better over the land as they cycle for 2 and then still give value at 3 or forbidden lets you dump them and still get value.
    Posted in: Standard Archives
  • posted a message on [Q+A] Why...
    Personally I love both- but, I'm also a glutton for utility and variety. Solar Flare allows you more options and can recover better when thrown behind. In my various matches vs U/B control I have commonly won by the simple that that Solar Flare can promote more board pressure and get more value out of their cards than U/B can.
    Posted in: Standard Archives
  • posted a message on [Official - Solar Flare] Decklists thread


    Deck Made: 11/10/11
    Update Changes:

    Mainboard:
    -1 Victim of Night
    -1 Liliana of the Veil
    -1 Grave Titan
    -1 Swamp
    -1 Glacial Fortress
    -1 Day of Judgement
    +1 Doom Blade
    +1 Dissipate
    +1 Day of Judgement
    +1 Nephalia Drownyard
    +1 Think Twice
    +1 Snapcaster Mage

    Sideboard:
    -1 Purify the Grave
    -1 Dissipate
    -1 Gruesome Encore
    -1 Revoke Exsistance
    +1 Phantasmal Image
    +2 Spellskite
    +1 Day of Judgement


    Mainboard:
    -1 Oblivion Ring
    -1 Victim of Night
    +1 Doom Blade
    +1 Grave Titan

    Sideboard:
    -1 Phantasmal Image
    -1 Revoke Existence
    +1 Divine Offering
    +1 Celestial Purge


    Mainboard:
    -1 Grave Titan
    +1 Snapcaster Mage


    Mainboard:
    -1 Snapcaster Mage
    -1 Rune-scarred Demon
    -1 Phantasmal Image
    -1 Doom Blade
    +1 Day of Judgement
    +1 Dismember
    +1 Unburial Rites
    +1 Grave Titan

    Sideboard:
    -1 Day of Judgement
    +1 Negate


    Mainboard:
    -1 Phantasmal Image
    -1 Unburial Rites
    -1 Swamp
    +2 Island
    +1 Oblivion Ring

    Sideboard:
    -1 Ratchet Bomb
    -1 Sever the Bloodline
    +1 Phantasmal Image
    +1 Disperse


    Mainboard:
    -1 Concecrated Sphinx
    -1 Sun Titan
    +1 Wurmcoil Engine
    +1 Grave Titan

    Sideboard:
    -1 Dead Weight
    +1 Nephilia Drownyard


    Sideboard:
    -1 Ratchet Bomb
    -1 Celestial Purge
    +2 Flashfreeze
    Posted in: Standard Archives
  • posted a message on [SCD] Liliana of the Veil
    I've run 3 in my list and have had issues in having one or not having one. She works very well with our engine and though not having her out makes me sad- having 4 causes clogging or unnecessary draws. I may actually cut a liliana into the sideboard since the likely hood of bringing her back with sun titan is so much that i could run another useful card or the like.
    Posted in: Standard Archives
  • posted a message on Premium Deck Series: Graveborn (Full list spoiled!)
    Quote from Mana Mage
    The first post says that there is only one mythic, and it's from the ALA block. No Sun Titan.


    so.... Uril, the Miststalker? Yes- its baseless but- it does have some funny ironic interaction with animate dead... In either case, I'm still on the edge of my seat with the list of whats in this.
    Posted in: Rumor Mill Archive
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