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  • posted a message on PAX Kaladesh Spoilers - Saheeli Rai, vehicles, energy, other mechanics
    The one vehicle reminds me of the Batmobile, coming in by itself and doing something, then waits to be piloted.
    The flagship seems like a flying Inferno Titan and I'm okay with this. (Can I use as a General? I want a Flagship General)

    Rashmi feels like they wanted to bring back cascade without making it broken. (IE the keep going until you get something)

    I love that dwarfs are coming back. Just love it.

    In terms of playability, I don't think many cards will find their way into modern or elsewhere. But, we'll have to see. After all, I kinda cringed when I saw the energy mechanic. You basically have to play these specific cards to get a specific type of mana to play this other specific set of cards. It seems sloppy besides the Aether Engine.

    And as an animal lover, Dat fox. Feels kinda like a Sadbot, but with life over a card. I like it.

    And yes, Saheeli is kinda great. Just that +1 is already 4x better than original Chandra.
    Posted in: The Rumor Mill
  • posted a message on Creature power-level formula
    I think that this formula works pretty well. Though some things are not defined perfectly. I would argue the point that Annihilator 1 should be counted as 5 and +1 for each point over 1. So Annihilator 6 would be +10.

    As for making more clear cmc for low cost creatures going for something along the lines of adding color intensity. So It would look like:
    PWLV = (P+T+S+M+L+XL-D-XD)/(CMC+CI)

    Color intensity would be half of the colored symbols used to make up the card. A few examples.
    Birds of Paradise - (0+1+2+2)/(1+0.5) = 3.33 (or 2.66)
    Leatherback Baloth - (4+5)/(3+1.5) = 2
    Watchwolf (<3) - (3+3)/(2+1) = 2
    Goblin Guide - (2+2+2-1)/(1+0.5) = 3.33
    Tarmogoyf (Average) - (5+6)/(2+0.5) = 4.4
    Chimney Imp - (1+2+2+1)/(5+0.5) = 1.09
    Broodmate Dragon - (4+4+2+4+4+2)/(6+1.5) = 2.67 (Spawn counted as a 4/4 Flyer)
    Kalitas, Traitor of Ghet - (3+4+2+5+2) / (4+1) = 3.2
    Posted in: Custom Card Creation
  • posted a message on 4 Color Generals
    Here are some 4 color Generals I made while I was bored the other day. I had given my friend the choice of a color to leave out and a creature type.
    Their requests were
    Nonblack - Angel (Do something newer with it)
    Nonred - Elephant (Love his Elephants)
    Nonred - Elf Wizard
    Nonwhite - Human Soldier
    Nonblue - Dragon (My own preference)
    The rest were because I felt like it.

    Azriel, Archangel Prelate 3RGWU
    Legendary Creature - Angel
    Flying, Vigilance, Haste
    When ~ enters the battlefield, reveal the top and bottom card of your library. Then, reveal the top and bottom card of target opponent's library. You may cast up to three cards revealed this way without paying their mana costs.
    1WG: Regenerate ~. When ~ regenerates this way, each player may return a card from their graveyard to their hand, chosen at random.
    6/6

    Drazal, Draconic Overlord 3BRGW
    Legendary Creature - Dragon
    Flying, Lifelink
    When ~ enters the battlefield, goad all creatures.
    2BG, T: Return target creature from an opponent's graveyard to the battlefield under your control. It gains haste until the end of turn. At the beginning of the next end step, choose an opponent that does not own that creature. That player gains control of it. If you cannot, sacrifice that creature.
    7/7

    Stelina, Heiress Unleashed 3UBRG
    Legendary Creature - Vampire
    Deathtouch
    Whenever you cast a creature spell, you may pay 2 life. If you do, return a creature card from your graveyard to your hand.
    3BR: Each player sacrifices a creature. Choose one of the sacrificed creatures. Put that creature onto the battlefield under your control. It becomes a vampire in addition to its other types and gains "1U: This creature gains hexproof until the end of turn".
    5/6

    Crast Mitelam 1UBRG
    Legendary Creature - Human Soldier
    Hexproof, Double Strike
    Whenever ~ attacks, you may reveal an instant or sorcery from your hand. If you do, you may exile that card and cast a copy of it without paying its mana cost.
    At the beginning of your upkeep you may put a card from exile that you own on the bottom of your library and shuffle your library.
    3/5

    Telvrak, Infernal Redeemed 3WUBR
    Legendary Creature - Demon
    Flying Hexproof
    Whenever a land enters the battlefield, you may reveal the bottom card of your library. If it's a creature card, put it into your graveyard. If it's a nonland noncreature card you may cast an instant or sorcery from your graveyard without paying its mana cost. Exile that spell. Then shuffle your library.
    1WUBR: Put ~ onto the battlefield. Activate this ability only if ~ is in your graveyard. \
    5/5

    Ephenar, Grand Archaeologist 2GWUB
    Legendary Creature - Elephant Artificer
    Trample, Reach
    Whenever ~ enters the battlefield, you may search your library for an artifact card and put it into your hand.
    GWB, sacrifice an artifact, t: Each opponent loses X life and you gain X life, where X is equal to the converted mana cost of the sacrificed artifact. If it was legendary, each opponent loses X life.
    5/7

    Ratasha, Elder Histoire 2GWUB
    Legendary Creature - Elf Wizard
    Whenever a non-creature artifact is put into the graveyard from the battlefield, you may put an artifact or creature from your hand onto the battlefield.
    At the beginning of your upkeep, you may sacrifice a creature. If you do, return an artifact from your graveyard to the battlefield.
    4/4

    Edit: Forgot Stelina's P/T.
    Posted in: Custom Card Creation
  • posted a message on Spy Kit: New Weird Equipment
    Quote from Token_Hunter »
    Quote from Shadowrulz »

    Well then, I guess I know what cards will go well in my non-competitive Bruna, the Fading Light deck. . . Thank you sir.

    If you're planning to search up Gisela, The Broken Blade, make sure the real Bruna's on the field as well, or it won't end well for Gisela.

    No, I understand that, but it can get me Thalia's Lancers, Protector of the Crown, Peacekeeper, Mother of Runes and much much more. Also, Exclusion Ritual seems really fun with this. I'm going to enjoy my shenanigans.
    Posted in: The Rumor Mill
  • posted a message on Spy Kit: New Weird Equipment
    Quote from Antiantiserum »

    See the oracle text of the card in question (and all the similar cards): Whenever a nontoken creature you control dies, you may search your library for a card with the same name as that creature, reveal it, and put it into your hand. If you do, shuffle your library.

    Well then, I guess I know what cards will go well in my non-competitive Bruna, the Fading Light deck. . . Thank you sir.
    Posted in: The Rumor Mill
  • posted a message on Spy Kit: New Weird Equipment
    How would this actually work with card's like Remembrance?
    I understand that if the cards says search for a cards with the same name it works, but, my real question is that some of the cards mentioned in previous comments don't actually say search for a card with the same name. They say search for a copy of this card. Wouldn't that mean that you search for a copy of the actual creature? Or is it that you actually do get to search for any non-legendary creature. . . I'm confused.
    Posted in: The Rumor Mill
  • posted a message on Beastcaller Expert
    I think I may finally have a playable mana dork for my modern shamans. T2, tap for this, tap it, drop a harbinger search for rage forger and play it next turn. Seems good. Especially with emmissaries and wolf-skulls. I'll pick up at least 2.
    Posted in: The Rumor Mill
  • posted a message on Stompy
    Now, I haven't read every single post here, but, I was a big person into MGA when it was a thing back in Zendikar block when stomping face with Beastmaster Ascension, Eldrazi Monument, and Garruk ults were just so fun to do (I think almost half my posts alone are there). So I'm partial to it. I love me some green creatures, so I couldn't help but build a deck from this.



    I may just be stuck in the old ways of doing it, but, I still like the idea of turn 2 Leatherback Baloth or a turn 2 Flashy Uncounterable Talara's Battalion that dodges bolt. But it also opens up possibilities for turn 2 Garruk into a Baloth or simply turn 2 Thrun.

    I'm not sure if anyone had mentioned the summoning yet, but I feel it at least could deserve mention as it makes creatures like Tusker and Battalion dodge bolt and quite frankly the only creature it's "bad" on is Strangleroot (who would still be a 3/2 uncounterable haster). But then again, there are other pump spells as well, like hydra. Though, I do play in a heavy Remand meta with a lot of bolt which may be why I like it so much.

    And of course the Eldrazi Monument which is just a giant middle finger to whoever you're playing if they have no artifact removal or counterspells (Which so little people have mainboard anyway outside of remand and cryptic). It just gives that force you built up another way of punching through that last bit of late game damage. I mean, I may decide to use Overrun or Triumph of the Hoards but, I think each wide spread pump has merit in it's own right.

    And Leyline of Vitality may be an odd choice, but I just feel it'd be good vs burn. Bigger back end on my creatures so they can't burn them, and incremental lifegain so Skullcrack can't hurt quite as bad? I dunno, haven't tried it yet. But I feel it could be worth the side slot.

    And lastly, a couple cards I left out of mainboard:
    Scooze: Don't get me wrong, I love him. But I also want to try the Battalion so much as well. So he's in side for now because there are so many decks he hoses straight away.

    Dryad Militant: When I saw this card released, I got my playset immediately and have not regretted it. But, I don't know quite how stompy they actually are. So I left it out for that reason. And the fact that they don't tap for mana. =\ It's a trade off. Less resiliency for quicker game which I trade back in Savage Summoning.

    Dungrove Elder: This guy. I can't really explain properly as to why, but, I HATE HIM. I don't like him at all. I know why he's good. I know why people run him. I understand he can win games. But, I played with Dauntless Dourbark in a treefolk deck and loved him. Why? Because he almost always dropped down as a 5/5 - 6/6 Trampler on turn 3. Where as, I will NEVER get that turn 3 out of Elder. In fact, the way I have the deck working, I want my 3 drop to be on turn 2 as a 4/4, 5/4 Trampler, or 4/5. I will run Witchstalker before I run Elder simply because of my hate for him. My misplaced, undenouncable, undying, hate for him.
    Posted in: Modern Archives - Established
  • posted a message on [Primer] Shaman You! Discard, Search, Treefolk, Shamans -- Descendant's Path
    I like this. I've played each individual deck to death and I love each card in it. My first constructed deck was Standard Treefolk, My guilty pleasure deck was Modern Angel Path, and My favorite modern deck that I've even taken to GP Richmond was G/R Shamans. This deck is definitely a nice combination of everything I love. For that I already applaud this.

    That being said, I've made up a list of my own.



    Now, this is only an early stage of the deck, but I think it shows kinda what I think would be good here. Though, I'm going to go through some other suggestions as well. As I believe there are some cards that have been overlooked through this process. I'll put them in order of relevance.

    Dauntless Dourbark: I know what you're initial reaction would be. He's a beater? We have that already. He can get Path'd, Bladed, and Tapped down. My answer is, So? He's one of the most efficient beaters that green can actually run. Even alone on turn 4 he is a 5/5 (granted all your lands must be forests, which is not hard). Next to a Harbinger or Banneret, he lands as a 6/6 Trampler or bigger and if it's both, a turn 3 6/6 trampler is nothing to sneeze at. He's almost always bolt proof, and a must answer. Even better? His value goes up with game time. Obviously, He's a treefolk so Path and Elder hit him without much trouble, and he's got much more scary behind him then his little brother Dungrove Elder (Who is not very good in this type of deck)

    Timber Protector: If you want to stick more to the treefolk tribal part, I can't imagine not including this card. Flipping one off of Descendant's Path or Elder is insanely good. The only lord worth a damn in this type of deck, IMHO. The only problem is if you want to run him, you'll NEED to have those Bosk Bannerets. Hitting him early and then a second one later makes opponents not want to play. It's similar to hitting the Knight lord who's name escapes me while I'm too lazy to look. Not to mention indestructibility on forests as well is not a bad addition to the card as well as it's own 4/6 body which can take down Wall of Omens Deciever Exarch Restoration Angel among others. Problem comes from Doom Blade and Path at that point in the game as that is a big investment to lose to a 1 or 2 cost card. Unless it was Kinship'd in, of course.

    Wolf-Skull Shaman: This is a card that you normally wouldn't see outside of a shaman deck, but since this is a shaman deck, I believe he needs consideration. When I played at the GP, the one thing I noticed, was that every time I played this guy, he ate removal. Honestly, it's for a good reason. the value that you can get out of one of these guys in a tribal deck is rather nice, unfortunately I would not run him in conjunction with Dourbark as he is not a treefolk himself. He's a silent powerhouse that spawns a ton of tokens, but he will most likely eat removal. People don't like to go against free creatures with no investment.

    Master of the Wild Hunt: This card I'm putting in my consideration list because of it's synergies with Wolf-Skull. It's really nice to get those free creatures every turn and eventually they become a thorn in your opponent's side if the spawners aren't removed. That being said, it's unfortunate this guy is boltable.

    Rage Forger: If you are going for the more Shaman tribal part of this, then it wouldn't be terrible to put in their lord albeit red splash. I've seen Rage Forger/Shared Anymosity win games just by being played, despite if they're removed or not. However, this does unfortunately also mean that you'll probably want to switch from Treefolk Harbinger to Flamekin Harbinger and pretty much just remove white entirely as well. It's really a toss up I think, but this card is very aggressive and No-one can ever complain about a persistent lord effect even after death.

    I WILL BE BACK LATER TO UPDATE THIS. I AM NOT FINISHED, I SIMPLY HAVE SOMEWHERE I NEED TO BE.
    Posted in: Deck Creation (Modern)
  • posted a message on [[SCD]] Mindcrank
    Bloodcrank is really fun to play if you are able to drain life from them each turn. It's nice and fun. Also perfectly infinite.
    Posted in: Commander (EDH)
  • posted a message on Stolen Identity
    The question there relies on who owns the first Precursor Golem

    If you owned the first and the two accompanying golems you would get 5 Golems off the first one, then on the second you would get 2 copies on each of your 8 golems. Giving you a total of 4 more precurosrs and 11 Regular ones (Assuming you were smart and targeted the token to get an extra precursor). So if you owned the first golem, you'd get a total of 31 Golems occupying your field at the end.
    If you targeted the precursor the second time, then you'd get 3 precursors and 12 regular. Giving you a total of 29.

    If you didn't own the precursor, then you would get . . . the same amount because I just realized that it doesn't say golems you own.

    In the end you have 31 golems. Unless some of your golems had died along the way. The next time it'd happen, you'd get a total of, 145 Regular golems, and 36 Precursor (Netting 108 more Regular golems). You'd end with a total of 320 Golems.

    End result. Either 29 or 31 (-3 if you didn't control the original) for your current scenario. 320 for your next cast. Have fun.
    Posted in: Magic Rulings Archives
  • posted a message on [[THS]] Complete Spoiler from MTGO Beta
    Very few cards are very good for EDH and stuff. Even less seem standard playable. But all in all, I do like this set. Very flavorful. A couple gems are in here, but still, YAY SPOILERS.
    Posted in: The Rumor Mill
  • posted a message on [[THS]] DailyMTG Previews 9/13: Mistcutter Hydra, Centaur Battlemaster
    Best part about the hydra? Haste. It'll be good against a lot more than just blue because of that right there. Hydras were always just a big threat rather than burst potential until now.
    Posted in: The Rumor Mill
  • posted a message on [[THS]] DailyMTG Previews 9/12: Triad of Fates; Firedrinker Satyr
    So, we get a better Jackal Pup and a better Watchwolf in this set. So what else are they just gonna upgrade.
    Posted in: The Rumor Mill
  • posted a message on [[THS]] Hythonia the Cruel (GatheringMagic)
    Heh, Gorgon tribal. It's now a thing. Only EDH, but possible now.
    Posted in: The Rumor Mill
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