Halo -- The Ancient doesn't give the creature the ability to produce spore counters at upkeep, just to remove them. Creatures that don't inherently produce sap counters aren't affected.
It's awesome to see you back around these parts!
Damn! You're totally right. Oh well, scrap the Rebel plan.
Make a spore counter with Sprout Swarm at opponent's EOT, give a -1/-1, with Sporoloth Ancient you only need 2x counters to make a dude, sac a sap for another -1/-1.
Rebels are good:
With rebels, you can go and get more creatures. Why is this good, beside the obvious? Sporoloth Ancient gives the "make a sap" ability to ALL of your creatures. More creatures = more saps. You could build a decent wall deck using Sporoloth Ancient.
Warren Pilferers? Unplayable??? I'll want to play with him.
Didn't Gravedigger always seem a little underpowered to you? By the time you had something in the 'yard worth going back for, Gravedigger was sometimes irrelevant. For an extra mana you get an extra power, toughness, and the possibility of haste.
And, if you have one in the 'yard and one in hand, you're basically not going to run out of 3/3 hasties. I'd play 2-3 in the proper deck...
Sorry for the long absence - real life has been very busy of late.
In any case, I was drawn into an IM chat by Polyjak about the new "Evoke" mechanic. My first response: "Ah. Kinda okay." THEN, about a second later, I changed my mind to... well, I'll just post the IM exchange:
Haloscope: Actually, I take that back.
Haloscope: I really like this mechanic!
Haloscope: Perfect for a reanimator deck.
Haloscope: AND... unlike channel, you have the potential to use them as instants.
Polyjak: no.
Polyjak: you don't
Polyjak: you may play it for its evoke cost.
Haloscope: The creature would just have to either have Flash or you have to be able to give it Flash.
Haloscope: You spoke too soon, young Padawan.
Polyjak: oh.
Polyjak: i see.
Polyjak: it can be countered, unlike channel.
Polyjak: it's probably a 'fixed' channel.
Polyjak: but it still strikes me as too much of the same thing.
Haloscope: True. But, so can damn near every other kind of spell.
Haloscope: Yeeeeeeeeeeeeeeeeees, but its also a creature for a sec. Sometimes that can be helpful.
Haloscope: Like if you had something that triggered when another creature CIP or died.
Haloscope: Or goes to 'yard - such as Recover/Grim Harvest.
Overall, I like this mechanic better than Channel. I also think it fills a very different slot. I see its benefits as:
1) Unlike Channel, it will trigger CIP, leaves play, goes to 'yard effects. It will also trigger effects that look for when you cast a creature, cast a spell.
2) It also has the POTENTIAL to be cast at instant speed with anything that gives Flash.
3) It can be reanimated.
Downside? It can be countered by normal counterspells.
I'm getting a little sick of these dismal, dingy, post-apocalyptic worlds. I want a bright, sunny world where plains are grassy and the sky is blue, where forests are full of green leaves, and where islands attach to the continental shelf.
Let's hear it for a sunny world! (Even if the happiness masks an inner darkness...)
Sorry for the long absence. Life's obligations and whatnot.
I'm going to try to keep posting here as often as I can and always make sure my MWS is updated to play/playtest.
Lorwyn? And the symbol? It sounds like an Elf-y name and looks like an Elf-y ear. I'm fine with that, I guess, as long as those elves are tending some little Saprolings.
MWS IS free. After the initial 40 or so days, you are asked to register it - but you don't have to. You shouldn't need to pay or sign up for anything to use it. Where did you download it from - I've never seen any kind of signup requirement for it.
I think you need more disruption or aggro in here. Rock is about keeping your opponent off balance. With Essence Warden and tokens, you have the potential for ridiculous life gain - which is a good thing in this environment. However, I'm thinking either discard or very heavy LD.
Seriously though, I like this card. Sarcomite Myr. U2 for a 2/1 that can jump or get you a card. Late game, he essentially has cycling: U4. Plus, its a Myr!
Well then, it sounds like Bwee needs to post a deck list
Also, is it really Gnarly Beats without the Herd Gnar?
Seconded. I'd like to see what it is.
Off topic, I think our clan first page should have our member's info on it. Such as, my screen name here is "Haloscope," "Haloscope" on AIM, and "Haloscope" on MTGO. The reason is that some of our members have different handles for each - and I can't for the life of me remember who is who sometimes.
Last night I logged into MTGO for the first time in months. Even though I haven't played magic via MTGO in AGES, it still felt wierd to drop from the Disciples of the Common Way.
I guess it would feel a whole lot less weird if I was playing regularly and seeing the same people in the new clan.
Can you explain in more detail how your combo works, I think I have a general idea, but maybe a more in depth explanation would allow us to comment on it.
Hey Giddy, Ruinedlaw,
I'm assuming the deck is based around using land enchantments to add mana to your pool and then untapping the lands for more mana. My main concern is that your deck doesn't have enough draw. The Train of Thoughts are probably crucial to this plan. Even with 4x Muddles to tutor for the Trains, I think it would be a tough way to go.
You should really check out an old Into The Aether column on a similar deck. While you could run the X burn spell plan, this deck has the added bonus of being able to get rid of all of your opponent's lands/creatures and drop 2/4 flying and 5/4 golems. Plus, drawing cards with Rush of Knowledge is more efficient than drawing with Train of Thought.
- H
Everyone else rejected my application.
- H
Damn! You're totally right. Oh well, scrap the Rebel plan.
- H
D'oh!
Polyjak asked me about my thoughts on the newest set. Of course, my first thought was how to make another Rock variant.
Dreamspoiler Witches + Deathspore Thallid + Sprout Swarm + Sporoloth Ancient
Make a spore counter with Sprout Swarm at opponent's EOT, give a -1/-1, with Sporoloth Ancient you only need 2x counters to make a dude, sac a sap for another -1/-1.
Additions:
Dreamspoiler Witches require only that a spell be played on an opponent's turn, not an instant specifically. Thus, Flash is good.
Ashcoat Bear, Whitemane Lion, Spellstutter Sprite, Pestermite, Crookclaw Transmuter, Benalish Knight.
Instants with Flashback are good:
Traitor's Clutch, Thrill of the Hunt, Strangling Soot.
Let's not forget the dreaded Momentary Blink.
Rebels are good:
With rebels, you can go and get more creatures. Why is this good, beside the obvious? Sporoloth Ancient gives the "make a sap" ability to ALL of your creatures. More creatures = more saps. You could build a decent wall deck using Sporoloth Ancient.
Amrou Scout, Blightspeaker to fetch with.
Amrou Seekers, Aven Riftwatcher, Blade of the Sixth Pride (interesting note: this guy is a vanilla 3/1 - but may actually see action if you're slinging -1/-1 counters like crazy), Children of Korlis, Deepcavern Imp, Errant Doomsayers, Rathi Trapper, Saltfield Recluse, Samite Censer-Bearer, Steadfast Guard, Zealot il-Vec.
- H
Didn't Gravedigger always seem a little underpowered to you? By the time you had something in the 'yard worth going back for, Gravedigger was sometimes irrelevant. For an extra mana you get an extra power, toughness, and the possibility of haste.
And, if you have one in the 'yard and one in hand, you're basically not going to run out of 3/3 hasties. I'd play 2-3 in the proper deck...
- H
In any case, I was drawn into an IM chat by Polyjak about the new "Evoke" mechanic. My first response: "Ah. Kinda okay." THEN, about a second later, I changed my mind to... well, I'll just post the IM exchange:
Overall, I like this mechanic better than Channel. I also think it fills a very different slot. I see its benefits as:
1) Unlike Channel, it will trigger CIP, leaves play, goes to 'yard effects. It will also trigger effects that look for when you cast a creature, cast a spell.
2) It also has the POTENTIAL to be cast at instant speed with anything that gives Flash.
3) It can be reanimated.
Downside? It can be countered by normal counterspells.
I give it a thumbs up.
-H
Sorry for the long absence. Life's obligations and whatnot.
I'm going to try to keep posting here as often as I can and always make sure my MWS is updated to play/playtest.
Lorwyn? And the symbol? It sounds like an Elf-y name and looks like an Elf-y ear. I'm fine with that, I guess, as long as those elves are tending some little Saprolings.
- H
- H
You can DL it from : http://www.magicworkstation.com/
Give it another go and let us know if its working for you.
- H
- H
Seriously though, I like this card. Sarcomite Myr. U2 for a 2/1 that can jump or get you a card. Late game, he essentially has cycling: U4. Plus, its a Myr!
- H
Seconded. I'd like to see what it is.
Off topic, I think our clan first page should have our member's info on it. Such as, my screen name here is "Haloscope," "Haloscope" on AIM, and "Haloscope" on MTGO. The reason is that some of our members have different handles for each - and I can't for the life of me remember who is who sometimes.
- H
I guess it would feel a whole lot less weird if I was playing regularly and seeing the same people in the new clan.
- H
Hey Giddy, Ruinedlaw,
I'm assuming the deck is based around using land enchantments to add mana to your pool and then untapping the lands for more mana. My main concern is that your deck doesn't have enough draw. The Train of Thoughts are probably crucial to this plan. Even with 4x Muddles to tutor for the Trains, I think it would be a tough way to go.
You should really check out an old Into The Aether column on a similar deck. While you could run the X burn spell plan, this deck has the added bonus of being able to get rid of all of your opponent's lands/creatures and drop 2/4 flying and 5/4 golems. Plus, drawing cards with Rush of Knowledge is more efficient than drawing with Train of Thought.
Hope this helps,
- H