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  • posted a message on Land-ramp deck for MP
    WARNING: LONG AND INFORMATIVE POST AHEAD

    Lunatic, I agree with Stijnhoofd, you're a little short on lands.

    All of your reasonings are based on calculations, which is fine (and very professional) but those numbers mean nothing until you actually start playing the deck. getting your land drops 75% of the time isn't as good as it seems on paper. And even if you do get your land drops turn 2 and 3, who's to say you'll get your land drops later on? You could be 1 land shy of dropping a terra stomper on turn 4, but you miss your land drop and instead have to spend mana on three visits/nature's lore JUST to get a land into play. talk about losing tempo...

    I know all this because I have two mono-green decks that I have been working on for the longest time. Both used to have low land counts (1 of them also had 20) and while it did work with 20 lands, there were definitely times when I was mana screwed or really hurting for lands, and I wasn't running anywhere near as many land fetchers are you are...I've bumped the land count up to 24 and have never had a problem since!


    Keeping all this in mind, there are a few other suggestions I have.

    As has been suggested, you have too many fetchers in here. I understand why you have it, but other than thinning, it does nothing for your deck (and actually starts to hurt it with lack of land drops). You don't even have any landfall triggers! So I have two suggestions

    1. Bump up the land count. go up to at least 22/24 and get rid of the fetchlands, they're deck-thinning overkill. In this way you'll still be thinning your deck but able to get land drop more consistently. Also, your ramp spells can find you a forest card, so getting your duals out for mana fixing shouldn't be a problem.

    2. If you REALLY want to keep the land count at 20 to have more room in the deck, then consider cutting most, if not all of your land fetchers in place for non-fetch ramp. Llanowar Elves is a staple in mono-green ramp, why isn't he in here? Joraga Treespeaker is like a slower sol ring, but is also good in my opinion, ensuring you always have at least 5 mana by turn 3 as long as you hit your land drops.
    Turn 1 Joraga -> Turn 2 Level up, Llanowar Elf -> Turn 3 Terra Stomper. Seem's pretty sick to me. There are other considerations too like Boreal Druid and Arbor Elf. And don't forget Wild Growth and Overgrowth

    Finally, a note on three visits. You're probably aware, but three visits is very hard to find. I just bought a playset for $30, and that's on the low end compared to what some places are selling their single copy or two at. If you really feel you need 8 Nature's Lore in the deck then by all means go for it, it's your deck, but considering all of the other options mono-green has for ramp I don't think you'll be needing it (plus it'll be easier on your wallet)

    So yes, long post, I apologize, but take it from me! I've been developing and playtesting these mono green decks for over 2 years because I'm a perfectionist of sorts.

    Hope that all helped!

    EDIT: Oh, and have you considered Wall of Roots? It's basically nature's lore on feet. You can use the ability the same turn you play it, but it does a better job of helping you survive against your friends then wood elves or the lore would imo.

    EDIT2: I just saw you added Rampaging Baloths to the deck. This actually does give you a reason to run some land-fetchers, but with 20 lands it's still pretty low. I would suggest a balance or compromise of sorts. Say 22 lands, lower the fetchers a bit, but keep a few in there for the baloths perhaps.
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #218 | Magistrate's Scepter
    I'd like to vote against 4 tumble magnets instead of 2 since I would ultimately like to replace it with 4 Tangle Wire. Not sure how this works though...

    I'm also voting to remove 3 serrated arrows. It was decent way back in the day, but it's too slow to be effective in this deck I feel.

    I'm not sure how I feel about bumping fabricate to 4 since we got tezz, I won't vote for or against it for now.

    I'll also add 2 copies of Tangle Wire for now and if people like it (it's amazing) we can vote to move it up to 4 (hopefully before we reach 75). I definitely think it should be a 4 of because we need to play one turn 3 against aggro decks or we're toast, but I want to leave room for another card suggestion before we hit 75 and can't vote anymore. We also need to clean the deck up a bit.

    We should try to avoid hitting 75 unless we are absolutely certain we have considered all options for the deck and are confident with what we have.




    73 total
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #218 | Magistrate's Scepter
    Quote from Selvaxri

    Tumble Magnet- two words TANGLE WIRE. whilst we're proliferating, we can tap the artifacts that we're charging or have already used (like Energy chamber)... this just seems kinda meek.


    This was another card I was thinking about. I added tumble magnet for the meantime to get something on the decklist (since it had little to no control) and to hopefully generate some discussion on other options for control. Tangle wire seems like it could be a real winner here though. I initially looked over the fact that you only have to tap three permanents down on your upkeep. Also, as you mentioned, we can tap permanents that we don't care about or just tap cards like Core Tapper or Lux Cannon in response.

    So yeah, I'm totally on board with this card and think someone should vote it in (and vote out the tumble magnets)
    Posted in: Casual & Multiplayer Formats
  • posted a message on GB Thallids
    Doubling Season is amazing in this deck and is definitely a keeper.

    Most of the cards I was going to suggest were already suggested, but I'll gladly emphasize on why I think they should be in your deck.

    +4 Thallid Shell-Dweller: It's a cheap saproling producer that helps you survive in the early game. Every good deck needs a way to protect you during the early game and the Shell-Dweller does a goob job of this, all while helping you build up your saproling army.

    +2 Mycoloth: You already know this by now, but this guy really is amazing in the deck.

    +4 Gravepact: In a deck where you can sacrifice creatures on command, this card is simply amazing! It'll put your opponent out of commission for sure. Admittedly it's got a tough mana cost, but if the manabase can support it, definitely consider this card!

    There are definitely other cards to consider, but I would strongly advise looking into adding these three cards into the deck as I believe they are all-stars in here.



    Now for cards to consider taking out or swapping out for...

    -2 Naturalize: Naturalize is a good card, but you're already running putrefy, which takes care of two of the more popular card types. Enchantments are not as common as artifacts and creatures and since you're already running slots for putrefy I see no reason to use up 2 more slots on an even more conditional removal spell when you could be using those slots for some of the cards above.

    -4 Urborg Justice: This card is basically a one-shot gravepact. While it is cheaper, it does require good timing to be effective, where-as gravepact you can just plop down and let the shenanigans begin. Having said that, maybe this card does work out much better than Gravepact. Eitherway, the two cards should share the same slot in the deck (so you should either have 4 Urborg Justice, or 4 Gravepact, but not both in the deck).

    -2 Magus of the Abyss: This guy is "ok" in this deck. He really seems like a slower and weaker version of Urborg/Gravepact, and he hurts you too. You already have 4 slots dedicated to sacrificing shenanigans, 3 slots dedicated to creature removal and (hopefully) 4 slots dedicated to creature protection (Shell-Dweller), I would say that's good enough for the deck. These two slots could be used for Mycoloth or something more productive for the deck.

    There's always more to discuss when it comes to deck building and design, but I feel these are the lackluster cards of the deck that definitely need replacing. The rest of your deck looks pretty good though. Maybe there's a way to fit a little more mana accel in there, I dunno.

    Anyway, good luck with the deck!
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #218 | Magistrate's Scepter
    I pretty much agree with Blutsau, the new Tezz is cool in an artifact deck, but the old one works wonders here and has much nicer synergy with the deck in general.

    -1 Vote against Tezzeret, Agent of Bolas

    I don't know how I feel about black as a splash though, so I won't do anything about it for now.

    I've got a lot of card suggestion, but I can only choose one. bummer...

    Well we do need some protection in the early game. I think staying alive is our biggest priority for the deck right now, so I would like to suggest 4x Tumble Magnet. It's a nice/simple three drop that we'll most likely be able to use over and over again thanks to proliferate. There are probably better choices for control, but I thought I'd give us something to start with and we could go from there.




    nonland: 36
    land: 24
    total: 64
    Posted in: Casual & Multiplayer Formats
  • posted a message on Textbook Mono-G Timmy Deck
    Such a biiiig deck.

    But you gotta go big or go home I guess...

    Since it's such a big deck, I would treat it like one would treat an EDH deck. Lots of card draw/tutors/card advantage etc. There's the added benefit of being able to play more then one copy though.

    There's lots of good cards to suggest. I don't play mono-green in EDH, but I would recommend checking out the EDH staples topic (I think it's top 50 EDH cards or something like that for each color). I know this isn't EDH but the deck's so big, it may as well work like one.

    Off the top of my head, I would suggest throwing some Oracle of Mul Daya love in the deck. A playset of Harmonize seems pretty good too.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Wurm Deck
    I agree with Etched, you got some cool interactions with madness/discarding and threshold, but this deck needs much more ramp.

    Any reason why you're running Deep Reconnaissance? It seems quite underwhelming, especially with the flashback cost (1 less card for threshold too).

    Jorara Treespeaker, Llanowar Elves, Nature's Lore, Skyshroud Claim, I could go on! Definitely consider throwing some of these in the deck.

    Also keep in mind a smooth mana curve. You don't want to have a bunch of big creatures sitting in your hand till turn 6 or 7, you could be dead by then!
    Posted in: Casual & Multiplayer Formats
  • posted a message on Fear all my snakes (Endless Swarm)
    I don't have any specific card suggestions, but I would suggest looking into cards that you can still use in your hand when you've got your epic spell going off (in addition to being useful pre-epicness). Perhaps something with a cycling effect that does something else when cycled. Or some more niche mechanics like Forecast and Channel.

    Also, I wouldn't devote too many slots to giving you a hand size, I feel like most of that could be replaced with ramp. Although journal is cool. AND I just realized, could library of leng be abused with cycling/discard effects from your hand for multiple uses?

    Some food for thought.

    Hope the deck works out, I love Endless Swarm!

    EDIT: According to gatherer rules, Library of Leng would not work with cycling since I'm pretty sure discarding the card is a cost, not an effect. Bummer. Still, maybe something else can work with the library
    Posted in: Casual & Multiplayer Formats
  • posted a message on Station Fun
    I've always wanted to make a fun deck using the 4 stations. This looks pretty cool, but I can see what you mean when you say the deck is going in a lot of directions right now.

    It's really hard to suggest cuts just by looking at it because really, this looks like the kind of deck that just needs a lot of playtesting to figure out what's strong enough to stay and what's weak enough to merit a booting.

    If you want consistency though, Then find out which cards pull through the most for you. Cards like Krak-Clan Ironworks for example, are the foundation of many johnny decks, and in this case it's probably a keeper because there's so many uses for it. But maybe there's a card or two in the deck whose sole purpose is to fullfil a 5 card combo. Cards that don't bring enough to the table or do nothing until it's prime time could be considered for cuts.

    In place of these cards, you can find cards that support the combo/s you want to keep, or help you stay alive. See if you can find any cards that will help you stay alive/control the board/remove problematic permanents while also being able to help you out. For example, I run Thornweald Archer in a mono-green deck of mine. It's a fine card for early game defending on its own, but it also works well in the later game with Joraga Treespeaker and it's also a useful tutor for my wincon with Wild Pair.

    Sorry I couldn't provide any specific suggestions :/

    Good luck with the deck though!
    Posted in: Casual & Multiplayer Formats
  • posted a message on The Bookmobile
    The deck looks pretty good. Personally I'm not a huge fan of putting all my eggs in one basket, but I understand everyone builds decks differently and something that might appeal to one player might be discouraging to another.

    Having said that, I thought it wouldn't hurt to make some suggestions for other cards that could work in such a build.

    Lorescale Coatl cares about card draw. A quick gatherer search showed that Hoofprint of the Stag and Psychosis Crawler also care about card draw.

    I would also like to suggest Ohran Viper. It's a nice card that can be either offensive or defensive. Plus the card draw helps.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Landfall deck U/G/W
    Well, I WAS going to say that you should cut Azusa because you don't have a lot of lands in play, but then I realized how well she combo's with those "return to your hand" lands, which is pretty cool.

    Having said that, It looks like you're going to be getting most, if not, all of your landall from that combo alone, which is not enough in a deck where everything depends on landfall in my opinion. It's a great engine, but it looks like it could use some support.

    I play a mono-green oldskool landfall deck where everything revolves around Baru, Fist of Krosa. I run 28 lands in the deck and 4 Oracle of Mul Daya, who is just so amazing. She helps me play more lands and she helps me dig into my library when I need more landfall. I also use her somewhat as a utility tool when I need to find answers, as I have a lot of shuffling effects in the deck. With the oracle I can see what I'll draw next so I can keep shuffling to try and find the card I need. I would definitely consider running her in the deck (assuming you increase your land count).

    I think if you ran a good number of lands (including your bouncing lands) and added a playset of oracle with an Azusa or two, you would be able to hit landfall much more consistently. As it stands, you're only going to have real landfall shenanigans if you have Azusa, but with no support, your engine won't be able to do it's job.
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #217 Reaper King
    I don't know who keeps putting the urls in the deck. I fixed it up again, but whoever is should stop, it's really annoying to update the deck and it's just easier to list the card name.

    I also included my votes

    - 1 vote to remove Steely Resolve (It's gone)

    - 1 vote to remove 1 Heap Doll

    - 1 vote to remove tatterkite (It had a cool combo with the cauldron, but it was a little overcosted, plus it won't really do much as a 1 of in the deck)

    - 1 vote to remove Bloom Tender (Would've loved to see this work, but given the current build (no borderposts, and only 1 of) I don't think it will really work out and we could use the slot for more consistency. Plus we're already getting more mana accel in land form. Then again maybe it could work well as a 1 of for late game mana with our scarecrone engine. What do you guys think?)

    + 1 vote to keep Cauldron of Souls.

    I don't want to deal with the manabase right now. I'll make my votes for it later...

    I have a few other cards I'd like to vote on, but I want to think about them more a bit. Grim Poppet could work out as a 4 of if we have some sick land acceleration as suggested earlier. Wrath of God I feel we should either go all or nothing, but maybe 2 of could work as well...

    EDIT: Actually I feel we should either go 4x Orim's or 4x Wrath. Having 2 of each feels a little awkward for the deck imo. I'd rather have 1 specific effect 4x against creatures than 2 different ones 2x. I'm leaning more towards Orim's because we can just plop it down early game and destroy creatures later game with our scarecrows anyway.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures(28)
    3 Mirror Entity
    3 Reaper King
    3 Heap Doll (2 vote to remove 1)
    4 Scuttlemutt
    4 Scarecrone
    4 Grim Poppet (1 vote to remove 2)
    4 Birds of Paradise
    1 Tatterkite (2 vote to remove 1)
    1 Bloom Tender (1 vote to remove 1)
    1 Sakashima the Imposter

    Enchantments(4)
    4 Orim's Prayer (1 vote to reduce by 2)

    Instants(7)
    4 Brainstorm
    3 Capsize

    Sorceries(4)
    4 Wrath of God(-2 , 2 votes to reduce by 2)

    Artifacts (4)
    2 Soul Foundry (-2)
    2 Cauldron of Souls

    Lands (24)
    4 City of Brass (-2)
    4 Reflecting Pool (-1)
    4 Thran Quarry(-1)
    2 Ancient Ziggurat (-1)
    4 Tundra
    6 Placeholders



    Total: 71
    Posted in: Casual & Multiplayer Formats
  • posted a message on Infect Hoser
    Luminarch Ascension.

    spam, please explain your suggestions in the future.
    blut
    Posted in: Casual & Multiplayer Formats
  • posted a message on EDH and commander sleeves
    I think people are taking the location rule too seriously as location can really mean anything. If someone asks "where is your general located?" and you reply "in my library", then that's a perfectly valid answer that "technically" satisfies the rules of knowing the general's location at all times. This is what I think the rules committee meant when they made this rule, as I think it would be really silly to mark the general in a different sleeve (see reasons in previous posts above).

    EDIT: Didn't see that article posted above until just now. Long story short, do what your playgroup wants I guess. I still think it's silly though. You can't tell me people wouldn't be bias and not at least try and shuffle to get their general near the top of the library.
    Posted in: Magic Rulings Archives
  • posted a message on PaPING!
    Pretty nifty deck idea. Definitely like the infinite combo with Niv & Curiosity.

    Perhaps you should get a few more pingers in there? There's always good ol Cunning Sparkmage.

    I also don't really get Clout of the Dominus in here. You've already got counterspells and redirections to protect your guys, and haste? Well you'd need one more mana to enchant them to be able to use them that same turn (which is the same thing as just playing them the turn before). It just feels awkward in the deck.

    I would for starters drop the clouts in favor of cunning sparkmage.

    Not sure about the rest, but like I said, definitely like the concept.

    EDIT: If you REALLY wanna give your guys some protection and a boost, I would recommend Lightning Greaves
    Posted in: Casual & Multiplayer Formats
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