With Thrumming Stone out, how does the stack look when you cast the first Rat Colony, and then you ripple into more?
Stack:
Rat Colony->Ripple ability->reveal 2
Does the first Colony resolve and enter the battlefield, and then you cast one more? Or do you cast each additional Colony, each with a ripple ability, until all your Colonies are on the stack, and you no longer have to ripple, and then they each resolve one by one and enter?
I played a few games tonight, and I must say, when the deck goes off, it goes off!
Guardian Project may have to get the axe, as it is not a may ability to draw, so I almost decked myself trying to go infinite mana with Drake. Had to Rec Sage it to get it off the battlefield, and then Wealth'd for about 43, but only cast a Timetwister to shuffle back my library. Lifeline did work as usual. Thinking about dropping some nonbasics to make room for more basics for all the land searching I had to do.
Just doing a few pre-testing card swaps for some things I missed out in the initial list, Birthing Pod being one of the big ones I missed. Displace/Ghostly Flicker should do some good work here, not only to save some creatures from spot removal, but more importantly to reuse their ETB triggers. Sire of Stagnation will still double up on triggers from Yarok, and Villainous Wealth as an outlet for potential infinite mana, and can be reused with Eternal Witness.
Yet again, I slacked on doing a set review for Modern Horizons. The only card that caught my eye was Dead of Winter, but I prefer playing with my Unstable Swamps and don't want to switch to Snow-Covered Swamps. At least for now.
Without further ado, onto the M20 review!
Blood for Bones: WotC does seem to print a lot of 4-CMC reanimation spells nowadays. This one does seem a bit different, as it requires an additional cost of sacrificing a creature, but it also doesn't target. What does that mean? Our opponent's cannot fizzle the spell by using targeted graveyard removal, as the spell doesn't target so we don't need to let them know what we are bringing back until resolution. We also can bring back the creature we sacrificed as part of the cost as well! It may be hard to find a spot for this card, but it could be worthwhile if we do.
Scheming Symmetry: A political Vampiric Tutor. Unlike the downside of 2 life from Vampiric, this one lets our opponent search for a card as well. We can either select the opponent that would have the lowest impact, or make a political agreement with someone to let them tutor something that won't affect us much, if at all. Could be a good card to at least try out.
Unholy Indenture: This one falls into a similar vein as Kaya's Ghostform. It's an enchantment that requires the creature to die in order to bring it back. I think at 3 CMC, it's too high compared to our other reanimation options, especially being an enchantment. Necromancy and Corpse Dance are far more flexible in that spot.
I never ended up doing an official review for Modern Horizons, so I figured I'd better pick up the slack with a review of the new core set!
We only got one card from the set that I feel can make a serious impact, and that is Elvish Reclaimer.
Reclaimer is essentially a Crop Rotation on a potential 3/4 body for only G. Unfortunately, the land will enter tapped, unlike Rotation, but being able to produce another land drop for a Landfall trigger is enormous, and having another outlet for getting out a Gaea's Cradle is insane.
So, where do I slot this guy in? There aren't very many flex spots in the deck, and from a few posts above, I've already made some changes to the deck post-Modern Horizons, so I think I may end up trying him out in the Circuitous Route spot, just to see how it works out.
With that, here is how the changes are going to look:
I've come up with an initial list that I'm going to start trying out once the set releases. I posted this in the Multiplayer forum in case people want to take discussions there.
I love me some ETB shenanigans, and being able to double up on ETB triggers out of the command zone just seems bonkers. This is a rough draft so far, and I won't be able to test to get any real results until it's released on MTGO, but at least I can try and get some feelers out there to get a streamlined build to test from.
Just doing a few pre-testing card swaps for some things I missed out in the initial list, Birthing Pod being one of the big ones I missed. Displace/Ghostly Flicker should do some good work here, not only to save some creatures from spot removal, but more importantly to reuse their ETB triggers. Sire of Stagnation will still double up on triggers from Yarok, and Villainous Wealth as an outlet for potential infinite mana, and can be reused with Eternal Witness.
Thanks for the reply! I was thinking the swap could also be Evolving Wilds -> Prismatic Vista, since the cards are functionally similar, but now you can use the mana you get with it.
I think the Chaos Warp slot could be so many things: Heroic Intervention if you wanted reactionary card, Krosan Grip if your meta dictates it. I think your new choice is pretty cool
I think Blighted Woodland is the better swap, as you get two free landfall triggers with Evolving Wilds. Otherwise you have to pay 4 mana to get the second one.
And yes, I feel like Chaos Warp is definitely a flex spot (there's so few of them in here), so it's all really meta-dependent on what you want to run in it's spot. Force of Vigor seems to be at the forefront, since it can essentially be cast for "free", and hit two things.
To follow up on this, when Necromancy leaves the battlefield, only the enchanted creature dies, correct?
The scenario in the OP does not work if you use Animate Dead/Dance of the Dead instead of Necromancy, since they both must target a creature when casting them, correct?
Hi Guerte, I've been a lurker both here and through the TappedOut page for quite a while, and I finally have a few card selection questions!
Is Prismatic Vista good enough? Seems like if you're willing to run fetches to get double Omnath triggers, that doing it with this is good as well? How about Wrenn and Six?
It seems like I haven't discussed changes on this thread, or even on TappedOut, but this is what I'm currently playing:
I've found Boundless to get worse late game, as we will have more lands on the field than in the deck, so I opted for more early ramp via Route. Blighted seemed like the best cut to make room for Vista, the other choice being Myriad Landscape, but that can get cracked sooner than Woodland. Chaos Warp is good, but being able to get rid of two artifacts/enchantments for "free" seems better than the randomness Warp provides. Finale seemed good at first, and maybe it is, but it's a lot of mana to invest to give a boost and haste to the creature tutor, so I decided to try out the creature Harrow.
Definitely a bummer. I’ve been a member for almost 15 years, and it has been my favorite place since I first joined. Very saddened to hear this. Hopefully the new site will be just as good, if not better.
I guess it’s following the same footsteps as another website I used to belong to: Yugioh Fusion. It turned into YF Militate (I believe) and then it just disappeared.
Stack:
Rat Colony->Ripple ability->reveal 2
Does the first Colony resolve and enter the battlefield, and then you cast one more? Or do you cast each additional Colony, each with a ripple ability, until all your Colonies are on the stack, and you no longer have to ripple, and then they each resolve one by one and enter?
Guardian Project may have to get the axe, as it is not a may ability to draw, so I almost decked myself trying to go infinite mana with Drake. Had to Rec Sage it to get it off the battlefield, and then Wealth'd for about 43, but only cast a Timetwister to shuffle back my library. Lifeline did work as usual. Thinking about dropping some nonbasics to make room for more basics for all the land searching I had to do.
OUT:
Clever Impersonator
Elvish Visionary
Farhaven Elf
Phyrexian Arena
Sakura-Tribe Elder
Terastodon
IN:
Birthing Pod
Coiling Oracle
Displace
Ghostly Flicker
Sire of Stagnation
Villainous Wealth
Just doing a few pre-testing card swaps for some things I missed out in the initial list, Birthing Pod being one of the big ones I missed. Displace/Ghostly Flicker should do some good work here, not only to save some creatures from spot removal, but more importantly to reuse their ETB triggers. Sire of Stagnation will still double up on triggers from Yarok, and Villainous Wealth as an outlet for potential infinite mana, and can be reused with Eternal Witness.
Yet again, I slacked on doing a set review for Modern Horizons. The only card that caught my eye was Dead of Winter, but I prefer playing with my Unstable Swamps and don't want to switch to Snow-Covered Swamps. At least for now.
Without further ado, onto the M20 review!
Blood for Bones: WotC does seem to print a lot of 4-CMC reanimation spells nowadays. This one does seem a bit different, as it requires an additional cost of sacrificing a creature, but it also doesn't target. What does that mean? Our opponent's cannot fizzle the spell by using targeted graveyard removal, as the spell doesn't target so we don't need to let them know what we are bringing back until resolution. We also can bring back the creature we sacrificed as part of the cost as well! It may be hard to find a spot for this card, but it could be worthwhile if we do.
Scheming Symmetry: A political Vampiric Tutor. Unlike the downside of 2 life from Vampiric, this one lets our opponent search for a card as well. We can either select the opponent that would have the lowest impact, or make a political agreement with someone to let them tutor something that won't affect us much, if at all. Could be a good card to at least try out.
Unholy Indenture: This one falls into a similar vein as Kaya's Ghostform. It's an enchantment that requires the creature to die in order to bring it back. I think at 3 CMC, it's too high compared to our other reanimation options, especially being an enchantment. Necromancy and Corpse Dance are far more flexible in that spot.
Now, onto some recent updates I made to the deck:
OUT:
Chainer, Dementia Master
Demon of Dark Schemes
Disciple of Bolas
Torment of Hailfire
Victimize
Vulturous Aven
Yahenni, Undying Partisan
IN:
Black Sun's Zenith
Dusk Legion Zealot
Entomber Exarch
Phyrexian Rager
Sepulchral Primordial
Sheoldred, Whispering One
Soldevi Adnate
I took out Disciple of Bolas and Vulturous Aven and put in Dusk Legion Zealot and Phyrexian Rager. Having the ability to unconditionally draw earlier in the game is more important than later in the game. Demon of Dark Schemes was replaced with Black Sun's Zenith due to it being a better boardwipe, as it can kill more creatures than Demon. Soldevi Adnate replaces Yahenni, Undying Partisan as a sac outlet (although limited to once per turn), but it can generate mana to cast other spells. Victimize, Chainer, Dementia Master, and Torment of Hailfire were replaced with Entomber Exarch, Sheoldred, Whispering One, and Sepulchral Primordial. Exarch is recursion and disruption in one, Sheoldred is recursion and removal, and Primordial can get up to 3 creatures just upon entering.
I never ended up doing an official review for Modern Horizons, so I figured I'd better pick up the slack with a review of the new core set!
We only got one card from the set that I feel can make a serious impact, and that is Elvish Reclaimer.
Reclaimer is essentially a Crop Rotation on a potential 3/4 body for only G. Unfortunately, the land will enter tapped, unlike Rotation, but being able to produce another land drop for a Landfall trigger is enormous, and having another outlet for getting out a Gaea's Cradle is insane.
So, where do I slot this guy in? There aren't very many flex spots in the deck, and from a few posts above, I've already made some changes to the deck post-Modern Horizons, so I think I may end up trying him out in the Circuitous Route spot, just to see how it works out.
With that, here is how the changes are going to look:
OUT:
Boundless Realms
Blighted Woodland
Chaos Warp
Finale of Devastation
IN:
Elvish Reclaimer
Force of Vigor
Prismatic Vista
Springbloom Druid
Mind you, it's a very rough draft.
5 Yarok, the Desecrated
//Creatures (29):
2 Baleful Strix
2 Elvish Visionary
2 Mesmeric Fiend
2 Sakura-Tribe Elder
2 Yarok's Fenlurker
3 Eternal Witness
3 Farhaven Elf
3 Reclamation Sage
3 Springbloom Druid
3 Tireless Tracker
4 Bramble Sovereign
4 Clever Impersonator
4 Dimir House Guard
4 Gonti, Lord of Luxury
4 Hostage Taker
4 Ravenous Chupacabra
4 Solemn Simulacrum
4 Spark Double
5 Acidic Slime
5 Mulldrifter
5 Peregrine Drake
5 Sidisi, Undead Vizier
6 Deadeye Navigator
6 Duplicant
6 Muldrotha, the Gravetide
6 Noxious Gearhulk
7 Meteor Golem
7 Rune-Scarred Demon
8 Terastodon
//Artifacts (9):
0 Mana Crypt
1 Expedition Map
1 Sol Ring
2 Nim Deathmantle
3 Ashnod's Altar
3 Phyrexian Altar
4 Panharmonicon
5 Conjurer's Closet
5 Lifeline
1 Reanimate
2 Demonic Tutor
2 Farseek
2 Nature's Lore
2 Rampant Growth
2 Three Visits
3 Cultivate
3 Kodama's Reach
3 Toxic Deluge
3 Yawgmoth's Will
4 Damnation
4 Rite of Replication
5 Living Death
//Instants (6):
1 Mystical Tutor
1 Vampiric Tutor
1 Worldly Tutor
2 Cyclonic Rift
2 Wake the Dead
3 Corpse Dance
//Enchantment (6):
2 Animate Dead
2 Dance of the Dead
2 Sylvan Library
3 Necromancy
3 Phyrexian Arena
4 Guardian Project
//Lands (36):
1 Ancient Tomb
1 Bayou
1 Bloodstained Mire
1 Breeding Pool
1 Cabal Coffers
1 Cavern of Souls
1 Command Tower
1 Flooded Strand
2 Forest
1 Island
1 Llanowar Wastes
1 Marsh Flats
1 Misty Rainforest
1 Nurturing Peatland
1 Opulent Palace
1 Overgrown Tomb
1 Phyrexian Tower
1 Polluted Delta
1 Prismatic Vista
1 Scalding Tarn
2 Swamp
1 Thespian's Stage
1 Tropical Island
1 Underground River
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Volrath's Stronghold
1 Waterlogged Grove
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Coast
1 Yavimaya Hollow
Let me know what you think!
5 Yarok, the Desecrated
//Creatures (26):
2 Baleful Strix
2 Coiling Oracle
2 Mesmeric Fiend
2 Yarok's Fenlurker
3 Eternal Witness
3 Reclamation Sage
3 Springbloom Druid
3 Tireless Tracker
4 Bramble Sovereign
4 Dimir House Guard
4 Gonti, Lord of Luxury
4 Hostage Taker
4 Ravenous Chupacabra
4 Solemn Simulacrum
4 Spark Double
5 Acidic Slime
5 Mulldrifter
5 Peregrine Drake
5 Sidisi, Undead Vizier
6 Deadeye Navigator
6 Duplicant
6 Muldrotha, the Gravetide
6 Noxious Gearhulk
6 Sire of Stagnation
7 Meteor Golem
7 Rune-Scarred Demon
//Artifacts (10):
0 Mana Crypt
1 Expedition Map
1 Sol Ring
2 Nim Deathmantle
3 Ashnod's Altar
3 Phyrexian Altar
4 Birthing Pod
4 Panharmonicon
5 Conjurer's Closet
5 Lifeline
1 Reanimate
2 Demonic Tutor
2 Farseek
2 Nature's Lore
2 Rampant Growth
2 Three Visits
3 Cultivate
3 Kodama's Reach
3 Toxic Deluge
3 Villainous Wealth
3 Yawgmoth's Will
4 Damnation
4 Rite of Replication
5 Living Death
//Instants (8):
1 Mystical Tutor
1 Vampiric Tutor
1 Worldly Tutor
2 Cyclonic Rift
2 Wake the Dead
3 Corpse Dance
3 Displace
3 Ghostly Flicker
//Enchantment (5):
2 Animate Dead
2 Dance of the Dead
2 Sylvan Library
3 Necromancy
4 Guardian Project
//Lands (36):
1 Ancient Tomb
1 Bayou
1 Bloodstained Mire
1 Breeding Pool
1 Cabal Coffers
1 Cavern of Souls
1 Command Tower
1 Flooded Strand
2 Forest
1 Island
1 Llanowar Wastes
1 Marsh Flats
1 Misty Rainforest
1 Nurturing Peatland
1 Opulent Palace
1 Overgrown Tomb
1 Phyrexian Tower
1 Polluted Delta
1 Prismatic Vista
1 Scalding Tarn
2 Swamp
1 Thespian's Stage
1 Tropical Island
1 Underground River
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Volrath's Stronghold
1 Waterlogged Grove
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Coast
1 Yavimaya Hollow
7/3/19:
OUT:
Clever Impersonator
Elvish Visionary
Farhaven Elf
Phyrexian Arena
Sakura-Tribe Elder
Terastodon
IN:
Birthing Pod
Coiling Oracle
Displace
Ghostly Flicker
Sire of Stagnation
Villainous Wealth
Just doing a few pre-testing card swaps for some things I missed out in the initial list, Birthing Pod being one of the big ones I missed. Displace/Ghostly Flicker should do some good work here, not only to save some creatures from spot removal, but more importantly to reuse their ETB triggers. Sire of Stagnation will still double up on triggers from Yarok, and Villainous Wealth as an outlet for potential infinite mana, and can be reused with Eternal Witness.
I think Blighted Woodland is the better swap, as you get two free landfall triggers with Evolving Wilds. Otherwise you have to pay 4 mana to get the second one.
And yes, I feel like Chaos Warp is definitely a flex spot (there's so few of them in here), so it's all really meta-dependent on what you want to run in it's spot. Force of Vigor seems to be at the forefront, since it can essentially be cast for "free", and hit two things.
The scenario in the OP does not work if you use Animate Dead/Dance of the Dead instead of Necromancy, since they both must target a creature when casting them, correct?
It seems like I haven't discussed changes on this thread, or even on TappedOut, but this is what I'm currently playing:
Boundless Realms -> Circuitous Route
Blighted Woodland -> Prismatic Vista
Chaos Warp -> Force of Vigor
Finale of Devastation -> Springbloom Druid
I've found Boundless to get worse late game, as we will have more lands on the field than in the deck, so I opted for more early ramp via Route. Blighted seemed like the best cut to make room for Vista, the other choice being Myriad Landscape, but that can get cracked sooner than Woodland. Chaos Warp is good, but being able to get rid of two artifacts/enchantments for "free" seems better than the randomness Warp provides. Finale seemed good at first, and maybe it is, but it's a lot of mana to invest to give a boost and haste to the creature tutor, so I decided to try out the creature Harrow.
I guess it’s following the same footsteps as another website I used to belong to: Yugioh Fusion. It turned into YF Militate (I believe) and then it just disappeared.