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  • posted a message on Green has timewalks too!
    Quote from islip
    We had a very similar thread here recently. It also focused on skipping its own turn.

    Burgeoning it a better way to play lands in opponents turns.

    You have a lot of cards that don't work in multiples. You should add something like Merfolk Looter or Compulsion.


    Interesting thread, I'll look through it. The original deck ran burgeoning as it was a faster ramp early game, I unfortunately don't actually have any. The two atlas ' both ramp up on my turn as well, so long as I have lands to drop, and they also help with the glaciers.

    As far as the multiples go, you are right, and some copies can be cut, especially for more draw, but right now its for redundancy rather than synergy. 8 copies of each card helps guarantee the deck will get running.

    The Paradox Haze is also a very weak link. I included it for flavor, so I would have an "upkeep" section. Adding some card draw, or non-basic land search, to guarantee glaciers/temples may be a quality play, so that the deck gets stripped faster.

    The deck also cares very little about basic lands, a few extra Rav Bounces, even in off colors helps generate more virtual land advantage with the atlas'.

    to improveMagic OnlineOCTGN2ApprenticeBuy These Cards
    0 walking atlas (-4)
    4 Burgeoning (+4)

    0 Paradox Haze (-3)
    3 seedborn muse (-1)
    4 expedition map (+4)(crop rotation may be more solid)

    0 Wurmcalling (-2)
    2 Deep Analysis (+2)(or concentrate, so long as we're running blue)

    4 island (-2)
    2 izzet boilerworks (+2)(pick your semi-offcolor of choice)



    Read through the list, I find it interesting that someone started the exact same train of thought, step by step, as my playgroup. Although, truth be told, 2 people in my playgroup built the deck on top secret mode, and showed up one night with both of them done and went "wth?"

    What I got from it mostly was Consecrated sphinx, mainly for the flavor, and Rhystic Study. The study is probably a solid add, but has a tremendous hate level in my playgroup. I also have no sphinx's, so neither will go into my cut, but both are solid cards to remember for it.
    Posted in: Multiplayer
  • posted a message on Green has timewalks too!
    This deck was built by a few people I know a while ago, before lighthouse chronologist was printed. It runs as if you had him fully leveled up.

    The core idea of the deck is to be able to have an extra turn, during your opponents turn. Seedborn muse untaps your stuff, Sakura tribe scout, walking atlas or burgeoning lets you play lands on their turn, and vedalken orrery lets you play spells. The deck is built for casual, and especially multiplayer, as it gets rather ridiculous the more opponents there are.

    I'll only be posting the core of the deck here, as this engine is really just a ridiculous card draw/acceleration engine, and you can pick your finisher of choice for it.

    free timewalksMagic OnlineOCTGN2ApprenticeBuy These Cards
    Untap (8):
    4 seedborn muse
    4 awakening - as redundancy, also if your killcon is a tapper...

    Upkeep(3):
    3 paradox haze - works with awakenings for more fun! Though only for one player...

    Draw (8):
    4 Minds Eye
    4 harmonize

    Land (8):
    4 walking atlas
    4 sakura tribe scout

    Play (7):
    3 Vedalken Orrery
    4 leyline of anticipation - blue may be cheating a bit, but the redundancy for flash is good.

    Kill (4): -example (my favorite).
    2 sprout swarm - all those tokens can convoke more and more on each untap
    2 wurmcalling

    Lands (22):
    3 thawing glaciers - great with untap.
    3 deserted temples - more untap!
    4 simic growth chamber - since those glaciers are going to bounce anyways...
    6 forest
    6 island



    My version doesn't really need the orrery's, since you can use all the mana to sproutswarm, but emptying out your draws, and dumping extra awakenings and harmonizes on opponents turns to accelerate more mana is always nice.
    Posted in: Multiplayer
  • posted a message on Primer Decks: Elves
    Magewright stone gives the tappers haste too, and gives another untap outlet over the greaves. It will also work for all your elves on the opponents turn too, while the greaves can only give one haste when you untap them there too.

    For a fun twist on the deck, try this:



    The muse untaps you as they do. The Minds eye lets you draw a card when they do. The scout/atlas lets you drop lands into play on their turn (alt Burgeoning so you can play a land when they do). Orrery lets you play cards when they do. It's like free timewalks!
    Posted in: Casual Primers
  • posted a message on GMAD #248: Pyromancy
    Well, I was holding back on votes on cuts because I'm new here and didn't want to be too aggressive, but I guess other people agree on the gargardon, so I'll officially vote on that and kill it. The point about emrakul is solid.

    Per rules, the votes on Jaya combine, and 2 are cut.

    Also, Rix Maadi isn't just for us to have a madness outlet, its also there to rip up the opponents hand. Whether we need 3 for that, or 2 will do, I'm not sure. Just that I'd defend my choice there.

    Posted in: Casual & Multiplayer Formats
  • posted a message on Creature hate
    repercussion is one of my favorites, though it gets you hated rather quickly. It can speed up games at times though, since it essentially makes blocking almost useless.

    Pairing it with red damage board wipes, like starstorm and chain reaction are great ways to put a target on your head too!
    Posted in: Commander (EDH)
  • posted a message on Primer Decks: Elves
    I don't see what you're doing with all that mana. I think a more solid theme would be to run Omnath + Lattice with the elves to generate absurd amounts of mana and pump it all through a different token producer, for example: Riptide Replicator. This would give you a dump for the mana, as well as not requiring the life payment.

    General example: (as I went monogreen, I actually removed your unwinding clocks in prefence to the green untappers, but this is for example only)

    monogreenMagic OnlineOCTGN2ApprenticeBuy These Cards
    elves: 20
    4 llanowar elf
    4 fyndhorn elf
    4 priest of titania
    4 elvish archdruid
    4 llanowar mentor

    Mana float: 8
    4 omnath, locus of mana - backup wincon
    4 upwelling - backup

    Untap: 8
    4 seedborn muse - good defense too
    4 awakening - unlike muse, these stack

    killcon:
    4 riptide replicator

    lands:
    20 placeholders



    with all of the mana accel and the low cost, 20 lands will be plenty, and may even be more than needed.

    This is very rough, and several cards can easily be cut. The llanowar mentors I included for fun, as they will accelerate your mana production by a) making more mana producers, and b) giving more elves for the priests/archdruids, but they are certainly overkill. The upwellings are there for redundancy, but also help your opponent, removing 2 may be a solid play. The replicators themselves can be cut (maybe 2?) since omnath is a solid wincon.

    Finding a way to give omnath trample may be a better investment. Play around with it.

    Some fun stuff:
    paradox haze + awakening = lots of fun, if you choose to go into blue.
    If you splash red, toss in some dragon roost. Nothing is more fun than a)winning with a C card, and b) FREAKIN' DARGONS!
    Posted in: Casual Primers
  • posted a message on GMAD #248: Pyromancy
    I'm going to vote against the planeswalker's fury's.

    explanation: I like that cycle of cards, but it is very mana intensive. We already are paying 3 to pitch whatever we draw, then we have to madness it, then we have stuff to flashback from earlier discards. I think it will be unrealistic to think we'll have 4 left over after all that.
    ---
    also one of the votes vs emrakul was dropped. (selvaxri, magnetman) I mentioned earlier that either emrakul or the threshhold had to go. I like the idea of 3: 15 damage, but emrakul makes the deck less fun, and eliminates the flashback aspect too. I'll finish him off with a final vote.

    0x Emrakul, the Aeons Torn (-3)
    ---
    Don't know how I feel about the Gargadon's. I feel our games won't last 10 turns, and we don't really have much to sacrifice. I guess we can burn out their creatures with pyromancy and sac for the haste for an alpha strike with him, but that may be a bit all-in-ish. I won't vote against yet, rather see how other people feel about him. The 10 on the discard though does seem kinda nice.




    EDIT: I need some rules clarification: does suggesting a mana base count as a card addition vote (basic lands)? what about non-basics?

    EDIT:
    Quote from rchrhds
    Also noodle's addition of Fiery Temper got dropped somehow so putting it back into the deck.
    Looks like this one was me, we both replied to the same post and I didn't see his until after you fixed it.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Donald's Edric, Spymaster of Trest
    I felt that the 1drop to 2drop difference would be a hard transition, I'm finally building my copy of the deck now, but I'm waiting on a few cards that are in transit. Thought Nibbler caught my eye while looking through the boxes for the other necessary cards; though I'm still missing some cards (namely Erayo and Kira, and exploration).

    I think the drake may work for me, since I'm going to try and add a few more of the free cost creatures.


    When acquiring the missing cards, I was surprised at how much money this deck actually wants, All the one drops lulled me into a sense of security, thinking it would dilute the cost down a bit, but the last 10% are real money cards. Especially when you start looking at some of the optional stuff that could go in... if you were made of cash.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [SCD] Skyward Eye Prophets
    for 4 mana you get a bunch of guys that say {T}: draw a card, and like all creatures, they tend to become collateral damage in a wrath. The differences that this guy gives are:
    -A more solid body at 3/3, in EDH though, this is still considered small.
    -Lands go into play: but since you already have green, your ramp should be fine. I do like that it keeps lands from cluttering your hand though.
    -Vigilance: This is where I start to like this guy, the 3/3 part means that sticking an equipment makes him a decent beater to start fooling around with, as well as his innate ability.

    Overall, I'm not terribly sold on the 6 tri-color cost, but he seems to be a solid low-threatening card that gives advantage.
    Posted in: Commander (EDH)
  • posted a message on Donald's Edric, Spymaster of Trest
    Someone in my playgroup owns one, and a bunch of beta cards, and routinely full foil/betas his decks. And its not like hes just dumping money to pimp out his decks (except for some of the foils), he actually has played since beta, and opened his duals/tabernacle.

    So, I'm starting to assemble the deck, and I found a few other potentials in my boxes that need to have their drawbacks examined.

    thought nibbler - early game a 1 flyer for 1, but he drops you to a 5 handsize. I don't see this as an issue in the first few turns since you're dropping weenies like crazy, and i wonder as to the impact late. Most of what you play is from the 12 billion cards you draw on the attack, in the second main. How harsh is holding only 5 cards of extra turn / counters?
    shrieking drake - 1 flyer for 1, but need to bounce a creature. This means at worst he matches a 1/1 flyer for 2, and with a memnite/other free creature he's a 1 drop, though that might be rare. (or late, lose a saproling token to get evasion?).
    deeptread merrow - rogue?
    phantasmal mount - can give edric flying for the rogue hit, else is a 1/1 flyer for 2.
    Posted in: Multiplayer Commander Decklists
  • posted a message on The EDH Local Play Group Thread
    USA, Virginia, Northern Virgina (near Tysons Corner / Falls Church).

    The Compleat Strategist has casual magic on Wednesday nights. We've mainly taken it over for EDH, and it gives a nice change of pace from the typical Friday Night stuff. We play rather casual, tend to frown on mass LD but it still happens strategically, tend to frown on infinite combos, but they still happen accidentally/occasionally. Decks are at varying power levels.
    Posted in: Commander (EDH)
  • posted a message on GMAD #248: Pyromancy
    Aw darn. Has it been 24 hours yet? I want to add more cards. =P
    Curse me and my tendency to search Gatherer.

    We're also missing a great red card when looking at discard.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Intruder Alarm combos in Modern
    Anything that taps things to make things...

    voice of the woods


    Those that require a mana cost only require a llanowar elf to go with it.

    Also, not infinite, but a common combo was: anything that gives you cards when you play stuff. I have an elf deck that runs glimpse of nature and Recycle. You can routinely play out the entire deck by turn 3, occasionally on turn 2. It's all mana producing elves, and you just cycle through the entire deck. ((edit: The deck is not Modern, its being used as an example of alternates to simply doing infinite with intruder alarm))

    Other things to do with intruder alarm involve creatures that can bounce themselves, and creatures that tap for mana for infinite mana.
    Eg: Wirewood Channeler + Shrieking drake
    Posted in: Modern Archives
  • posted a message on GMAD #248: Pyromancy
    I like the membrane, since we can then make them discard (maybe? not much else going that route yet). As a permanent solution.

    I'd hold off on the damnation, since we're already looking at a heavy investment in red (Volley). Double black isn't a hard investment to make, but it may slow down a little bit. Although, we can toss in cheap duals like the tainteds to help remedy this.

    I think eventually we may need to make a choice between lightning surge(thresh hold mechanics) and Emrakul.

    We may also want to look at some card advantage of some sort?
    Posted in: Casual & Multiplayer Formats
  • posted a message on GMAD #248: Pyromancy
    Looks like we're in R/B at least, and I see some potential for Hellbent and Madness. This means we can use extra discard outlets for ourselves, and I think wiping out an opponents hand will help limit their answers.

    I suggest Rix Maadi, Dungeon Palace. I don't think we want 4 copies, as they eat up a fair amount of mana to use, so I'll add 3.



    Edit: Other than the theme of mass discard, the reason I forsee hellbent potentially playing a role is that being able to drop to a 1 card hand makes the pyromancy a bit easier to focus. Rix can help by tossing a cheap madness card out, then pyromancy for the pain.
    Posted in: Casual & Multiplayer Formats
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