Worm Harvest: Creates the most tokens out of all of my token generators in this deck and is insane with Squandered Resources. This card is reusable with its retrace ability and can be "combo'd" with Glissa, the Traitor and either Vault of Whispers or Tree of Tales to be able to continually retrace as long as any opponents' creature dies. Not much that can be done, that is particularly broken, beyond the regular token abuse i packed into this deck, but you can make some pretty crazy things happen with Worm Harvest.
Yawgmoth's Will: This card is basically a better Past in Flames but from the olden days of magic. You can basically have game vs control decks with this by throwing all your pieces into countermagic then ramp and reanimate all of em in the same turn. I have dug myself out of some bad spots with a bunch of mana and this bad boy right here. Noticing a trend of having near endless contingencies that revolve around have a lot of mana? i do... lol I built this deck to crush good decks and stay versitile in hard games vs difficult opponents. I can't pretend the and have any real answers to counter control decks outside of the discard engines if they ever hit the field. Often times i have to throw a lot of things at their counterspells and hope they run out of mana or counterspells and then stick something that will just straight... win the game. And if there's one thing that and have its Regrowth effects and definately has the discard to ruin countermages days.
I could review the lands but it would be kind of lame since most people already know that cycling Barren Moor can instantly save your Life from the Loam and that Glacial Chasm works great with Exploration and either Life from the Loam or Crucible of Worlds. Also i exceeded the 50,000 character limit for the blog entry so i had to carry over to the first comment slot to finish the blog. I also used the maximum allotted images and exactly 50,000 characters as you can see by the end being kinda dumb. hehe hope you like meh deck.
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Mar 18, 2012flyersfan9191 posted a message on Nath of the Gilt Leaf CommanderPosted in: flyersfan9191 Blog
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Mar 17, 2012flyersfan9191 posted a message on Law of the JungleIt seems kinda slow. Do you play at a competetive level? True Conviction is a fun card but reserved exclusively for the kitchen table.Posted in: Yeliv99 Blog
Also Divine Reckoning is aweful in matchups where you're opponenet has a creature that produces tokens, a creature equipped with a sword, a fatty from frites, or any creature your opponent knows can kill you next turn... it gives your opponent all the options and leaves you with a crappy kill spell. Now if it were only Token decks in our metagame right now i could see more reason for running it but even still it would STILL be meh.
Just my two cents. -
Jan 20, 2012flyersfan9191 posted a message on Bant Blade VariantsI like the list a lot! Hows it test in the meta?Posted in: FuneralofGod Blog
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Demonic Collusions (it's buyback is never an issue with Damia, Sage of Stone or Life from the Loam)
Forbid (same as Demonic Collusions)
this is a personal favorite of mine because it's reliant on you having big mana, but can lock a player out of the game
Spell Burst (for 3, X, and a U you can counter one spell per turn or more, which is made more effective with your land destruction lands like Dust Bowl, Wasteland, Strip Mine, Tectonic Edge, etc...
another spell i swear by but you may not want to include are counterspell creatures.
Mystic Snake
Venser, Shaper Savant
Glen Elendra Archmage
These help out vs combo BIG TIME!
Consider running Glacial Chasm with Sundial of the Infinite good for saving manlands from kill spells, not having to pay cumulitive upkeep, amoung many other great abilities!
If you add make it 5-color if want, then you can use Sun Titan and Solitary Confinement, another two cards that work AMAZING with Sundial of the Infinite.
I think 3 Dawn Charm would make a perfect switch with 1x Trading Post and 2x Silent Arbiter. I do like the idea of running a versitile planeswalker like Elspeth, Knight-Errant, but beyond the chumps, which Trading Post already does plus more, i can't really justify running it. The +1 ability of +3/+3 and flying wont work since Ensnaring Bridge affects you as well. I will definatly add 2x Buried Ruin as soon as i finish this response. Thank you so much for the advice!
Also pls check my Potential Changes section of this thread, as i have new ideas about the deck i wouldn't mind your input on.
Yeah i remember when it was Scepter Chant in legacy, that was a fun deck! Access to Orim's Chant would be awesome for this deck but sadly is outside of the modern card pool starts... Any thoughts on the decklist? I put a lot of thought into the build, the only card i'm not especially sold on is Silent Arbiter, it is in here as Ensnaring Bridge 5-6 but i'm sure there is a much better card to fill that slot.
3 Ensnaring Bridge
4 Isochron Scepter
2 Trading Post
~//ENCANTMENTS//~
2 Seismic Assault
~//INSTANTS//~
2 Apostle's Blessing
3 Dawn Charm
4 Lightning Bolt
4 Lightning Helix
4 Silence
~//PLANESWALKERS//~
3 Ajani Vengeant
~//SORCERIES//~
3 Life from the Loam
2 Wrath of God
4 Arid Mesa
2 Buried Ruin
1 Forest
1 Horizon Canopy
1 Marsh Flats
3 Mountain
2 Plains
3 Sacred Foundry
2 Scalding Tarn
2 Stomping Ground
2 Tectonic Edge
1 Temple Garden
3 Leyline of Sanctity
1 Krosan Grip
1 Shattering Spree
1 Divine Offering
1 Rule of Law
1 Wheel of Sun and Moon
2 Angel's Grace
2 Path to Exile
1 Everlasting Torment
2 Skullcrack (Gatecrash)
Once upon a time there was this deck called Burning Bridges which was essentially a burn deck packing Ensnaring Bridge as a lockdown component and as a draw card! You would shred cards off the top during your draw phase as normal and would whittle your opponents life down. Given that there aren't too many lifegain decks in tier 1, the only major things you have to worry about are; Jund with Maelstrom Pulse, Kitchen Finks/Martyr of Sands, maindeck artifact removal, or another burn deck. To combat those things i fit 2 Apostle's Blessing in here as a catch all to keep your stuff alive. And Trading Post to keep your life high and have ways to recover your key pieces. One big problem i can see for this deck is Extirpate and other cards like that. I can see that being a major problem if the matchup leans to heavily on Ensnaring Bridge and they exile all of them.
After that i feel like the deck has answers to a remarkable amount of situations, and has been tuned to this point with the help of some members and thoughts given by others. If anyone has any thoughts please let me know.
UPDATE 1/7/2013
I will be adding a primer of sorts to this thread for anyone wanting more detailed analysis. I have been working on the thread as i can when i can, and will be hoping to get much more work done soon.
UPDATE 1/7/2013
After much thought, I have decided to change the deck to R/W/g Scepter Control making the following changes effective today.
-1 Ensnaring Bridge
-4 Grim Lavamancer
-3 Magma Jet
-4 Clifftop Retreat
-1 Plains
-1 Mountain
-1 Sacred Foundry
+3 Life from the Loam
+2 Seismic Assault
+2 Stomping Ground
+1 Temple Garden
+2 Scalding Tarn
+1 Marsh Flats
+1 Horizon Canopy
+1 Forest
+2 Wrath of God
UPDATE 1/6/2013
I am curious about making the following changes to add a Life from the Loam and Seismic Assault engine to the deck. This would act as a more formidable and efficient burn engine, especially late game. Rather than relying on setting up an Isochron Scepter, Grim Lavamancer, or slow drawing burn. The slow drawing burn engine, Grim Lavamancer, and Isochron Scepter burn engines work effectively however can draw out matches if not properly set up, so adding this type of engine would improve the reliability of winning before rounds/time.
-1 Ensnaring Bridge
-4 Grim Lavamancer
-3 Magma Jet
-4 Clifftop Retreat
-1 Plains
-1 Mountain
-1 Sacred Foundry
+3 Life from the Loam
+2 Seismic Assault
+2 Stomping Ground
+1 Temple Garden
+2 Scalding Tarn
+1 Marsh Flats
+1 Horizon Canopy
+1 Forest
+2 Wrath of God
New list would look like this
3 Ensnaring Bridge
4 Isochron Scepter
2 Trading Post
~//ENCANTMENTS//~
2 Seismic Assault
~//INSTANTS//~
2 Apostle's Blessing
3 Dawn Charm
4 Lightning Bolt
4 Lightning Helix
4 Silence
3 Ajani Vengeant
~//SORCERIES//~
3 Life from the Loam
2 Wrath of God
~//LANDS//~
4 Arid Mesa
2 Buried Ruin
1 Forest
1 Horizon Canopy
1 Marsh Flats
3 Mountain
2 Plains
3 Sacred Foundry
2 Scalding Tarn
2 Stomping Ground
2 Tectonic Edge
1 Temple Garden
Thoughts would be greatly appreciated, as this would be a very exciting addition to the deck.
Also potentially adding a draw spell of some kind that may be imprinted on Isochron Scepter wouldn't be a bad idea either. Ideally if Faithless Looting was an instant this would be great especially if i ended up adding Life from the Loam, however Faithless Looting itself isn't an instant.
2 Skullcrack (Gatecrash)
Leyline of Sanctity will provide protection from storm, targeted discard, and other spells targeting you.
Krosan Grip will take care of pesky permanents against opponents playing counterspells like the deck Bant Troll Worship that plays Worship. It is also in here as a split between Shattering Spree and Divine Offering vs Affinity since the deck is so fast and prone to running anti anti hate...
Shattering Spree, as stated above, is in here specifically vs Affinity, however it can come in as needed for other decks packing high volumes of artifacts. Can also be imprinted on Isochron Scepter and can be replicated once cast from imprint. This makes it a devestating spell vs Affinity!
Divine Offering is in here specifically vs Affinity as well but is much better vs decks packing pro swords, to recoup lost life if you sustain a couple hits before stabilizing. This too can be imprinted with Isochron Scepter, and devestates Affinity much like Shattering Spree.
Rule of Law this card is in here to act as a second anti storm spell, as well as other fast decks. I prefer Leyline of Sanctity more, however having a second spell to counteract things like Extirpate is nice.
Wheel of Sun and Moon is strictly better than Rest in Peace for this deck as grave hate, and can come in vs Storm too.
Angel's Grace on a stick is pure nonsense! Alone vs a deck like Storm can also mean game unless they can find a way to restart their storm, flash Grapeshot back, or draw it off the top... Seems good!
Path to Exile comes in for situations where our burn can't kill a big creature or needs a harder answer. Exiling also works well vs Squadron Hawk and Martyr Proc deck, since they can recur with Mistveil Plains.
Everlasting Torment is in here to combat Martyr Proc and Lifegain type decks. I play 1 copy of this since the new Skullcrack burn spell is better suited in this deck. Having a split for the purpose of dodging Extirpate yet again...
Skullcrack is amazing vs Martyr Proc and Lifegain decks because it can be imprinted on Isochron Scepter and can be cast at instant speed after they sacrifice Martyr of Sands! Very tactical answer in a deck like this.
I would like to know if you have any suggestions for better cards, or unforseen bad matchups that i may have missed. Nothing comes to mind on dealing with Tron if the can get through Ensnaring Bridge.
UPDATE 1/7/2013
-1 Ensnaring Bridge
-4 Grim Lavamancer
-3 Magma Jet
-4 Clifftop Retreat
-1 Plains
-1 Mountain
-1 Sacred Foundry
+3 Life from the Loam
+2 Seismic Assault
+2 Stomping Ground
+1 Temple Garden
+2 Scalding Tarn
+1 Marsh Flats
+1 Horizon Canopy
+1 Forest
+2 Wrath of God
REASONING: After much thought and testing I feel the change from R/W to R/W/g adding the Life from the Loam and Seismic Assualt engine largely increased the decks reliability and sped up the matches. Adding 2 Wrath of God helped since the deck runs 0 creatures and acts as a hard clear. A needed card during matches against decks like TRON. Overall the deck is tighter and more versitile after the changes.
UPDATE 1/6/2013
-1 Trading Post
-2 Silent Arbiter
+3 Dawn Charm
REASONING: After recommendations from izzetmage, I finally found a suitible replacement for Silent Arbiter and trimmed Trading Post down from 3 to 2 seeing that the recursion from Trading Post could effectively be replaced with 2 Buried Ruin. The addition of 3 Dawn Charm helps out as Ensnaring Bridge 5-7 except that it can prevent burn and can be activated at instant speed, not to mention being able to be imprinted on Isochron Scepter! Great suggestions!
4 Ensnaring Bridge
4 Isochron Scepter
2 Trading Post
~//CREATURES//~
4 Grim Lavamancer
~//INSTANTS//~
2 Apostle's Blessing
3 Dawn Charm
4 Lightning Bolt
4 Lightning Helix
3 Magma Jet
4 Silence
3 Ajani Vengeant
~//LANDS//~
4 Arid Mesa
2 Buried Ruin
4 Clifftop Retreat
4 Mountain
3 Plains
4 Sacred Foundry
2 Tectonic Edge
2 Runechanter's Pike
~//CREATURES//~
2 Pack Rat
4 Skirsdag High Priest
~//ENCHANTMENTS//~
4 Intangible Virtue
2 Oblivion Ring
~//INSTANTS//~
3 Altar's Reap
4 Midnight Haunting
1 Vile Rebirth
2 Mikaues, the Lunarch
~//SORCERIES//~
3 Bone Splinters
4 Gather the Townsfolk
2 Increasing Devotion
4 Lingering Souls
~//LANDS//~
4 Evolving Wilds
4 Isolated Chapel
6 Plains
4 Swamp
2 Vault of the Archangel
Increasing Devotion is huge, and inexpensive. Also Oblivion Ring as budget removal and takes out new Jace so you can punch through against midrange and control decks. Mikaeus, the Lunarch and Intangible Virtue protect against Thundermaw Hellkite and non-miracled Bonfire of the Damned. Overall i feel like you could get to finals at FNM every week if you ran this and piloted it properly.
2 Runechanter's Pike
//CREATURES//
3 Augur of Bolas
4 Nivmagus Elemental
3 Reckless Waif
3 Snapcaster Mage
//INSTANTS//
2 Cyclonic Rift
4 Electrickery
3 Izzet Charm
4 Mizzium Skin
4 Searing Spear
2 Thought Scour
1 Artful Dodge
2 Divination
1 Mizzium Mortars
//LANDS//
5 Island
2 Izzet Guildgate
2 Hellion Crucible
5 Mountain
4 Steam Vents
4 Sulfur Falls
The idea is to play overloaded spells for 2 mana the turn after you play Nivmagus Elemental, pump it up and beat down early for large amounts, force them on their back foot by making them chump block you, then tempo them outta the game. Lots of burn and tricks to shore up a slower start or sputtering out with creatures late. I took the list posted on SCG and tweaked the cards in it to where it's much more redundant and efficient. I added card filtering and trimmed some of the "fat" so to speak.
Card choices:
2 Runechanters Pike: This card is in here for the late game push you will need dealing with all the midrange decks going around. First strike on your smaller creatures deals with high power creatures looking to trade like Thragtusk. Overall this card can play at multiple stages of the game, as you wont always be exiling spells profitably every game, sometimes your grave will fill up with the spells you cast throughout the game.
3 Augur of Bolas: I toyed with all of the draw cards available, none of them seemed as good as Augur of Bolas. About half of the cards i considered were technically card disadvantage (Faithless Looting) and the other either cost too much or didn't feel right.
4 Nivmagus Elemental: Is the reason for this deck in the first place, with the loss of Ponder to help flip Delver of Secrets, the meta has seen a limited number of good tempo decks. I figured that this would at any stage of casting a spell be a good card. You go to burn out someone's creature and they blink it with Restoration Angel? Have Nivmagus Elemental eat it! Someone goes to Pillar of Flame your Nivmagus Elemental? cast a 1 mana spell and eat it! Playing a Naya Midrange deck with no hard kill spells? Force em to chump with multiple creatures in order to stay alive! So many fun situations where this card is amazing.
3 Reckless Waif: After much thought i figured this would be the best 1 drop vs control other than Nivmagus Elemental. More than likely it will flip because your opponent won't cast anything on turn 1 or 2 anyway. This leads to some fast starts if you don't start with Nivmagus Elemental. I have been thinking about upping the count to 4 for that very reason, so if someone sees a card that i could either cut or move to board please let me know.
3 Snapcaster Mage: While this cannot abuse overload out of the grave there is much known utility you can get from this card. At its worst its a flash creature, which i have yet to cast him as, and even then that can be very useful!
2 Cyclonic Rift: Initially i had Unsummon in here to provide tempo and as a pseudo removal spell. However this card hits walkers and Oblivion Ring/Detention Sphere so it got the nod over the underwhelming Unsummon.
4 Electrickery: While not totally useless without Nivmagus Elemental this card is pretty much aweful. This will likely get taken down to 3 to add a 4th Reckless Waif. I think one of the only good uses for this card is if the creatures blocking your creatures only need an extra point of damage to die, or if your dealing with Lingering Souls in which case it's incredible!
3 Izzet Charm: A great card for its utility in multiple situations. Kills creatures, digs deep for stuff, and can counter a kill spell or board clear spell. This card is in here as a 3 of due to it only doing everything marginally better than good. Not great... or GRRRREEAAAT.
4 Mizzium Skin: This unlike it's red overload buddy, is incredibly useful outside of using overload. It can act as a counterspell and a 1 mana +2/+2.
4 Searing Spear: I'm a red mage at heart as far as standard goes, and i truly wield burn spells effectively. Timing is the key to burn, to which i could write a novel on, i have often been able to deal with stuff without using burn only to finish a match with Lightning Bolts and Shocks to the face for double digits! But overall this is a functional copy of Incinerate -the "can't be regenerated" part which has rarely mattered. Great to burn an opponent out if you tempo them correctly throughout the game.
2 Thought Scour: Is a great digging draw spell that fills up the graveyard for Snapcaster Mage to utilize. It also serves as a 1 mana +2/+2 for Nivmagus Elemental if drawing and milling aren't most important at that time.
1 Artful Dodge: This card is more of an experiment, than anything. I feel like there will be a couple times where all you need is to sneak through with one attack with a HUGE Nivmagus Elemental. It can also be used if your creature is equipped with a large Runechanter's Pike and you cannot seem to punch through. You have 2 attacks with 1 of these that are unblockable. I see it's uses, but i will most likely test it to see if it is as useful of a card as it needs to be, given how tight i feel the list is right now.
2 Divination: great draw spell, that reloads your hand with stuff later in the game. Not much to this card other than it beat out other draw spells.
1 Mizzium Mortars: Hard burn spell that kills Restoration Angel and other 4 toughness stuff. Will likely add more to the sideboard if my other stuff can't get it done.
Sideboard is meta specific so i will be creating a good sideboard for my bad matchups that i will be expecting.
3 Chrome Mox
CREATURES
4 Goblin Guide
3 Grim Lavamancer
INSTANTS
4 Fireblast
4 Lightning Bolt
4 Price of Progress
4 Runeflare Trap
4 Chain Lightning
4 Lava Spike
3 Reforge the Soul
4 Rift Bolt
LANDS
4 Arid Mesa
3 Barbarian Ring
8 Mountains
4 Scalding Tarn
3 Smash to Smithereens
3 Faerie Macabre
2 Pyrostatic Pillar
4 Red Elemental Blast
1 Sulfuric Vortex
2 Volcanic Fallout
My thoughts on the inclusion of 3 Chrome Mox are this. First you can use it to accelerate to a fast turn one play like dropping two Goblin Guides or something equally as powerful and nearly impossible to answer. Second, when you cast Reforge the Soul you may want to ditch a newly drawn Reforge the Soul, a 3rd or 4th Fireblast, or a dead card that may not be especially useful at that moment in the game, where mana to cast Runeflare Trap would win the game. Since I've had these situations happen quite a bit. Now Reforge the Soul isn't only in here as a cute trick to make Runeflare Trap more potent or reliable... It will literally restock your hand with burn, will fill your graveyard with Grim Lavamancer fodder, and potentially let you drop a Chrome Mox into Runeflare Trap or two and win! I don't recommend playing 4 Reforge the Souls due to the reasons stated above. To reiterate, it is dead when you draw into it from your first Reforge the Soul, and you'll likely not be able to cast it from your hand for its regular mana cost unless by freak accident... or if you're doin' it wrong... lol. Also i chose to keep Grim Lavamancer in the deck because most players will side out most if not all of their removal since they won't see creatures and will overload for the counterwar, which they will lose because we have 8 copies of Red Elemental Blast!!! lol
1x Meekstone
1x Pithing Needle
2x Sensei's Divining Top
3x Vedalken Shackles
~~~~~//CREATURES (4)//~~~~~
1x Snapcaster Mage
3x Trinket Mage
4x Brainstorm
2x Counterspell
1x Cryptic Command
2x Echoing Truth
4x Force of Will
2x Spell Snare
~~~~~//ENCHANTMENTS (9)//~~~~~
3x Back to Basics
3x Counterbalance
3x Energy Field
4x Jace, the Mind Sculpter
~~~~~//SORCERIES (2)//~~~~~
2x Ponder
~~~~~//LANDS (18)//~~~~~
4x Scalding Tarn
1x Mountain
13x Island
How about this as a shell
A few cards to focus on that are slightly outside the norm:
Meekstone x1: This card beats RUG Delver creatures AND Maverick creatures, which is quite difficult to say given the two decks creatures bases are vastly different. It also works great when your opponent thinks they have a clear lane to kill Jace, the Mind Sculpter not knowing that you will be dropping an untimely Meekstone before their untap step and now they are forced to overextend into your board. Overall a great tutor target for Trinket Mage and mostly not a bad detterent to have opponents who know you have it leave Jace, the Mind Sculpter alone.
Jace, the Mind Sculpter x4: Most people don't run this while Energy Field is in play but idk if this is necessarily a bad play, we could drop Meekstone the following turn and play Jace, the Mind Sculpter 2 and not have to worry about anything from that point on as your opponent overextends into your board and you start nabbing creatures with Vedalken Shackles.
Echoing Truth x2: this is imo the most versitile bounce spell in the meta given that it can bounce dredge out of the game (sometimmes) bounce storm out of the game (most times) and usually deals with elf swarm too pretty well. It has tons of uses and i think its just unbelievably powerful to answer most situations. I play this over Repeal for its easy mana cost and though you won't gain any card advantage it still pays for itself in board advantage.
Most of the other cards are fairly common and don't require much explanation beyond the fact that Energy Field with Countertop is sick. This is a sort of affordable way to break into legacy without sacrificing game (i'm looking at you affinity!!!!...).
I built a U/R delver burn deck on both MWS and Cockatrice and Took out countermagic in favor of a more all in deck style with the only new cards being brainstorm and the new miracle burn card and it has been crushing games! I can post a list for naysayers to nitpick if need be
I agree on all counts about the paladin.i think its by far the best creature from avr for aggressive decks like boros an zoo. Might even see some fringe play in maverick but most likely they will stick with knights.
Do you think the miracle lava axe will see play outside of legacy burn? Like in zoo or boros?
Number 1 no
Number 2 i have playtested with my friends from my lgs (pros) lol and miracles need brainstorm to be playable and they have sucked in all the decks we have put them in. I didnt know that the only oppinions allowed for posting in this thread were that miracles are amazing and the best evr... Not sold bc they havent tested well. Also the pros i play with have never won any tournaments! If you say this makes them less credible then you are contradicting yourself since you said i was discredible for saying my basis for testing was from playing woth pros.
Miracle is aweful in Legacy and hardcasting these cards requires a ramp deck which outside of nicfit is aweful... Idk what u guys are even considering entreat for either since it cost so much mana to net any sort of value from... Now that we've established that these cards are unplayable an bad in legacy we can move on.
And to answer someones question about the cost of some of these cards... Theyre all high due to presale frenzy and speculation. Most people havent ACTUALLY tested miracle, and those who have tested it honestly know its trash on legacy. Price is all hype right now
Also with Chrome Mox and imprint the issue is that once your replay the grifin from exile the imprint is gone but imo 9 times/10 this should mean food chain is in play and your ready to combo off. That one turn accel can be huge in legacy.
Misthollow Griffin the card bejng the reason for discussing this idea in this thread in the first place is the centerpiece of this two piece combo, alongside Food Chain. It also has insane ammounts of synergy with Force of Will, Chrome Mox, Midsirection, and all the most popular removal in legacy atm (path swords).
Also i added 4 Living Wish to act as copies 4-7 of Misthollow Griffin since i felt banking solely on drawing him naturally was a tall prder even with Brainstorm +fetches.
And finally you ideally want to combo off with Emtakul and then replay all the rest of your Misthollow Griffins out of exile befpre you take your extra turn.