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  • posted a message on The "I Like You" game
    Spy's Magemark 1U
    Enchantment - Aura

    Enchant creature

    Creatures you control that are enchanted get +1/+1.

    Whenever a creature you control that is enchanted is blocked by a creature, you may draw a card.
    Posted in: Custom Card Contests and Games
  • posted a message on "I Don't Like You" game.
    No Frills 1WB
    Enchantment

    Whenever a player pays an additional cost for a spell, counter that spell.
    Posted in: Custom Card Contests and Games
  • posted a message on The Real Card Name Game
    Sand Squid GUU
    Creature - Squid

    Islandwalk

    Sand Squid may block creatures with islandwalk as though they didn't have that ability.

    GG: Sand Squid gains shroud until end of turn.

    2/2

    Next: Sailmonger
    Posted in: Custom Card Contests and Games
  • posted a message on [Deck] Reanimator
    Quote from jake556
    Since Emrakul has protection from colored spells this wouldn't work would it?


    Emrakul has protection from coloured spells. However, no one ever said anything about coloured abilities.
    Posted in: Combo
  • posted a message on Eggs - Second Sunrise Combo (11/2011 - 7/2013)
    All right, here are the card choices. I put in some that people will inevitably start discussing like Emrakul, even though my testing shows that they are questionable at best.

    Artifacts
    Eggs
    Chromatic Star: It’s 1 cmc. It fixes your mana. It draws you a card when it gets sacced. It’s one of the best Reshape fodder rocks ever. Play 4.

    Chromatic Sphere: It’s better in Vintage Eggs because of Yawgmoth’s Will and worse here because it won’t yield a card when we sac it to Reshape. 4 of these are still essential, though, as 1 cmc mana-fixing rocks will not be denied.

    Conjurer’s Bauble: Shoving Edge of Autumns, Reshapes, and Noxious Revivals back into your library is good. You also don’t need mana to draw a card with this 1 cmc rock. This is also the key to the main Sunny Side Up kill—stuff a Second Sunrise into an empty library, draw it, pop a Pyrite Spellbomb, then cast Second Sunrise, getting everything back. This guy is the best egg in Riddlesmith builds, as you can shove discarded excess lands and stranded Lotus Blooms back into the deck.

    Elsewhere Flask: Yes, it costs 2 mana. However, it immediately draws us a card and can sac itself for free, so it’s in our books. Remember that its draw effect is mandatory and immediate—thin out the lands in your deck in response, Noxious Revival a Second Sunrise in response, and sac these last, in case you nab a Reshape and need a target or you are close to having an empty library. Also remember that it turns your Ghost Quarters and nonbasic lands into basic lands, so that’s another reason to sac these last.

    Ichor Wellspring: It’s much worse than Elsewhere Flask, as it can’t sac itself for free, but it’s an awesome Reshape target. Remember that the draw occurs before Reshape resolves.

    Mana Accel
    Lotus Bloom: Suspending this first turn is fun. The turn this gets cast is the turn you should go off. Crack all your other eggs first, and then rip the petals off this flower when you’re just about to cast Second Sunrise. Alternately, Reshape acts as extra copies of Modern’s own Black Lotus, and the turn you Reshape into this is the turn you should go off.

    Mox Opal: It’s one free mana of any colour when you need it most. The fact that it’s legendary hurts, though, as seconds are practically dead draws. Even if you sac the first to Reshape and play the second, they keep dying to the legend rule all the time afterwards. This card is better in Riddlesmith builds that treat seconds as the perfect discard fodder.

    Locket of Yesterdays: With our cheap, easily cracked eggs, this modest 1 cmc artifact can give us serious mana savings. You may have to rearrange the order you smash your eggs with this card out, though.

    Win Cons
    Pyrite Spellbomb: Get a Second Sunrise with Conjurer’s Bauble. Sac Lotus Bloom 1 for red mana. Sac Lotus Bloom 2 for white mana. Sac this with the red mana to ping your opponent. Cast Second Sunrise and get the Bauble, Spellbomb, and Blooms back. Repeat until your opponent dies. Killing Ethersworn Canonist is a plus, and it cantrips in a pinch.

    Sunbeam Spellbomb: Does your opponent have a Leyline of Sanctity out? Then gain infinite life with this Spellbomb, then keep casting Noxious Revival targeting Noxious Revival until your opponent decks himself or herself (or deals with your constant infinite life and wins anyway). It also cantrips in a pinch and can give you a nice life buffer against aggro so you can keep cracking fetchlands or casting Noxious Revival without using mana.

    Temple Bell: There’s a pretty convoluted combo involving Noxious Revivals and Reshapes that allows you to force your opponent to draw his or her deck (while you don’t) with this artifact. It’s an option, and it lets you (and your opponent) draw cards in the meantime.

    Disruption
    Defense Grid: Making your opponent’s counterspells absurdly expensive is what this card does best. Beware of Spell Pierce, though, as your opponent just might be able to cast it if you were on the draw.

    Pithing Needle: Got Tormod’s Crypt problems? How about Relic of Progenitus or Nihil Spellbomb problems? Name those pesky rocks with this needle and you won’t worry about graveyard hate ever again!

    Aether Spellbomb: Kicking out Ethersworn Canonist, Meddling Mage, Knight of the Reliquary, and more is pretty good. Being an (expensive) cantrip and a Reshape target means this is never a dead draw. If you run creatures, this is also an excellent bodyguard.

    Nihil Spellbomb: This is the perfect graveyard hate rock for us. It exiles our opponents’ graveyards only and it cantrips! Too bad it needs black mana to be fully effective.
    Instants and Sorceries
    Recursion
    Second Sunrise: The purpose of this deck is to break this card in half. It gives you immense card advantage as your artifacts, lands, and optional creatures and enchantments revive themselves. By looping this card, you can eventually draw you deck.

    Open the Vaults: It can get you out of a giant hole if you fizzle. As Second Sunrises 5+, though, it’s subpar, as it doesn’t return lands and it is way more expensive.

    Noxious Revival: This card’s sole duty is to put Second Sunrises from your graveyard on top of your library so you can draw them. Not actually needing green mana to cast this is awesome.

    Reclaim: When four graveyard retrieval spells aren’t enough, this fifth spell will do in a pinch. The need for actual green mana hurts, though.

    Tutoring
    Reshape: This card’s main purpose is to tutor for Lotus Bloom, thus basically giving this deck access to Black Lotus. Don’t forget that it can tutor for eggs, other mana accel, or disruption in a pinch.

    Wargate: It’s got a very restrictive mana cost, but searching for Lotus Blooms, Ghost Quarters, and more is pretty unreal. It can even tutor for creatures and enchantments!
    [CARD]
    Spoils of the Vault[/CARD]: If you still have trouble finding Second Sunrise, you can cast this card and kick yourself in the ‘nards trying to get that wonderful instant. Stick more than one win con in your deck if you use this card, though, as you don’t want to exile your only way(s) of winning.

    Cantrips
    Edge of Autumn: You don’t search for lands with this card. You cycle it by sacrificing lands. You’ll get those lands back with Second Sunrise, trust me.

    Serum Visions: R.I.P. Ponder and Preordain. We knew ye well. Serum Visions is Preordain’s backwards brother who doesn’t dig nearly as well, but at least it shoves through dreck.

    Sleight of Hand: Sleight of Hand is Preordain’s other backwards brother who forces you to shove one card to the bottom and the other card into your hand, and it never lets you see a third card. It’s one of the best cantrips left to us, though.

    Manamorphose: Old versions of this deck used this card as a simple free (well, it’s 2 cmc, but it filters your mana) cantrip. We’ve got Elsewhere Flask on our side, though.

    Gitaxian Probe: At least this free cantrip lets us stare at our opponent’s hand and check whether we can spare one more turn against Zoo or if we’re walking into a counterspell wall. The life loss may hurt, though.

    Win Cons
    Grapeshot: It can smack your opponent for fairly high, to be sure, but getting 20 Storm with this card is near impossible unless you’ve gone through at least three quarters of your deck. It’s probably better against decks with suicidal land bases and Bob and worse against decks with life gain.

    Bitter Ordeal: It can boot out your opponent’s entire deck, to be sure, but only after you’ve gone through at least three quarters of your deck. If you fizzle and cast this card, you’re only slicing out half your opponent’s deck at most. At least you get to snag their best cards (like most of their business spells).

    Banefire: Only use in Lotus Cobra builds. At least you might need less mana than Emrakul demands from you (if your opponent is at 13 or less life, for example), but it might still not be necessary.

    Removal
    Echoing Truth: Staring down Pithing Needles naming Pyrite Spellbomb and Sunbeam Spellbomb or Meddling Mages naming Second Sunrise and Noxious Revival? Bounce them all with this handy card!

    Repeal: Bounce anything interrupting your plans and draw a card! (Smart players will activate Tormod’s Crypt in response, making this spell fizzle and ensuring your second Second Sunrise won’t do anything useful.)

    Wipe Away: Ha ha, they can’t activate Tormod’s Crypt or Relic of Progenitus in response now! The 3 cmc is pretty steep, though.

    Blasphemous Act: Stop Elves, and keep your life total safe! This stops weenie aggro for a while and keeps Goblin tokens from Storm decks from running you over before you can combo off.

    Interruption
    Pact of Negation: Are they trying to counter your Second Sunrise? Stop those shenanigans for free! (You might not be able to pay the upkeep cost if you fizzle later, though.)

    Silence: This card keeps those pesky blue mages from countering your other spells during your combo turn. The W mana cost hurts, though.

    Mindbreak Trap: UR Storm may be faster than us, but we can stop their Grapeshots and Empty the Warrens with this free card. (Of course, if they somehow shove two Grapeshots in your face, you’re probably doomed.)
    Creatures
    Mana Accel
    Riddlesmith: Our goal in life is to cast artifact spells and keep digging for Second Sunrises (and Noxious Revivals). This guy will help us in that mission. Just cast eggs, draw cards, and discard lands and Lotus Blooms that get stranded in hand. Excess Mox Opals and other Riddlesmiths also make good discard fodder.

    Lotus Cobra: With all the Ghost Quarters, basic lands, and fetchlands getting revived with Second Sunrise, this humble snake can give us a serious mana boost.

    Etherium Sculptor: Making the majority of our eggs free is awesome and gives the deck a serious nitro boost. Being able to Reshape into him is a plus.

    Win Cons
    Disciple of the Vault: Did your opponent Extirpate all the Pyrite Spellbombs from your deck? Kill your opponent by endlessly casting Second Sunrise and saccing your own Lotus Blooms and Conjurer’s Baubles instead! If you fizzle, you might also be able to throw a few artifacts at your opponent’s head and reap some benefits with this guy.

    Laboratory Maniac: Who needs the infinite Pyrite Spellbomb kill when you’ve got Laboratory Maniac and a ton of ways to draw cards at instant speed, often for free? If they attempt to exile this guy in response, just Bauble an Edge of Autumn into your hand and cycle it. This also doesn’t target opponents, so you can dodge Leyline of Sanctity and Runed Halo with this win.

    Emrakul, the Aeons Torn: Only use the Flying Spaghetti Monster in Lotus Cobra builds. Even then, it might not be necessary, but then again, it may save your butt if you’re accumulating mana and not cards.
    Enchantments
    Eggs
    Ior Ruin Expedition: It requires a bit of preparation beforehand, but drawing 2 cards per Second Sunrise off it is oh so sweet. (Remember, everything pops onto the battlefield at the same time with Second Sunrise, and then Landfall triggers go on the stack.) It has the same cmc as Elsewhere Flask, though, which hurts.

    Disruption
    Blood Moon: Turning other decks’ mana bases into junk can stall them for just about forever. Please be aware that this neuters your Ghost Quarters and fetchlands, though, so it’s definitely a double-edged sword.
    Lands
    Coloured Mana
    Island: How do you expect to cast Reshape without blue mana? Besides, searching for endless supplies of these with Ghost Quarters is fun.

    Forest: If you’re splashing for Lotus Cobra and Wargate, this is a must-have.

    Plains: If you’re splashing for Wargate, this is a must-have. Otherwise, just crack Lotus Blooms to get white mana.

    Swamp: If you’re splashing for Spoils of the Vault, this is a must-have.

    Utility
    Ghost Quarter: In any other deck, all this does is turn opponents’ nonbasic lands into basic lands. In this deck, it turns our tapped lands into untapped basic lands. A few Second Sunrises later, we’ve got piles of lands and a thinned-out deck.

    Misty Rainforest, Scalding Tarn, etc.: Otherwise known as fetchlands, these are awesome as spare (if bad) copies of Ghost Quarter that cost life, can’t destroy our tapped lands, and don’t tap for mana. You need the redundancy, though, and they are musts if you splash other colours.

    Darksteel Citadel: If you’re that desperate for artifacts to sac to Reshape, be my guest. Otherwise, not producing coloured mana hurts, not being a basic land blows, and not dying to Ghost Quarter is even worse.
    Posted in: Modern Archives - Established
  • posted a message on [Primer] Belcher
    Land Grant is basically a free ritual in this deck, though. Besides, flipping a Taiga can't be too bad, as it's a Mountain and, on average, it's halfway into the deck, so you deal the same damage as you would if the land were not there.
    Posted in: Legacy Archives
  • posted a message on [SCD] Weathered Wayfarer
    I tried him in an Emeria Control variant to (attempt to) find Emeria, the Sky Ruin as well as other utility lands. In a deck that aims for the long game and to have more lands that some low-curve deck, he wasn't much good beyond Turns 1-2. Even then, the body sucked big-time.

    I'm sure he can find a home in a lower-curve deck that likes specific lands. But I sure didn't find one in the deck I was building.
    Posted in: Modern Archives
  • posted a message on [Deck] RUG Delver (11/2011 - 6/2013)
    Quote from apaulogy

    Agree about Remand. The later the game goes the better it is though. 2-of seems fine...


    The later the game goes on against a deck with a low curve, the worse Remand gets. Still, it's almost a Time Walk when cast right.

    Quote from apaulogy
    I like Firespout because in the context of just controlling the board with V. Clique, you can smash the ground and keep pecking. Vice versa if you are getting smashed by opposing Insectile Aberrations and Cliques.


    Firespout won't smack creatures with flying if all you pay is 2R. Firespout kills Clique and Aberration if you pay 1GR or 2G. You can't win, it seems.
    Posted in: Modern Archives - Established
  • posted a message on Eggs - Second Sunrise Combo (11/2011 - 7/2013)
    Additional costs are not triggers. However, jamming discarded or dead Lotus Blooms into the deck in response to saccing, oh, Elsewhere Flask with Reshape should work.
    Posted in: Modern Archives - Established
  • posted a message on Eggs - Second Sunrise Combo (11/2011 - 7/2013)
    I usually save the Elsewhere Flasks for the end, as saccing them to their own abilities while you still have Ghost Quarters or fetchlands is awful and they make perfect Reshape targets. Chromatic Star is still one of the last guys to get sacced, though.
    Posted in: Modern Archives - Established
  • posted a message on The Real Card Name Game
    Shrine of Burning Rage 2RR
    Enchantment - Shrine

    2R: Shrine of Burning Rage deals damage to target creature or player equal to the number of Shrines you control.

    Next: Opt
    Posted in: Custom Card Contests and Games
  • posted a message on "I Don't Like You" game.
    Hate of Ugin 2R
    Instant

    Hate of Ugin is colorless.

    Counter target colorless spell.

    The spirit dragon Ugin's breath was an essential weapon against the Eldrazi, turning their colorless wrath onto themselves.
    Posted in: Custom Card Contests and Games
  • posted a message on [Primer] Death Cloud/BG Rock (8/2011 - 8/2013)
    Golgari Rot Farm produces 2 mana in 1 land. Kitchen Finks survives Death Cloud/Smallpox. Treetop Village increases your threat density while being a land. Garruk Wildspeaker survives Death Cloud/Smallpox, squeezes more out of your few lands, and produces creatures afterwards. Call of the Herd doesn't become entirely useless when discarded to either card. If those don't break symmetry, nothing in BG will.
    Posted in: Modern Archives - Deck Creation
  • posted a message on [Deck/Primer]The Nightmare Effect
    Krovikan Horror is card advantage and a sac outlet. Stinkweed Imp is card quality (and iffy card advantage with Dredging Tortured Existence targets).

    ...Stick to the Horror.
    Posted in: Legacy Archives
  • posted a message on [Deck] Reanimator
    Thoughtseize is better in a field full of creature aggro, as they may not have non-creatures or non-lands to boot from hands. Duress is definitely the better Thoughtseize substitute, though, as this is a deck that worries about Force of Will and Swords to Plowshares.

    (For example, if your opponent's hand is 3 lands, Bob, SFM, Elspeth, Chrome Mox, you might want to discard Bob with Thoughtseize. You're stuck with Elspeth or Mox with Duress, though.)
    Posted in: Combo
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