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  • posted a message on [Deck] Sunnyside Up
    Van Lunen's article in the OP is an excellent guide.

    Basically, play cantrip rocks on your first few turns and suspend Lotus Bloom if you can on Turn 1. The turn it becomes unsuspended or the turn you net Reshape (for Lotus Bloom), pop your rocks (a.k.a. "eggs") in a quest to find Second Sunrise. Aim Ghost Quarters at your own lands to net untapped basic lands along the way (I recommend doing that before popping rocks every cycle, as it decreases the chance you draw useless lands). When you run out of rocks, cast Second Sunrise by popping the Bloom and bring all your rocks back. Kill lands for more lands, Noxious Revival your Second Sunrise on top of your deck, then pop rocks again, then Second Sunrise again. Repeat until you draw your deck. Play Pyrite Spellbomb. Sac a Bloom for red mana and another bloom for white mana, use the red mana to ping your opponent with Pyrite, use the white mana to cast Second Sunrise, and retrieve Sunrise again with Conjurer's Bauble. Repeat until your opponent dies.

    A few tips include saccing tapped lands as a first priority, only using Edge of Autumn to cycle, saccing your Elsewhere Flasks when you don't have Ghost Quarters on the field, Noxious Revivaling in response to the Flask draw, and having the only land drop on your combo turn be Ghost Quarter or a fetchland.
    Posted in: Modern Archives
  • posted a message on How viable is reanimator as a deck?
    ...Except no one plays Dark Ritual in the deck anymore. Far better to eliminate others' removal, targeted discard, and counterspells. Turn 1 is often better spent Duressing. (I won against Reanimator once by IoKing away Exhume, forcing my opponent to Reanimate the Iona he Entombed earlier, then StPing her (he named Black, fearing an Edict or targeted black removal) and playing Bob. He pulled an Empyrial Archangel out of his butt later with Show and Tell, but I snuck in Batterskull at the same time, strapped it to Bob, played Elspeth, boosted Bob, and rode an equipped Bob all the way home.)

    ...Yeah, that's proof that shoving your opponents' counterspells, targeted discard, and removal out of the way wins games for Reanimator.

    On another note, Jin-Gitaxias is probably the most powerful target for Reanimator because he makes opponents discard hands (absolutely no one wants no hand on Turn 2-3, unlike combo decks that can ignore Elesh Norn or multicolored decks that can circle around Iona) and makes you draw a ton of cards, thus filling your hand with countermagic and reanimation and filling your graveyard with more fatties. He may be a 10 cmc 5/4, but he's great in all match-ups for these reasons.
    Posted in: Legacy (Type 1.5)
  • posted a message on [Development] Solar Flare
    Ah yes, the Ravnica incarnation of Solar Flare. Solar Pox was more likely to run Haakon, Stromgald Scourge and Court Hussar in tandem. With Nameless Inversion as recurring removal, we might have a viable Knight version on our hands.

    The thing with Sun Titan and Court Hussar is that, since Hussar isn't cast, it keeps dying as soon as it hits the battlefield. I'd rather revive Tiago; at least he sticks around.

    Against graveyard hate, there is such a thing as hardcasting some of your fatties.
    Posted in: Modern Archives
  • posted a message on [Primer] Mono-White Control
    Ah yes. With Norn, tiny guys automatically get swept, weenie decks have to pray for creature removal or they'll never stick anything for the rest of the game, Zoo starts sucking, and more. She also can play both defense and offense, so she can strike at the conveniently shrunken army and slowly win you the game. Her 7 cmc might kill her chances of being any good in this deck, though. (Legacy has it so much better with Reanimator and Dredge snapping her up.)
    Posted in: Deck Creation (Modern)
  • posted a message on The One Word Card Game
    The Bludgeoner of Avabruck 3G
    Creature - Human Werewolf Squirrel
    Haste
    Whenever a creature attacks you or a planeswalker you , it gets -2/-0 and loses all abilities until the end of game.
    If a spell or ability you control deals damage to a creature, you may pay 3. If

    (Sorry, something about this card just doesn't seem right...)
    Posted in: Custom Card Contests and Games
  • posted a message on Double-Keyword (or Multi-Keyword) Game
    Burning Ravings 1BR
    Sorcery

    Target player discards two cards at random.

    Hellbent - If you have no cards in hand, draw two cards, then discard a card at random.

    Flashback 3BR

    Next: Morbid and Retrace
    Posted in: Custom Card Contests and Games
  • posted a message on The Real Card Name Game
    Tolarian Academy
    Legendary Land

    t: Add U to your mana pool.

    t: Put up to two time counters on target permanent or suspended card, or remove up to two time counters on target permanent or suspended card.

    (I'm trying to depict the Academy after the slow-time and fast-time bubbles appeared.)

    Next: Izzet Chronarch
    Posted in: Custom Card Contests and Games
  • posted a message on The "I Like You" game
    Font of Inspiration 5
    Artifact

    Whenever you draw a nonland card, you may pay 3. If you do, cast it without paying its mana cost, then draw a card.
    Posted in: Custom Card Contests and Games
  • posted a message on "I Don't Like You" game.
    Guard Against the Guildpact 2B
    Instant

    Permanents you control gain protection from multicolored until end of turn.

    Permanents you control can't be destroyed or exiled by multicolored spells or abilities until end of turn.

    (Colour pie stretching, yes, but Enemy of the Guildpact is black and, since White is more likely to uphold the Guildpact and Black is more likely to rebel against it, it doesn't seem right to make this card white.)
    Posted in: Custom Card Contests and Games
  • posted a message on [Primer] W(x) Death & Taxes
    Quote from CorrodedTemplar
    Could you please explain how their mana denial strategy is different to ours? As I am new to the deck and not really seeing much difference bar this deck being extra resilient to fetchlands.


    Legacy D&T runs Wasteland and Rishadan Port. Modern D&T runs Ghost Quarter and Tectonic Edge, often with the help of Leonin Arbiter and Aven Mindcensor. Legacy D&T aims to destroy nonbasics fast and tap down the rest, especially basics, while Modern D&T aims to destroy lands relatively fast (with search hate bears) and guarantee that some nonbasics are gone later. Modern D&T nerfs fetchlands, turns Ghost Quarter into Strip Mine half the time, and thinks Path to Exile starts to look like Dispatch, while if Legacy D&T kept giving everyone basics, they couldn't keep up with the mana flow. Also, Legacy D&T can't handle fetchlands too well, as people will crack fetchlands in response to them getting destroyed or tapped, resulting in card disadvantage or tempo loss for the D&T player.
    Posted in: Modern Archives - Established
  • posted a message on Compleat the Card!
    Plague Prowler 2B
    Creature - Insect Horror

    Flying, infect

    Discard a card: Plague Prowler gets -2/-0 until end of turn. Any player may activate this ability.

    3/1

    Next: Mycosynth Lattice (Yes, it's already partially compleat. Now, just push it a little further...)
    Posted in: Custom Card Contests and Games
  • posted a message on Flavor Text Game - Version 2.0
    Glass Gift Box 3
    Artifact

    ,t, Sacrifice Glass Gift Box: Draw two cards.

    Break and ye shall receive.

    Next: Yes, his middle name really is Trouble.
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Shocked Image 2UR
    Creature - Shapeshifter

    You may have Shocked Image enter the battlefield as a copy of any creature on the battlefield except it gains "When this creature enters the battlefield, it deals 2 damage to target creature or player."

    0/0

    Next: Elleran of the Valerian Court
    Posted in: Custom Card Contests and Games
  • posted a message on Make the Keyword game
    Spell Absorber UURR
    Creature - Weird

    Channel White, Channel Blue, Channel Black, Channel Red, Channel Green

    While choosing targets as part of casting a spell or activating an ability, your opponents must choose a permanent named Spell Absorber if able.

    5/5

    Next: Thoughtgorge X (As this creature enters the battlefield, you may discard any number of cards. Put X +1/+1 counters on it for each card discarded this way.)
    Posted in: Custom Card Contests and Games
  • posted a message on The Real Card Name Game
    Elvish Hunter GG
    Creature - Elf Warrior

    G,t: Elvish Hunter fights target creature.

    2/2

    Next: Golgari Thug
    Posted in: Custom Card Contests and Games
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