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  • posted a message on [Primer] Mono Black Control
    Quote from rickeh
    Thanks for the kudos =).

    how come you're running the solemns? I understand them in other versions of MBC, and love me some sad robot; but they don't seem to further your gameplan of midrange-ish control any further?

    Just curious as to your thought process is all =).


    Solemn is probably the weakest card right now (which is a unique place to be), but it's still in for a few reasons.

    It synergizes well with Disciple, Mutilate (especially to ramp up to titan killing) and Lashwrithe. It's another body to put Lilly's -3 on. I can't think of a creature I like better.

    Quote from Niche »
    Ehhh also 16 4 drops seems ridiculous. It should be half that number tops at 4.


    I don't mean to be snippy, but your list runs 7 four drops and 11(!) 5+ drops, while running one less land (+ talismans) and my list tops out at one 5 pre-board. I'd say our curves are at least comparable.
    Posted in: Standard Archives
  • posted a message on [Primer] Mono Black Control
    I'll be bringing a version to the PTQ on Saturday. Thanks to Rickeh for his commentary in this forum.



    I like it a lot. Feels powerful, and lets me control the pace of the game. I'm just working out my sideboard plan now, mostly.
    Posted in: Standard Archives
  • posted a message on [ISD] URx Burning Vengeance
    I'm pretty sure think twice has to go, we've got better things to do with our mana.

    I added burning oil, and it's worked ok. There are many times that geistflame is superior, though (it hits planeswalkers, for example), so some combination of each seems correct.

    But while I was splashing white, I decided to add feeling of dread just for kicks. Oh my god, this card is amazing. In aggro match ups, it buys you time and land drops, which is what you need. Even in control match ups, you can flash it back targeting nothing for some cheap burning vengeance activations. I wouldn't add four, but two seems right.
    Posted in: [IDA] Innistrad, Dark Ascension, Avacyn Restored
  • posted a message on First to [DII]
    In one of these draftcaps there are complaints that there aren't enough draftcaps where people scrub out. I thought I might as well oblige.

    Draft:
    Event #: 3662862
    Time: 3/31/2012 9:53:57 PM
    Players:
    zaphodava
    Prödigy
    Platinum Angel
    XxquestionablyawesomexX
    Barthos
    -->Malthes
    renatoaraujo
    swamposaurous

    ------ DKA ------

    Pack 1 pick 1:
    Haunted Fengraf
    Tragic Slip
    Faithless Looting
    Headless Skaab
    Silverclaw Griffin
    Undying Evil
    Scorch the Fields
    Somberwald Dryad
    Bone to Ash
    Avacyn's Collar
    Lingering Souls
    Niblis of the Urn
    Chalice of Life
    --> Beguiler of Wills
    Island

    I felt like this was really close. I do not think so anymore. The pick should have been Lingering Souls.

    Pack 1 pick 2:
    Crushing Vines
    Erdwal Ripper
    Stormbound Geist
    Silverclaw Griffin
    Spiteful Shadows
    Fires of Undeath
    Young Wolf
    Chant of the Skifsang
    Dawntreader Elk
    Wolfhunter's Quiver
    --> Tower Geist
    Immerwolf
    Soul Seizer
    Plains

    Pack 1 pick 3:
    Gravepurge
    Break of Day
    Gruesome Discovery
    Screeching Skaab
    Nearheath Stalker
    Undying Evil
    Griptide
    Elgaud Inquisitor
    Kessig Recluse
    --> Diregraf Captain
    Wakedancer
    Chosen of Markov
    Forest

    This could be a mistake, since I hate BU, and I have a human and a spirit already. Was considering Inquisitor.

    Pack 1 pick 4:
    Gravepurge
    Nephalia Seakite
    Ray of Revelation
    Haunted Fengraf
    Wrack with Madness
    Saving Grasp
    Scorch the Fields
    Heckling Fiends
    --> Niblis of the Breath
    Altar of the Lost
    Soul Seizer
    Forest

    Pack 1 pick 5:
    Shriekgeist
    --> Burden of Guilt
    Clinging Mists
    Kessig Recluse
    Fling
    Chant of the Skifsang
    Curse of Thirst
    Gravetiller Wurm
    Village Survivors
    Jar of Eyeballs
    Swamp

    The person to my left is obviously in white, but I think I can make do with getting blue cards in pack two. Plus, you can splash a burden of guilt easily.

    Pack 1 pick 6:
    Shriekgeist
    Hollowhenge Beast
    Spiteful Shadows
    Erdwal Ripper
    Bone to Ash
    Gather the Townsfolk
    Sightless Ghoul
    --> Avacyn's Collar
    Chalice of Life
    Island

    Pack 1 pick 7:
    --> Skillful Lunge
    Torch Fiend
    Gravepurge
    Wild Hunger
    Heavy Mattock
    Young Wolf
    Evolving Wilds
    Deadly Allure
    Forest

    Pack 1 pick 8:
    Favor of the Woods
    Bar the Door
    --> Forge Devil
    Heavy Mattock
    Vengeful Vampire
    Gravetiller Wurm
    Mystic Retrieval
    Forest

    Pack 1 pick 9:
    Haunted Fengraf
    Headless Skaab
    Scorch the Fields
    Somberwald Dryad
    --> Bone to Ash
    Chalice of Life
    Island

    Pack 1 pick 10:
    Crushing Vines
    Spiteful Shadows
    Young Wolf
    Chant of the Skifsang
    --> Immerwolf
    Plains

    This seems really late, but I haven't seen any other noteworthy werewolves, so maybe R/G isn't there.

    Pack 1 pick 11:
    Gravepurge
    Gruesome Discovery
    Nearheath Stalker
    --> Chosen of Markov
    Forest

    Pack 1 pick 12:
    --> Gravepurge
    Haunted Fengraf
    Scorch the Fields
    Forest

    Pack 1 pick 13:
    Clinging Mists
    --> Curse of Thirst
    Swamp

    Pack 1 pick 14:
    Spiteful Shadows
    --> Island

    Pack 1 pick 15:
    --> Forest

    ------ ISD ------

    Pack 2 pick 1:
    Unruly Mob
    Ashmouth Hound
    Woodland Sleuth
    Forbidden Alchemy
    Feral Ridgewolf
    Vampiric Fury
    --> Deranged Assistant
    Gnaw to the Bone
    Ghostly Possession
    Curse of the Nightly Hunt
    Gallows Warden
    Make a Wish
    Stromkirk Noble
    Screeching Bat
    Swamp

    What an awful pack for me.

    Pack 2 pick 2:
    Kessig Wolf
    Silverchase Fox
    Unruly Mob
    Blazing Torch
    Deranged Assistant
    Gnaw to the Bone
    Vampire Interloper
    Curse of the Pierced Heart
    Desperate Ravings
    Dissipate
    --> Silver-Inlaid Dagger
    Curse of Stalked Prey
    Village Ironsmith
    Swamp

    Operation: Voltron is go.

    Pack 2 pick 3:
    Woodland Sleuth
    Curse of Oblivion
    Crossway Vampire
    Wooden Stake
    Ghoulcaller's Chant
    Stromkirk Patrol
    Night Revelers
    --> Travel Preparations
    Boneyard Wurm
    Memory's Journey
    Purify the Grave
    Village Ironsmith
    Swamp

    Again, an awful pack. This is a late travel prep. Where are my blue cards?!

    Pack 2 pick 4:
    Traveler's Amulet
    Corpse Lunge
    Thraben Purebloods
    Dream Twist
    Rotting Fensnake
    Caravan Vigil
    Infernal Plunge
    Ranger's Guile
    Bitterheart Witch
    --> Sulfur Falls
    Ulvenwald Mystics
    Mountain

    Mistake, should have taken the amulet.

    Pack 2 pick 5:
    Ashmouth Hound
    --> Selfless Cathar
    Somberwald Spider
    Riot Devils
    Harvest Pyre
    Mulch
    Smite the Monstrous
    Inquisitor's Flail
    Rage Thrower
    Village Ironsmith
    Forest

    Pack 2 pick 6:
    Maw of the Mire
    Thraben Purebloods
    Furor of the Bitten
    --> Feeling of Dread
    Village Bell-Ringer
    Sensory Deprivation
    Bloodcrazed Neonate (FOIL)
    Ghoulraiser
    Ghost Quarter
    Plains

    Pack 2 pick 7:
    Frightful Delusion
    Cobbled Wings
    Skeletal Grimace
    Ranger's Guile
    --> Abbey Griffin
    Sensory Deprivation
    Curiosity
    Scourge of Geier Reach
    Forest

    Seriously, there are no blue cards in these packs.

    Pack 2 pick 8:
    Ghoulcaller's Chant
    Lost in the Mist
    Elder Cathar
    Grave Bramble
    Urgent Exorcism
    --> Selhoff Occultist
    Traitorous Blood
    Forest

    THERE'S ONE!

    Pack 2 pick 9:
    Woodland Sleuth
    Feral Ridgewolf
    Vampiric Fury
    --> Ghostly Possession
    Curse of the Nightly Hunt
    Make a Wish
    Swamp

    Pack 2 pick 10:
    Kessig Wolf
    --> Silverchase Fox
    Unruly Mob
    Gnaw to the Bone
    Curse of the Pierced Heart
    Swamp

    This shouldn't wheel. What is happening?

    Pack 2 pick 11:
    --> Woodland Sleuth
    Curse of Oblivion
    Wooden Stake
    Ghoulcaller's Chant
    Swamp

    Pack 2 pick 12:
    Infernal Plunge
    --> Ranger's Guile
    Bitterheart Witch
    Mountain

    Pack 2 pick 13:
    --> Riot Devils
    Mulch
    Forest

    Pack 2 pick 14:
    --> Maw of the Mire
    Plains

    Pack 2 pick 15:
    --> Forest

    ------ ISD ------

    Pack 3 pick 1:
    Festerhide Boar
    Hysterical Blindness
    Voiceless Spirit
    Ghoulcaller's Chant
    Dead Weight
    Stromkirk Patrol
    Silent Departure
    Think Twice
    Pitchburn Devils
    Memory's Journey
    Hamlet Captain
    Cellar Door
    --> Champion of the Parish
    Grizzled Outcasts
    Island

    Another really close pick. I only have 4 humans right now, but I think I can still make him worthwhile, especially with my dagger and collar. In a vacuum, I take Silent Departure.

    Pack 3 pick 2:
    Cobbled Wings
    Woodland Sleuth
    Curse of Oblivion
    Crossway Vampire
    Wooden Stake
    Travel Preparations
    --> Village Bell-Ringer
    Spectral Flight
    Brain Weevil
    Mask of Avacyn
    Rolling Temblor
    Hollowhenge Scavenger
    Back from the Brink
    Island

    Pack 3 pick 3:
    Manor Skeleton
    Stitched Drake
    Naturalize
    Makeshift Mauler
    Feeling of Dread
    Nightbird's Clutches
    Darkthicket Wolf
    Dissipate
    Paraselene
    Lantern Spirit
    --> Sturmgeist
    Ulvenwald Mystics
    Swamp

    Well, here's a blue card. I'm starting to feel all right. Something good will wheel, too.

    Pack 3 pick 4:
    Altar's Reap
    Forbidden Alchemy
    --> Elder Cathar
    Kessig Wolf
    Wooden Stake
    Armored Skaab
    Blazing Torch
    Stitcher's Apprentice
    Walking Corpse
    Rally the Peasants
    Splinterfright
    Plains

    Ugh. I really wanted to take alchemy or torch here. But I need humans.

    Pack 3 pick 5:
    Selfless Cathar
    Curse of Oblivion
    Somberwald Spider
    Hysterical Blindness
    Village Bell-Ringer
    Prey Upon
    Brain Weevil
    Rotting Fensnake
    Unburial Rites
    --> Invisible Stalker
    Mountain

    This is a nice one.

    Pack 3 pick 6:
    --> Claustrophobia
    Kindercatch
    Crossway Vampire
    Lost in the Mist
    Moonmist
    Markov Patrician
    Ghostly Possession
    Boneyard Wurm
    Tribute to Hunger
    Island

    Where were you pack 2?

    Pack 3 pick 7:
    Gruesome Deformity
    Frightful Delusion
    Night Revelers
    Ranger's Guile
    Ghoulraiser
    Cellar Door
    Make a Wish
    --> Ulvenwald Mystics
    Island

    Uh oh.

    Pack 3 pick 8:
    --> Smite the Monstrous
    Armored Skaab
    Walking Corpse
    Nightbird's Clutches
    Darkthicket Wolf
    Unburial Rites
    Village Ironsmith
    Forest

    Pack 3 pick 9:
    --> Festerhide Boar
    Hysterical Blindness
    Ghoulcaller's Chant
    Stromkirk Patrol
    Memory's Journey
    Cellar Door
    Island

    Pack 3 pick 10:
    Woodland Sleuth
    Curse of Oblivion
    Wooden Stake
    Brain Weevil
    --> Hollowhenge Scavenger
    Island

    Pack 3 pick 11:
    Manor Skeleton
    Naturalize
    --> Makeshift Mauler
    Paraselene
    Swamp

    Pretty happy with this wheel.

    Pack 3 pick 12:
    Altar's Reap
    --> Kessig Wolf
    Wooden Stake
    Plains

    Pack 3 pick 13:
    Hysterical Blindness
    --> Rotting Fensnake
    Mountain

    Pack 3 pick 14:
    --> Ghostly Possession
    Island

    Pack 3 pick 15:
    --> Island


    Huh, I'm short playables. A lot of things didn't wheel. Ghostly Possession, go!
    Deck:

    Match (yes, match):


    I played against Barthos, the player to my left, and his deck was an insane four color mess.

    Game 1: I lose the roll and keep 3 plains, champion, deranged assistant, Bell ringer, and Niblis of the Breath. Since I have 9 Islands, I'm not worried.

    He plays Darkthicket Wolf and Ironsmith, and plays perfectly around my bell-ringer to keep his ironsmith around. I Smite his Wolf after he pumps on turn 5, and he responds with caravan vigil for his fourth color (WRGB). Meanwhile, I still haven't drawn an Island. I do have a sizeable creature advantage, though, so start to beat down the team. He equalizes with Wrack with Madness and Fires of Undeath, and I now have four blue cards in hand. I draw dagger, griffin, island [!], while he continues to be flooded. He cast four spells that weren't caravan vigil.

    Game 2: I keep selfless cathar, elder cathar, five land. But there are islands! He again has an early ironsmith, and again it flips, and again he plays perfectly around my bell-ringer. A kessig recluse attacks into my cathars, and I've now got a 4/6 vigilance bell-ringer with avacyn's collar, a champion of the parish and a makeshift mauler against his Ironsmith, Ashmouth Hound and Nearheath Stalker. He casts lingering souls (can't flash it back), and I've got to start sending my guys in. Then he casts Kessig Cagebreakers. Goodness. I topdeck Beguiler, but he topdecks Blazing Torch. Ouch. He's not attacking with Cagebreakers, since I can kill it with mauler, and there are only 2 creatures in his graveyard. He's content to send his one spirit token every turn. I have a Selhoff Occultist, and I start sending my humans in to even the score of spirits. Then I stupidly start milling him when creatures die, forgetting about the Cagebreakers still on the table. He makes six wolves, and I'm done for.

    Game 3: I mulligan a hand of burden of guilt, claustrophobia, and 5 lands into a hand of claustrophobia, Sturmgeist, and 4 lands. Snap keep.

    We do a whole lot of nothing for 5 turns, when I finally get him with Bell-ringer! Unfortunately, all it kills is the first iteration of Young Wolf. He casts cagebreakers, I cast claustrophobia, and finally draw my 5th land for a 5/5 sturmgeist on turn 7. He naturalizes the claustrophobia, and wrack with madnesses my sturmgiest, but at least has no creatures in the yard. I voltron up my bell-ringer with dagger and collar and start swinging. He draws Fires of Undeath, and sacs the torch to kill my bell-ringer. I draw beguiler, but he has fires in the yard. I forget to suit up my spirit token and swing for one. I tap his guys with burden of guilt, and he casts and flashes back lingering souls. I try to fight back with a mere deranged assistant, but then he casts a 9/9 geist honored monk.

    I feel like game 2 was winnable if I didn't make the selhoff occultist mistake, but I was still in a pretty awful position. Other than that, was this a bad beat, or did I give my opponent that awesome deck?
    Posted in: Sealed Pool & Draftcap Discussion
  • posted a message on [ISD] URx Burning Vengeance
    To actually be competitive, your deck needs to have a plan to deal with geist of st traft, grafdigger's cage, witchbane orb, and most importantly, enchantment removal.
    Thats probably the biggest issue with the deck, you have to sideboard pretty much blindly, and hope you bring in the right cards, to deal with either grafdigger's cage, enchantment removal, or something that just attempts to ignore you and kill you (like heretic's punishment)


    I agree, but that's more of a problem of the format than a problem of this deck. Having two artifact "you can't win" cards means that you can't be sure what any one deck has in its sideboard. On the other hand, by running these passive cards that don't actually win you the game, aggro players are doing control players a huge favor. I've had tons of games where I've established control, and just had to wait until I draw the one ancient grudge in my deck to win.
    Posted in: [IDA] Innistrad, Dark Ascension, Avacyn Restored
  • posted a message on [ISD] URx Burning Vengeance
    Here's what I'm currently testing, although it's tough to find a match right now where players AREN'T playing the soon to be banned cards.



    It's basically the durdliest deck that ever durdled. Altar of the Lost is a revelation, though. I'm having trouble figuring out sideboard plans, mostly because I'm never quite sure if they have Cage/Orb, so can never cut Ancient Grudge, and am always tempted to side another in.
    Posted in: [IDA] Innistrad, Dark Ascension, Avacyn Restored
  • posted a message on Geralf's Messenger P1P2
    I played Messenger at my draft last week (got him 3rd pick, I believe, after Tragic Slip and Diregraf Captain). In deck construction, I played UB with a Evolving Wilds and a shimmering grotto so that I could consistently cast him. I also had Highborn Ghoul, so needed multiple swamps early.

    As it worked out, though, I never played him over the four rounds, as I played against three black decks. When I played against black, I sided out Highborn Ghoul (intimidate don't work that way) and Messenger for my white splash (Lingering Souls and Slayer of the Wicked). That might have been a better deck.

    So, I wasn't too impressed with Messenger as a third pick, after two strong black picks. I don't think he should table, but he's definitely not an early pick.
    Posted in: Limited Archives
  • posted a message on Flayer Grimoire deck
    2 flayers + grimoire = 16 damage.

    1 flayer + ghoul tree + grimoire = 14 damage

    1 flayer + evil twin + grimoire = 16 damage

    I feel like 16 damage should be enough in a Jund/Burning Vengeance shell. So, Ghoul Tree probably isn't necessary (especially since it'll be difficult to hard cast).

    You definitely need more creature control (burn), and a card like Shattered Perception seems just plain worse than Think Twice in context. You also maybe need a counterspell or two to protect your combo, since it's on the board for three turns.
    Posted in: Block Constructed
  • posted a message on [DKA] DailyMTG Previews 1/16: Mikaeus, the Unhallowed, Flayer of the Hatebound
    Quote from Jubileus
    Can you explain how that is an infinite combo? I don't believe the +1/+1 counters are removed even if a creature receives -1/-1 counters.


    There can only be one type of (+1/+1 or -1/-1) counter on a creature. If there are an even number, they cancel out.
    Posted in: The Rumor Mill
  • posted a message on [Deck] UGx Dredge
    Quote from bearsman6
    The two things I might suggest are: 1) Ancient Grudge over Naturalize, especially given the usefulness of Flashback... and it being crazy powerful. But that's sb talk, meaning I really like your deck!

    and 2) I found that substituting a few Forbidden Alchemys for Dream Twists helped me, especially in post-sb matches, since it allowed for better filtering and draw. Yes, it's more expensive, but I always found it to be really worthwhile to pay it. That fourth card (going to your hand) is worth it.



    Thanks for the advice! I don't think Grudge is the answer I'm looking for, as it doesn't hit enchantments like Spectral Flight, which is a huge problem. Hopefully Dark Ascension offers a flashback enchantment removal spell.

    Forbidden Alchemy is definitely an option, but I think it's best in the sideboard. It's definitely too slow for the aggro match ups, and it shines against control.
    Posted in: [IDA] Innistrad, Dark Ascension, Avacyn Restored
  • posted a message on [Deck] UGx Dredge
    Went 3-1 in the ISD Block DE last night with the following list:



    I'll be first to admit this list is wonky as all hell (I'm the stereotypical ticket pauper who bought this deck primarily because it was cheap). My one loss was to Jund control, and I beat g/w, BV w/o BV, and r/w.

    The Bramblecrush might become Memory's Journey, since they were underwhelming; both times they resolved, the opposing player just cast the second copy of the planeswalker they had in hand. Since our games against control go so long, you really have to play the attrition battle. Keep track of how many answers/threats they have played, and realize that they have the ability and time to sculpt their hand.

    Sever the Bloodline was cut right before the tournament. I just think it's too slow for our purposes. We need cheaper answers against both aggro and control: aggro to stop their pressure, control to pressure them. Sever really works best in the mirror, and Undead Alchemist is superior there. I've seen Evil Twin in the board, too, which is a neat idea.

    In this aggro-centered metagame, though, I'm pretty confident with my match-up both pre- and post-board. Silent Departure plus Harvest Pyre is just unfair to most aggro decks.
    Posted in: [IDA] Innistrad, Dark Ascension, Avacyn Restored
  • posted a message on [Deck] UGx Dredge
    That build looks very close to what I'm running currently. I have Silent Departure in place of Harvest Pyre, which works pretty well, and has flashback going for it. A permanent answer is pretty compelling, though.

    Witchbane orb is a tremendous sideboard card. Do you side in Naturalize for the Invisible stalker deck only, or are they for Jund control as well?
    Posted in: [IDA] Innistrad, Dark Ascension, Avacyn Restored
  • posted a message on [Deck] UGx Dredge
    Is Divine Reckoning a possible fit? I'm just getting started brewing with this build, and it seems like an overlooked answer. The double white commitment seems hard to come by, especially with the innistrad duals being what they are, but it seems pretty synergistic.
    Posted in: [IDA] Innistrad, Dark Ascension, Avacyn Restored
  • posted a message on [Edina, MN] Standard FNM is coming to Southdale!
    Starting 10/7/11
    Location: Southdale Mall Games by James
    Time: 4:30 Registration, 5:00 start

    $5 Entry

    Earn your Planeswalker Points and Win Prizes!
    4 wins - 6 packs
    3 wins - 3 packs
    2 wins - 1 pack
    Plus great alternate prizes, foils, and giveaways!

    Bring your friends!

    Go to http://www.facebook.com/GamesByJames for our other events, including our release event on 10/02.
    Posted in: Recurring Events
  • posted a message on Cheating in ISD Draft?
    So with the new transformers cards, what's to stop people from cheating and putting 4 checklisted "Garruk Relentless" in their deck when they only pulled one copy?


    Step 1: Collect all checklist cards with tokens and land (since it takes the space of the land in the pack, you should do this anyway).

    Step 2: If a player wants to use a checklist card in his deck, he gets it filled out and initialed by a judge.

    Not hard.

    The bigger issue is knowing what colors drafters are in. I know when I draft INN, when the packs get opened, I won't be looking at my cards, I'll be seeing what color everyone else is in. HUGE advantage


    Who is it an advantage for, the drafter or the observer? If I pick three green transformers, are you going to help or hinder me? Reading signals correctly is a skill. This just makes it easier to read. The information doesn't give anyone advantage over anyone else at the table.
    Posted in: New Card Discussion
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