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  • posted a message on Mono Green Elf
    Ezuri and the Archdruid being the only two rares in the deck, and taking the highest price and rounding it to the nearest whole number, I'd say the deck might run you about 30-40 dollars, depending on who you buy from.
    Posted in: Standard Archives
  • posted a message on Want to make W/u human deck.
    Standard Blue/White Humans? Not many Blue Humans thus far in this expansion, and really, there's no tribal effects that Blue Humans have.

    Decks that are centered around humans this expansion are Green/White and Mono-White.
    Posted in: Standard Archives
  • posted a message on Lost in a sea of standard budget decks...
    I have a mono-red Goblins deck that only has 6 rares in it, all of which are pretty cheap (2x Reverberate and 4x Goblin Chieftain). The Arc Trails might run you a fairish bit, but there's no need to run dual lands if you're only playing one color, which cuts down on the cost considerably.

    I hear that Blue/Green Self-Mill is also pretty cheap to build.
    Posted in: Standard Archives
  • posted a message on Mono Blue Mill?
    Runic Rep is a good choice and I can see why you want it in your deck, as it essentially double the number of cards all those Dream Twists mill, but I'm concerned about how slow it is - a three drop and it's not at instant speed.
    Posted in: Standard Archives
  • posted a message on Mono Blue Mill?
    I've heard that it's really not a great card - it provides constant mill, it's true, but it's very slow in comparison to things like Thought Scour and Dream Twist.

    4 Dream Twists plus all 4 flashbacks come to a total of 24 cards milled, add 4 Thought Scours and that's 8 cards milled, then 2 cards a turn milled by Tome and then the odd amount of cards milled by things like Trep Blade, Undead Alchemist, Shriekgeist, and Mindcrusher. I guess the blue control cards work as mill too, countering spells and forcing your opponent to discard them. Still, without Jaces, it's going to be a struggle.

    I realize you're not running Trep Blade or Geralf's Mindcrusher, but I included them anyway because they're both mill cards. Mindcrusher is a bit too slow for this deck, it would look like.
    Posted in: Standard Archives
  • posted a message on Mono Green Elf
    I guess it's not worth putting in some card that grants Hexproof for Ezuri? Swiftfoot Boots?

    And I guess the inclusion of Trollhide would be too slow. What about Reclaim?
    Posted in: Standard Archives
  • posted a message on [[Official]] [Developing] Goblins
    Does Undying always apply to the creatures that have it? Or do they lose it after the first time they die? I've never understood the mechanic very well.
    Posted in: Standard Archives
  • posted a message on [[Official]] [Developing] Goblins
    Would Red Sun's Zenith be a viable option in a deck running Goblins? Or should we instead use Devil's Play? Or are these both too risky, given that you can get more bang for you buck Grenading a Goblin and then casting some additional burn than tapping out all your red mana for somewhat less damage?
    Posted in: Standard Archives
  • posted a message on [[Official]] [Developing] Goblins
    Quote from Jiggeroo
    But if this deck does curve out perfectly, which happens quite often, it's really quite amazing. People just mutter "Too fast" over and over again while they're shuffling deck after a 4-6th turn defeat. The most satisfying feeling I had with this deck was when I was playing against a mono greenish aggro deck. He said he had a God draw, with birds, two oozes (the indestructible one), a s.geist and batterskull on play. He already has 4 damage on him, so incinerated him twice before him ending his turn. Then on my turn played grenade + brimstone. Satisfying i know Smile


    The reason it's so fast is that most of the cards in your deck are going to be at Instant speed, so you can toss them out whenever you want, provided you have the mana for it, which you usually do since the highest cost card you cast tends to be a 5 drop in this deck. Other decks have to settle for tapping out all their mana just to summon a single creature - you summon a Goblin for one mana and still have 2-3 more mana to play around with.

    It's a terribly fun deck to play. It's also semi-competitive and cheap.
    Posted in: Standard Archives
  • posted a message on Mono Blue Mill?
    If you're wanting your Shriekgeist to get the mill effect when it does damage, I'd advise tossing in a couple Artful Dodges to ensure it happens.
    Posted in: Standard Archives
  • posted a message on Mono Blue Mill?
    If you have the ability to, by all means try to make a Modern Mill deck. Memory Erosion, Hedron Crab, these cards are helpful to a mill deck. Unfortunately, they're not usable in Standard.
    Posted in: Standard Archives
  • posted a message on Mono Blue Mill?
    A friend of mine, who's been playing Magic a lot longer than I have, said that mill is very rarely viable in Standard (due to the rarity of Jaces, etc), and is much more viable in Modern (due to a wider variety of mill cards being available for usage).

    In any case, with some people playing Frites, milling is only helping them get what they need faster. This is a graveyard based block, so unless you're planning on mass-exiling their graveyards multiple times with Nihil Spellbomb or similar, it unfortunately is not a good playstyle.

    It's a shame that it's the case, because, to be honest, there is nothing I would love more than to just sit back and have my turn be "Dream Twist, then flash it back, then Thought Scour, then Jace mills you 10 cards". Milling is a very simple and fluid mechanic, but when you throw in the fact that Innistrad block has no Nihil Spellbomb equivalent, it becomes a double edged sword.
    Posted in: Standard Archives
  • posted a message on GB Life-Drain deck.
    If you're needing more removal, go with Doom Blades and maybe toss in some Black Cats for the forced discard effect they give early on.
    Posted in: Standard Archives
  • posted a message on Where did Red/White go wrong in Innistrad?
    What is the idea behind Red/White in the current block? The intro pack I bought seemed to think that it was a little bit White Weenie, a little bit White Control, a little Red Control (making creatures unblockable) and then white fliers. It's definitely an aggro deck, but I don't know anyone that plays it.
    Posted in: Standard Archives
  • posted a message on G/W Humans
    I wouldn't have such a problem playing Werewolves in a deck like this if the parameters of the transformation effect weren't mandatory. If I'm playing tribal Humans, I don't want something that gives my humans +1/+1 to suddenly go "LOL, WEREWOLF TIEM" and then proceed to get itself killed against a bunch of chump blockers.
    Posted in: Standard Archives
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