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Magic: the Gathering: Cardboard Crack
Posts
this, plus max out on solemn simulacrum and blasphemous act
3 Elesh Norn
1 Flayer of the Hatebound
1 wurmcoil engine
4 faithless looting
3 liliana of the veil
4 lingering souls
2 go for the throat
3 whipflare
2 day of judgment
4 unburial rites
1 duress
3 timely reinforcements
5 swamp
3 plains
2 mountain
4 evolving wilds
3 blackcleave cliffs
2 dragonskull summit
3 clifftop retreat
3 isolated chapel
Sb:
3 spellskite
2 torpor orb
1 whipflare
1 day of judgment
2 wurmcoil engine
2 celestial purge
2 divine offering
2 oblivion ring
For a while, I was using zombie infestation as an additional discard outlet.
Sequence would go:
t1 looting to discard 'brand and rites
t2 zombie infestation
t3 something
t4 rites mr. Brand...draw 14 on their eot and discard ~16 (including another rites + norn) or so to make 8 zombies. Next turn rites up norn, attack for 41.
Eventually I saw a need for some extra sweep, so out went the infestation for md whipflare.
Mmmmm....toasty.
1 Strip Mine
5 Island
14 Forests
24 Lands
Creatures
4 Solemn Simulacrum (draw + accel.)
4 Eternal Witness (card reusal)
4 Acidic Slime (permanent destruction)
4 Deus of Calamity (land destruction)
2 Trygon Predator (artifact + enchantment destruction)
18 Creatures
Other
4 Reap and Sow (land destruction + accel.)
4 Sylvan Scrying (accel. + gets ghost quarters)
1 Regrowth
2 Proteus Staff (combos with witness or slime)
4 Mwonvuli Acid-Moss OR Creeping Mold? (creeping mold is more versatile)
1 Sol Ring (speed)
18 Spells
The goal of the deck is to start using the eternal witness and acidic slimes to break the other player tempo and get a proteus staff on the table. As soon as it's done, I can "staff" my acidic slimes and eternal witness as much a possible to have their come into play effect trigger...
Any suggestion to make this deck (unplayed and untested right now) better?
As for the land base - ghost quarter won't cut it. They replace their lost non-basic for a basic, while you go down a land...not a good trade off. Expensive upgrade, but wasteland is a better choice. Or Tectonic Edge, if you don't mind the restriction.
Overall, the mono-green land-destruction route is pretty soft. Mono red is a better bet - stone rain, ruination, avalance riders, sowing salt, boom//bust, orcish *farmers...
***edit - orcish settlers, not farmers.
Mmmmm....toasty.
Moar plow underrrrrrrrrrrrrrrrr. Maybe a stunted growth for laughs.
TylerJ on League of Legends (it's free and fun!)
Rampant growth seems perfect, great idea.
4x rampant growth replacing 4x Sylvan scrying.
Wasteland is hyper-expensive...
Tectonic Edge is great!
4x tectonic edge replacing 4x Ghost Quarters
Here's a revised Deck list:
1 Strip Mine
5 Island
14 Forests
24 Lands
Creatures
4 Solemn Simulacrum (draw + accel.)
4 Eternal Witness (card reusal)
4 Acidic Slime (permanent destruction)
4 Deus of Calamity (land destruction)
2 Trygon Predator (artifact + enchantment destruction)
18 Creatures
Other
4 Reap and Sow (land destruction + accel.)
4 Rampant Growth (accel.)
1 Regrowth
2 Proteus Staff (combos with witness or slime)
4 Mwonvuli Acid-Moss OR Creeping Mold? (creeping mold is more versatile)
1 Sol Ring (speed)
18 Spells
Should I use creeping mold or Mwonvuli Acid-Moss? I can't decide!
I'd love to add PLOW UNDER, but I can't fathom which card to replace...
That sounds EVIL. I like that combo. Hmmm, can't decide how to get it in my deck in a manner that makes it reliable without changing a lot of things (removing the proteus staffs would make me reconsider the acidic slimes since they're mana high cost cards) ...
Also, I think I've completed the preliminary decklist for a beginning Magic player - Elves (Sorry Feral, but I think I'll reserve the token deck for me
22 Forests
26 Creatures
4x Llanowar Elves
4x Arbor Elf (highlight difference between this and Llano)
4x Elvish Visionary (enters the battlefield effects)
3x Wren's Run Vanquisher (additional casting costs, deathtouch)
4x Elvish Archdruid (concept of rares : comparative power ratio)
2x Drove of Elves (asterisk P/Ts, hex-fuckin-proof)
3x Acidic Slime (concept of deathtouch, ETB effect, Green's capacity for artifact/enchantment hate)
2x Ezuri, Renegade Leader or Kaysa (Legendary creatures)
12 Other spells
2x Giant Growth (concept of instants, highlight Green's pump specialty in combat tricks)
3x Primal Bellow (compare power/versatility with G.Growth)
3x Overrun (concept of sorceries, compare them with instants, compare with archdruid's static ability, concept of trample)
4x Hunting Triad (sorcery, concept of token creation, +1/+1 counters, versatility of some spells)
She will also learn the importance of flying by the fact that this deck has no way of dealing with flyers. :lol:
What do you guys think?
PSN: BlakeMaxwell3
Also I spent 10 tickets and built an absurd Arcane Melee deck based on this one that I saw and liked a few weeks ago. Just missing a couple of the rare lands, which I'll pick up later. I really dig the shenanigans this deck does, and it feels like good practice for learning the minutia of MTGO.
EDIT: I am slightly concerned that it's not good enough for actual competitions, but I'm going to get some more practice before I decide for certain.
Are you looking at Standard 4RND events or all scheduled events? According to the Event Page the next two Standards are at 4PM and 8PM PST, which is two and four hours from now respectively.
Here's the full calendar.
Guess I'll just wait for time spiral or ravnica or roe queues to show up...
LOL: Batmantis
MTGO: Batmantis88
I have to completely disagree with you here.
M13 has one of the most well-rounded limited design for a core set since...well a long time. Maybe m11 or m10.
Combat tricks are good! Removal spells are good! There are multiple archetypes that you can draft with success, and isn't beholden to 2-drops and 3-drops. There also isn't ridiculous commons that break limited like mist raven or trusty forcemage.
Mmmmm....toasty.
To draw, like, a million cards. Mostly to get to Dreadwaters faster mid/late game. I've never lost a game it resolved purely because of the filth amount of card advantage it grants you.
I side it out for Jace against more aggressive decks, but if they don't have lethal turn six or you have fog and enough mana to spare then just slam it down.
Six mana is a lot, but it *does* a lot too. Used to be sideboard but I ended up bringing it mainboard because I pretty much wanted to draw a million cards.
And much like Karn, it's a removal magnet to keep your Rites safe. If they know one is in there, they generally tend to hold mana back for it.
At least this means I actually get to play something fun at FNM tomorrow instead of grinding Delver vs Pod in a corner all night.
Whoops, you're right.
That would have been a Moonmist and Otherworld Atlas.
I would change the Moonmist to another Safe Passage and then your flavour of either Otherworld Atlas or Sands of Delirium.
My last problem is Lingering Souls, but that's mostly because I substituted Rolling Temblor for the Whipflares, which I had a feeling was a mistake. Short of dropping $Texas on Bonfire, I'm not seeing any other budget choices. I've got a pair of Blasphemous Acts that will work if my opponent uses it twice, and they're easy enough to get rid of in the wrong matches thanks to Faithless Looting and Amass the Components. I suppose Negate would also help here... is it worth putting that card in the main deck? It certainly seems like it'd solve quite a few problems. I could also try Rewind, which would be nuts with Arcane Melee, but usually if I've got Arcane Melee up I'm winning anyway.
I played a few games of it just now, put in two clinging mists to make a 61 card deck because I can't add. Went well. Rancor is super scary. Late game I cast my last card, timely to be at 19 life and three blockers for his dungrove elder. Then he put rancor at it and blocking with everything, I'm at 1 life.
so another time there was two rancors and a strangleroot geist on the field. I used day of judgement and nihil spellbomb to get rid of them all. yay. this deck is tough to play. I like it.
otherworld atlas. if I activate it then someone adds to the stack removing it from the battlefield (like naturalize), do people still draw cards fro the amount of counterso n htere when it was activated? or is it 0 draw because at resolution there's no counters (let alone the card itself)
I will say that blue is insane. Pretty much every uncommon is outrageous.
White is just so deep this go-around.
Mmmmm....toasty.
Are we talking about the same set re: blue commons? Welkin Tern, Faerie Invaders, Wind Drake, Scroll Thief, Unsummon, Encrust?
Not that I'm disagreeing with you that white is bad. I think various incarnations of blue/white are among the strongest decks you can draft in the format.
My power order for this set:
White
Green
Blue/black (tie)
Red
Mmmmm....toasty.
Ok: Divination, Mind Sculpt, Tricks of the Trade, Vedlaken Entrancer? Essence Scatter and Negate are generally every bit as solid as, say, Mind Rot.
Gaming Unplugged columnist and video game reviewer at Snackbar Games
Very aggressive decks running Rancor are not so fun. It stops your Timely's from being double Fogs and all sorts of boring things like that. You generally know by turn five or six if you're going to stabilise at least. Delver can be rough too, I toyed with the idea of running Righteous Blow to deal with them, but you can often last out with Timely Reinforcements till you manage to stabilise. Mind Unbound is superior to Rites in that match up and hopefully they tap out on turn two/three to do something so you can land a Rites.
General rules of thumb:
* Starting hand you would love to have either Rites of Flourishing and a green source or a Ponder and Forest/Rites so you know that come turn three you're going to have it hit the table. You don't have to mulligan to this, but if you get it then you're just about golden.
* Burn expensive fog effects when you're not doing anything and save your premium one G Fogs for when you're going to drop Mind Unbound/Rites/Planeswalkers and so on.
* Terminus is a lovely card, but has the downside of sometimes putting 10+ cards back into your opponents deck that you need to mill through all over again. DoJs then Terminuses.
* Blunt the Assault is sexy times after playing Timely Reinforcements. Your opponent may try to stab you afterwards, so be careful.
But yep, it's a fun deck to play. If things start to drag out in game two and you won the first, concede and kick off a third game to try and get it finished up. It rewards good play though and is brutal against aggro decks. And those people who are playing control decks currently are mostly geared towards beating aggro and have large amounts of removal which are total dead draws against your deck.
It revolves around these three cards.
Presumably part of why you guys have differing opinions is that these cards all go in rather distinct decks. Tricks of the Trade and Welkin Tern don't belong in my Controlling Mill deck, just like Mind Sculpt ONLY belongs in that deck. Scroll Thief can be awesome, but sometimes you fail to pick up the right selection of tools to make it work, so instead you've got a pair of 1/3s that don't even block that well.
Not that you're unaware of this fact, I just think it's silly to name cards without rationale for why something's good. I mean, yeah, you might respect Negate, but is it really maindeckable? Which of these cards do you want in multiples? (Etc...)
Then again, you don't want Captain's Call in your W/x Exalted deck, nor do you want Guardians of Akrasa in your Glorious Charge deck. Divine Verdict is expensive and a huge telegraph (most white decks are casting 2/2's for x on their own turn, not leaving up four mana), Ajani's Sunstriker is hard on multicolor decks, and Safe Passage/Glorious Charge only fit in swarm-type builds. Pacifism is still (obviously) great but this is about as hostile a Core Set format as I've seen for the card (Unsummon, Erase, Naturalize, Switcheroo, Roaring Primadox, War Priest of Thune)
Gaming Unplugged columnist and video game reviewer at Snackbar Games
Bastard.
This is what I was getting at. Welkin tern, unsummon, wind drake do not play well with entrancer, mind sculpt, negate.
Essence scatter is always md-able, tricks of the trade is very risky (honestly, in a format with this much removal you're opening yourself up to a pretty easy 2-for-1).
UW fliers has always been good. Ub control is decent this time around. The same cards don't go in each deck.
More white cards are versitile than can be said for blue, that's all I mean.
Mmmmm....toasty.
It's a pretty awesome play, regardless. In one game I made four drake tokens in reaction to my opponent dismembering Talrand. He scooped after that...
9 Forest
11 Island
3 Talrand, Sky Summoner
4 Talrand's Invocation
4 Parallel Lives
2 Garruk, Primal Hunter
4 Mana Leak
4 Vapor Snag
2 Wurmcoil Engine
4 Moonsilver Spear
4 Sticher's Apprentice
4 Snapcaster Mage
1 Trading Post
The point being that I can generate a ton of tokens with this whilst still maintaining a bit of control. Alternatively, I came up with this:
4 Sunpetal Grove
9 Forest
11 Plains
4 Parallel Lives
4 Rancor
4 Gather the Townsfolk
4 Champion of the Parish
3 Lingering Souls
4 Intangible Virtue
3 Moonsilver Spear
4 Sublime Archangel
3 Oblivion Ring
3 Increasing Devotion
This one would be more aggro heavy (A parallel lives enhanced Increasing Devotion on a Champion of the Parish would be lawl). Or you could generate mass exalted with the Sublime Archangel.
Has anyone tried anything like this? Before I went out and bought any cards, I was going to mock this up with sleeves and play some. There are probably obvious deficiencies.