yes but you like weird cutsey magical christmasland standard things
in terms of constructed quality the thing that gets you immediate, very threatening value every time is A++
and rhonas is even more awkward for them to try to remove because if he gets tucked into the deck he gets to do his ETB again
Man you stage suck people at locals, what you doing out here sideyeing people for not playing optimally.
(This is an attempt at using humor to kindly say "take it a little easier on people who just want to make a card work, it's really not helpful to tell them not to try especially in a setting like anonymous online ladder play.")
yes but you like weird cutsey magical christmasland standard things
in terms of constructed quality the thing that gets you immediate, very threatening value every time is A++
and rhonas is even more awkward for them to try to remove because if he gets tucked into the deck he gets to do his ETB again
Man you stage suck people at locals, what you doing out here sideyeing people for not playing optimally.
(This is an attempt at using humor to kindly say "take it a little easier on people who just want to make a card work, it's really not helpful to tell them not to try especially in a setting like anonymous online ladder play.")
always side eye Pinfeldorf
Well yes of course but do it for the right reasons!
am I the only one who finds the way rhythm works with creatures that already have riot to be counter-intuitive? i assume it was a decision to make rhythm not bad but idk cards having riot riot not what i expected
A card having multiple instances of the same keyword stacking is something that has existed for awhile.
incidentally Yidris, Maelstrom Wielder could give that card a third cascade or more if you pull shenanigans with multiple combat steps.
Exalted angel will give creatures with Exalted another instance of exalted. It also says so in the reminder text because nobody could blame you for expecting it to work differently.
Lifelink not stacking is one of the things I am the most upset about the change from trigger to static ability.
Not that it affected a single thing printed beforehand, but the idea is intact.
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Yeah there was another samurai that gave all your samurai bushido, also, but I don't remember which one because all their names were so samey.
0
WearingglassesOf the friendly neighborhood varietyRegistered Userregular
General Takeno gives your Samurai a static +x/+x buff equal to their Bushido. The fox sensei is the one that can train people into Samurai (or become better Samurai).
So I'm building a Tasigur reanimator deck and want to dedicate a portion of it to making use of his ability to get cards out of the graveyard. The idea being I get a card that solves someone's problem but then has a benefit for me tied to it.
This is my current list, but if you can think of anything outside of these I'd appreciate it. I'm going to cull the list down a bit to the best of them but there is where I'm at currently.
Removal:
Deathsprout
Enter the Ring
Liturgy of Blood
Murderous Cut
Noxious Gearhulk
Price of Fame
Syphon Flesh
Casualties of War
Fog effects:
Respite
Blunt the Assault
Arachnogenesis
Counterspells:
Arcane Denial
Bone to Ash
Counterlash
Desertion
Logic Knot
Out of Bounds
Rewind
Silumgar's Command
Sinister Sabotage
Soul Manipulation
Split Decision
Unwind
Spell Swindle
Other:
Oath of Druids
Oath of Ghouls
Infernal Offering
Intellectual Offering
Tempt with Discovery
Tempt with Immortality
Skullwinder
Benefactor's Draught
I got invited to play in the War of the Spark streamer event thing on Tuesday so what are the good brews that will make me not embarrass myself as I inevitably lose to all the other really good tournament grinders?
I got invited to play in the War of the Spark streamer event thing on Tuesday so what are the good brews that will make me not embarrass myself as I inevitably lose to all the other really good tournament grinders?
If you want to win, I'd take Esper control with Enter The God-Eternals, Dovin's Veto and Tefari, Time Raveler as your only new cards through I don't know how many and what the split should be between the main board and the sideboard. Enter the God-Eternals is a blow out against decks running creatures while Tefari dunks on control. My reasoning as to why to play esper is that esper control is a top tier deck now and it's the only top deck that got clear upgrades to its tool kit. I expect people to be playing Grixis or some of the other new decks like boros heroic or mardu aristocrats which look fun through I don't think they'll end up as meta decks.
Here's quick brew for esper control based off Shaheen Soorani's article on starcitygames.com
2 Enter the God-Eternals
2 Teferi, Time Raveler
2 Moment of Craving
3 Chemister's Insight
1 Dovin's Veto
4 Kaya's Wrath
4 Thought Erasure
3 Cast Down
4 Teferi, Hero of Dominaria
2 Search for Azcanta
2 Vraska's Contempt
1 Dimir Guildgate
4 Isolated Chapel
4 Glacial Fortress
4 Drowned Catacomb
4 Hallowed Fountain
1 Mortify
4 Godless Shrine
4 Watery Grave
1 Plains
4 Absorb
Sideboard
2 Enter the God-Eternals
1 Oath of Kaya
2 Dovin's Veto
2 Cry of the Carnarium
4 Thief of Sanity
2 Hostage Taker
2 Duress
I got invited to play in the War of the Spark streamer event thing on Tuesday so what are the good brews that will make me not embarrass myself as I inevitably lose to all the other really good tournament grinders?
If you want to win, I'd take Esper control with Enter The God-Eternals, Dovin's Veto and Tefari, Time Raveler as your only new cards through I don't know how many and what the split should be between the main board and the sideboard. Enter the God-Eternals is a blow out against decks running creatures while Tefari dunks on control. My reasoning as to why to play esper is that esper control is a top tier deck now and it's the only top deck that got clear upgrades to its tool kit. I expect people to be playing Grixis or some of the other new decks like boros heroic or mardu aristocrats which look fun through I don't think they'll end up as meta decks.
Here's quick brew for esper control based off Shaheen Soorani's article on starcitygames.com
2 Enter the God-Eternals
2 Teferi, Time Raveler
2 Moment of Craving
3 Chemister's Insight
1 Dovin's Veto
4 Kaya's Wrath
4 Thought Erasure
3 Cast Down
4 Teferi, Hero of Dominaria
2 Search for Azcanta
2 Vraska's Contempt
1 Dimir Guildgate
4 Isolated Chapel
4 Glacial Fortress
4 Drowned Catacomb
4 Hallowed Fountain
1 Mortify
4 Godless Shrine
4 Watery Grave
1 Plains
4 Absorb
Sideboard
2 Enter the God-Eternals
1 Oath of Kaya
2 Dovin's Veto
2 Cry of the Carnarium
4 Thief of Sanity
2 Hostage Taker
2 Duress
I cant help but feel like any deck with w/b not running kayas oath is making a mistake. Its removal for creatures/planeswalker. Is very anti aggro, and could technically be used to finish out a game.
I got invited to play in the War of the Spark streamer event thing on Tuesday so what are the good brews that will make me not embarrass myself as I inevitably lose to all the other really good tournament grinders?
If you want to win, I'd take Esper control with Enter The God-Eternals, Dovin's Veto and Tefari, Time Raveler as your only new cards through I don't know how many and what the split should be between the main board and the sideboard. Enter the God-Eternals is a blow out against decks running creatures while Tefari dunks on control. My reasoning as to why to play esper is that esper control is a top tier deck now and it's the only top deck that got clear upgrades to its tool kit. I expect people to be playing Grixis or some of the other new decks like boros heroic or mardu aristocrats which look fun through I don't think they'll end up as meta decks.
Here's quick brew for esper control based off Shaheen Soorani's article on starcitygames.com
2 Enter the God-Eternals
2 Teferi, Time Raveler
2 Moment of Craving
3 Chemister's Insight
1 Dovin's Veto
4 Kaya's Wrath
4 Thought Erasure
3 Cast Down
4 Teferi, Hero of Dominaria
2 Search for Azcanta
2 Vraska's Contempt
1 Dimir Guildgate
4 Isolated Chapel
4 Glacial Fortress
4 Drowned Catacomb
4 Hallowed Fountain
1 Mortify
4 Godless Shrine
4 Watery Grave
1 Plains
4 Absorb
Sideboard
2 Enter the God-Eternals
1 Oath of Kaya
2 Dovin's Veto
2 Cry of the Carnarium
4 Thief of Sanity
2 Hostage Taker
2 Duress
I cant help but feel like any deck with w/b not running kayas oath is making a mistake. Its removal for creatures/planeswalker. Is very anti aggro, and could technically be used to finish out a game.
The original list had them instead of Moment of Craving so there's certainly an argument for including them. The main issue is that you give up the instant speed removal for +1 mana +1 lifegain +1 damage and I figured having 5 two mana removal spells was better against most aggressive decks that I didn't mind losing the ability to hit planeswalkers. I like the idea of being able to kill their creature on turn 2 and then hold up absorb for their turn 3 play.
This is still very rough but the idea is that there there is a dual axis of attack as you can win with either sticking a creature like hero or thief of sanity or you can win by sticking a planeswalker. The 4 Tithe Takers are a concession to me wanting to keep the creature count high so I'll have enough targets for Sorin and wanting more turn 2 plays against aggressive decks. The oaths seem really good here with 6 planeswalkers to trigger off of, they activate hero and you want your removal on 3 so you can go hero into multicolored removal spell.
So I've been having fun with a mono blue tap deck in arena, but I'm not sure how to improve it.
Do ya'll have any thoughts?
I know there are good white/blue cards, but I'm not sure it's better than having early smooth mana draw for cards like Tempest Djinn and Merfolk trickster
Chill Deck
Tap Mechanics Layers
4, Verity Circle - enchantment, costs 3, opponent creature taps outside of attack= card draw, cost 5 to tap creature without flying
3, Time of Ice - 4 cost, Tap a creature for length of saga (two taps), end of saga, all creatures tapped return to hand (card draw with circle)
4, Sleep - 4 cost, tap all creatures and they don't untap next turn (card draw with circle), (return all creatures with Time of Ice)
2, Icy Manipulator - 4 cost artifact, cost 1 to tap creature / land / etc, (with circle, reliable card draw each turn)
Creatures that tap on opponent turn with flash, or don't untap on the next turn.
Used with great effect with Time of Ice and preventing creatures from attacking
4, Merfolk Trickster - 2 cost flash, 2/2 tap creature, and eliminate creature abilities
1, Dreamcaller Siren - flash flying 3/3, tap two creatures if pirate is out
1, Watertrap Weaver - 3 cost 2/2, tap creature, it won't untap
Protection section
4, Siren Stormtamer - cheap 1 cost flying pirate with counter hostile spell/ability
1, Mesmerizing Benthid - 5 cost, 4/5, hexproof, comes with two 0/2 "target that strikes doesn't untap next turn" tokens
2, Clear the Mind - 3 cost, Draw a card and return graveyard to library, prevent decking oneself from overdrawing. Protection from Mill decks.
1, The Immortal Sun - 6 cost, draw 2 cards each turn, neuter plane walkers, spells cost less
1, River's Rebuke - 6 cost, boardwipe for opponent, back to their hand
1 Entrancing Melody - cost 2X, steal creature with cost of X
1 Mass Manipulation - cost 4 XX, steal X number of creatures
Damage to Life section
3, Departed Deckhand - 2 cost, 2/2 unblock-able (unless spirits) pirate, grants unblock-able for 4 cost (unless spirits), deckhands blow up when targeted by opponent spells
3, Tempest Djinn - 3 cost, 3/4 flying creature that buffs power with each island
So I've been having fun with a mono blue tap deck in arena, but I'm not sure how to improve it.
Do ya'll have any thoughts?
I know there are good white/blue cards, but I'm not sure it's better than having early smooth mana draw for cards like Tempest Djinn and Merfolk trickster
Chill Deck
Tap Mechanics Layers
4, Verity Circle - enchantment, costs 3, opponent creature taps outside of attack= card draw, cost 5 to tap creature without flying
3, Time of Ice - 4 cost, Tap a creature for length of saga (two taps), end of saga, all creatures tapped return to hand (card draw with circle)
4, Sleep - 4 cost, tap all creatures and they don't untap next turn (card draw with circle), (return all creatures with Time of Ice)
2, Icy Manipulator - 4 cost artifact, cost 1 to tap creature / land / etc, (with circle, reliable card draw each turn)
Creatures that tap on opponent turn with flash, or don't untap on the next turn.
Used with great effect with Time of Ice and preventing creatures from attacking
4, Merfolk Trickster - 2 cost flash, 2/2 tap creature, and eliminate creature abilities
1, Dreamcaller Siren - flash flying 3/3, tap two creatures if pirate is out
1, Watertrap Weaver - 3 cost 2/2, tap creature, it won't untap
Protection section
4, Siren Stormtamer - cheap 1 cost flying pirate with counter hostile spell/ability
1, Mesmerizing Benthid - 5 cost, 4/5, hexproof, comes with two 0/2 "target that strikes doesn't untap next turn" tokens
2, Clear the Mind - 3 cost, Draw a card and return graveyard to library, prevent decking oneself from overdrawing. Protection from Mill decks.
1, The Immortal Sun - 6 cost, draw 2 cards each turn, neuter plane walkers, spells cost less
1, River's Rebuke - 6 cost, boardwipe for opponent, back to their hand
1 Entrancing Melody - cost 2X, steal creature with cost of X
1 Mass Manipulation - cost 4 XX, steal X number of creatures
Damage to Life section
3, Departed Deckhand - 2 cost, 2/2 unblock-able (unless spirits) pirate, grants unblock-able for 4 cost (unless spirits), deckhands blow up when targeted by opponent spells
3, Tempest Djinn - 3 cost, 3/4 flying creature that buffs power with each island
24 Island
Cute deck! I don't think you'll be breaking the meta with it but it's a fun idea and I hope you end up facing decks where it can go off. I'm also guessing that you're working off a limited card pool so I'm not going to suggest any rares.
Possible ideas to explore:
1) I don't you need the clear the minds. Mill decks don't seem to be that popular and anyway, you'll probably win by killing them before you mill out.
2) For a combo deck like this, you might want to consider some draw like Opt, Chart A Course, Chemister's Insight. That would let you get to the good parts of your deck faster.
3) I know I said I wasn't going to suggest rares, but what about dousing dagger? It makes creatures for you to tap down if your opponent doesn't play any creatures and you can use the mana if it transforms for your X spells.
4) Pteramander is pretty much an all star cheap creature for blue and you can probably add enough instant and sorceries to adapt him later on. He's probably better than the departed deckhands.
So I've been having fun with a mono blue tap deck in arena, but I'm not sure how to improve it.
Do ya'll have any thoughts?
I know there are good white/blue cards, but I'm not sure it's better than having early smooth mana draw for cards like Tempest Djinn and Merfolk trickster
Chill Deck
Tap Mechanics Layers
4, Verity Circle - enchantment, costs 3, opponent creature taps outside of attack= card draw, cost 5 to tap creature without flying
3, Time of Ice - 4 cost, Tap a creature for length of saga (two taps), end of saga, all creatures tapped return to hand (card draw with circle)
4, Sleep - 4 cost, tap all creatures and they don't untap next turn (card draw with circle), (return all creatures with Time of Ice)
2, Icy Manipulator - 4 cost artifact, cost 1 to tap creature / land / etc, (with circle, reliable card draw each turn)
Creatures that tap on opponent turn with flash, or don't untap on the next turn.
Used with great effect with Time of Ice and preventing creatures from attacking
4, Merfolk Trickster - 2 cost flash, 2/2 tap creature, and eliminate creature abilities
1, Dreamcaller Siren - flash flying 3/3, tap two creatures if pirate is out
1, Watertrap Weaver - 3 cost 2/2, tap creature, it won't untap
Protection section
4, Siren Stormtamer - cheap 1 cost flying pirate with counter hostile spell/ability
1, Mesmerizing Benthid - 5 cost, 4/5, hexproof, comes with two 0/2 "target that strikes doesn't untap next turn" tokens
2, Clear the Mind - 3 cost, Draw a card and return graveyard to library, prevent decking oneself from overdrawing. Protection from Mill decks.
1, The Immortal Sun - 6 cost, draw 2 cards each turn, neuter plane walkers, spells cost less
1, River's Rebuke - 6 cost, boardwipe for opponent, back to their hand
1 Entrancing Melody - cost 2X, steal creature with cost of X
1 Mass Manipulation - cost 4 XX, steal X number of creatures
Damage to Life section
3, Departed Deckhand - 2 cost, 2/2 unblock-able (unless spirits) pirate, grants unblock-able for 4 cost (unless spirits), deckhands blow up when targeted by opponent spells
3, Tempest Djinn - 3 cost, 3/4 flying creature that buffs power with each island
24 Island
Maybe throw a Naban in there and double up on those creature effects?
So I've been having fun with a mono blue tap deck in arena, but I'm not sure how to improve it.
Do ya'll have any thoughts?
I know there are good white/blue cards, but I'm not sure it's better than having early smooth mana draw for cards like Tempest Djinn and Merfolk trickster
Chill Deck
Tap Mechanics Layers
4, Verity Circle - enchantment, costs 3, opponent creature taps outside of attack= card draw, cost 5 to tap creature without flying
3, Time of Ice - 4 cost, Tap a creature for length of saga (two taps), end of saga, all creatures tapped return to hand (card draw with circle)
4, Sleep - 4 cost, tap all creatures and they don't untap next turn (card draw with circle), (return all creatures with Time of Ice)
2, Icy Manipulator - 4 cost artifact, cost 1 to tap creature / land / etc, (with circle, reliable card draw each turn)
Creatures that tap on opponent turn with flash, or don't untap on the next turn.
Used with great effect with Time of Ice and preventing creatures from attacking
4, Merfolk Trickster - 2 cost flash, 2/2 tap creature, and eliminate creature abilities
1, Dreamcaller Siren - flash flying 3/3, tap two creatures if pirate is out
1, Watertrap Weaver - 3 cost 2/2, tap creature, it won't untap
Protection section
4, Siren Stormtamer - cheap 1 cost flying pirate with counter hostile spell/ability
1, Mesmerizing Benthid - 5 cost, 4/5, hexproof, comes with two 0/2 "target that strikes doesn't untap next turn" tokens
2, Clear the Mind - 3 cost, Draw a card and return graveyard to library, prevent decking oneself from overdrawing. Protection from Mill decks.
1, The Immortal Sun - 6 cost, draw 2 cards each turn, neuter plane walkers, spells cost less
1, River's Rebuke - 6 cost, boardwipe for opponent, back to their hand
1 Entrancing Melody - cost 2X, steal creature with cost of X
1 Mass Manipulation - cost 4 XX, steal X number of creatures
Damage to Life section
3, Departed Deckhand - 2 cost, 2/2 unblock-able (unless spirits) pirate, grants unblock-able for 4 cost (unless spirits), deckhands blow up when targeted by opponent spells
3, Tempest Djinn - 3 cost, 3/4 flying creature that buffs power with each island
24 Island
Cute deck! I don't think you'll be breaking the meta with it but it's a fun idea and I hope you end up facing decks where it can go off. I'm also guessing that you're working off a limited card pool so I'm not going to suggest any rares.
Possible ideas to explore:
1) I don't you need the clear the minds. Mill decks don't seem to be that popular and anyway, you'll probably win by killing them before you mill out.
2) For a combo deck like this, you might want to consider some draw like Opt, Chart A Course, Chemister's Insight. That would let you get to the good parts of your deck faster.
3) I know I said I wasn't going to suggest rares, but what about dousing dagger? It makes creatures for you to tap down if your opponent doesn't play any creatures and you can use the mana if it transforms for your X spells.
4) Pteramander is pretty much an all star cheap creature for blue and you can probably add enough instant and sorceries to adapt him later on. He's probably better than the departed deckhands.
rares are good!
Dousing Dagger is a great idea. I've def run into decks without creatures to tap.
I could probably scrap the deckhands, stormtamer sirens, and Dreamcaller Siren.
There's not enough there to combo probably, 7 pirates for 1 flash tap two creatures effect.
Clear the minds are more for the managing the card draws, but I could probably use one less.
So I've been having fun with a mono blue tap deck in arena, but I'm not sure how to improve it.
Do ya'll have any thoughts?
I know there are good white/blue cards, but I'm not sure it's better than having early smooth mana draw for cards like Tempest Djinn and Merfolk trickster
Chill Deck
Tap Mechanics Layers
4, Verity Circle - enchantment, costs 3, opponent creature taps outside of attack= card draw, cost 5 to tap creature without flying
3, Time of Ice - 4 cost, Tap a creature for length of saga (two taps), end of saga, all creatures tapped return to hand (card draw with circle)
4, Sleep - 4 cost, tap all creatures and they don't untap next turn (card draw with circle), (return all creatures with Time of Ice)
2, Icy Manipulator - 4 cost artifact, cost 1 to tap creature / land / etc, (with circle, reliable card draw each turn)
Creatures that tap on opponent turn with flash, or don't untap on the next turn.
Used with great effect with Time of Ice and preventing creatures from attacking
4, Merfolk Trickster - 2 cost flash, 2/2 tap creature, and eliminate creature abilities
1, Dreamcaller Siren - flash flying 3/3, tap two creatures if pirate is out
1, Watertrap Weaver - 3 cost 2/2, tap creature, it won't untap
Protection section
4, Siren Stormtamer - cheap 1 cost flying pirate with counter hostile spell/ability
1, Mesmerizing Benthid - 5 cost, 4/5, hexproof, comes with two 0/2 "target that strikes doesn't untap next turn" tokens
2, Clear the Mind - 3 cost, Draw a card and return graveyard to library, prevent decking oneself from overdrawing. Protection from Mill decks.
1, The Immortal Sun - 6 cost, draw 2 cards each turn, neuter plane walkers, spells cost less
1, River's Rebuke - 6 cost, boardwipe for opponent, back to their hand
1 Entrancing Melody - cost 2X, steal creature with cost of X
1 Mass Manipulation - cost 4 XX, steal X number of creatures
Damage to Life section
3, Departed Deckhand - 2 cost, 2/2 unblock-able (unless spirits) pirate, grants unblock-able for 4 cost (unless spirits), deckhands blow up when targeted by opponent spells
3, Tempest Djinn - 3 cost, 3/4 flying creature that buffs power with each island
24 Island
Maybe throw a Naban in there and double up on those creature effects?
Nice, so doubling up on creature tap effects. I never thought of that.
0
KalTorakOne way or another, they all end up inthe Undercity.Registered Userregular
Naban is only going to work with your Tricksters and Weaver, might not be worth spending a wildcard on unless you've got him already
Yeah, definitely don't spend a rare wildcard on Naban.
Edit: Here was my dumb Naban deck i put together when i first started Arena. I'm not spending any wildcards (it could honestly use another Naban), but it was fun to play because it is low powered enough to play against other starter decks.
Posts
always side eye @Pinfeldorf
Well yes of course but do it for the right reasons!
Maelstrom Wanderer has two instances of cascade
https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265154
incidentally Yidris, Maelstrom Wielder could give that card a third cascade or more if you pull shenanigans with multiple combat steps.
Exalted angel will give creatures with Exalted another instance of exalted. It also says so in the reminder text because nobody could blame you for expecting it to work differently.
https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259725
Not that it affected a single thing printed beforehand, but the idea is intact.
I mean. It affected armadillo cloak.
Armadillo Cloak does not grant lifelink, it works exactly as printed and acts as a trigger. Noble Purpose, Loxodon Warhammer, Spirit Link, all of it.
ineedmayo.com Eidolon Journal Updated
entirely unrelated, but I just looked up every card that could fit in a mono-white EDH deck with the word "untap" on it
turns out there are kinda a lot of them
Not Warhammer. It was reprinted in Xth with the keyword lifelink so now the Mirrodin version retroactively has it and not the trigger.
This is the only one of the "old lifelink" cards that changed.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
This is my current list, but if you can think of anything outside of these I'd appreciate it. I'm going to cull the list down a bit to the best of them but there is where I'm at currently.
Deathsprout
Enter the Ring
Liturgy of Blood
Murderous Cut
Noxious Gearhulk
Price of Fame
Syphon Flesh
Casualties of War
Fog effects:
Respite
Blunt the Assault
Arachnogenesis
Counterspells:
Arcane Denial
Bone to Ash
Counterlash
Desertion
Logic Knot
Out of Bounds
Rewind
Silumgar's Command
Sinister Sabotage
Soul Manipulation
Split Decision
Unwind
Spell Swindle
Other:
Oath of Druids
Oath of Ghouls
Infernal Offering
Intellectual Offering
Tempt with Discovery
Tempt with Immortality
Skullwinder
Benefactor's Draught
SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
I don't know how successful the deck would be but it's cool that those two cards can work together.
If you want to win, I'd take Esper control with Enter The God-Eternals, Dovin's Veto and Tefari, Time Raveler as your only new cards through I don't know how many and what the split should be between the main board and the sideboard. Enter the God-Eternals is a blow out against decks running creatures while Tefari dunks on control. My reasoning as to why to play esper is that esper control is a top tier deck now and it's the only top deck that got clear upgrades to its tool kit. I expect people to be playing Grixis or some of the other new decks like boros heroic or mardu aristocrats which look fun through I don't think they'll end up as meta decks.
Here's quick brew for esper control based off Shaheen Soorani's article on starcitygames.com
2 Teferi, Time Raveler
2 Moment of Craving
3 Chemister's Insight
1 Dovin's Veto
4 Kaya's Wrath
4 Thought Erasure
3 Cast Down
4 Teferi, Hero of Dominaria
2 Search for Azcanta
2 Vraska's Contempt
1 Dimir Guildgate
4 Isolated Chapel
4 Glacial Fortress
4 Drowned Catacomb
4 Hallowed Fountain
1 Mortify
4 Godless Shrine
4 Watery Grave
1 Plains
4 Absorb
Sideboard
2 Enter the God-Eternals
1 Oath of Kaya
2 Dovin's Veto
2 Cry of the Carnarium
4 Thief of Sanity
2 Hostage Taker
2 Duress
Do what I do. Do it anyways, and sell everything you get right after!
Makes draft events SUPER FUN cause I always tend to come out even or down a couple of bucks.
I cant help but feel like any deck with w/b not running kayas oath is making a mistake. Its removal for creatures/planeswalker. Is very anti aggro, and could technically be used to finish out a game.
Steam: https://steamcommunity.com/profiles/76561198004484595
The original list had them instead of Moment of Craving so there's certainly an argument for including them. The main issue is that you give up the instant speed removal for +1 mana +1 lifegain +1 damage and I figured having 5 two mana removal spells was better against most aggressive decks that I didn't mind losing the ability to hit planeswalkers. I like the idea of being able to kill their creature on turn 2 and then hold up absorb for their turn 3 play.
4 Tithe Taker
4 Thief of Sanity
4 Basilica Bell-Haunt
4 Hero of Precinct One
3 Hostage Taker
2 Sorin, Vengeful Bloodlord
2 Teferi, Hero of Dominaria
3 Oath of Kaya
3 Mortify
2 Teferi, Time Raveler
4 Thought Erasure
4 Watery Grave
4 Godless Shrine
4 Isolated Chapel
4 Hallowed Fountain
4 Drowned Catacomb
4 Glacial Fortress
1 Swamp
Sideboard
4 Dovin's Veto
4 Duress
4 Despark
3 Fungal Infection
This is still very rough but the idea is that there there is a dual axis of attack as you can win with either sticking a creature like hero or thief of sanity or you can win by sticking a planeswalker. The 4 Tithe Takers are a concession to me wanting to keep the creature count high so I'll have enough targets for Sorin and wanting more turn 2 plays against aggressive decks. The oaths seem really good here with 6 planeswalkers to trigger off of, they activate hero and you want your removal on 3 so you can go hero into multicolored removal spell.
Do ya'll have any thoughts?
I know there are good white/blue cards, but I'm not sure it's better than having early smooth mana draw for cards like Tempest Djinn and Merfolk trickster
Chill Deck
Tap Mechanics Layers
4, Verity Circle - enchantment, costs 3, opponent creature taps outside of attack= card draw, cost 5 to tap creature without flying
3, Time of Ice - 4 cost, Tap a creature for length of saga (two taps), end of saga, all creatures tapped return to hand (card draw with circle)
4, Sleep - 4 cost, tap all creatures and they don't untap next turn (card draw with circle), (return all creatures with Time of Ice)
2, Icy Manipulator - 4 cost artifact, cost 1 to tap creature / land / etc, (with circle, reliable card draw each turn)
Creatures that tap on opponent turn with flash, or don't untap on the next turn.
Used with great effect with Time of Ice and preventing creatures from attacking
4, Merfolk Trickster - 2 cost flash, 2/2 tap creature, and eliminate creature abilities
1, Dreamcaller Siren - flash flying 3/3, tap two creatures if pirate is out
1, Watertrap Weaver - 3 cost 2/2, tap creature, it won't untap
Protection section
4, Siren Stormtamer - cheap 1 cost flying pirate with counter hostile spell/ability
1, Mesmerizing Benthid - 5 cost, 4/5, hexproof, comes with two 0/2 "target that strikes doesn't untap next turn" tokens
2, Clear the Mind - 3 cost, Draw a card and return graveyard to library, prevent decking oneself from overdrawing. Protection from Mill decks.
1, The Immortal Sun - 6 cost, draw 2 cards each turn, neuter plane walkers, spells cost less
1, River's Rebuke - 6 cost, boardwipe for opponent, back to their hand
1 Entrancing Melody - cost 2X, steal creature with cost of X
1 Mass Manipulation - cost 4 XX, steal X number of creatures
Damage to Life section
3, Departed Deckhand - 2 cost, 2/2 unblock-able (unless spirits) pirate, grants unblock-able for 4 cost (unless spirits), deckhands blow up when targeted by opponent spells
3, Tempest Djinn - 3 cost, 3/4 flying creature that buffs power with each island
24 Island
Cute deck! I don't think you'll be breaking the meta with it but it's a fun idea and I hope you end up facing decks where it can go off. I'm also guessing that you're working off a limited card pool so I'm not going to suggest any rares.
Possible ideas to explore:
1) I don't you need the clear the minds. Mill decks don't seem to be that popular and anyway, you'll probably win by killing them before you mill out.
2) For a combo deck like this, you might want to consider some draw like Opt, Chart A Course, Chemister's Insight. That would let you get to the good parts of your deck faster.
3) I know I said I wasn't going to suggest rares, but what about dousing dagger? It makes creatures for you to tap down if your opponent doesn't play any creatures and you can use the mana if it transforms for your X spells.
4) Pteramander is pretty much an all star cheap creature for blue and you can probably add enough instant and sorceries to adapt him later on. He's probably better than the departed deckhands.
Maybe throw a Naban in there and double up on those creature effects?
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
rares are good!
Dousing Dagger is a great idea. I've def run into decks without creatures to tap.
I could probably scrap the deckhands, stormtamer sirens, and Dreamcaller Siren.
There's not enough there to combo probably, 7 pirates for 1 flash tap two creatures effect.
Clear the minds are more for the managing the card draws, but I could probably use one less.
Nice, so doubling up on creature tap effects. I never thought of that.
Edit: Here was my dumb Naban deck i put together when i first started Arena. I'm not spending any wildcards (it could honestly use another Naban), but it was fun to play because it is low powered enough to play against other starter decks.
3 Exclusion Mage (M19) 55
3 Time of Ice (DAR) 70
4 Academy Journeymage (DAR) 41
2 Naban, Dean of Iteration (DAR) 58
4 Viashino Pyromancer (M19) 166
6 Mountain (RIX) 195
1 Firefist Adept (DAR) 121
4 Wizard's Lightning (DAR) 152
1 Pyromantic Pilgrim (DAR) 278
2 Adeliz, the Cinder Wind (DAR) 190
3 Watertrap Weaver (XLN) 87
4 Sulfur Falls (DAR) 247
1 Merfolk Trickster (DAR) 56
1 Naru Meha, Master Wizard (DAR) 59
2 Wizard's Retort (DAR) 75
2 Ghitu Journeymage (DAR) 126
3 Chart a Course (XLN) 48
4 Steam Vents (GRN) 257
1 Niv-Mizzet, Parun (GRN) 192
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Could cut out the pirates and add weavers
the Japanese alt-art PWs are insane.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
I love the Amano Lilliana SO MUCH.
Check out my site, the Bismuth Heart | My Twitter
That is real fucking good.