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  • posted a message on The Real World Culture Game
    Harvest Row 1G
    Sorcery
    As an additional cost to cast Harvest Row, sacrifice a Mountain.
    Search your library for up to three Forest cards and put them onto the battlefield tapped. Then shuffle your library.

    Expanding Crops UG
    Creature - Plant
    Landfall - Whenever a land enters the battlefield under your control,
    create a token that's a copy of Expanding Crops.
    0/1

    Work the Land RWG
    Sorcery
    Create a 1/1 white Human creature token for each land you control.

    Next:The Seven Wonders of the Ancient World
    Posted in: Custom Card Contests and Games
  • posted a message on Esper TrialTraft
    I hadn't thought of Spell Queller. Souls are good, and I looked to put them in the deck, and I am currently testing replacing Serum Visions with it. You are right about Detention Sphere. I was overly worried about Blood Moon effects, and really like being able to cast my spells. Hide//Seek is an example of this I am happy to remove. Changes made.

    As for Steel of the Godhead, Spreading Seas, and Flickerwisp, Steel is good but not on the plan of getting back removal spells, Seas is unimportant in this deck because only Merfolk plays it to give their stuff unblockable, as making a single land not function properly is not as powerful as a full Moon effect, and Flickerwisp is another creature, but doesn't give control over how many Trials I get back, and always dictates when they return, at the end step. I thought that the various other effects had more powerful synergy and that the combination of evasion plus removal spells on a single card was better than the beater.

    Posted in: Deck Creation (Modern)
  • posted a message on The Commander's Tools Game
    Organ GrinderRB
    Creature - Ogre Shaman
    Exile Organ Grinder your graveyard: Return to your hand each creature card in your graveyard that was sacrificed this turn.
    3/2

    Next: Seton, Krosan Protector
    Posted in: Custom Card Contests and Games
  • posted a message on Esper TrialTraft
    WUBEsper TrialTraftWUB



    The Plan
    The TrialTraft deck is centered around the idea of clearing the way for Geist of Saint Traft. This involves removal, hand disruption, counterspells, and sometimes buffs and abilities. With Amonkhet, we got a host of new cards for Modern, and I got really excited about the Trial of Ambition, as it seems to be a sorcery speed Diabolic Edict with upside. That seemed powerful. It also got bonuses from cards you might want to play in an average Geist deck anyways. For example, the problem of not having creatures to sacrifice to opposing Liliana of the Veils could prove problematic, as hexproof was completely bypassed. However, the Cartouches that synergize with the Trials brought the powerful boosts to the deck. The specific way of getting around Liliana in the deck being Cartouche of Solidarity. It gives evasion, power boosts, and a body. These cheap cards that can provide lots of advantage in a Modern matchup, specifically Death's Shadow, which this deck was designed to beat. After testing, it turns out that free removal is good. Picking up two or more Trials for free is amazing, and surprisingly effective. The Zurs were added in testing as a way to cut back on the number Cartouches the deck runs, and add a few more surprises. The versatility also immensely helps in sideboarding as well. Admittedly, Zur is a bit slow, but I believe that the times when you do get him up and running, which seemed reasonably often, were very powerful and often game-winning.

    The deck has two major ways of winning. The default plan, being Geist beatdown, the backup plan being manland beats. There are a high number of taplands in the deck, which can be quite hindering at times, and that is certainly a fault, but the immense amount of removal (15-19, depending on what you consider removal) allows the deck to quickly enter the mid to lategame, where it shines.



    The Deck




    Card Choices

    Mainboard:
    4x Geist of Saint Traft: Our main wincon, and half of the namesake. Auto 4-of.

    3x Zur the Enchanter: Allows for versatility, and is a threat. A 4-mana card, and possibly a 2-3 of, but very useful. Annoyingly prone to removal.

    1x Snapcaster Mage: An extera creature that is cheap, easy to cast, and has lots of value. Nearly always good, and a powerful card.

    2x Spell Queller: Nearly all spells in Modern are cmc 4 or less, and Spell Queller is an extra body and also counters spells. Interchangeable with counter spells, but the split is for Snapcaster Mage to also be able to counter something.

    3x Inquisition of Kozilek: Hand disruption is at an all-time key right now in Modern, and it goes especially well with a beater like Geist of Saint Traft, clearing the way of things that can harm and block him. Also, good disruption and a peek at what your opponent is up to.

    1x Thoughtseize: Same as above, except in lower proportions because this costs you life. IoK basically does the same thing because most cards in Modern are 3 CMC or less, without the loss of life. Still, this is here for Tron cards and the like, and just a nice split.

    3x Lingering Souls: This useful tool is an amazingly powerful card in. Modern right now, with Death's Shadow running around. Another way to get threats, a thing to discard to opposing Liliana of the Veils, and an all around solid, annoying, and powerful card.

    1x Remand: As mentioned before, there are four slots devoted to countermagic, and I think that while Remand is important in keeping your opponents out of the game, they could just cast it the turn later, and lategame possibly immediately again. It does cycle, however, so it earns one slot.

    1x Mana Leak: This is the basic soft counter, and it is much better when they're trying to match the power of your creatures with more expensive ones of their own. Nice when attempting to counter Snapcaster Mage.

    4x Path to Exile: Arguably the best removal spell in Modern, this deck needs to clear the way, and this is the way to do it.

    3x Fatal Push: See Path to Exile. While not as versatile as it, it doesn't let them fetch a land, and is just as good.

    1x Dismember: While Fatal Push is good, it can't always hit the powerful, bigger creatures deck like EldraziTron deploy. Just the one of, though.

    4x Trial of Ambition: This is a nontargeted removal spell; a blessing and a curse. It is fetchable off of Zur, recurrable via Cartouches, and it has a cheap and traditionally powerful effect. Don't be afraid to side one or two out though, if you need to. If you bounce them, look to cast more than one in a turn, as they are cheap. That's why you want to play cheaper Cartouches.

    1x Cartouche of Ambition: this is a one of, and at three mana, probably the weakest card in the deck. However, it's a Cartouche, and it gives lifelink which is very useful, but only worth one slot.

    1x Cartouche of Knowledge: This is a mana cheaper than the black Cartouche, and in my opinion better, and possibly worth two slots, but it is two mana. However, if they can't block Traft's angel, they can block him now either and it does draw you a card. Could increase to 2 of these.

    2x Cartouche of Solidarity: The cheapest Cartouche in these colors automatically gets the nudge over the others for an additional copy, but it also gets a body to avoid sacrifice, and gives first strike, one of the best evergreen keywords out there. It makes whatever it enchants a real threat.

    1x Runed Halo: This card is great against a multitude of decks, and can pacify your opponents boardstate. Only a 1-of to be fetched by
    Zur, and very situational, but great when used right. Namimg Grapeshot against Storm could just be game, same with Walking Ballista for Counters Company. Be careful though, because a named creature can still block, and if a Skullcrack effect is going on this turn, it does nothing.

    1x Detention Sphere: Another one of the weakest cards in the deck, however, very nice to have fetchable targeted removal for anything, including planeswalkers, enchantments, and other, and multiple if they have them. I wouldn't play more than one.

    2x Celestial Colonnade: While more swingy than Creeping Tar Pit, it is more mana to activate, and only one power more. It could be increased, though.

    3x Creeping Tar Pit: This little dual land is probably better than Celestial Colonnade because it is cheap to activate, and snipes planeswalkers very nicely with its unblockability. It provides inevitability and I'd be happier to Cartouche this land instead of Celestial Colonnade or Shambling Vent.

    1x Shambling Vent: Speaking of Shambling Vent, this is a one of because we have a few other WB lands, and the lifegain is nice, but it is only 2 damage, and another tapland.

    1x Concealed Courtyard: This is to make sure we can cast hand disruption spells on turn 1.

    3x Polluted Delta: The first three fetches, there are three of these instead under the Flooded Strands because of the ability to fetch more basics off of the Strands.

    4x Flooded Strand: The last four fetches, these fetch more basics than Polluted Delta as mentioned previously, so it gets the nudge.

    1x Godless Shrine: There is one of each Esper-aligned shock in the deck. Simple, easy, even.

    1x Watery Grave: See Godless Shrine.

    1x Hallowed Fountain: See Godless Shrine.

    1x Ghost Quarter: This adds a little resilience to the big mana decks in the format, and there's an extra in the sideboard if you face one.

    1x Fetid Pools: It's fetchable and it cycles. This goes above Irrigated Farmland because the deck needs more black to cast more Trial of Ambitions in a single turn.

    Sideboard:
    2x Kor Firewalker: For Burn, Storm, and 8-Whack

    2x Rest in Peace: For Death's Shadow, Jund, Junk, and Dredge. Possibly Storm. Any graveyard deck really.

    1x Gideon, Ally of Zendikar: For Control

    1x Duress: For Control, Storm, or Superfriends, maybe Counters Company or Blood Moon.

    1x Suppression Field: For Affinity, Counters Company, EldraziTron, and Living End.

    2x Supreme Verdict: For Merfolk, Elves, Counters Company, Tokens, and Affinity.

    1x Eidolon of Rhetoric: For Storm, Living End, and any deck that wants to cast multiple spells a turn (Affinity?)

    2x Stony Silence: For Affinity and EldraziTron.

    1x Lost Legacy: For Living End, Blood Moon, and decks that have a central combo piece or card they really need to win efficiently.
    Note: Surgical Extraction/Extirpate are good! but with only four ways to cause discard, not always good enough. Dispossess and Infinite Oblitertion are too narrow, and Memoricide is too expensive.

    1x Fulminator Mage: For Tron/EldraziTron, TitanShift, Living End and possibly decks with manlands.

    [spoiler=Matchups]The various matchups with the deck preboard are somewhat spread around, and I have not tested against everything, so some of these you may have to test for yourself. My estimations are:

    Death's Shadow: Very Good. Both versions of the deck play fewer threats, and the plethora of removal whacks this deck upside the head. Most if not all of their removal spells are targeted, and with the backup removal and hand disruption, Geist gets in easily. Note that since their deck is pakced with removal as well, Zur and manlands, especially Creeping Tar Pit since that dies to Kolaghan's Command and Tarfire, will attract more removal. After sideboarding, Kozilek's Return and Flaying Tendrils are dangerous, as they kill the hexproof threat. We have Rest in Peace and Suppression Field, which somewhat hinders our plan, but is abhorrent for them.

    Affinity: Not Very Good. Our preboard plan of Trials doesn't work so well against Memnites and Ornithopters, nor Arcbound Ravager. They can have trouble stopping Geist, but we're not favored game one. We might snag a lucky Runed Halo, but we're still unfavored. Post-board things get better with Supreme Verdict and Stony Silence, possibly Eidolon of Rhetoric and Suppression Field. In this matchup, our countermagic is generally very bad, and Thoughtseize can come out as well.

    EldraziTron: Even to Not Good. Our Trials work well against the big creature deck, and we have mainboard Ghost Quarter for a little remedy from Tron. Our matchup plummets, however, if they draw Chalice of the Void, as setting it to one, two, or three is devastating. Post-board we get Suppression Field, Fulminator Mage, maybe Duress.

    Burn: Not Good. Game one we're very bad against Burn. Control traditionally is, and it is no different. Removal doesn't do much, and neither does hand disruption. Runed Halo and Cartouche of Ambition can stem the bleeding, but Burn hurts. A lot. Post-board we have the two Kor Firewalkers, and maybe Eidolon of Rhetoric, but most of our discard and countermagic can come out.

    Dredge: Not Very Good. While our Trials do buy us time, Dredge's inevitability can really be problematic. We really want to hit our Turn 3 Geist, and keep dealing with threats. I considered Brain Maggot for main or side, and maybe Runed Halo hits something, but we're not great for this matchup. Delay can help, but not much. Post-board we have Rest in Peace, but we need to basically hit it turn two. The matchup isn't completely unwinnable pre-board, but it's not great.

    Counters Company: Very Good. We destroy this deck. With over a quarter of our deck removal, we kill all of their creatures, our discard and countermagic works wonders on their search effects, and we hit hard. Post-board we have Suppression Field to kill their combo, Supreme Verdict for a board wipe, and Runed Halo if you want to hit a wincon. Very good mathcup for us.

    Storm: Even to Good. Our multitude of removal can make it very hard for them to keep a cost-reducer around, and although they can combo off without them, it is harder. Post-board we have Eidolon of Rhetoric, Duress, Kor Firewalker, Rest in Peace and possibly the Gideon, Ally of Zendikar, but unlikely.

    TitanShift: Even to Good. Again, our removal keeps them off of extra value creatures, and the countermagic and discard clears up Scapeshifts. Post-board they have Anger and we have Ghost Quarter, and maybe Duress. However, we are probably dead if they resolve a Scapeshift.

    Living End: Not Very Good. This one is tough. Pre-board we don't have much except discard and countermagic, as removal pre-Living End is useless. We have a clock, but it gets nontargeted-ly removed, which isn't great. I suppose post-End that a lot of Trial recursion is okay against them, but we're not favored. Post-board, Rest in Peace, of course, Suppression Field is completely unfair "All your cyclers cost two more!" and if you're annoying, maybe Eidolon of Rhetoric.

    Control: Even. The somewhat mirror match can go either way. Our removal does less, but so does theirs. In the Jeskai version, burning us out is a real threat, and it's somewhat annoying that all of their removal gets directed at our manlands. Our discard is advantageous, and Geist can kill very quickly. Countering him is definitely annoying, though. Post-board, Gideon, Duress, and maybe Eidolon can be quite good.

    Elves/Merfolk: Good. A running theme is that we are very good against creature decks. Our removal has loads of targets, and our recurring Trial plan is amazing. They can overwhelm us, but we still have a reasonable fighting chance. Sideboarding against them involves Supreme Verdict, and maybe Gideon. Against Elves, we can use Lost Legacy to get rid of Craterhoof Behemoth or Ezuri, too. Runed Halo works well against lords.
    [/spoiler]
    [spoiler=Interesting Interactions]
    Zur allows us to find enchantments for the situation. Runed Halo is a nice hit, and if Zur is going off, don't be afraid to search up a Trial for no value, because it deck thins and makes future Cartouches better.

    If you need to, enchanting your manlands can be done if in dire need. Of course, it falls off at end of turn, but since not many creatures in the deck that are permanent are big, if you need life or extra damage with evasion, it can be done.

    [spoiler=Other Ideas]
    I've considered adding red to the deck for their respective trial and Cartouche (Trial of Zeal and Cartouche of Zeal) and a few sideboard cards and maindeck spell changes (Kolaghan's Command/Terminate main. This complicates the mana cost a lot, but adds face damage off of Zur or allows Geist to have haste and gets around edicts for a turn as well. It would probably be a more aggressive version, but complex.

    Cryptic Command is another powerful card that can get in extra damage, delve another card deeper, or counter a dangerous spell. Very powerful, but three color with a lot of taplands. You could a few of them, but I don't think it is necessary.
    [/spoiler]
    [spoiler=Strengths and Weaknesses]
    Strengths:
    - Good at dealing with creatures.
    - Powerful effects and creatures.
    - Allows for a very controlling game plan and also aggressive.
    Weaknesses:
    - Few creatures.
    - Very hard to win aggressive matchups pre-board.
    - Lots of ETB tapped lands.

    Play this deck if you:
    - Like midrange
    - Don't like your opponents
    - Want to play swingy and fun four mana cards
    - Like enchantments

    Don't play this deck if you:
    - Like aggro
    - Like linear strategies
    - Don't like control

    [/spoiler]
    [spoiler=Sideboard Against Us]
    - Blood Moon is evil.
    - Sweepers are dangerous if not under our control, especially unfavored ones like Flaying Tendrils and Anger of the Gods.
    - Tokens, like cards like Lingering Souls, are very good at chumping Geist.
    - Sacrifice effects, to some degree. (Liliana of the Veil)
    - Discard spells to hit our few creatures.
    - Noncreature wincons, like planeswalkers.
    [/spoiler]



    Let me know what you think, because this is my first primer. Thanks!
    Posted in: Deck Creation (Modern)
  • posted a message on Grixis Shadow End
    Hey everyone!

    With the recent spoilering of Shadow of the Grave, Modern players (well, maybe just me) got excited. Since Amonkhet introduced a lot of cycling cards, (Curator of Mysteries, Archfiend of Ifnir) I felt like I wanted to take a look at Living End again, but with a different approach, possibly a grindier way to win, without the card itself.

    Because of the Curator, I decided to peek into blue, where likely a more controlling version could exist. Yes, I know that by moving away from green we lose Beast Within and Violent Outburst, but this deck is using it more of as a way to get extra value, not the only wincon that you must resolve. Sure, it's nice to do that, but not necessary for the deck to function. That's the goal at least.

    For grinding, I turned again to the new sets, looking for cards. Drake Haven caught my eye, along with the aforementioned Archfiend. Because this deck isn't looking to have the End as it's main wincon, these cards' limits and less than optimal restrictions were glazed over slightly. This allowed of a more controlling version of the previously Jund Modern deck, with Faithless Looting to back up the combo, and Shadow being playable. Of course, I'm not at all sure if this is the correct home for such a card, but it is what I came up with.

    As for ways to cast the End itself, I found some decent but not amazing substitutes for the lack of green and the need for card filtering and hand disruption and removal. Two cards that gave you free stuff came up: As Foretold and The Expertises, particularly Yahenni's and possibly Kari's. The former is better at casting three mana spells in the deck, like Fulminator to name one, but kills the opponents creatures so the namesake of the deck doesn't work as well as it possibly could. The latter is just a bad effect, and can only cast a few cards. Also because of the Shadow's discarding clause, Wheel of Fate had a few copies in the first shell in addition to Living End.

    The rest of the deck is mainly cyclers, and maybe a Terminate or Push for the early game! as I can't resolve the various wincons until at least T3-4. I know they're non-Bo's, but gotta have the resilience of a control deck.

    Sideboard slots are limited, but the Cage is a godsend, because it doesn't hurt me.

    What do you guys think?
    Posted in: Deck Creation (Modern)
  • posted a message on Resisting Modern: Cards That Could Be Good
    While searching through random cards piles, I come across random cards that seem like they could be good in Modern. If you have any to share, please explain why, and list them below. Here are two I like:

    Angel of Jubilation is admittedly a little hard to cast and late to the game to do much, but its ability does something interesting: it stops fetchlands. At turn four this is a little less impactful but it does protect itself against the Fetch plus Fatal Push combo. It also buffs your team, and randomly turns off Fulminator Mage, Street Wraith, phyrexian mana, and it turns off Ravager. Is it playable?

    Next card that's I like also hates fetchlands. I bought an original Mirrodin booster recently for the heck of it, and opened a card called Psychogenic Probe. It is completely hilarious. It basically has fetch users taking damage. Do you wanna fetch? Take 2. Wanna get a land off PtE? Take 2. You get the idea. Is that playable?

    Any pet cards that could be playable?
    Posted in: Modern
  • posted a message on Tweak The Card
    Brainwash Beguiler 4UB
    Creature - Human Shaman
    Deathtouch
    Whenever a creature deals damage to you, it doesn't untap during its controller's next untap step for as long as you control ~.
    1/3
    Posted in: Custom Card Contests and Games
  • posted a message on The One Word Card Game
    Tatterdemalion 4BBB
    Legendary Creature - Human Pirate Demon
    Wither, first strike, protection from white.
    Sacrifice Tatterdemalion: Search your graveyard,
    Posted in: Custom Card Contests and Games
  • posted a message on When to Switch Decks
    I don't know if this is in the right column, but anyway...

    Hi all,

    I've been playing the same deck for a while now and am on a low budget for decks but was wondering how often you switch decks and what triggers you to do so. I play mostly Modern because it's more diverse than Standard and, being on a low budget, doesn't lose money on cards as often. I generally don't have the time to go to events, so I mostly just play with my friends, but I was wondering just when is it time to play a new deck?

    Thanks!

    Posted in: Magic General
  • posted a message on Thoughts on G/B Tron Post-Aether Revolt
    Have you tried Sundering Titan? It worked great for me when I played Tron, blowing up about three of my opponent's lands on average. Also as a 7/10, it can just win the game on the spot.
    Posted in: Deck Creation (Modern)
  • posted a message on Thoughts on G/B Tron Post-Aether Revolt
    Quote from meowCat1234 »
    Quote from Irihihi »
    For Fatal Push, I think it's good and am definitely going to play it, but you might want to include maybe one fetch just for the extra value. Maybe I don't know what I'm talking about, but it's an idea.

    And you should obviously add THE BEST WINCON EVER, because Tron gets 7 mana. With three lands, you only need 16 turns! Just look at that value!


    I don't know where you're getting at but that sounds extremely odd. The deck already has a lot of revolt triggers in the form of Expedition Map, Chromatic Star, and Chromatic Sphere. Oblivion Stone is one but that's for something else entirely. It doesn't even need any fetches at all.

    Care to explain Helix Pinnacle aside from the put-counters-then-win-after-16turns thing?

    Anyway, I'd like to see how the deck would perform. Haven't seen this one in action yet but might be fun to look at.


    Like I said, I might have no idea what I was talking about with the fetch land.

    I actually tried a Helix Pinnacle build of G/W Tron, with Rule of Law effects and Knowledge Pool. It didn't work. Sadly. The Pinnacle is a pet card.
    Posted in: Deck Creation (Modern)
  • posted a message on Thoughts on G/B Tron Post-Aether Revolt
    For Fatal Push, I think it's good and am definitely going to play it, but you might want to include maybe one fetch just for the extra value. Maybe I don't know what I'm talking about, but it's an idea.

    And you should obviously add THE BEST WINCON EVER, because Tron gets 7 mana. With three lands, you only need 16 turns! Just look at that value!
    Posted in: Deck Creation (Modern)
  • posted a message on January 2017 MCC Round 1 — Creature (Type) Feature
    Freak of Nature 2GG
    Creature - Enfield Horror (R)
    Mutate 1G (Whenever a creature mutates, put a +1/+1 counter on it then switch its power and toughness.)
    Whenever Freak of Nature mutates, choose a creature type. Freak of Nature gains that creature type.
    Creatures that share a creature type with Freak of Nature get +1/+1.
    It's a what?
    1/2
    Posted in: Monthly Contests Archive
  • posted a message on Tweak The Card
    Ghastly Fiend 2BB
    Creature - Demon
    When ~ dies, exile cards from the top of your library until you exile a creature card. You may cast that card. If you do, that creature gets -0/-2 until end end of turn.
    4/3
    Posted in: Custom Card Contests and Games
  • posted a message on Tweak The Card
    Sarlessan Enchantress WG
    Creature - Dryad Shaman
    Hexproof
    Whenever you cast an enchantment spell, put a +1/+1 counter on target creature.
    0/1
    Posted in: Custom Card Contests and Games
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