you have time 'til monday the 17th of november anno domini 2008 at ~12pm/00am Parabolas' time to post a deck.
have fun and get more people into the contest
I'll change the distribution each week to better fit the card, this is more of a solid card and better, more spikey, decks can be built with it.
in brackets are the points, leading to a maximum of 25.
creativity (8) - that's both an awesome combo and fine-tuned synergy. a selfrestriction to a format other than T1-T2 may get you an extra. (70% Melvin/Jonny, 30% Vorthos) the fun-factor (8) - Would I want to play the deck? would I want to pilot the deck? (30% Timmy, 70% Jonny) consistency (4) - my opinion on your deck's chances doing what you want it to do. (I'll try to goldfish and may even proxy it {if you get me to proxy your deck, you're very close to 25}) "protection/controll/disruption" (5) - a casual deck is only fun when it's interactive. there's nothing more boring than two agro decks just attack each other to death or two combo decks simply trying to win asap, one could just as good goldfish.
I've decided to give minus points for subpar (unexplained) choices. ie don't play Grizzly Bears unless you have a good reason (bear tribal?) to not play ie Wild Mongrel over it.
Brion Stoutarm: This guy's nuts, he'll even throw my Mother at you if it means a win.
Stonehewer Giant: This thing wins games if it isn't killed the turn it comes out. He's got a toolbox full of useful tools.
Soltari Guerrillas: I love this thing. I get to bolt something whenever it attacks. Put nightmare Lash on him and he wins the game on his own. Put on a Sword of light and Shadow to get my Brion Stoutarm victims...I mean volunteers back. Put anything on him and your winning.
Boros Swiftblade: It's a good 2 drop that can get good late game with Sword and Lash.
Weathered Wayfarer: Great for getting Urborg and works well with Boros Garrison. Also the best first turn drop if you go 2nd. They drop a land. You drop a land and play Weathered Wayfarer. They call you a bastard.
Mother of Runes: When isn't this thing useful? Helps to stops everything from blocking, ever wanting to attack, a kill spell, it can even make auras fall off. Edit: I know Sword of light and shadow stops mother from working her magic but with the sword on it's not like their much can kill it anyways, mainly burn and it'll take a bit of it.
I'm still editing here and there but overall this is it.
Card that would make it better but would make it a dave deck: Darkest Hour What are they going to do when this thing pops up? Also it would make the deck feel more like a Darkest Hour deck with all the pro black.
Deck idea: First you try to get bramblewood paragon into play to make your warriors come with counters (and thus bigger). Then you can start flinging them with brion, activating fecundity for cards and Cradle of Vitality to make your creatures even bigger. You have a pair of slumbering giants in case you want a cheap creature to fling or if you want to wake him up with Brion.
Maybe you had allready thought about it but dont you think Quietus Spike would be an insane card to attach to brion with the Giant, way better even than SoLS and Nightmare Lash?
Just helping^^, and to support your brion maybe it's wise to put 1 shield of Kaldra in your deck, to make it indestructable, should help out a lot.
ya combat damage isn't going to happen. But the Shadow guy would work also Mother can pretty much make stuff unblockable. The Shield would be useful. I'm looking at a lot of stuff for the deck, way too many good equipment out there.
Okay so here it goes, the baisc plan? Why sacrifice your creatures when you can throw his at him? To do that Sarkhan Vol and Dominus of Fealty give you ammunition (or a boost if ammo isn't around) and brion starts slinging, while rings of the brighthearth allows you to reuse every activated ability you've got(if that includes conspire it really rocks). I figured mana could be a problem so it has a lot of lands and some good accel in druid of the anima (all three colours needed) and rampant growth to pull the mountains out. I'm trying to make this Standard Legal and remember, I'm new at this so I don't have an encyclopedic knowledge of every card ever printed.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Nope, Conspire will not work. Activated abilities need a " : " (explained in one of the latest Cranial Insertions) and Conspire lacks it - don't ask me what type of ability it then is - I'm no rules guru.
Edit:
general note - if you have questions:
use the search option in the rules section or ask me, I'll do my best to come up with a correct answer.
the conspire was mostly for the giant baiting, which i realized would be hard to conspire for anyways in this deck, it just gives you ammo/attacking foder.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
I know this deck is slow, and I know it is lacking answers for non-creature threats. Unfortunately that is a consequence of limiting the card pool to Standard (Type II) legal cards that begin with the letter ‘B’ (assuming Mountain and Plain = Basic land). Given the self-imposed limit, I still think this would be a fairly robust, competitive deck. I foresee problems with combo-locks and (if it can’t gain life fast enough) a quick start by the opponent. I don’t know about ‘fun to play’. It is certainly the kind of deck I enjoy, but I rarely play anything besides casual multiplayer.
Nope, Conspire will not work. Activated abilities need a " : " (explained in one of the latest Cranial Insertions) and Conspire lacks it - don't ask me what type of ability it then is - I'm no rules guru.
It's Static and a triggered ability.
As you play it you can pay an additional cost by tapping two creatures that share a color with it. When you play it copy it if you paid the additional cost.
So no Rings of the Brighthearth doesn't work on Conspire. But if you have Wort, the Raidmother in play and you play a spell with conspire it will have conspire twice so you can tap four creatures to get two copies.
This is (sort of) an idea that I had for a standard deck at one point. The first few turns here look a lot like a red deck wins. the later creatures all have come into play effects and are very efficient. It's basically an aggro deck with CIP manipulation
the best way to explain the purposes of each card is to point out notable plays, one of my favorites is the ability to throw kitchen finks with brion. if someone is foolish enough to attack into it you can block, throw finks for 3 damage, gain 3 life, then it comes back into play gaining you 2 additional life. and if you want to do it again, all you have to do is blink. this play exists in the same way with murderous redcap and Keldon Champion, the latter being a 9 damage, 3 gain swing if unblocked. The murderous redcaps have a tendency to clear a path with it's CIP, throw, CIP. changeling berserker is an absolute menace in this deck. Champion any of the last 3 creatures I mentioned, or a keldon marauders and you've got a stellar CIP waiting under a 5/3 haste. Add Brion Stoutarm and you've got: attack with a 5/3, throw the 5/3, Stellar CIP creature, which spells certain disaster. the beauty of the deck is that all of the creatures are resiliant on their own, and it doesn't much care about mass removal, save for losing brion. Blink is useful for a number of things from renewing the persist creatures, to recurring keldon champions, to saving brion from spot removal, to getting quick CIP effects in conjuntion with Changeling berserker, or even renewing the tiem counters on keldon marauders. I've included lightning bolt and helix for the most efficient support cards you can ask for in a deck like this, and figure of destiny for early beats and late game swings. Balefire liege is obvious. it turns late game figures into lightning helixes, and lightning helixes into...lightning helixes, and tacks on at least 1 damage to ever creature if not 4 or 5. This deck is a lot of fun.
@ Night Child, I know picking that equipment is a hard job however I think by balancing your equipment better and running for instance 2 SoLS and 1 Whip instead of 3 of each could make your deck a harder matchup vs more decks and improve its survivability. For instance deathrender + SoLS = sick.
Btw mother of runes can't target Brion as long as SoLS is on him, that might be a drawback and call for the Shield of Kaldra, but it depends on the matchup really.
I'm not going to remove any lashs. 2 Lashs on one guy makes them +2/+2 for each land I have in play. Also I have no way of getting them back from the yard so I want more then one to tutor for.
I've talked about Mother not working with the sword in play. Pro white and black saves it from most kill/remove spells but things like unsummon and Bolt deck would bug the player so I'm still looking at what I want.
Edit: But yes I think I'm going to make the deck a mini toolbox deck on the side.
Serra Avatar is a good idea, too bad we can't use 4 1996 World Champion in the deck, because I'd go 5 colours to fling that thing for the auto win. (Only one was made)
oh man, sorry! I must have skipped over that part when reading the rules, not expecting to win a round. I guess just disregard my entry then (but play around with the deck in MWS if you want, because it really is fun.) I didn't realize i was supposed to be a judge. But cool, I will do that.
Edit: My point system -
creativity - 9 - Making use of cards that everyone else lets gather dust. Interesting interactions or combos. Points will probably be taken off for using whacked out $30+ dollar cards that are in every tournament level deck. (unless you've used them in innovative new ways)
fun - 8 - It's casual, so the main goal is to have fun with your deckbuilding and playing. You can do whatever you want, so do it. Everyone knows a boring deck when they see one, and I see too many too often.
consistency - 6 - does it work? how often? and does it depend on 1 card?
Protection - 2 - Can you make it work in the face of other decks? How well? Can it work without mainboard protection?
brion stoutarm...if his brother had a card as well as his siter, i'd try to make a family deck, but since he doesn't, I'm more interested in his warriorness. is meant to throw off opponents by looking as though it is supposed to be very fast, while its actually geared toward getting in some early damage and then using mr. stoutarm to his best effect.
keldon marauders- keldons are warriors, cheap, damagy and expendale....perfect.
mogg warmarshal- not as damagy, but also warrior, cheap and expendable
stingscour- cheap expendable warrior that makes blockers go away for a bit.
orim's thunder- honestly i use these in any red and white casual deck that I can find room for. potentially rediculous in multiplayer, where its almost always 2 for 1, but more often just acts as an out for otherwise impossible to deal with permanents.
fatal frenzy-more power means more damage, and ideally, whoever it is is going to be thrown by brion anyway.
brion stoutarm-the main event. i'm using 4 because 1, hes the whole point of the deck, and 2, if you have a second in hand while one is in play, you can have him throw himself, and then cast the second one. well, turns out I need to read the cards more carefully. as another poster pointed out, Brion cannot throw himself, but I'm sticking with 4 because its that important to get him in play.
obsidian battleaxe- more power=more damage. also, the expendable guys espicially like the haste.
captive flame- wouldn't it be fun if every goblin you threw at someone was spewing fire while it flew, screaming to its death?
grafted wargear- good weapons for expendable warriors.
[card]
threaten[/card]- throwing your own creatures is good, but stealing your opponents blockers, boosting their power, and then attacking with them seems like fun too.
Brion is good at throwing creatures, and he is also a legend, so I figured I could use time of need to find him. To fill the deck, I just add some good legends. The deck is extended legal, but is more for casual.
Lightning Helix- good removal, offsets land damage
Harmonize- good card draw Lightning Greeves- protects my creature, giving them haste is also great, tutorable Time of Need- finds brion and other legends Naya Charm- very versatile card Debtnors' Knell- can bring back my creatures for more fun Birds of Paradise- Mana fixing and accel Sakura-Tribe Elder- mana fixing and accel Brion Stoutarm- mvp of deck, allows me to abuse my legends who don't mind dying Yosei, the Morning Star- great creature to be thrown by with brion Homura, Human Ascendant- pumps my creatures when thrown Jugan, the Rising Star- pumps my creatures when thrown Kumano, Master Yamabushi- tutorable creature removal Godo, Bandit Warlord- can find my lightning greeves Kodama of the North Tree- good legend, one of my favs
Reya Dawnbringer- good legend that brings back my dudes.
I'm afraid I won't be able to "officially" close the contest this week, as I have to get up early. Just know that there are 2 hours and 4 minutes as of writing this post.
creativity (7/8) - nice idea, can't say much, it's just nice. (you know, the very positive 'nice') the fun-factor (7.5/8) - both my Timmy and my Jonny sensors freak out. consistency (3.5/4) - You have something like a curve and a very strong looking deck full with good cards. the only problem I see is early strong assaults, that you can't hold off. "protection/controll/disruption" (4/5) - Basically what I want to see: MoR, SG, DHm, Equipment tool-box. (the extra point I hold free for some awesome defense synergy)
creativity (7.5+1/8) - nice ideas. you get points for mashing many ideas into the deck and the +1 point for submitting to Warrior-Tribal. The longer I look at the deck the more I see the synergies and how each card is somehow tied to antother. the fun-factor (7/8) - Each game something different, casual absolute ok. consistency (3/4) - Before sorting the manacurve I thought, "wow the poor guy's dead before nothing." then I saw that's it's not that bad, actually. "protection/controll/disruption" (1/5) - Only Brion can snipe off creatures, apart from that , nothing.
creativity (7.5/8) - Mossbridge Troll, 'nough said. er... no, you also get points for the idea of stealing creeps and RoB. the fun-factor (7/8) - "activate MT, throw it at you, game" ; hell, yes please. consistency (1/4) - Way (speak waaaaaaaaaay) to much land and then packed on that accel. You, Sir, have drowned a beautifull idea in land and 64 cards. [Whoever wants to build this deck, cut atleast 5 land!] "protection/controll/disruption" (3/5) - O-Rings are the major part here, but you can also Threaten.
creativity (6.5+1.5/8) - An ok deck. I'm not sold on it, I've to admit. It does what it can and should do. You get +1.5 for the whacky B-restriction. the fun-factor (6.5/8) - I know there are folks that like such decks: You get a random 'wtf? - ah - lol' and the satisfaction of having built an ok B-deck. consistency (3.5/4) - A bit slow maybe, but if you can build such decks I think your meta is also on the slow side. I have to give you -.5 for being to slow for certain casual metas. * "protection/controll/disruption" (2.5/5) - You have a good amount of burn to deal with creeps, apart from that nothing.
creativity (6.5/8) - I don't consider Sneaking Tyrants creative. You get points for using Persist and the Shoal though - I love Shoals, that's why you still get to 6.5. the fun-factor (4/8) - I'd play the deck, but only as Dave against some kiddies I can't stand (yes I'm sometimes that kind of person) - that being said, it's not fun for the op. thus only half of the possible points. consistency (3.5/4) - You have '8' SnAts and could hardcast some of your bigger creeps, add a bit burn for the early assaults, there you go. -0.5 for being dependant on the op. unable to solve 1 card. "protection/controll/disruption" (2.5/5) - same as morphadite (btw nice nick)
creativity (7.5/8) - uhm, what to say... plus points for the - surprise - creative choices, namely being Djinn, Sentinels the Wall and Glyph. additional points for using Glyph, when I saw Brion's going to be the card for this round, I first thought of that card. -.5 for a possible rather usual beatdown win. the fun-factor (7.5/8) - Yeah Glyph got me. consistency (3/4) - An unprepared op's taken out fast I think, but cheap answers screws this deck hard unless you allready have Brion out. "protection/controll/disruption" (2/5) - you have Vandals and the Cremator, and the Wall. you can't handle enchantments and drawing a Vandal is luck...
creativity (6.5+1/8) - an ok, in terms of creativity, agro built with Brion as reach. you get points for CF and the Wargear. +1 for Warrior-tribal. the fun-factor (6/8) - Medium. nothing epic, nothing standing out. consistency (4/4) - go and smash face with it, looks very solid. "protection/controll/disruption" (4/5) - Thunder's a great choice, add Threaten & the bouncer and you have a nice package of tempo disrution
creativity (7.5/8) - Toolbox decks are creative per definition, apart from tournament proven boxes. I also like 'Legendary' as theme. the fun-factor (6.5/8) - I think this deck is capable of some really dumb turns and moves. -.5 for only playing Greaves along Godo, haveing only one target sux. consistency (3/4) - Between BoP and STE you should be able to play your spells and they're pretty dominant. "protection/controll/disruption" (2/5) - An ok creature removal suite, but you too lack answers for non-creature permanents.
Overall good decks. Most points were given away again for lacking answers. I know this may rub some people the wrong way, but I think decks have to be deeper than just 'creatures VS creatures'. And as we (you) build for casual, everything is possible. One can't have answers to everything, I know, but some should be around, so a Humility doesn't ruin all people's day.
I stop preaching and hope you, too, practice.
Night Child: 22 [1]
P A - 19.5 [5]
CF105 - 18.5 [7]
Morphadite2 - 20.5 [3]
Arc-logger - 16.5 [8]
N N M - 20 [4]
Anansi - 21.5 [2]
dragoonbot - 19 [6]
when parabola finished his judgement we'll update the ranking and name the winner (highest # of points) of the first round - who then has 24h time to either post here or PM us the card for the next round.
Creativity: 8 Nighmare Lash in a RW deck? Not bad, and the equipment toolbox is nice, too. Both are outside the norm for what I expected to see this week.
Effectiveness: 4
The deck was very mana hungry. It wanted to do lots of things (play spells, equip things, pay for other activated abilities) and the 21 lands was tough without Weathered Wayfarer.
Fun: 5
Nightmare Lash and Crusading Knight take the cake, here. Their interactions with Urborg in a RW would have a rather puzzling effect without Urborg in play. Playing both in the same turn has that "lol i win" feeling right after the puzzle.
Protection: 2
Can protect creatures from targeted removal rather well, can deal with enchantments, artifacts, and has a few tricks to lessen the blow of mass removal. On top of that, it has ways to grant static protection, along with life gain, ways to recur creatures, and knock off opposing critters.
Format: 0
Nothing special.
Total: 19
Creativity: 10
Cradle of Vitality was a great move. It perfectly combines Brion's lifegain with his love of flinging larger creatures.
Effectiveness: 4
It was difficult to find the enchantments, at times, without a reliable way to find them or draw without Fecundity. Without them, it felt more like a watered-down aggro deck.
Fun: 6
The deck played like some warped form of Modular. If a creature is going to die, sac it for damage, life, and fresh +1/+1 counters. Repeating the process over and over leaves for large creatures, life gain, and damage. Doubling Seasons makes it sweeter.
Protection: 0
Nothing, really, aside from some lifegain.
Format: 1
Tribal - Warriors.
Total: 21
Creativity: 8
I expected something with this general theme, but you took it in a very different direction from what I expected (little-to-no creatures).
Effectiveness: 4
Well, land was no problem. At times, it felt like too much, drawing a land when I really needed something else. The lack of draw further hurt, with 34 cards in the deck producing or finding mana.
Fun: 4
Killing the opponent with their own creatures is always fun, but getting through all the mana might take some time.
Protection: 1
Oblivion Ring.
Format: 1
Standard legal.
Total: 18
Creativity: 10
If I could give you more, I would. A deck with everything starting with the letter B (Except Basic lands, but they are exempt from a lot of rules already), and Standard legal no less.
Effectiveness: 5
Takes advantage of plenty of creatures that will grow bigger for Brion. The added lifegain can help with the general slowness of the deck, and the burn spells can close up a close game. I really like Blight Sickle. While it doesn't help Brion directly, it made many creatures into questionable blocks and saccing them to Brion was double-dipping the damage.
Fun: 4
Worked like a beatdown deck, with some burn and lifegain added. Not the most thrilling deck, but not the most boring. What would be really fun is to see if an opponent notices the theme.
Protection: 1
A combination of burn, lifegain, and Wither.
Format: 1
Standard legal.
Total: 21
Creativity: 7
Big creatures that are going to die anyways being sacced for a benefit? Yawn. What I really love, however, is the incorporation of Blazing Shoal. If the +10/+0 doesn't kill them, having that thrown in their face probably will. Great idea.
Effectiveness: 6
With 7 effective copies of Sneak Attack, 15 saccable creatures, and only ever needing 4 mana, the deck works smooth, with the occasional bad draw any deck is capable of. Only problem was not finding Brion at times. The deck could still win, but it felt less focused on him when it did.
Fun: 6 Blazing Shoal was the savior here. The sudden, massive, free pump was a blast. This could even work in multiplayer: Shoal a creature and kill them, and then sac it for lots of damage to someone else. If the remaining table, now down two people, gangs up on you, you probably just gained 20 or so life anyways.
Protection: 1
Very small amount of burn and lifegain, but Borgardan Hellkite saves the day, killing lots of creatures at once, if needed.
Format: 0
Nothing special.
Total: 20
Creativity: 7
What I expected for this week: big creatures for low mana that want to be flung. The main reason I didn't go lower was thanks to Glyph of Destruction and the Walls subset. That was something I did not expect.
Effectiveness: 6
Plenty of ways to abuse high-powered creatures, and land wasn't much of a problem. The redundancy really helped, with Fling. Soul's Fire was a little redundant, too, but it was more fun with Brion out in play. Using Soul's Fire ans saccing to Brion was a game stealer.
Fun: 5
This is mostly for Glyph and the Soul's Fire + Fling play. Plays like that ended the game with a bang, and with great results.
Protection: 1
Small amount of ways to off creatures and artifacts.
Format: 0
Nothing special.
Total: 19
Creativity: 8
Somewhere between what I expected and what I didn't. The Banneret was a nice touch, helping the tribal theme along with supplying +1/+1 counters to pump and throw. Captive Flame was also really cool, allowing to maximize every throw.
Effectiveness: 4
Without any of the pump, it was a little slow. When the pump came, it really helped, and made the deck run like clockwork.
Fun: 5 Fatal Frenzy was a lot of fun, doubling up something that already is equiped along with getting a few doses of Captive Flame. Then, taking that creature and throwing it was great.
Protection: 2
Direct damage, artifact and enchantment removal, bounce and creature removal. Haste and reducing costs also help. Can deal with any permanent but lands (Planeswalkers are burned out).
Format: 1
Tribal - Warriors
Total:
Creativity: 9
A legendary deck that resolves around Brion. Humora and Jugan are great, and unexpected, choices.
Effectiveness: 5
Mana wasn't too bad, thanks to the mana base, STE, and BoP. The Legendary toolbox worked well, but the legendary creatures themselves needed a lot of mana to get out into play, for a few of them, and needing to keep mana open for Brion was hard to do at times.
Fun: 5
The legendary toolbox was fun, powerful, and flavorful. Humora was an all-star, giving a +2/+2 static pump, flying, and firebreathing, all for doing what the deck already wants to do. Jugan was awesome as well: deal 5, gain 5, and give something +5/+5 do deal and gain even more once you untap.
Protection: 2
Ways to lock down the opponent, even a complete lock with Debtors' Knell or Reya, along with creature removal and a Shroud-granting artifact. The main reason for the 2 is for the lockdown element, which pro-actively keeps the opponent from doing anything.
okay I'm going to be honest, I don't know how to do the spoiler thing.
No Name Maddox: Creativity - 6.5/9 - You did was pretty much expected. Big creatures + Brion and fling. The Glyph of Destruction idea is pretty awesome though. I had never heard of that card, and that could definitely lead to some pretty outrageous plays. Fun - 6.5/8 - The deck seems to be a decent amount of fun, but I feel that it would become frustrating with the lack of early plays that it looks like it's begging for, the lowest costing cards being the cards you wouldn't be able to use very effectively until your fifth land hit the table consistency/effectiveness - 3/6 - I can see some really bad hands coming out of this deck very often. I feel that it would be very hard to pull a win off with it. It seems very slow, with clumps of big plays here and there. protection - 0/2 - though the walls are beefy, many of the creatures don't stick around long enough to block, and the only way to deal with their creatures is to throw your own at them. I feel that this deck would roll over and die to counterspells and/or burn. 16/25
Arc-Logger: Creativity - 7/8 - this is pretty cool. I like throwing persist creatures, and the sneak attack w/huge jerks (dragon tyrant being my favorite) makes me warm on the inside. fun - 8/8 - I would love to play this deck, even though it could be a little bit far-fetched. it's right up my alley. consistency/effectiveness - 4/6 - I feel like this deck would have a hard time getting there sometimes. The possibility of a turn 3 kill (seething song, sneak attack, dragon tyrant, blazing shoal) is there, but small. I protection - 1/2 - magma spray and lightning helix. good stuff. but you have no way of keeping the op away from your sneak attack. 20/25
Night Child Creativity - 8/9 - crusading night eh? I actually like this idea alot. A red and white deck that's based heavily on the number of swamps everyone has, ha. fun - 7/8 - I'd probably have fun playing this. activating stonehewer would be a treat every time. consistency/effectiveness - 5/6 - I think this deck could earn some wins. I don't know exactly how reliable the crusading knight thing is, but it seems like a plausible kill method. the equipments are useful pretty much all the time. the curve is pretty good. the weathered wayfayer's make the urborg synergy more attainable protection - 1/2 - most the equipment has protective measures built in. Mother of runes is always cool. angelic renewal isn't just an extra brion throw, the guerrillas are awesome, too. you even have some mainboard enchantment and artifact removal. 21/25
Post affinity creativity - 5.5/9 - a different take on warriors, but nothing special. fun - 2/8 - I don't feel like I'd have much fun playing with this deck consistency/efectiveness - 1.5/6 - I see this deck have an excruciating time pulling out a win or finding the cards it needs. there are many 2 of's and I feel that you've have a hard time activating bloodthirst when you need it. you have almost no way of untapping the slumber titans, so they're only useful if you also have brion. doubling season doesn't really shine or do much in here. I just don't see this deck getting there. protection - 0/2 - this deck's only protection is brion stoutarm, which is also the preferred kill, which means you almost lose if you don't have him out, and even when you do, you have alternate between saving your own skin, and burning theirs. 9/25
CF105: creativity - 6/9 - taking their creatures to throw back at them is definitely cool. I kinda like this rings, too. fun - 3/8 - this deck, although a decent idea, seems like it would be frustrating to play. consistency/effectiveness - 2/6 - the deck has no creatures other than the mana elf below 4 mana. I feel that 4 mossbridge trolls is far, far too many. and you have 4 of a creature that will probably never untap. the giant baitings aren't worth conspiring, as the creatures you'd have to tap to do so would do better just to attack themselves. Overall the deck seems way too slow, even with the mana accel. protection - .5/2 - oblivion ring is all you've got going for you here. spot/mass removal would tear this deck to bits. 11.5/25
Morphadite: creativity - 8/9 - specifically because everything starts with B, and it's all standarad legal. fun - 4.5/6 - it looks decently fun considering the restriction you put on yourself. consistency/effectiveness - 5/6 - I had to give you a higher score once again because of your B standard theme. the fact that this deck could definitely win with those restrictions is good enough for me. the curve isn't very good considering the proposed aggressiveness of the deck. I think you did the best you could have done. protection - 1.5/2 - there's quite a lot of removal that starts with B. you don't have much to deal with early threats, but you've done a good job, nonetheless. 20/25
anansi: creativity - 5/9 - not especially original, although I do like it. fun - 6/8 - this looks like it could be a decent amount of fun, but with a bad match-up you'd just be praying for it to end. consistency/effectiveness - 5/6 - the deck is definitely built to do what it's trying to do. early creatures everywhere. you can throw their guys with threaten (or hit them with a fatal frenzy!) protection - .5/2 - you can only deal with non-creatures, unless you waste precious throws from brion on creatures. 16.5/25
dragoonbot creativity - 8/9 - yeah, i didn't see this coming. fun - 5.5/8 - it looks pretty fun, although I could see it being kinda hard to manage sometimes consistency/effectiveness - 4/6 - It's a toolbox, so it isn't going to be all that consistent, plus there's a lot of high mana cost stuff. you've attempted to fix that very well with BoP and tribe elder. I don't like Godo, he can only fetch greaves, and that's paying alot for greaves. protection - 2/2 - i don't feel like this deck cares too much about being disrupted (except an extirpated time of need, but what are the odds?) you have kumano, naya charm, and lightning helix for removal, and harmonize to refill your hand, and lightning greaves for protecting the important guys. 19.5/25
i think i got everyone.
condensed version:
NightChild: 21/25
Arc-logger: 20/25
Morphadite: 20/25
Dragoonbot: 19.5/25
Anansi: 16.5/25
No Name Maddox: 16/25
CF105: 11.5/25
Post Affinity: 9/25
Cube list thread
Cubetutor
I see what you did there
Favorite decks:
:symu::symb::symr:Spike Mishra:symr::symb::symu:
:symb::symr::symg:Timmy Kresh:symg::symr::symb:
:symw::symu::symb::symr::symg:Johnny Conflux:symg::symr::symb::symu::symw:
we await your card FM.
I think he's thinking. He posted a card before but edited his post. I have a deck made if the card he edited out is the one that gets used.
Favorite decks:
:symu::symb::symr:Spike Mishra:symr::symb::symu:
:symb::symr::symg:Timmy Kresh:symg::symr::symb:
:symw::symu::symb::symr::symg:Johnny Conflux:symg::symr::symb::symu::symw:
you have time 'til monday the 17th of november anno domini 2008 at ~12pm/00am Parabolas' time to post a deck.
have fun and get more people into the contest
I'll change the distribution each week to better fit the card, this is more of a solid card and better, more spikey, decks can be built with it.
in brackets are the points, leading to a maximum of 25.
creativity (8) - that's both an awesome combo and fine-tuned synergy. a selfrestriction to a format other than T1-T2 may get you an extra. (70% Melvin/Jonny, 30% Vorthos)
the fun-factor (8) - Would I want to play the deck? would I want to pilot the deck? (30% Timmy, 70% Jonny)
consistency (4) - my opinion on your deck's chances doing what you want it to do. (I'll try to goldfish and may even proxy it {if you get me to proxy your deck, you're very close to 25})
"protection/controll/disruption" (5) - a casual deck is only fun when it's interactive. there's nothing more boring than two agro decks just attack each other to death or two combo decks simply trying to win asap, one could just as good goldfish.
I've decided to give minus points for subpar (unexplained) choices. ie don't play Grizzly Bears unless you have a good reason (bear tribal?) to not play ie Wild Mongrel over it.
Now what if these were on the Knight? <_<
Nightmare Lash
Sigil of Distinction
...going to rethink this...dont need the knight for this with these...
Edit: Here's the Deck list:
4x Mother of Runes
4x Crusading Knight
4x Soltari Guerrillas
4x Stonehewer Giant
3x Brion Stoutarm
3x Boros Swiftblade
3x Weathered Wayfarer
2x Duergar Hedge-Mage
3x Angelic Renewal
Tools:
1x Deathrender
1x Umezawa's Jitte
1x Sword of Light and Shadow
1x Sword of Fire and Ice
1x Shield of Kaldra
3x Nightmare Lash
3x Urborg, Tomb of Yawgmoth
4x Sacred Foundry
4x Boros Garrison
5x Plains
5x Mountains
Brion Stoutarm: This guy's nuts, he'll even throw my Mother at you if it means a win.
Stonehewer Giant: This thing wins games if it isn't killed the turn it comes out. He's got a toolbox full of useful tools.
Soltari Guerrillas: I love this thing. I get to bolt something whenever it attacks. Put nightmare Lash on him and he wins the game on his own. Put on a Sword of light and Shadow to get my Brion Stoutarm victims...I mean volunteers back. Put anything on him and your winning.
Duergar Hedge-Mage: useful little guy
Boros Swiftblade: It's a good 2 drop that can get good late game with Sword and Lash.
Weathered Wayfarer: Great for getting Urborg and works well with Boros Garrison. Also the best first turn drop if you go 2nd. They drop a land. You drop a land and play Weathered Wayfarer. They call you a bastard.
Crusading Knight: This with the Mother works well and is pretty much in here for being Brion Stoutarmed.
Mother of Runes: When isn't this thing useful? Helps to stops everything from blocking, ever wanting to attack, a kill spell, it can even make auras fall off. Edit: I know Sword of light and shadow stops mother from working her magic but with the sword on it's not like their much can kill it anyways, mainly burn and it'll take a bit of it.
Sword of Light and Shadow: Gets things out of my yard and makes whatever it's on hard to kill.
Sword of Fire and Ice: Lets me get a free shock in and lets me draw cards.
Umezawa's Jitte: It pumps, removes, and lets me gain life. Good for letting the counters build up and removing them all for one big fling.
Deathrender: Pumps and makes fling have no drawbacks.
Shield of Kaldra: Great for many things but is still weak to cards like Unmake.
Nightmare Lash: This hits the table with Urborg out and you're pretty much are winning now.
Angelic Renewal Useful card to pop back things even after ***.
Urborg, Tomb of Yawgmoth: You playing Swamps? No? Well you are now. This thing pumps up Crusading Knight and lets me make anything I want into a Dakkon Blackblade using Nightmare Lash.
I'm still editing here and there but overall this is it.
Card that would make it better but would make it a dave deck:
Darkest Hour What are they going to do when this thing pops up? Also it would make the deck feel more like a Darkest Hour deck with all the pro black.
Favorite decks:
:symu::symb::symr:Spike Mishra:symr::symb::symu:
:symb::symr::symg:Timmy Kresh:symg::symr::symb:
:symw::symu::symb::symr::symg:Johnny Conflux:symg::symr::symb::symu::symw:
Deck idea: First you try to get bramblewood paragon into play to make your warriors come with counters (and thus bigger). Then you can start flinging them with brion, activating fecundity for cards and Cradle of Vitality to make your creatures even bigger. You have a pair of slumbering giants in case you want a cheap creature to fling or if you want to wake him up with Brion.
you know that you also could post a deck yourself?
ya combat damage isn't going to happen. But the Shadow guy would work also Mother can pretty much make stuff unblockable. The Shield would be useful. I'm looking at a lot of stuff for the deck, way too many good equipment out there.
Favorite decks:
:symu::symb::symr:Spike Mishra:symr::symb::symu:
:symb::symr::symg:Timmy Kresh:symg::symr::symb:
:symw::symu::symb::symr::symg:Johnny Conflux:symg::symr::symb::symu::symw:
3xDominus of Fealty
3xBrion Stoutarm
4xDeep Slumber Titan
4xDruid of the Anima
4xMossbridge Troll
Other Spells=19
3xSarkhan Vol
3xRampant Growth
4xGiant Baiting
4x Oblivion Ring
4xFire-Lit Thicket
4x Ancient Amphitheatre
Edit:
general note - if you have questions:
use the search option in the rules section or ask me, I'll do my best to come up with a correct answer.
4 Battlefield Forge
10 Mountain
10 Plain
Creatures
4 Brion Stoutarm (lifegain, thrower)
4 Battlegate Mimic (early drop, grow for throw)
4 Balefire Liege (grow all for throw)
4 Belligerent Hatchling (grow for throw)
2 Bogardan Firefiend (useful sacrifice)
2 Ballynock Cohort (grow for throw)
3 Battlegrace Angel (lifegain)
3 Blight Sickle (grow, defense, eliminate toughies)
Spells
3 Burn Trail (eliminate threats)
3 Boon Reflection (lifegain)
2 Blaze (eliminate threats)
1 Beacon of Destruction (DD)
1 Beacon of Immortality (lifegain)
It's Static and a triggered ability.
As you play it you can pay an additional cost by tapping two creatures that share a color with it. When you play it copy it if you paid the additional cost.
So no Rings of the Brighthearth doesn't work on Conspire. But if you have Wort, the Raidmother in play and you play a spell with conspire it will have conspire twice so you can tap four creatures to get two copies.
Favorite decks:
:symu::symb::symr:Spike Mishra:symr::symb::symu:
:symb::symr::symg:Timmy Kresh:symg::symr::symb:
:symw::symu::symb::symr::symg:Johnny Conflux:symg::symr::symb::symu::symw:
This is (sort of) an idea that I had for a standard deck at one point. The first few turns here look a lot like a red deck wins. the later creatures all have come into play effects and are very efficient. It's basically an aggro deck with CIP manipulation
the best way to explain the purposes of each card is to point out notable plays, one of my favorites is the ability to throw kitchen finks with brion. if someone is foolish enough to attack into it you can block, throw finks for 3 damage, gain 3 life, then it comes back into play gaining you 2 additional life. and if you want to do it again, all you have to do is blink. this play exists in the same way with murderous redcap and Keldon Champion, the latter being a 9 damage, 3 gain swing if unblocked. The murderous redcaps have a tendency to clear a path with it's CIP, throw, CIP. changeling berserker is an absolute menace in this deck. Champion any of the last 3 creatures I mentioned, or a keldon marauders and you've got a stellar CIP waiting under a 5/3 haste. Add Brion Stoutarm and you've got: attack with a 5/3, throw the 5/3, Stellar CIP creature, which spells certain disaster. the beauty of the deck is that all of the creatures are resiliant on their own, and it doesn't much care about mass removal, save for losing brion. Blink is useful for a number of things from renewing the persist creatures, to recurring keldon champions, to saving brion from spot removal, to getting quick CIP effects in conjuntion with Changeling berserker, or even renewing the tiem counters on keldon marauders. I've included lightning bolt and helix for the most efficient support cards you can ask for in a deck like this, and figure of destiny for early beats and late game swings. Balefire liege is obvious. it turns late game figures into lightning helixes, and lightning helixes into...lightning helixes, and tacks on at least 1 damage to ever creature if not 4 or 5. This deck is a lot of fun.
Cube list thread
Cubetutor
I'm not going to remove any lashs. 2 Lashs on one guy makes them +2/+2 for each land I have in play. Also I have no way of getting them back from the yard so I want more then one to tutor for.
I've talked about Mother not working with the sword in play. Pro white and black saves it from most kill/remove spells but things like unsummon and Bolt deck would bug the player so I'm still looking at what I want.
Edit: But yes I think I'm going to make the deck a mini toolbox deck on the side.
Serra Avatar is a good idea, too bad we can't use 4 1996 World Champion in the deck, because I'd go 5 colours to fling that thing for the auto win. (Only one was made)
Favorite decks:
:symu::symb::symr:Spike Mishra:symr::symb::symu:
:symb::symr::symg:Timmy Kresh:symg::symr::symb:
:symw::symu::symb::symr::symg:Johnny Conflux:symg::symr::symb::symu::symw:
@ FoggManatic: so you rather post a list than to judge? you can't have it both.
Edit: My point system -
creativity - 9 - Making use of cards that everyone else lets gather dust. Interesting interactions or combos. Points will probably be taken off for using whacked out $30+ dollar cards that are in every tournament level deck. (unless you've used them in innovative new ways)
fun - 8 - It's casual, so the main goal is to have fun with your deckbuilding and playing. You can do whatever you want, so do it. Everyone knows a boring deck when they see one, and I see too many too often.
consistency - 6 - does it work? how often? and does it depend on 1 card?
Protection - 2 - Can you make it work in the face of other decks? How well? Can it work without mainboard protection?
Cube list thread
Cubetutor
keldon marauders- keldons are warriors, cheap, damagy and expendale....perfect.
mogg warmarshal- not as damagy, but also warrior, cheap and expendable
stingscour- cheap expendable warrior that makes blockers go away for a bit.
orim's thunder- honestly i use these in any red and white casual deck that I can find room for. potentially rediculous in multiplayer, where its almost always 2 for 1, but more often just acts as an out for otherwise impossible to deal with permanents.
fatal frenzy-more power means more damage, and ideally, whoever it is is going to be thrown by brion anyway.
brion stoutarm-the main event. i'm using 4 because 1, hes the whole point of the deck, and
2, if you have a second in hand while one is in play, you can have him throw himself, and then cast the second one.well, turns out I need to read the cards more carefully. as another poster pointed out, Brion cannot throw himself, but I'm sticking with 4 because its that important to get him in play.obsidian battleaxe- more power=more damage. also, the expendable guys espicially like the haste.
brighthearth bannerette- one way to get a 3rd turn brion
boros signet- another way to get a third turn brion
captive flame- wouldn't it be fun if every goblin you threw at someone was spewing fire while it flew, screaming to its death?
grafted wargear- good weapons for expendable warriors.
[card]
threaten[/card]- throwing your own creatures is good, but stealing your opponents blockers, boosting their power, and then attacking with them seems like fun too.
so here's the deck-
4 jungle shrine
4 plains
4 terramorphic expanse
creatures
4 keldon marauders
4 stingscour
4 mogg warmarshal
4 brion stoutarm
4 brighthearth bannerete
2 obsidan battleaxe
1 grafted wargear
4 boros signet
other
3 orim's thunder
3 threaten
2 captive flame
2 fatal frenzy
casual deck construction contest season 3:
http://forums.mtgsalvation.com/showthread.php?t=189597
my trade thread:
http://forums.mtgsalvation.com/showthread.php?t=239539
I figure I'd take a try at this:
4 Wooded Foothills
4 Temple Garden
3 Sacred Foundry
3 Stomping Grounds
1 Selesnya Sanctuary
1 Boros Garrison
3 Forest
2 Plains
2 Mountain
4 Lightning Helix
4 Harmonize
3 Time of Need
3 Naya Charm
2 Lightning Greeves
1 Debtnors' Knell
4 Birds of Paradise
4 Sakura-Tribe Elder
3 Brion Stoutarm
3 Yosei, the Morning Star
1 Homura, Human Ascendant
1 Jugan, the Rising Star
1 Kumano, Master Yamabushi
1 Godo, Bandit Warlord
1 Kodama of the North Tree
1 Reya Dawnbringer
Explanations:
Brion is good at throwing creatures, and he is also a legend, so I figured I could use time of need to find him. To fill the deck, I just add some good legends. The deck is extended legal, but is more for casual.
Lightning Helix- good removal, offsets land damage
Harmonize- good card draw
Lightning Greeves- protects my creature, giving them haste is also great, tutorable
Time of Need- finds brion and other legends
Naya Charm- very versatile card
Debtnors' Knell- can bring back my creatures for more fun
Birds of Paradise- Mana fixing and accel
Sakura-Tribe Elder- mana fixing and accel
Brion Stoutarm- mvp of deck, allows me to abuse my legends who don't mind dying
Yosei, the Morning Star- great creature to be thrown by with brion
Homura, Human Ascendant- pumps my creatures when thrown
Jugan, the Rising Star- pumps my creatures when thrown
Kumano, Master Yamabushi- tutorable creature removal
Godo, Bandit Warlord- can find my lightning greeves
Kodama of the North Tree- good legend, one of my favs
Reya Dawnbringer- good legend that brings back my dudes.
submission time for round 2 is up this evening, atleast one participant of round 1 has not posted yet ^^
not-so-Final Judgment:
(4 people to go, I've to take a time out and eat something.)
4x Mother of Runes
4x Crusading Knight
4x Soltari Guerrillas
4x Stonehewer Giant
3x Brion Stoutarm
3x Boros Swiftblade
3x Weathered Wayfarer
2x Duergar Hedge-Mage
3x Angelic Renewal
Tools:
1x Deathrender
1x Umezawa's Jitte
1x Sword of Light and Shadow
1x Sword of Fire and Ice
1x Shield of Kaldra
3x Nightmare Lash
3x Urborg, Tomb of Yawgmoth
4x Sacred Foundry
4x Boros Garrison
5x Plains
5x Mountains
the fun-factor (7.5/8) - both my Timmy and my Jonny sensors freak out.
consistency (3.5/4) - You have something like a curve and a very strong looking deck full with good cards. the only problem I see is early strong assaults, that you can't hold off.
"protection/controll/disruption" (4/5) - Basically what I want to see: MoR, SG, DHm, Equipment tool-box. (the extra point I hold free for some awesome defense synergy)
2 Essence Warden
2 Soul Warden
2 Scab-Clan Mauler
4 Bramblewood Paragon
4 Mogg War Marshall
3 Civic Wayfinder
2 Fecundity
2 Deep-Slumber Titan
4 Brion Stoutarm
3 Cradle of Viality
2 Doubling Season
2 Petrified Wood-Kin
2 Hamletback Goliath
3 Shivan Oasis
3 Elfhame Palace
2 Rith's Grove
4 Mountain
4 Forest
4 Plains
the fun-factor (7/8) - Each game something different, casual absolute ok.
consistency (3/4) - Before sorting the manacurve I thought, "wow the poor guy's dead before nothing." then I saw that's it's not that bad, actually.
"protection/controll/disruption" (1/5) - Only Brion can snipe off creatures, apart from that , nothing.
3xDominus of Fealty
3xBrion Stoutarm
4xDeep Slumber Titan
4xDruid of the Anima
4xMossbridge Troll
Other Spells=18
3xSarkhan Vol
3xRampant Growth
4xGiant Baiting
4x Oblivion Ring
4xFire-Lit Thicket
4x Ancient Amphitheatre
the fun-factor (7/8) - "activate MT, throw it at you, game" ; hell, yes please.
consistency (1/4) - Way (speak waaaaaaaaaay) to much land and then packed on that accel. You, Sir, have drowned a beautifull idea in land and 64 cards. [Whoever wants to build this deck, cut atleast 5 land!]
"protection/controll/disruption" (3/5) - O-Rings are the major part here, but you can also Threaten.
4 Battlefield Forge
10 Mountain
10 Plain
Creatures
4 Brion Stoutarm (lifegain, thrower)
4 Battlegate Mimic (early drop, grow for throw)
4 Balefire Liege (grow all for throw)
4 Belligerent Hatchling (grow for throw)
2 Bogardan Firefiend (useful sacrifice)
2 Ballynock Cohort (grow for throw)
3 Battlegrace Angel (lifegain)
3 Blight Sickle (grow, defense, eliminate toughies)
Spells
3 Burn Trail (eliminate threats)
3 Boon Reflection (lifegain)
2 Blaze (eliminate threats)
1 Beacon of Destruction (DD)
1 Beacon of Immortality (lifegain)
the fun-factor (6.5/8) - I know there are folks that like such decks: You get a random 'wtf? - ah - lol' and the satisfaction of having built an ok B-deck.
consistency (3.5/4) - A bit slow maybe, but if you can build such decks I think your meta is also on the slow side. I have to give you -.5 for being to slow for certain casual metas. *
"protection/controll/disruption" (2.5/5) - You have a good amount of burn to deal with creeps, apart from that nothing.
3x Kitchen Finks
4x Dragon Tyrant
4x Brion Stoutarm
2x Thunderblust
4x Bogardan Hellkite
2x Darksteel Colossus
4x Sneak Attack
3x Enlightened Tutor
4x Blazing Shoal
3x Lightning Helix
3x Magma Spray
3x Seething Song
4x Rugged Praire
4x Sacred Foundry
4x Battlefield Forge
9x Mountains
the fun-factor (4/8) - I'd play the deck, but only as Dave against some kiddies I can't stand (yes I'm sometimes that kind of person) - that being said, it's not fun for the op. thus only half of the possible points.
consistency (3.5/4) - You have '8' SnAts and could hardcast some of your bigger creeps, add a bit burn for the early assaults, there you go. -0.5 for being dependant on the op. unable to solve 1 card.
"protection/controll/disruption" (2.5/5) - same as morphadite (btw nice nick)
11 Mountain
3 forgotten Cave
3 Rugged Prairie
3 Battlefield Forge
3 Sacred Foundry
4 Brion Stoutarm
3 Cragganwick Cremator
3 Mijae Djinn
4 Ball Lightning
3 Hell's thunder
4 Wall of Razors
3 Ageless Sentinels
2 Keldon Vandals
4 Fling
4 Soul's Fire
3 Glyph of Destruction
the fun-factor (7.5/8) - Yeah Glyph got me.
consistency (3/4) - An unprepared op's taken out fast I think, but cheap answers screws this deck hard unless you allready have Brion out.
"protection/controll/disruption" (2/5) - you have Vandals and the Cremator, and the Wall. you can't handle enchantments and drawing a Vandal is luck...
12 mountain
4 jungle shrine
4 plains
4 terramorphic expanse
creatures
4 keldon marauders
4 stingscour
4 mogg warmarshal
4 brion stoutarm
4 brighthearth bannerete
2 obsidan battleaxe
1 grafted wargear
4 boros signet
other
3 orim's thunder
3 threaten
2 captive flame
2 fatal frenzy
the fun-factor (6/8) - Medium. nothing epic, nothing standing out.
consistency (4/4) - go and smash face with it, looks very solid.
"protection/controll/disruption" (4/5) - Thunder's a great choice, add Threaten & the bouncer and you have a nice package of tempo disrution
4 Temple Garden
3 Sacred Foundry
3 Stomping Grounds
1 Selesnya Sanctuary
1 Boros Garrison
3 Forest
2 Plains
2 Mountain
4 Harmonize
3 Time of Need
3 Naya Charm
2 Lightning Greeves
1 Debtnors' Knell
4 Birds of Paradise
4 Sakura-Tribe Elder
3 Brion Stoutarm
3 Yosei, the Morning Star
1 Homura, Human Ascendant
1 Jugan, the Rising Star
1 Kumano, Master Yamabushi
1 Godo, Bandit Warlord
1 Kodama of the North Tree
1 Reya Dawnbringer
the fun-factor (6.5/8) - I think this deck is capable of some really dumb turns and moves. -.5 for only playing Greaves along Godo, haveing only one target sux.
consistency (3/4) - Between BoP and STE you should be able to play your spells and they're pretty dominant.
"protection/controll/disruption" (2/5) - An ok creature removal suite, but you too lack answers for non-creature permanents.
Overall good decks. Most points were given away again for lacking answers. I know this may rub some people the wrong way, but I think decks have to be deeper than just 'creatures VS creatures'. And as we (you) build for casual, everything is possible. One can't have answers to everything, I know, but some should be around, so a Humility doesn't ruin all people's day.
I stop preaching and hope you, too, practice.
Night Child: 22 [1]
P A - 19.5 [5]
CF105 - 18.5 [7]
Morphadite2 - 20.5 [3]
Arc-logger - 16.5 [8]
N N M - 20 [4]
Anansi - 21.5 [2]
dragoonbot - 19 [6]
when parabola finished his judgement we'll update the ranking and name the winner (highest # of points) of the first round - who then has 24h time to either post here or PM us the card for the next round.
*
Nighmare Lash in a RW deck? Not bad, and the equipment toolbox is nice, too. Both are outside the norm for what I expected to see this week.
Effectiveness: 4
The deck was very mana hungry. It wanted to do lots of things (play spells, equip things, pay for other activated abilities) and the 21 lands was tough without Weathered Wayfarer.
Fun: 5
Nightmare Lash and Crusading Knight take the cake, here. Their interactions with Urborg in a RW would have a rather puzzling effect without Urborg in play. Playing both in the same turn has that "lol i win" feeling right after the puzzle.
Protection: 2
Can protect creatures from targeted removal rather well, can deal with enchantments, artifacts, and has a few tricks to lessen the blow of mass removal. On top of that, it has ways to grant static protection, along with life gain, ways to recur creatures, and knock off opposing critters.
Format: 0
Nothing special.
Total: 19
Cradle of Vitality was a great move. It perfectly combines Brion's lifegain with his love of flinging larger creatures.
Effectiveness: 4
It was difficult to find the enchantments, at times, without a reliable way to find them or draw without Fecundity. Without them, it felt more like a watered-down aggro deck.
Fun: 6
The deck played like some warped form of Modular. If a creature is going to die, sac it for damage, life, and fresh +1/+1 counters. Repeating the process over and over leaves for large creatures, life gain, and damage. Doubling Seasons makes it sweeter.
Protection: 0
Nothing, really, aside from some lifegain.
Format: 1
Tribal - Warriors.
Total: 21
I expected something with this general theme, but you took it in a very different direction from what I expected (little-to-no creatures).
Effectiveness: 4
Well, land was no problem. At times, it felt like too much, drawing a land when I really needed something else. The lack of draw further hurt, with 34 cards in the deck producing or finding mana.
Fun: 4
Killing the opponent with their own creatures is always fun, but getting through all the mana might take some time.
Protection: 1
Oblivion Ring.
Format: 1
Standard legal.
Total: 18
If I could give you more, I would. A deck with everything starting with the letter B (Except Basic lands, but they are exempt from a lot of rules already), and Standard legal no less.
Effectiveness: 5
Takes advantage of plenty of creatures that will grow bigger for Brion. The added lifegain can help with the general slowness of the deck, and the burn spells can close up a close game. I really like Blight Sickle. While it doesn't help Brion directly, it made many creatures into questionable blocks and saccing them to Brion was double-dipping the damage.
Fun: 4
Worked like a beatdown deck, with some burn and lifegain added. Not the most thrilling deck, but not the most boring. What would be really fun is to see if an opponent notices the theme.
Protection: 1
A combination of burn, lifegain, and Wither.
Format: 1
Standard legal.
Total: 21
Big creatures that are going to die anyways being sacced for a benefit? Yawn. What I really love, however, is the incorporation of Blazing Shoal. If the +10/+0 doesn't kill them, having that thrown in their face probably will. Great idea.
Effectiveness: 6
With 7 effective copies of Sneak Attack, 15 saccable creatures, and only ever needing 4 mana, the deck works smooth, with the occasional bad draw any deck is capable of. Only problem was not finding Brion at times. The deck could still win, but it felt less focused on him when it did.
Fun: 6
Blazing Shoal was the savior here. The sudden, massive, free pump was a blast. This could even work in multiplayer: Shoal a creature and kill them, and then sac it for lots of damage to someone else. If the remaining table, now down two people, gangs up on you, you probably just gained 20 or so life anyways.
Protection: 1
Very small amount of burn and lifegain, but Borgardan Hellkite saves the day, killing lots of creatures at once, if needed.
Format: 0
Nothing special.
Total: 20
What I expected for this week: big creatures for low mana that want to be flung. The main reason I didn't go lower was thanks to Glyph of Destruction and the Walls subset. That was something I did not expect.
Effectiveness: 6
Plenty of ways to abuse high-powered creatures, and land wasn't much of a problem. The redundancy really helped, with Fling. Soul's Fire was a little redundant, too, but it was more fun with Brion out in play. Using Soul's Fire ans saccing to Brion was a game stealer.
Fun: 5
This is mostly for Glyph and the Soul's Fire + Fling play. Plays like that ended the game with a bang, and with great results.
Protection: 1
Small amount of ways to off creatures and artifacts.
Format: 0
Nothing special.
Total: 19
Somewhere between what I expected and what I didn't. The Banneret was a nice touch, helping the tribal theme along with supplying +1/+1 counters to pump and throw. Captive Flame was also really cool, allowing to maximize every throw.
Effectiveness: 4
Without any of the pump, it was a little slow. When the pump came, it really helped, and made the deck run like clockwork.
Fun: 5
Fatal Frenzy was a lot of fun, doubling up something that already is equiped along with getting a few doses of Captive Flame. Then, taking that creature and throwing it was great.
Protection: 2
Direct damage, artifact and enchantment removal, bounce and creature removal. Haste and reducing costs also help. Can deal with any permanent but lands (Planeswalkers are burned out).
Format: 1
Tribal - Warriors
Total:
A legendary deck that resolves around Brion. Humora and Jugan are great, and unexpected, choices.
Effectiveness: 5
Mana wasn't too bad, thanks to the mana base, STE, and BoP. The Legendary toolbox worked well, but the legendary creatures themselves needed a lot of mana to get out into play, for a few of them, and needing to keep mana open for Brion was hard to do at times.
Fun: 5
The legendary toolbox was fun, powerful, and flavorful. Humora was an all-star, giving a +2/+2 static pump, flying, and firebreathing, all for doing what the deck already wants to do. Jugan was awesome as well: deal 5, gain 5, and give something +5/+5 do deal and gain even more once you untap.
Protection: 2
Ways to lock down the opponent, even a complete lock with Debtors' Knell or Reya, along with creature removal and a Shroud-granting artifact. The main reason for the 2 is for the lockdown element, which pro-actively keeps the opponent from doing anything.
Format: 0
Nothing special.
Total: 21
Sorry for the wait.
No Name Maddox:
Creativity - 6.5/9 - You did was pretty much expected. Big creatures + Brion and fling. The Glyph of Destruction idea is pretty awesome though. I had never heard of that card, and that could definitely lead to some pretty outrageous plays.
Fun - 6.5/8 - The deck seems to be a decent amount of fun, but I feel that it would become frustrating with the lack of early plays that it looks like it's begging for, the lowest costing cards being the cards you wouldn't be able to use very effectively until your fifth land hit the table
consistency/effectiveness - 3/6 - I can see some really bad hands coming out of this deck very often. I feel that it would be very hard to pull a win off with it. It seems very slow, with clumps of big plays here and there.
protection - 0/2 - though the walls are beefy, many of the creatures don't stick around long enough to block, and the only way to deal with their creatures is to throw your own at them. I feel that this deck would roll over and die to counterspells and/or burn.
16/25
Arc-Logger:
Creativity - 7/8 - this is pretty cool. I like throwing persist creatures, and the sneak attack w/huge jerks (dragon tyrant being my favorite) makes me warm on the inside.
fun - 8/8 - I would love to play this deck, even though it could be a little bit far-fetched. it's right up my alley.
consistency/effectiveness - 4/6 - I feel like this deck would have a hard time getting there sometimes. The possibility of a turn 3 kill (seething song, sneak attack, dragon tyrant, blazing shoal) is there, but small. I
protection - 1/2 - magma spray and lightning helix. good stuff. but you have no way of keeping the op away from your sneak attack.
20/25
Night Child
Creativity - 8/9 - crusading night eh? I actually like this idea alot. A red and white deck that's based heavily on the number of swamps everyone has, ha.
fun - 7/8 - I'd probably have fun playing this. activating stonehewer would be a treat every time.
consistency/effectiveness - 5/6 - I think this deck could earn some wins. I don't know exactly how reliable the crusading knight thing is, but it seems like a plausible kill method. the equipments are useful pretty much all the time. the curve is pretty good. the weathered wayfayer's make the urborg synergy more attainable
protection - 1/2 - most the equipment has protective measures built in. Mother of runes is always cool. angelic renewal isn't just an extra brion throw, the guerrillas are awesome, too. you even have some mainboard enchantment and artifact removal.
21/25
Post affinity
creativity - 5.5/9 - a different take on warriors, but nothing special.
fun - 2/8 - I don't feel like I'd have much fun playing with this deck
consistency/efectiveness - 1.5/6 - I see this deck have an excruciating time pulling out a win or finding the cards it needs. there are many 2 of's and I feel that you've have a hard time activating bloodthirst when you need it. you have almost no way of untapping the slumber titans, so they're only useful if you also have brion. doubling season doesn't really shine or do much in here. I just don't see this deck getting there.
protection - 0/2 - this deck's only protection is brion stoutarm, which is also the preferred kill, which means you almost lose if you don't have him out, and even when you do, you have alternate between saving your own skin, and burning theirs.
9/25
CF105:
creativity - 6/9 - taking their creatures to throw back at them is definitely cool. I kinda like this rings, too.
fun - 3/8 - this deck, although a decent idea, seems like it would be frustrating to play.
consistency/effectiveness - 2/6 - the deck has no creatures other than the mana elf below 4 mana. I feel that 4 mossbridge trolls is far, far too many. and you have 4 of a creature that will probably never untap. the giant baitings aren't worth conspiring, as the creatures you'd have to tap to do so would do better just to attack themselves. Overall the deck seems way too slow, even with the mana accel.
protection - .5/2 - oblivion ring is all you've got going for you here. spot/mass removal would tear this deck to bits.
11.5/25
Morphadite:
creativity - 8/9 - specifically because everything starts with B, and it's all standarad legal.
fun - 4.5/6 - it looks decently fun considering the restriction you put on yourself.
consistency/effectiveness - 5/6 - I had to give you a higher score once again because of your B standard theme. the fact that this deck could definitely win with those restrictions is good enough for me. the curve isn't very good considering the proposed aggressiveness of the deck. I think you did the best you could have done.
protection - 1.5/2 - there's quite a lot of removal that starts with B. you don't have much to deal with early threats, but you've done a good job, nonetheless.
20/25
anansi:
creativity - 5/9 - not especially original, although I do like it.
fun - 6/8 - this looks like it could be a decent amount of fun, but with a bad match-up you'd just be praying for it to end.
consistency/effectiveness - 5/6 - the deck is definitely built to do what it's trying to do. early creatures everywhere. you can throw their guys with threaten (or hit them with a fatal frenzy!)
protection - .5/2 - you can only deal with non-creatures, unless you waste precious throws from brion on creatures.
16.5/25
dragoonbot
creativity - 8/9 - yeah, i didn't see this coming.
fun - 5.5/8 - it looks pretty fun, although I could see it being kinda hard to manage sometimes
consistency/effectiveness - 4/6 - It's a toolbox, so it isn't going to be all that consistent, plus there's a lot of high mana cost stuff. you've attempted to fix that very well with BoP and tribe elder. I don't like Godo, he can only fetch greaves, and that's paying alot for greaves.
protection - 2/2 - i don't feel like this deck cares too much about being disrupted (except an extirpated time of need, but what are the odds?) you have kumano, naya charm, and lightning helix for removal, and harmonize to refill your hand, and lightning greaves for protecting the important guys.
19.5/25
i think i got everyone.
condensed version:
NightChild: 21/25
Arc-logger: 20/25
Morphadite: 20/25
Dragoonbot: 19.5/25
Anansi: 16.5/25
No Name Maddox: 16/25
CF105: 11.5/25
Post Affinity: 9/25
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