That'd the be 'French Omlette' (deck prior to Omlette au Lotus) or how the did call it with a different kill... -> not creative, unless your friend did invite the whole deck.
yeah there are some wacky thigs going on in those decks, and you people love Zubera. Maybe it would be a challenge on it's own to make a Zubera-free round. ^^
On that note - what do you (all of you) think of adding possible restrictions? In custom card contests they have 'em... so I ask.
Private Mod Note
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
I see something funny, I'll post what it is tonight when decks can't be edited (it ends 12:00am tonight right?) (nothing big but I have a deck base around the "funny" thing lol)
I see something funny, I'll post what it is tonight when decks can't be edited (it ends 12:00am tonight right?) (nothing big but I have a deck base around the "funny" thing lol)
In the immortal words of Jean Valjean: "One day more".
This latest week started on the 21st. Seven days puts at when the 28th is over (Midnight EST, so right when it turns to the 29th.) For those living outside the EST timezone, you can use this website and compare the time. Just fill in the information and compare to any East Coast US city (U.S.A. - New York - New York works, for example).
No, i didn't create my account based on planeswalkers, its because i'm a giant anomorphic conglomuration of airplanes fused together that likes taking long walks on the beach. Why does everyone assume i like planewalkers?
- Only cards starting with the letter 'I'. / - You have to be able to write 'I like agro' with the card's beginning letters.
- Only sets from Tempest to Odysse. / - An EDH deck.
- A C'thulhu deck. / - A xmas deck (or whatever is equal to it, if you refuse to do xmas due to your religion, but for christs* sake don't come up with a pasta or auditing deck =P)
- The deck must contain atleast one legendary artifact. / - A Knight tribal deck.
they'd be really random. how much weight they'd be given and who makes them is up for discussion - if you want to have them.
btw 6h to go.
*I wrote it without capital for a reason.
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Some more:
PDC
Block Constructed
Cost less than $30 (we'd need a single site to check prices)
Alphabet deck (each card begins with a different letter)
Band Deck (Pick any band, and then only use cards that correspond with lyrics or song titles from that band)
TV Show deck (same idea as above)
Celebrity deck (ditto)
At any rate, it shouldn't be every week. Once a month, at most, unless people really enjoy it.
No, i didn't create my account based on planeswalkers, its because i'm a giant anomorphic conglomuration of airplanes fused together that likes taking long walks on the beach. Why does everyone assume i like planewalkers?
I wouldn't mind a tribal deck competition or and EDH deck competition. The rest of it just sounds weird to me
To be honest, Tribal is one format I wouldn't care for so much. Because Tribal is so linear, I get the feeling we'd end up with a bunch of decks that look very similar.
I'm up for this. Like the winner can pick that the decks have to be EDH and they have to use (card name) as your general.
Well, when, if ever, would we try this out? Winner of this week? And I think EDH is the safest place to start (even if it will be a royal pain to build 100 card Singleton decks on the comp to goldfish).
The only decks being similar I would be knight-tribal, a bad example, and theme (C'thulhu, xmas etc) decks.
If Tribal is chosen the chosen card should not lead to a specific creature type.
Music decks would be cool ^^ Wooza for Death Metal VS alternative Indie or whatever. They need explanation though. (but that's me)
To summ it up a bit you'd be ok, with a restriction to a well known casual format like once in a month?
creativity (6.5+1/10) - ok, Zuberas, again. I think in the last deck they were used better, you have no unconditional sac engine. creativly medicore, but you score for useing Lifespinner and Sunforger. Spinner allowing both a toolbox and being a underplayed card. +1 for tribal. the fun-factor (6.5/10) - surely fun to play with, but 'cuz of the creature heavyness and them having only citp/lp effetcs, it does not seem to interactive. being forced to get only SeSu with Forger also rubs me the wrong way. consistency (2/2) - you'll do your thing, if that means to win is another question. "protection/controll/disruption" (2/3) - good overall suite, but I miss a Naturalize effect, again.
creativity (8/10) - ok, mean, mean, MEAN little combo. I really like it, the Giant-Slayer thing though is not that new. plus for using a toolbox, sort of the fun-factor (8.5/10) - ok, when you go off, bam, you've won, it's epic enough that people don't get pissed, but sort of a one trick poney. consistency (1.5/2) - with all that turors you run, not that big of a problem, but it really needs time to set up and once your op's know the deck you have a glowing bulls-eye on your forehead. "protection/controll/disruption" (2/3) - Vindicate, Abunas and Unmake, atleast some spells,you get ~+0.5 for Vindicate.
I'll give you -1 point for using 3 Demonic Tutors & 2 Vampiric Tutors. I missed the good explanation to include them more than once.
creativity (5/10) - ok, nice idea, worth a lot more than I give you. basically well, your deck is a bit of a mess. Persist + SeSu ?? - I mean, if you're going to blow up, both are great, but together just anti-synergistic, better put: SeSu is win more. If it only was! SeSu will give the op all his stuff back, at the same size. You jumped through a lot of hoops for shrinking your persist creatures and profit from the meager citp/lp effects of your permanents. btw ME + SeSu & Persist is another 'no-go'. I am really disappointed - if you'd only have added a Crypt, Relic or Leyline.
I'll give you 50% as I have no clue how to judge this fair. a bit more explanation would really have helped. the fun-factor (5/10) - don't know, as the deck is atm... ??? it looks like synergy but well, no it isn't. again I'll give you 50% as I have no clue how to judge this fair. consistency (2/2) - you will screw yourself over with this with a guarantee of 100% if you play SeSu after Scorn. "protection/controll/disruption" (2/3) - Enchanted Scorn & creature control, without spotremoval
creativity (6.5+1/10) - classic Zubera use, with a sac engine. though classic you get as much points as the first one because of Shirei, WP and Devouring Greed. Shirei seems to really break the synergy. SeSu only being a back up plan. If it were not SeSu as build-around-me card then a Bidding would probably be better in it's place the fun-factor (6.5/10) - same as first Zubera deck. consistency (1/2) - low curve, into a strong lategame, only problem I see is it being 5C. "protection/controll/disruption" (0.5/3) - you tried with Inversion...
creativity (8.5/10) - A lot of synergy, a lot of braids for Kresh. Thrinax and Husk will give 3+1+1+1+2+2+2+2+2= +15/+15 to Kresh; sweet, sweet overkill. I've to admit SeSu looks like forced into the deck and to pull the Witness trick off you need 2GGWW, but well. nice deck. the fun-factor (8/10) - my inner Timmy wants to tap that 18/18 Kresh & I like Gargadon-sillyness. consistency (1.5/2) - the manacosts will screw this deck over, probably (instead of the pool, I'd have played a set Fetches) "protection/controll/disruption" (3/3) - Finally someone atleast able to deal with non-creature permanents.
creativity (9/10) - Nice idea, will surely get you some strange looks. plus points for being lethal, useing statebased effects and plain elegance (have to use underline) the fun-factor (8.5/10) - I'd totaly enjoy to play this., though nothing epic, but again, very elegant. consistency (1/2) - the deck is really slow and will get run over very fast. You should run cheaper answers. "protection/controll/disruption" (1.5/3) - 14 counters, now that's contol, if they only would not be that pricy. -1 for that
-0.5 point for the imo sub-par choice of using Clone over Dance of Many
creativity (8/10) - Lithatog! *Ok, calm down.* So another lethal combo. points for that. you lose however points for the lack of elegance and it being a fragile win, needing you to overcomit and play subpar cards (the 0ccs). you score for Lithatog!, the very versatile use of Naya Charm and Tree Cake making sense in here. the fun-factor (6.5/10) - apart from Lithatog! - it's not really what I consider fun consistency (1/2) - Dunno you stand or fall with drawing our combo "protection/controll/disruption" (2/3) - you get points for haveing a sideboard full of it, but -1 for nothing but not being MD, except for 5 pieces of burn of which 3 are used in an other way probably.
creativity (7.5/10) - old shell, new winop. not too creative, imo, but the general interaction of SeSu with the deck is worth a plus. the fun-factor (9/10) - Yeah I was that sucker at my store playing that deck (with other winops). You get -1 point for Dave-fun. consistency (1.5/2) - I'm know this deck is hard as hell to get down to 0 life, with having played only 8 "Fogs" - however you lack my 6 Wraths, so I see problems, if you can't provide a Fog each turn. "protection/controll/disruption" (1.5/3) - Witness + Seals, but no way to deal with creatures *sigh*
creativity (8/10) - something old with a new twist. I really like Orchids and Redcap in here. you get less for keeping more of the old cards. the fun-factor (8/10) - As stated before I like Gargadon, and this is another nice execution of the deck, more direct damage based, this Mayhem makes up for the lack of 18/18s =P. consistency (1.5/2) - haveing played something similar I've to say, it's consistent in what it does, not so much in winning though, and your's looks faster than mine. "protection/controll/disruption" (2/3) - Goo creature removal, nothing more. the usual -1.
creativity (10/10) - Your Sir have broken Reprocess. that alone is worth 10 points here. I like how the deck ticks. the fun-factor (10/10) - The moment I read you post I regreted not owning a Seal and the Duals, damn I would love to build this deck. (ok it's not interactive, to hell with it, this is briliant!) consistency (1/2) - Don't know, you have some Tutors and cantripping artifacts... "protection/controll/disruption" (0/3) - nope
My winner concerning the deck is No Name Madox - I wanted instantly to build the deck, to bad there was no room for "p/c/d"... well the other person with 21 points is Arc-Logger because of "p/c/d" how ironic ^^
I had to give lower scores this time due to SeSu being a rather repetitive card and many things have been done before with it.
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.
I don't really mind one way or the other about the restrictions. If I don't like them I won't enter. If I do I will. the Idea I do like is that the previous winner comes up with whatever restrictions are in place.
Jeez I wish I knew dance of many existed. Thats fantastic, and it allows you to still do everything clone does. I guess I should just spend more time researching old cards before the next contest.
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.
Jeez I wish I knew dance of many existed. Thats fantastic, and it allows you to still do everything clone does. I guess I should just spend more time researching old cards before the next contest.
I hate that card. It's good in some decks but there's too many times where you would be much happier with a clone.
I'll post my points in a sec X_X (been moving so haven't been on the computer much)
Creativity: (7/9) - A Worldslayer combo deck that has a toolbox in it.
Fun: (6/8) - This deck did the same thing every game. The only thing that wasn't the same is when I had to find SoLS some games and SoFI in other games. I did have fun after when I just started tutoring for Warhammers and beating them down for 12/6 lifelink+lifeink pro colours)
Consistency: (3/4) – Went off turn 8 or 9 every game just because of the number of tutors in this thing.
Protection/Removal: (2/3) - Your toolbox can fix most things, but the green match up.
Type: (0/1) - nothing here.
Creativity: (4/9) - This is just a Good Evening deck with Second Sunrise tossed in. The thing I hate about this deck is the fact that Second Sunrise should be removed for 4 beaters because Good Evening decks want things to go to the graveyard, not to be popped right back.
Fun: (6/8) – It can be a fun deck I’ll give you that
Consistency: (2/4) – It works when I hit 5 mana but it needs more Creatures.
Protection/Removal: (0.5/3) – *** and the combo. You lost a point off of here because Sunrise undoes whatever the combo or *** does <.<
Type: (0/1) nothing here
Creativity: (7/9) – I think we all saw this coming but it was done in a fun way. The Sunforger combo is fun.
Fun: (7/8) – This kind of deck can be fun. Combo went off a new way every game I played.
Consistency: (4/4) – It will go off unless you have bad luck.
Protection/Removal: (2/3) -Vexing Shusher, Arashi, the Sky Asunder, and Ember-Fist Zubera are it. Stop counterspells=goodidea
Type: (1/1)- It’s tribal
Creativity: (7/9) – This is how most Zubera decks run, liked the Wild Pair idea but it’s the hardest thing to cast so my hand had nothing to cast after it came out. Still good for top decking.
Fun: (6/8) –same as above only it was mostly the same.
Consistency: (2.5/4) – Worked most of the time but sometimes it would take in till turn 10, good thing no one attacks someone that has mass Zubera out.
Protection/Removal: (1/3) - Ember-Fist Zubera and Nameless Inversion.
Type: (1/1) Tribal
Creativity: (8/9) – A lot of stuff going on in this deck.
Fun: (8/8) – TIMMY ATTACK WITH BIG GUY AGAIN! TIMMY HAPPY! Johnny’s happy that he made Timmy happy.
Consistency: (2/4) – It worked but had a hard time when facing control or fast beats.
Protection/Removal: (3/3) – Can remove anything but…land?
Type: (0/1) nothing here
Creativity: (7/9) – Kokusho the evening star is the single most overused combo card ever made. But you clone him and use Minion Reflector and not "I’ll get 3 copies of him in my yard then return all of them to play lol" combo
Fun: (6/8) – Just me sitting there waiting for combo to go off…But I do love countering everything with them saying: "Can I play this, master?"
Consistency: (2/4) – This deck needs something to speed up the mana, can’t go off in till I hit 6 land. (found myself tutoring for it)
Protection/Removal: (2/3) – Lots of counterspells but if blue hate or anything big got into play you need to pray for Cryptic Command.
Type: (0/1) nothing here
Creativity: (7/9) – A Aog deck is what I wanted to see out of this, you didn’t go too far with it, but meh. Lotus Bloom is a nice thing to have for a free sunrise.
Fun: (7/8) – I love starting a turn by tossing down 3+ blockers that no one can do anything about in till they get something big. They are never willing to use a spell to kill them. I loved the turn one Salvage Titan.
Consistency: (2/4) – As long as you had the 0/Xs out you could hold off most things but without Sunrise you couldn’t do much.
Protection/Removal: (2/3) – It’s what the SB is for.
Type: (0/1) nothing here
Creativity: (8/9) – Fogging+combo…But proclamation of rebirth? You evil SoB. Also +1 for having a inf mana combo <_<
Fun: (6/8) – I faced a deck like this…used Constant Mists in a land deck…You bastard. But it is fun to play around with.
Consistency: (2/4) – Fog is good and all but removing is better then stopping. ***, Disk, Anything would have been a big help.
Protection/Removal: (1.5/3) – Well I guess creatures aren’t what you care about but if one of them did something that didn’t have to do with attacking...
Type: (0/1) - Nothing here
Creativity: (9/9) The Disciple of the Vault for the win is something everyone knows but the way you do it is awesome. Play Reprocess with sunrise, everything's untaped again and you'll most likely draw into a new Reprocess and do it again <_<
Fun: (6.5/8) – If it’s someone’s first time facing this deck and you sac everything to your Forbidden Ritual only to pop everything back they’d cry <___< But besides that It's me on by butt waiting for combo.
Consistency: (3/4) – It will go off as long as a single counterspell doesn’t get played at the right time (they'll ahve to know the deck) or you race fast beats to go off.
Protection/Removal: (0.5/3) - Forbidden Ritual and the Crypt is all I see. But then again this is a combo off deck so the SB is where you have your hate
Creativity: (7/9) – Updating T2 decks is always a fun way to build.
Fun: (6.5/8) – I love minicombos and your deck has them but the 9/7 without something to make it hit isn’t fun to me.
Consistency: (2.5/4) – It’s easy to get the 9/7 into play but hard to win with it. Better to use things like the siege-gang commander and goblin bombardment cards.
Protection/Removal: (2/3) – Burn and *** is something nice to see.
Post Affinity 18
Twilight_Eyes 12.5
Morphadite2 20
AEIOUsometimesY 17.5
Arc-logger 21
CF105 17
Thunder Road 18
Anansi 17.5
No Name Maddox 20
FoggManatic 19
Creativity: 7
Maybe it's me, but I've seen Zuberas and Second Sunrise before. I was going to go lower, but a few factors worked for you. One, you only used 3 different Zuberas. Two, you made it Spirit tribal without using all 5 Zuberas.
Effectiveness: 4
The biggest problem I have with the deck is the sac outlets. You need to draw into sac outlets, yet your best sac outlet is also your best draw spell. I feel the deck really needs to find that sac outlet, but has no draw to do so.
Fun: 5
Zuberas may not be very original, but they are a lot of fun, especially when you can sacrifice more and more in one turn. The other extra legends add a little variety, giving the deck more than one option for attack.
Protection: 1
Ways to grant Shroud, legendary lands, and Vexing Shusher.
Format: 1
Tirbal - Spirits (and Ext legal)
Total: 18
Creativity: 10
Worldslayer + Leyline of the Void + Second Sunrise = Pure awesome. I think my algebra is correct.
Effectiveness: 6
A nice amount of lands (24) and lots and lots of tutors (12 for equips, 8 for enchantments/artifacts, 5 for anything). Seems pretty tight to me. The deck might have trouble attacking on the ground vs a Mono-G deck, but you even have a creature with flying for that.
Fun: 6
Read the Creativity part. I have a lot of fun when I'm breaking bad cards. You broke not only Second Sunrise, but also Worldslayer.
Protection: 2
Protection for creatures vs 4/5s of all colors, grating yourself Shroud, graveyard denial, creature and permanent removal, and artifact protection.
Format: 0
Nothing special.
Extra: -1
There were too many good tutors, and no good explanation for it. Why did it have to be Demonic Tutor and not Diabolic Intent, which has little drawback with Second Sunrise, or just some other tutor. The line for power has to be drawn somewhere before it becomes a slippery slope.
Total: 23
Creativity: 6
Enchanted Evening decks have been done for Standard.
Effectiveness: 5
I nearly gave you a low score, because i didn't see how the deck was supposed to win, but I got it now. A decent amount of stalling, drawing, and board-busting.
Fun: 4
Doubling up on CIPT effects is fun, but I feel like the deck could go very long without Mystic Enforcer showing up to save the day.
Protection: 1
*** is great protection vs any pesky creature-playing deck.
Format: 1
Extended
Total: 17
Creativity: 5
A Zubera deck. I was going to go lower, but I liked the addition of Wild Pair. I haven't seen this in Zubera decks, but now I'm wondering why I haven't.
Effectiveness: 3
The deck is effective for sacrificing Zuberas, but not for Second Sunrise. I feel that Second Sunrise is pure win-more in this deck. Shirei negates nearly any use for the card.
Fun: 5
Zuberas are always lots of fun.
Protection: 1
Nameless Inversion and Shirei are barely enough for the point.
Format: 1
Tribal - Spirits (and Ext Legal)
Total: 15
Creativity: 8
Typical sac outlets, but I love the use of Kresh here.
Effectiveness: 3
It can make some really big creatures, but I feel the deck could win easily without Second Sunrise.
Fun: 5
The Eternal Witness loop to make Kresh super-huge would be a lot of fun.
Protection: 1
Graveyard denial, ways to deal with creatures, and a few for artifacts and enchantments.
Format: 0
Nothing special.
Total: 17
Creativity: 9
Hilarious combo deck. I expected Kokusho, but not like this.
Effectiveness: 4
22 lands is a bit little. A lot of these cards have high costs, so it seems too risky, especially when you need to play spells and hold for counterspell mana.
Fun: 6
I love combo, I love control, I love instant kills, and I love it when they wipe an entire table of players at once. This is my kind of deck.
Protection: 2
Plenty of counterspells.
Format: 0
Nothing special.
Total: 21
Creativity: 8
Somewhat expected, but taken a completely different way.
Effectiveness: 5
18 lands is risky, but there is some artifact mana. Second Sunrise is almost win-more in here, but I don't think you could get 20 damage without suing it.
Fun: 5
Explosive, almost Affinity-like starts. This deck can kill, or set up for a kill next turn, by turn 4.
Protection: 1
Removal and Shroud.
Format: 0
Nothing special.
Total: 19
Creativity: 9
I just love the fact that you put Second Sunrise in the same deck as Barren Glory. It sounds like it wouldn't work, but it does.
Effectiveness: 5
22 lands is low, but Altar helps a ton. Lots of ways to stall aggro while you draw into the combo. While it doesn't need Second Sunrise to win, it's crucial to getting there, as the other methods of recursion are probably to costly for this deck every turn.
Fun: 5
Prison decks aren't my absolute favorite, but if a person is a fan of them, then this seems like it would perfect for them.
Protection: 1
Stops aggro deck and can deal with artifacts and enchantments.
Format: 0
Nothing special.
Total: 20
Creativity: 7
Gargadon.dec, which I kind of suspected, seeing as he was the newest big-name sac outlet.
Effectiveness: 5
A low land count, but with ways to search for them. It doesn't look like the deck 100% needs Second Sunrise to win, but it would be very difficult without it.
Fun: 5
An Aggro/Combo deck, and an interesting one at that. Attack, sac, and repeat.
Protection: 1
Tons ways to deal with creatures.
Format: 0
Nothing special
Total: 18
Creativity: 10
Awesome combo. Ramps with Reprocess and Second Sunrise, and kills with Forbidden Ritual Disciple of the Vault. It looks somewhat inspired by Omellete aux Lotus, but it only shares 3 cards of the combo.
Effectiveness: 6
3 tutors and a lot of card draw. The low number of lands shouldn't be a problem with the colorless mana and the ways to convert it. Only problem is when you don't draw another tutor/Sunrise.
Fun: 6
I could see this replacing my Omellete aux Lotus deck.
Protection: 1
A little, searchable, graveyard removal.
That means No Name Maddox is the winner of this week. Please send your card choice to either Parabola01 or myself, and, if approved, it will be the next contest.
_ _ _
My reason for saying Dance of the Many is better than a Clone in CF105's deck is twofold: 1) He lacks early drops, so this can act as 'cheap' removal, it's not meant to be around for long but to trade. 2) it's 2 cheaper to combo off. also not ment to stay around long.
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Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
No, i didn't create my account based on planeswalkers, its because i'm a giant anomorphic conglomuration of airplanes fused together that likes taking long walks on the beach. Why does everyone assume i like planewalkers?
you have time 'til monday the 8th of december 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.
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 (5) - 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" (4) - 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 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.
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Woha, I finished second, and would had been even better if not for my tutors, odd, but OK, i will explain my choices and choose weirder tutors next time.
And speaking of next time, the first thing i thought for death math was shroud and the first tribe i thought that could grant all it's creatures shroud is of course faeries elves, so here is my deck:
So the idea is to get the death match in play with all your creatures shrouded (with steely resolve hopefully, but you can also with eladamri and the plax) so your opponent cannot target your elves, then it should be easy to win.
Edit: Ok I cannot use the Troll-shroud, nothing a good blue splash cannot solve.
Haakon, Stromgald Scourge Discard this and get it into play to just start killing everything. If they kill it you lose 2 life but you get to play it again most likley killing whatever they just played
Mercenary Knight: Discards Haakon and is a 4/4 so they'll have to play two things to kill it with Death Match out.
Black Knight What's a Mono-black Knight deck without this?
Glen Elendra Liege Makes my stuff harder to kill with death match and they have to kill this before they can kill Haakon.
Stillmoon Cavalier Is just a very good card and Death Match can't kill it.
Volrath's Dungeon Is a great way to discard Haakon and once Haakon's in play then you can just discard all the knights you draw to this and play them from your yard. (They'll most likely pay the 5 life after they see this)
Bad Moon Makes my stuff harder to kill with Death Match.
Death Match This card lets me kill almost anything anyone plays. Also you don't want more then one in play unless you have to because the black pump won't help anymore <_<
Jet Medallion Found it to be better then Dark Ritual because you have to keep replaying a lot of stuff so it saves more mana then Dark Ritual gives.
Post Affinity might want to have a look at this - I also suggsest other contestants to have a look at it, rules are allways interesting - especially here, as knowing them results in points, or the lack of them in a minus.
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
This deck uses Cloudstone Curio and either a Kobold or a Priest of Gix to wrath the opponent's side of the board with Death Match. It draws cards with the Sage and gains life with Essnese warden in the process.
volrath's Stronghold is there to get creatures back that die with opponent's triggers. I can also play stonecloaker in response to my opponent playing a creature to save an imporntat dude
The premise is simple, abuse death match with symbiotics and penumbras, ensuring that whenever your opponent kills one of your guys, then their's will die too. The main finisher is the Husk here, but the feeder and the sisters also can do in a pinch. Obviously the death match is the point of the deck, so you may want to muligan agressively.
- Persist + Death Match = fun, and Finks and Essence Warden will hopefully stall and keep you alive until your pumpers come out (Liege, Rath and Anthem)
- Creakwood Liege will be a beast all on its own, keeping the board clear
- Grave Pact for added board-clearing
- Privileged Position to protect your Enchantments
- Totem for extra mana and huge beats when the board is clear
yeah there are some wacky thigs going on in those decks, and you people love Zubera. Maybe it would be a challenge on it's own to make a Zubera-free round. ^^
On that note - what do you (all of you) think of adding possible restrictions? In custom card contests they have 'em... so I ask.
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:
In the immortal words of Jean Valjean: "One day more".
This latest week started on the 21st. Seven days puts at when the 28th is over (Midnight EST, so right when it turns to the 29th.) For those living outside the EST timezone, you can use this website and compare the time. Just fill in the information and compare to any East Coast US city (U.S.A. - New York - New York works, for example).
I think this would be a good idea.
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:
so like a restriction on the cards we can use or what? it's a contest so it probably should have restrictions.
This amazing banner is credited to Zaph of High-Light Studios!
Anyone wish to trade?
- Only cards starting with the letter 'I'. / - You have to be able to write 'I like agro' with the card's beginning letters.
- Only sets from Tempest to Odysse. / - An EDH deck.
- A C'thulhu deck. / - A xmas deck (or whatever is equal to it, if you refuse to do xmas due to your religion, but for christs* sake don't come up with a pasta or auditing deck =P)
- The deck must contain atleast one legendary artifact. / - A Knight tribal deck.
they'd be really random. how much weight they'd be given and who makes them is up for discussion - if you want to have them.
btw 6h to go.
*I wrote it without capital for a reason.
Some more:
PDC
Block Constructed
Cost less than $30 (we'd need a single site to check prices)
Alphabet deck (each card begins with a different letter)
Band Deck (Pick any band, and then only use cards that correspond with lyrics or song titles from that band)
TV Show deck (same idea as above)
Celebrity deck (ditto)
At any rate, it shouldn't be every week. Once a month, at most, unless people really enjoy it.
This amazing banner is credited to Zaph of High-Light Studios!
Anyone wish to trade?
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:
To be honest, Tribal is one format I wouldn't care for so much. Because Tribal is so linear, I get the feeling we'd end up with a bunch of decks that look very similar.
Well, when, if ever, would we try this out? Winner of this week? And I think EDH is the safest place to start (even if it will be a royal pain to build 100 card Singleton decks on the comp to goldfish).
I'll edit this post once it turns midnight.Submission time is over for this week.
If Tribal is chosen the chosen card should not lead to a specific creature type.
Music decks would be cool ^^ Wooza for Death Metal VS alternative Indie or whatever. They need explanation though. (but that's me)
To summ it up a bit you'd be ok, with a restriction to a well known casual format like once in a month?
4 to go - need a break.
4 Naya Panorama
2 Wooded Foothills
2 Windswept Heath
5 Plain
4 Mountain
4 Forest
1 Eiganjo Castle
1 Okina, temple to the Grandfathers
1 Shinka, the Bloodsoaked Keep
4 Dripping-Tongue Zubera
4 Ember-Fist Zubera
4 Silent-Chant Zubera
Sacrifice Outlets
3 Skullmulcher
3 Lifespinner
1 Shimatsu the Bloodcloaked
Utility Legends
1 Kodama of the South Tree
1 Arashi, the Sky Asunder
1 Oyobi, Who Split the Heavens
1 Iname, Life Aspect
3 Junktroller
2 Vexing Shusher
Equipment
2 Sunforger
2 Lightning Greaves
Star of the Deck
4 Second Sunrise
the fun-factor (6.5/10) - surely fun to play with, but 'cuz of the creature heavyness and them having only citp/lp effetcs, it does not seem to interactive. being forced to get only SeSu with Forger also rubs me the wrong way.
consistency (2/2) - you'll do your thing, if that means to win is another question.
"protection/controll/disruption" (2/3) - good overall suite, but I miss a Naturalize effect, again.
2 Worldslayer
4 Stonehewer Giant
2 Loxodon Warhammer
2 Leyline of the Void
3 Enlightened Tutor
3 Auriok Steelshaper
1 Ivory Mask
2 Leonin Abunas
2 Unmake
2 Vindicate
2 Vampiric Tutor
3 Demonic Tutor
2 Auriok Windwalker
1 Sword of Light and Shadow
1 Sword of Fire and Ice
4 Scurbland
4 Godless Shrine
6 Plains
6 Swamp
the fun-factor (8.5/10) - ok, when you go off, bam, you've won, it's epic enough that people don't get pissed, but sort of a one trick poney.
consistency (1.5/2) - with all that turors you run, not that big of a problem, but it really needs time to set up and once your op's know the deck you have a glowing bulls-eye on your forehead.
"protection/controll/disruption" (2/3) - Vindicate, Abunas and Unmake, atleast some spells,you get ~+0.5 for Vindicate.
I'll give you -1 point for using 3 Demonic Tutors & 2 Vampiric Tutors. I missed the good explanation to include them more than once.
4 Temple Garden
4 Hallowed Fountain
4 Flagstones of Trokair
4 Horizon Canopy
4 Seaside Citadel
1 Forest
1 Island
1 Plains
4 Birds of Paradise
4 Safehold Elite
4 Kitchen Finks
4 Mulldrifter
3 Mystic Enforcer
Spells:
4 Sylvan Scrying
4 Second Sunrise
4 Wrath of God
3 Patrician's Scorn
3 Enchanted Evening
I am really disappointed - if you'd only have added a Crypt, Relic or Leyline.
I'll give you 50% as I have no clue how to judge this fair. a bit more explanation would really have helped.
the fun-factor (5/10) - don't know, as the deck is atm... ??? it looks like synergy but well, no it isn't. again I'll give you 50% as I have no clue how to judge this fair.
consistency (2/2) - you will screw yourself over with this with a guarantee of 100% if you play SeSu after Scorn.
"protection/controll/disruption" (2/3) - Enchanted Scorn & creature control, without spotremoval
4x Sakura Tribe Elder
3x Silent-Chant Zubera
3x Floating-Dream Zubera
3x Ember-Fist Zubera
3x Ashen-Skin Zubera
3x Dripping-Tongue Zubera
3x Nantuko Husk
2x Thief of Hope
3x Shirei, Shizo's Caretaker
4x Nameless Inversion
4x Second Sunrise
1x Devouring Greed
2x Wild Pair
Land (22):
3x Jungle Shrine
3x Seaside Citadel
4x Crumbling Necropolis
1x Eiganjo Castle
3x Forest
3x Swamp
3x Plains
1x Mountain
1x Island
the fun-factor (6.5/10) - same as first Zubera deck.
consistency (1/2) - low curve, into a strong lategame, only problem I see is it being 5C.
"protection/controll/disruption" (0.5/3) - you tried with Inversion...
4x Eternal Witness
4x Greater Gargadon
4x Kresh the Bloodbraided
4x Nantuko Husk
3x Sprouting Thrinax
3x Birds of Paradise
3x Nameless Inversion
2x Farseek
3x Leyline of the Void
4x Second Sunrise
2x Putrefy
2x Mortify
4x Reflecting Pool
3x Murmuring Bosk
3x Savannah
2x Badlands
3x Bayou
3x Taiga
3x Plateau
1x Urborg, Tomb of Yawgmoth
the fun-factor (8/10) - my inner Timmy wants to tap that 18/18 Kresh & I like Gargadon-sillyness.
consistency (1.5/2) - the manacosts will screw this deck over, probably (instead of the pool, I'd have played a set Fetches)
"protection/controll/disruption" (3/3) - Finally someone atleast able to deal with non-creature permanents.
the fun-factor (8.5/10) - I'd totaly enjoy to play this., though nothing epic, but again, very elegant.
consistency (1/2) - the deck is really slow and will get run over very fast. You should run cheaper answers.
"protection/controll/disruption" (1.5/3) - 14 counters, now that's contol, if they only would not be that pricy. -1 for that
-0.5 point for the imo sub-par choice of using Clone over Dance of Many
the fun-factor (6.5/10) - apart from Lithatog! - it's not really what I consider fun
consistency (1/2) - Dunno you stand or fall with drawing our combo
"protection/controll/disruption" (2/3) - you get points for haveing a sideboard full of it, but -1 for nothing but not being MD, except for 5 pieces of burn of which 3 are used in an other way probably.
4 gemstone mine
9 plains
9 forrest
other
4 second sunrise
4 children of korlis
4 kami of false hope
4 sporefrog
4 eternal witness
2 elvish visionary
2 skull muncher
4 claw of gix
1 zuran orb
2 seal of cleansing
1 seal of primordium
2 barren glory
4 ashnond's altar
3 proclamation of rebirth
the fun-factor (9/10) - Yeah I was that sucker at my store playing that deck (with other winops). You get -1 point for Dave-fun.
consistency (1.5/2) - I'm know this deck is hard as hell to get down to 0 life, with having played only 8 "Fogs" - however you lack my 6 Wraths, so I see problems, if you can't provide a Fog each turn.
"protection/controll/disruption" (1.5/3) - Witness + Seals, but no way to deal with creatures *sigh*
4 sacred foundry
4 rugged prairie
2 windswept heath
2 wooded foothills
2 battlefield forge
5 mountain
4 plains
4 greater gargadon
2 archon of justice
2 siege-gang commander
4 knight of the white orchid
4 keldon marauders
4 mogg fanatic
2 mogg war-marshal
3 murderous redcap
4 second sunrise
3 lightning helix
3 wrath of god
3 goblin bombardment
the fun-factor (8/10) - As stated before I like Gargadon, and this is another nice execution of the deck, more direct damage based, this Mayhem makes up for the lack of 18/18s =P.
consistency (1.5/2) - haveing played something similar I've to say, it's consistent in what it does, not so much in winning though, and your's looks faster than mine.
"protection/controll/disruption" (2/3) - Goo creature removal, nothing more. the usual -1.
Hier kommt die Sonne
4 Flagstones of Trokair
4 Vault of whispers
4 Ancient Den
4 scrubland
2 godless shrine
Creatures - 4
4 Disciple of the Vault
Spells - 38
4 Second Sunrise
4 Reprocess
1 Forbidden Ritual
4 Chromatic Star
4 Terrarion
4 Basalt Monolith
1 mana vault
1 grim monolith
4 Conjurer's Bauble
1 Imperial Seal
1 Demonic Tutor
4 Sensei's Divining Top
3 Dark Ritual
the fun-factor (10/10) - The moment I read you post I regreted not owning a Seal and the Duals, damn I would love to build this deck. (ok it's not interactive, to hell with it, this is briliant!)
consistency (1/2) - Don't know, you have some Tutors and cantripping artifacts...
"protection/controll/disruption" (0/3) - nope
My winner concerning the deck is No Name Madox - I wanted instantly to build the deck, to bad there was no room for "p/c/d"... well the other person with 21 points is Arc-Logger because of "p/c/d" how ironic ^^
I had to give lower scores this time due to SeSu being a rather repetitive card and many things have been done before with it.
Morphadite2 - 18 [7]
Post Affinity - 20 [4]
Twilight_Eyes - 14 [10]
AEIOUsometimesY - 16.5 [9]
Arc-logger - 21 [1]
CF105 - 20.5 [3]
Thunder Road - 17.5 [8]
Anansi - 19.5 [5]
FoggManatic - 19.5 [5]
No Name Maddox - 21 [1]
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.
*
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 hate that card. It's good in some decks but there's too many times where you would be much happier with a clone.
I'll post my points in a sec X_X (been moving so haven't been on the computer much)
Creativity: (7/9) - A Worldslayer combo deck that has a toolbox in it.
Fun: (6/8) - This deck did the same thing every game. The only thing that wasn't the same is when I had to find SoLS some games and SoFI in other games. I did have fun after when I just started tutoring for Warhammers and beating them down for 12/6 lifelink+lifeink pro colours)
Consistency: (3/4) – Went off turn 8 or 9 every game just because of the number of tutors in this thing.
Protection/Removal: (2/3) - Your toolbox can fix most things, but the green match up.
Type: (0/1) - nothing here.
Creativity: (4/9) - This is just a Good Evening deck with Second Sunrise tossed in. The thing I hate about this deck is the fact that Second Sunrise should be removed for 4 beaters because Good Evening decks want things to go to the graveyard, not to be popped right back.
Fun: (6/8) – It can be a fun deck I’ll give you that
Consistency: (2/4) – It works when I hit 5 mana but it needs more Creatures.
Protection/Removal: (0.5/3) – *** and the combo. You lost a point off of here because Sunrise undoes whatever the combo or *** does <.<
Type: (0/1) nothing here
Creativity: (7/9) – I think we all saw this coming but it was done in a fun way. The Sunforger combo is fun.
Fun: (7/8) – This kind of deck can be fun. Combo went off a new way every game I played.
Consistency: (4/4) – It will go off unless you have bad luck.
Protection/Removal: (2/3) -Vexing Shusher, Arashi, the Sky Asunder, and Ember-Fist Zubera are it. Stop counterspells=goodidea
Type: (1/1)- It’s tribal
Creativity: (7/9) – This is how most Zubera decks run, liked the Wild Pair idea but it’s the hardest thing to cast so my hand had nothing to cast after it came out. Still good for top decking.
Fun: (6/8) –same as above only it was mostly the same.
Consistency: (2.5/4) – Worked most of the time but sometimes it would take in till turn 10, good thing no one attacks someone that has mass Zubera out.
Protection/Removal: (1/3) - Ember-Fist Zubera and Nameless Inversion.
Type: (1/1) Tribal
Creativity: (8/9) – A lot of stuff going on in this deck.
Fun: (8/8) – TIMMY ATTACK WITH BIG GUY AGAIN! TIMMY HAPPY! Johnny’s happy that he made Timmy happy.
Consistency: (2/4) – It worked but had a hard time when facing control or fast beats.
Protection/Removal: (3/3) – Can remove anything but…land?
Type: (0/1) nothing here
Creativity: (7/9) – Kokusho the evening star is the single most overused combo card ever made. But you clone him and use Minion Reflector and not "I’ll get 3 copies of him in my yard then return all of them to play lol" combo
Fun: (6/8) – Just me sitting there waiting for combo to go off…But I do love countering everything with them saying: "Can I play this, master?"
Consistency: (2/4) – This deck needs something to speed up the mana, can’t go off in till I hit 6 land. (found myself tutoring for it)
Protection/Removal: (2/3) – Lots of counterspells but if blue hate or anything big got into play you need to pray for Cryptic Command.
Type: (0/1) nothing here
Creativity: (7/9) – A Aog deck is what I wanted to see out of this, you didn’t go too far with it, but meh. Lotus Bloom is a nice thing to have for a free sunrise.
Fun: (7/8) – I love starting a turn by tossing down 3+ blockers that no one can do anything about in till they get something big. They are never willing to use a spell to kill them. I loved the turn one Salvage Titan.
Consistency: (2/4) – As long as you had the 0/Xs out you could hold off most things but without Sunrise you couldn’t do much.
Protection/Removal: (2/3) – It’s what the SB is for.
Type: (0/1) nothing here
Creativity: (8/9) – Fogging+combo…But proclamation of rebirth? You evil SoB. Also +1 for having a inf mana combo <_<
Fun: (6/8) – I faced a deck like this…used Constant Mists in a land deck…You bastard. But it is fun to play around with.
Consistency: (2/4) – Fog is good and all but removing is better then stopping. ***, Disk, Anything would have been a big help.
Protection/Removal: (1.5/3) – Well I guess creatures aren’t what you care about but if one of them did something that didn’t have to do with attacking...
Type: (0/1) - Nothing here
Creativity: (9/9) The Disciple of the Vault for the win is something everyone knows but the way you do it is awesome. Play Reprocess with sunrise, everything's untaped again and you'll most likely draw into a new Reprocess and do it again <_<
Fun: (6.5/8) – If it’s someone’s first time facing this deck and you sac everything to your Forbidden Ritual only to pop everything back they’d cry <___< But besides that It's me on by butt waiting for combo.
Consistency: (3/4) – It will go off as long as a single counterspell doesn’t get played at the right time (they'll ahve to know the deck) or you race fast beats to go off.
Protection/Removal: (0.5/3) - Forbidden Ritual and the Crypt is all I see. But then again this is a combo off deck so the SB is where you have your hate
Fun: (6.5/8) – I love minicombos and your deck has them but the 9/7 without something to make it hit isn’t fun to me.
Consistency: (2.5/4) – It’s easy to get the 9/7 into play but hard to win with it. Better to use things like the siege-gang commander and goblin bombardment cards.
Protection/Removal: (2/3) – Burn and *** is something nice to see.
Twilight_Eyes 12.5
Morphadite2 20
AEIOUsometimesY 17.5
Arc-logger 21
CF105 17
Thunder Road 18
Anansi 17.5
No Name Maddox 20
FoggManatic 19
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:
Maybe it's me, but I've seen Zuberas and Second Sunrise before. I was going to go lower, but a few factors worked for you. One, you only used 3 different Zuberas. Two, you made it Spirit tribal without using all 5 Zuberas.
Effectiveness: 4
The biggest problem I have with the deck is the sac outlets. You need to draw into sac outlets, yet your best sac outlet is also your best draw spell. I feel the deck really needs to find that sac outlet, but has no draw to do so.
Fun: 5
Zuberas may not be very original, but they are a lot of fun, especially when you can sacrifice more and more in one turn. The other extra legends add a little variety, giving the deck more than one option for attack.
Protection: 1
Ways to grant Shroud, legendary lands, and Vexing Shusher.
Format: 1
Tirbal - Spirits (and Ext legal)
Total: 18
Worldslayer + Leyline of the Void + Second Sunrise = Pure awesome. I think my algebra is correct.
Effectiveness: 6
A nice amount of lands (24) and lots and lots of tutors (12 for equips, 8 for enchantments/artifacts, 5 for anything). Seems pretty tight to me. The deck might have trouble attacking on the ground vs a Mono-G deck, but you even have a creature with flying for that.
Fun: 6
Read the Creativity part. I have a lot of fun when I'm breaking bad cards. You broke not only Second Sunrise, but also Worldslayer.
Protection: 2
Protection for creatures vs 4/5s of all colors, grating yourself Shroud, graveyard denial, creature and permanent removal, and artifact protection.
Format: 0
Nothing special.
Extra: -1
There were too many good tutors, and no good explanation for it. Why did it have to be Demonic Tutor and not Diabolic Intent, which has little drawback with Second Sunrise, or just some other tutor. The line for power has to be drawn somewhere before it becomes a slippery slope.
Total: 23
Enchanted Evening decks have been done for Standard.
Effectiveness: 5
I nearly gave you a low score, because i didn't see how the deck was supposed to win, but I got it now. A decent amount of stalling, drawing, and board-busting.
Fun: 4
Doubling up on CIPT effects is fun, but I feel like the deck could go very long without Mystic Enforcer showing up to save the day.
Protection: 1
*** is great protection vs any pesky creature-playing deck.
Format: 1
Extended
Total: 17
A Zubera deck. I was going to go lower, but I liked the addition of Wild Pair. I haven't seen this in Zubera decks, but now I'm wondering why I haven't.
Effectiveness: 3
The deck is effective for sacrificing Zuberas, but not for Second Sunrise. I feel that Second Sunrise is pure win-more in this deck. Shirei negates nearly any use for the card.
Fun: 5
Zuberas are always lots of fun.
Protection: 1
Nameless Inversion and Shirei are barely enough for the point.
Format: 1
Tribal - Spirits (and Ext Legal)
Total: 15
Typical sac outlets, but I love the use of Kresh here.
Effectiveness: 3
It can make some really big creatures, but I feel the deck could win easily without Second Sunrise.
Fun: 5
The Eternal Witness loop to make Kresh super-huge would be a lot of fun.
Protection: 1
Graveyard denial, ways to deal with creatures, and a few for artifacts and enchantments.
Format: 0
Nothing special.
Total: 17
Hilarious combo deck. I expected Kokusho, but not like this.
Effectiveness: 4
22 lands is a bit little. A lot of these cards have high costs, so it seems too risky, especially when you need to play spells and hold for counterspell mana.
Fun: 6
I love combo, I love control, I love instant kills, and I love it when they wipe an entire table of players at once. This is my kind of deck.
Protection: 2
Plenty of counterspells.
Format: 0
Nothing special.
Total: 21
Somewhat expected, but taken a completely different way.
Effectiveness: 5
18 lands is risky, but there is some artifact mana. Second Sunrise is almost win-more in here, but I don't think you could get 20 damage without suing it.
Fun: 5
Explosive, almost Affinity-like starts. This deck can kill, or set up for a kill next turn, by turn 4.
Protection: 1
Removal and Shroud.
Format: 0
Nothing special.
Total: 19
I just love the fact that you put Second Sunrise in the same deck as Barren Glory. It sounds like it wouldn't work, but it does.
Effectiveness: 5
22 lands is low, but Altar helps a ton. Lots of ways to stall aggro while you draw into the combo. While it doesn't need Second Sunrise to win, it's crucial to getting there, as the other methods of recursion are probably to costly for this deck every turn.
Fun: 5
Prison decks aren't my absolute favorite, but if a person is a fan of them, then this seems like it would perfect for them.
Protection: 1
Stops aggro deck and can deal with artifacts and enchantments.
Format: 0
Nothing special.
Total: 20
Gargadon.dec, which I kind of suspected, seeing as he was the newest big-name sac outlet.
Effectiveness: 5
A low land count, but with ways to search for them. It doesn't look like the deck 100% needs Second Sunrise to win, but it would be very difficult without it.
Fun: 5
An Aggro/Combo deck, and an interesting one at that. Attack, sac, and repeat.
Protection: 1
Tons ways to deal with creatures.
Format: 0
Nothing special
Total: 18
Awesome combo. Ramps with Reprocess and Second Sunrise, and kills with Forbidden Ritual Disciple of the Vault. It looks somewhat inspired by Omellete aux Lotus, but it only shares 3 cards of the combo.
Effectiveness: 6
3 tutors and a lot of card draw. The low number of lands shouldn't be a problem with the colorless mana and the ways to convert it. Only problem is when you don't draw another tutor/Sunrise.
Fun: 6
I could see this replacing my Omellete aux Lotus deck.
Protection: 1
A little, searchable, graveyard removal.
Format: 0
Nothing special.
Total: 23
I think that's everyone.
No Name Maddox: 36
Anansi: 38.5
kruemel: 33
Post Affinity: 37
Night Child: 39.5
Arc-logger: 39.5
FoggManatic: 41.5
dragoonbot: 33.5
Night Child: 62
Morphadite2: 61.5
No Name Maddox: 55
Anansi: 58
dragoonbot: 59.5
Arc-logger: 56.5
Post Affinity: 49.5
CF105: 48
FoggManatic - Judge : 0
Morphadite2 - 18 + 20 + 18 = 56
Post Affinity - 20 + 18 + 23 = 61
Twilight_Eyes - 14 + 12.5 + 17 = 43.5
AEIOUsometimesY - 16.5 + 17.5 + 15 = 49
Arc-logger - 21 + 21 + 17 = 59
CF105 - 20.5 + 17 + 21 = 58.5
Thunder Road - 17.5 + 18 + 19 = 54.5
Anansi - 19.5 + 17.5 + 20 = 57
FoggManatic - 19.5 + 19 + 18 = 56.5
No Name Maddox - 21 + 20 + 23 = 64
Night Child: 39.5+62+0 = 101.5
Anansi: 38.5+58+57 = 153.5
Arc-logger: 39.5+56.5+59 = 155
No Name Maddox: 36+55+64 = 155
dragoonbot: 33.5+59.5+0 = 93
Post Affinity: 37+49.5+61 = 147.5
Morphadite2: 0+61.5+56 = 117.5
CF105: 0+48+58.5 = 106.5
FoggManatic: 41.5+0+56.5 = 98
Neon-Chan: 36+0+0 =36
kruemel: 33+0+0 = 33
Twilight_Eyes: 0+0+43.5 =43.5
AEIOUsometimesY: 0+0+49 =49
Thunder Road: 0+0+54.5 =54.5
That means No Name Maddox is the winner of this week. Please send your card choice to either Parabola01 or myself, and, if approved, it will be the next contest.
_ _ _
My reason for saying Dance of the Many is better than a Clone in CF105's deck is twofold: 1) He lacks early drops, so this can act as 'cheap' removal, it's not meant to be around for long but to trade. 2) it's 2 cheaper to combo off. also not ment to stay around long.
congratulations No Name Maddox!
This amazing banner is credited to Zaph of High-Light Studios!
Anyone wish to trade?
you have time 'til monday the 8th of december 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.
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 (5) - 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" (4) - 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 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.
And speaking of next time, the first thing i thought for death math was shroud and the first tribe i thought that could grant all it's creatures shroud is of course
faerieselves, so here is my deck:2 Nath of the Gilt-Leaf
3 Urborg Elf
4 Llanowar Elf
3 Eladamri, lord of leaves
3 Steely Resolve
3 Wirewood Herald
2 Elvish Harbinger
4 Putrefy
2 Imperious Perfect
3 Silhana Ledgewalker
2 Naturalize
2 Wirewood Hivemaster
2 Wellwisher
2 Alexi's Cloak
8 Forest
6 Swamp
4 Gilt-Leaf Palace
2 Volcanic Island
Edit: Ok I cannot use the Troll-shroud, nothing a good blue splash cannot solve.
4x Mercenary Knight
4x Haakon, Stromgald Scourge
4x Black Knight
3x Ihsan's Shade
4x Glen Elendra Liege
4x Stillmoon Cavalier
3x Death Match
4x Volrath's Dungeon
4x Bad Moon
4x Jet Medallion
Lands:
22x swamps
Haakon, Stromgald Scourge Discard this and get it into play to just start killing everything. If they kill it you lose 2 life but you get to play it again most likley killing whatever they just played
Mercenary Knight: Discards Haakon and is a 4/4 so they'll have to play two things to kill it with Death Match out.
Black Knight What's a Mono-black Knight deck without this?
Ihsan's Shade Same as Black Knight. Also it's the 2nd biggest Knight ever made. (loses to Jerrard of the Closed Fist)
Glen Elendra Liege Makes my stuff harder to kill with death match and they have to kill this before they can kill Haakon.
Stillmoon Cavalier Is just a very good card and Death Match can't kill it.
Volrath's Dungeon Is a great way to discard Haakon and once Haakon's in play then you can just discard all the knights you draw to this and play them from your yard. (They'll most likely pay the 5 life after they see this)
Bad Moon Makes my stuff harder to kill with Death Match.
Death Match This card lets me kill almost anything anyone plays. Also you don't want more then one in play unless you have to because the black pump won't help anymore <_<
Jet Medallion Found it to be better then Dark Ritual because you have to keep replaying a lot of stuff so it saves more mana then Dark Ritual gives.
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:
volrath's Stronghold is there to get creatures back that die with opponent's triggers. I can also play stonecloaker in response to my opponent playing a creature to save an imporntat dude
4 Essnese Warden
4 Primordial Sage
2 StoneCloaker
2 Uktabi Orangutang
2 Indrik Stomphowler
4 Oriochi Leafcaller
4 Priest of Gix
4 Kobolds of Kher Keep
4 Cloudstone Curio
1 Sol Ring
3 Darksteel Ingot
4 Bayou
12 Forest
1 Volrath's Stronghold
4 carrion feeder
2 Nekrataal
2 Sisters of Stone Death
4 Wirewood herald
4 symbiotic elf
4 symbiotic beast
4 nantuko husk
4 penumbra bobcat
2 darkblast
4 death match
3 raven's crime
23 lands
4 golgari rot farm
2 svogthos, the restless tomb
8 swamp
9 forest
The premise is simple, abuse death match with symbiotics and penumbras, ensuring that whenever your opponent kills one of your guys, then their's will die too. The main finisher is the Husk here, but the feeder and the sisters also can do in a pinch. Obviously the death match is the point of the deck, so you may want to muligan agressively.
2x Grave Pact
4x Phyrexian Totem
2x Gaea's Anthem
4x Death Match
4x Harmonize
3x Death Pit Offering
2x Privileged Position
4x Essence Warden
4x Kitchen Finks
4x Rendclaw Trow
4x Creakwood Liege
Land (23):
4x Overgrown Tomb
4x Twilight Mire
8x Swamp
7x Forest
- Persist + Death Match = fun, and Finks and Essence Warden will hopefully stall and keep you alive until your pumpers come out (Liege, Rath and Anthem)
- Creakwood Liege will be a beast all on its own, keeping the board clear
- Grave Pact for added board-clearing
- Privileged Position to protect your Enchantments
- Totem for extra mana and huge beats when the board is clear