Creativity/Originality: 3.5 One of many that went the route of using FoS to cheat high CC creatures into play, but the only one to go basically mono green to do it. Part of me sees the Myojin as easy throw-ins, where more thought could have been put into what big creatures make the most sense to add, but the other part of me says the creatures you would have ended up with other than Myojins would be the same list everyone else has in their deck/sideboard. 2 points for common approach to FoS challeng, +1 point for going mono green, +.5 points card choices.
Effectiveness/Card adherence: 2 There is this strange middle-ground in your deck where FoS is the most useful, but your mana-ramp is so fast and your ability to create any color mana so multi-faceted, that I can see not really needing FoS to drop Myojin (or Conflux). 1 for being able to easily activate FoS, +1 point for having something to use it for.
Synergy/Tuning: 4 Very narrow-minded focus to the deck and every card leads to that focus. I actually would have like to have seen a modicum of branching in case that particular win condition proves to be unavailable. Also, with all the mana ramping, what are you going to do with the extra after FoS makes your costs more efficient? Overall, though, well tuned. I like seeing some card drawing in there. I often find card drawing missing in many of these contest decks. 5 points for having it very synergistic and turned, -1 point for having it ‘too’ focused.
Power/Capacity to win: 3.5 Early, mid, late game … check. I suspect you’d have a rough time with mass removal, or well targeted removal on your color-fixing, or control decks that keep your bombs from going off. You might also struggle against a well-tuned agro deck if it turns out you need to block with your mana elves. As an overall casual multiplayer deck, though, it probably has the benefit of not looking too terribly dangerous and keeping the heat off until you can drop the Myojins. 2 points for having a full game (early-mid-late), +1 point for having a focused win condition. +.5 for having a good amount of card drawing to help ramp into your win condition.
Interaction/Protection: 2 No early game protection, which can hurt badly. No recovery from mass removal made easier by using creatures with small butts (low toughness). Multi-purpose protection and answers after Myojins can be dropped into play. 4 points for multi-purpose protection, –.5 point for no early game protection, -.5 for no ‘reactionary’ protection, -1 for not protecting the elves that get you to your win condition.
Creativity/Originality: 3.5 Having escape artist doing one damage per turn as the primary win condition is definitely creative. (+1) The thought of losing to that makes me laugh (+1) FoS + Composite Golem + Enduring Renewal + Leonin Elder for infinite life is definitely creative and original compared to a lot of the other entries. (+1.5)
Effectiveness/Card adherence: 2.5 At first glance, I saw enduring renewal + composite golem + Fist of the suns and thought, “wow”. Unfortunately, I didn’t look closely enough at the deck to notice Fist of Suns does almost nothing in this deck. You are correct when you say Vedalken Engineer works well with FoS, but only when FoS is being used to cast an artifact, which your deck doesn’t take full advantage of. +1 point for needing FoS to combo into infinite (but you only use that to gain life, which, without test of endurance, doesn’t win you the game). I’m giving .5 points for a way to search for the theme card. +1 point for absolutely requiring the theme card to have a chance at winning.
Synergy/Tuning 2.5 A lot of mini-combos going on, most of which don’t really get you anywhere. +.5 Semi-focused artifact-centric deck. +2
Power/Capacity to win: 1 I see this deck making for some very long games, but not really winning many of them (some wins coming from decking your opponent). There are many, many ways to bust-up the infinite life combo, and many of those ways can also be used to stop the escape artist win condition.
Interaction/Protection: 1 White are blue are probably the two most ‘protective’ colors in the game, yet this deck lacks any of it. *sigh* +1 point for infinite life (which can be very protective).
Format/Thematic: 0 Didn’t see a 32D jnb 21w2w21` ny.
Creativity/Originality: 3 The approach of using FoS to cheat big CC creatures into play was the most common. (2 points) Insurrection to get your fatties through to the opponent was a nice touch. (+.5) Empath for creature search was also a nice touch. (+.5)
Effectiveness/Card adherence: 4 Fabricate to find FoS as the only artifact in the deck (+1). Plenty of mana-fixing to use FoS (+1). Plenty of high cc creatures to cheat into play with FoS (+1). Deck probably cannot win without FoS (+1).
Synergy/Tuning: 4 Overall very focused and well tuned. The focused tutoring is also very nice. (+5) I question the choice of Grozoth, as he can only find himself or the lone bringer (who, I admit, is very useful to have on the board). (-.5) Though I haven’t played the deck, I suspect there is too much mana-fixing happening. I would consider taking out one of each fixer and adding some protection/recursion for FoS. (-.5)
Power/Capacity to win: 4 It appears the deck would play rather consistently and tick along nicely. (+5) I suspect there would be a bit of trouble with aggro (could you hold on long enough to get fatties in play?) and control. (-1)
Interaction/Protection: 2 I believe this deck’s philosophy is the best defense is a good offense. (+2) I don’t see much in terms of protection. Just a lot of ramping to drop nasties that are tough to deal with.
Creativity/Originality: 3.5 Only one other deck tried the recursion route, but you tried it with the double-edged sword of lifeline (+3) You also double-dipped the wish route, all in one deck (+1). Panglacial Wurm was nice to see in a ‘searching’ deck. (+.5). I’m sorry, but I do not find 4x tinker + artifact land terribly creative, no matter the perceived power level of what tinker can find. (-1)
Effectiveness/Card adherence: 2 Though FoS certainly helps the deck hum and is a key component to infinite recursion with composite golem and lifeline (+3) (though oddly you didn’t leverage that), this seems more like a lifeline deck (-1).
Synergy/Tuning: 5 Looking at every card makes me think each and everyone one of them had some thought into their choice and quantity. Though high, the CC ramp is fairly good, the mana-fixing appears adequate, and every card had a useful purpose in and of itself and gets that much better when the deck is fully ‘online’. (+4) Even the sideboard has the same thoughtful appearance (+1)
Power/Capacity to win: 3.5 Generally it looks like this deck will hum on a regular basis. (+4) The only thing I think would put a major cramp in its style would be removal of the lifeline (pithing needle, cranial extraction, etc.). (-.5)
Interaction/Protection: 3 Turn 3 duplicant via tinker is powerful protection/removal (+.5), as is the Woodfall Primus (+.5) and Akroma’s Memorial (+.5). Sideboard + Living Wish has a plethora of answers available. (+2), but isn’t main-deck (-.5). Note that Lifeline also works for you opponent’s creatures, so useful removal is much tougher to come by.
Again, dropping fatties cheaper via FoS is a common approach (+2), but manafixing via tron and crystal quarry is very original (+1). I also like some of your card choices as FoS targets (like storm herd, tooth and nail, and crush of wurms). (+1) 4x demonc tutor isn’t very creative (-1), but you appear to have seen the error of your ways (+.5)
Effectiveness/Card adherence: 4 Tutors to find the FoS (+1). Mana fixing to power FoS (+1). Good things to bring into play via FoS (+1). Probably can’t cast most of your deck if FoS isn’t in play (+1).
Synergy/Tuning: 4 Overall, there is some good interaction and focus to the deck in order to get FoS rolling via Crystal Quarry (+4). The big spells seem to have been well thought-out in order to win via alternative avenues (+1). I question putting in 4x Terramorphic Expanse when you have 4X scapeshift and 4x Knight of the Reliquary. Lands that go to the yard before either of them are played don’t help fix your mana, per se. (-1)
Power/Capacity to win: 3 The early game is pretty weak, but like most tron decks, once tron is on big things happen. Common thread here … focused aggro and focused control would be tough to top with this deck.
Interaction/Protection: 1 Other than Path to Exile, there isn’t much for protection until your win conditions start hitting the field. You also havn’t protected the FoS, which is very desparately needed to make the deck function.
I’m not scoring this deck, but I would like to point out I wish I had put more thought into the sideboard instead of just grabbing all the nifty big things I could find (like adding a couple of vindicates or useful charms).
Creativity/Originality: 4.5 Wish decks were the 2nd most common (+3), but you make it a control deck with the wish as your win condition (+.5). The counters theme was also a nice touch while leveraging sunburst (+1).
Effectiveness/Card adherence: 2 Has the mana need to utilize FoS (+1). Uses FoS to fast-cast finishers (+2), but doesn’t have very many targets main-deck (-.5). No way to search for FoS (-1), but contol buys enough time to get to it eventually (+.5). Feels like it goes from a frint-end Power Conduit deck to a late-game FoS deck.
Synergy/Tuning: 4.5 This is anoher deck where every card seems well thought-out. Every card has a purpose and is a means to the goal. (+4). Even the sideboard targets for the wish appear to be carefully considered (+1). I question the merfolk looter as the means of card-draw, as I do not see any advantage to discarding. There seems to be better options. (-.5).
Power/Capacity to win: 4 Might be a tinge slow, and the early game is a bit weak, but I suspect it has enough control mid-late game to overcome that issue.
Interaction/Protection: 4.5 Perma-Archmages and Perma-Decrees are nasty protection. (+3). The Goblet, Ion Storm, and sideboard choices also offer up some flexible options. (+1.5). Overall, a very prepared deck.
Creativity/Originality: 5 FoS to bring beef into play is common (+2), added a sunbrust theme (+1), added a counter minuplation theme (+1), LOVED the idea of using FoS to make mini-sunbursters into big sunbursters (+1)
Effectiveness/Card adherence: 3 Mana to power FoS (+1), Good targets for FoS (+1), sort-of a way to search for FoS with bringer (+.5). Doesn’t really absolutely require FoS to function, but certainly benefits from it being in the deck (+.5).
Synergy/Tuning: 4.5 Another very well thought-out deck. Again, all cards have a purpose. (+4) Also fantastic choices for early and late game usefulness in the same card. (+.5)
Power/Capacity to win: 4.5 Other than artifact-hate decks, I don’t see this one having very many problems. The CC ramp and mana acceleration are well tuned, and the threats increase at that same pace.
Interaction/Protection: 3 Legacy weapon and darksteel forge are fantastic protection in this deck (+2). Master of Etherium also helps beef up your army (+.5) with the goblet adding a bit of life cushon (+.5) It would have been nice to see a counterspell or something similar in case you happen to be facing something that will completely ruin your day (shatterstorm or such).
Format/Thematic: 0 Artifact focused deck, but I don’t think that gets bonus points.
Total: 20
Jeff Derek: 20 No Name Maddox: 19.5 Arc-Logger: 17 Fdtori: 17 Post Affinity: 16 Thunder Road: 15.5 Vickek: 10.5 Morphadite2: N/A ...
Unfortunately the comments had to get shorter as I went thorugh each deck. It is way past my bedtime :p. If anyone needs cardtags added, please ask me and I'll go back through this on Monday to do it.
sorry this is late. heres my scoring. added in the summary at the bottom. more comments will be added soon. and after I get done with the top 8'scomments, I'll comment on those others who requested it.
Creativity/Originality: 5 of 5 points
How creative and original is your deck.
I thought going mono green was a pretty creative choice with a card that pushes so hard for 5 colors. this one stood out from the field as unique.
Effectiveness/Card adherence: 3 of 5 points
How well does it use the selected card?
this deck can do without the fist if it wants to. once the druid deck gets working the way its supposed to in order to make fist f the suns work, you don't really need to cast conflux and myojin, and once you're throwing around that kind of mana and changing its colors at will, you can usually hardcast whats in your hand. that said, if you're in a situation where you need to come form behind, fist of suns and myojin can make it happen.
Synergy/Tuning: 4 of 5 points
How well do the cards combine in the deck; elegance and card selection.
19 lands makes for a lot of tough muliganing situations. once the deck gets running though its runs very smoothly
Power/Capacity to win: 4 of 5 points
Can the deck deliver the goods?
the deck can be clunky starting because of the land base, but if you get a good opening hand, or just get past the first couple turns, you're pretty much good to go.
Interaction/Protection: 3 to 5 points
How well does the deck interact and deal with other decks.
the myojin do most of the answering, and even then if sombody is countering or destroying your creatures or stopping damage with an artifact or enchantment you're not going to be happy.
Format/Thematic: 1 point bonus (can't go over 25)
druid tribal
in order to make the top 8 in such a large field, a deck has to be creative.
Effectiveness/Card adherence: 5 of 5 points
How well does it use the selected card?
the card is a piece of the combo that the deck relies heavily on. unlikely to win without it.
Synergy/Tuning: 4 of 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 3 of 5 points
Can the deck deliver the goods?
its a combo deck with one main, 4 piece combo theres plenty of life gain, search and tricks to make the combo workable, but theres still the usual problem of staying alive and viable while you find and play your pieces
Interaction/Protection: 1 of 5 points
How well does the deck interact and deal with other decks.
the only thing I see that can be pointed at the opponent or his stuff (besides just attacking) is lumengrid sentinel
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Creativity/Originality: 3 of 5 points
How creative and original is your deck.
It does the obvious thing with fist of the suns play huge spells). not that the obvious thing isn't good. its very good. Its just obvious.
Effectiveness/Card adherence: 5 of 5 points
How well does it use the selected card?
the whole point of the deck is that most of these spells aren't terribly playable without the selcted card.
Synergy/Tuning: 4 of 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 4 of 5 points
Can the deck deliver the goods?
I was surprised how many situations this deck is prepared for with all the search, card draw and chump blockers, and then theres the nonsense that ensues when the fist gets going. its one of the few I got to test play, and was pleased to be holding insurection when my opponent played worship.
Interaction/Protection: 3 of 5 points
How well does the deck interact and deal with other decks.
you're ready for a lot of situations, but I can't give full points on this one to a deck that needs to attack and just cant remove enchantments or artifacts.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
nothing
Creativity/Originality: 4 0f 5 points
How creative and original is your deck.
I've loved scapeshift ever since I realized it could search for nonbasics, and i've been waiting to see a deck that abused it properly as this one does.
Effectiveness/Card adherence: 3 to 5 points
How well does it use the selected card?
with all the mana ramp and acceleration you'll get from the scapshift, I think you can actually make do without the fist in most castes. in fact, I can see you using your demonic tutors to search for scapeshift over fist of suns every time, because scapeshift will solve every problem the fist would and more.
Synergy/Tuning: 5 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 4 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 3 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Creativity/Originality: 4 to 5 points
How creative and original is your deck.
I'm flattered that somebody enjoyed my little story attempt last round enough to try it themselves.
Effectiveness/Card adherence: 5 to 5 points
How well does it use the selected card?
without it its a relatively weak deck, but once its in play, you've got some omph
Synergy/Tuning: 3 to 5 points
How well do the cards combine in the deck; elegance and card selection.
the deck is tuned thematically pretty well. I think it could do with some additional search.
Power/Capacity to win: 3 to 5 points
Can the deck deliver the goods?
serviceable beginning, strong endgame
Interaction/Protection: 4 to 5 points
How well does the deck interact and deal with other decks.
hurricane was a strong addition
Format/Thematic: 1 of 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Creativity/Originality: 4 of 5 points
How creative and original is your deck.
the added counter theme is nice
Effectiveness/Card adherence: 5 to 5 points
How well does it use the selected card?
necessary to the deck
Synergy/Tuning: 3 to 5 points
How well do the cards combine in the deck; elegance and card selection.
there seem to be two decks running here in tandem, like you got done with one, had extra room and decided to fuse it to another. both are good decks, but the combination doesn't seem to focused to me.
Power/Capacity to win: 2 to 5 points
Can the deck deliver the goods?
not much sucess in my goldfishing.
Interaction/Protection: 4 to 5 points
How well does the deck interact and deal with other decks.
to continue the fused decks thread, the avantage is that if one half is out, or neutralized theres always the chance that the other half is still working, especially since you've got the tools.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Creativity/Originality: 4 to 5 points
How creative and original is your deck.
the deck hangs together well.
Effectiveness/Card adherence: 3 to 5 points
How well does it use the selected card?
fist of suns is only actually useful for reducing the cost of a few key cards by a little bit here.
Synergy/Tuning: 2 to 5 points
How well do the cards combine in the deck; elegance and card selection.
some of the selections were sub par in my opinion. draco is huge, but you're still going to have to pay his upkeep. suntouched myr can get a little bigger with the sun glove, but its still not that impressive as a 5/5 for 5
Power/Capacity to win: 3 to 5 points
Can the deck deliver the goods?
The deck isn't overwhelmingly powerful, but if things go right for it, it can win. its got some cards that do good things. the combination of the lifegain from the chalice, the removal from legacy weapon and the big giant fiers can be very effective in a game that goes long.
Interaction/Protection: 4 to 5 points
How well does the deck interact and deal with other decks.
legacy weapon, which you can search for, answers pretty much anything short of shroud, and you've got the forge to protect your stuff
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Total:18
post affinity:18
vickek:18
arclogger:19 fdtori:20
thunder road:19 morphadite: 20 noname madox:20
jeff derek:18
...
Congratulations to No Name Maddox, whose "contraption" captured the judges' hearts, and got him the highest average rating.
Kudos to everybody who participated in this round. Fist of Suns was not a simple card to build around creatively.
The good thing about this kind of contest, is that it really pushes the enveloppe of deck design; you truly learn what a card can and cannot do.
So, here are the results for round 2:
No Name Maddox....................19.88
Morphadite2.............................18.83
Jeff Derek................................18.50
Fdtori......................................18.33
Thunder Road...........................17.75
Arc-Logger...............................16.75
Post Affinity.............................16.75
Vickek.....................................14.50
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
- (by the way, you can't swing with 2 Progenitus because of legendary status y'know).
I wish I could guarantee I won't make that mistake again, but my brain's never been convinced the legend rule applies to my cards. Ask anyone who's watched me play an Ajani in consecutive turns.
I like the outcome of the judging. Fist had a limited direction and Wish was my first choice as well, but Maddox's better list was up first. I think Morph did a good job taking Wish in a different direction and wish I'd though of that too. Congrats all around.
Wow, it's good to finaly be able to post after a day and a half of the site telling me "the page cannot be displayed" each time I tried to log in.
Ok, so I had to ask NNM to resubmit another card and I still have not heard from him, but he might have had trouble logging in as well, so I'll leave him until noon today to PM me his choice, or I'll select a card and then we can get the 3rd round going...
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
The deck is Cleric Tribal, with lots of graveyard cycling effects. I've played a deck similar to this before, mostly focusing on Grave Pact. That experience taught me that I needed the sacrificing of creatures to be beneficial even without Grave Pact in play. The same is true of Remembrance. I can't rely on having Remembrance in play, so I need the sacrificing of creatures to be worth it.
Creatures
Soldevi Adnate is one of my favorite sacrificial creatures of all time. FWIW, It's important to me that you use the female art (#25). #26 just isn't any fun at all. I can sacrifice her to herself, or any other creature to gain mana. Since I'll want {B}{B}{B} available for grave pact or the Scion of Darkness, being able to generate extra black mana is important.
Rotlung Reanimator is probably the best black cleric in the game. Very little is more fun than sacrificing 2 Rotlung Reanimators at once and getting 4 2/2 Zombie tokens. The Reanimator also does a good job of helping me survive Wrath of God and Damnation.
Blighted Shaman was a late addition to my first deck of this type. I found myself having no trouble keeping my opponent's creatures off the table, but having trouble punching through for real damage. This guy boosts my creatures for more damage. Fun to use after blockers are declared.
Dark Supplicant is a great way to sac a bunch of stuff at once. Getting the Scion of Darkness is usually just an added bonus. I love sacrificing a supplicant and two reanimators to get the Scion of Darkness. Talk about a massive board change.
Scion of Darkness is the only real fatty in the deck. Since I know my opponent will have creatures in graveyard, this guy helps me get more real attackers in play. More importantly, though, he's a 6/6 Trampler. With the Blighted Shaman, I can sometimes make him an 8/8 Trampler. Games don't last long with him in play.
Academy Rector has amazing synergy with this deck. I'll have no problem getting her to the graveyard to tutor, and between the Reanimator, Remembrance, and Grave Pact, I shouldn't have any trouble taking additional advantage of her death.
Edgewalker was the final cleric added. I considered several other clerics for this spot, most notably Headhunter, but decided that if I wanted to take most advantage of Remembrance, and to a lesser extent Volrath's Stronghold and Misery Charm, I'd want my clerics to be a bit cheaper. He might find himself as sac fodder more often than not, but I think he gives me flexibility in a long game.
Enchantments/Spells
Remembrance is the card of choice this round, obviously. I should be able to pump a ton of clerics to the graveyard with very little difficulty. I expect this will turn into a fun cycling machine
Grave Pact is the second part of the dual focus of this deck. If I can get it and Remembrance in play, I should be able to sacrifice a single creature, make my opponent discard one, and get my creature back for it's casting cost. Not a bad deal.
Vindicate is probably the most efficient permanent removal in the game. If I'm playing {B}{W}, I can't justify not running it.
Misery Charm will be used to get clerics back from my graveyard 95% of the time, but I have on occasion used it for make my opponent lose 2 life. Once, only once, I used it to kill my own cleric so I could trigger Grave Pact when I had no other available sac outlets. It's a flexible card that works well in this deck.
Dark Ritual has 3 primary uses. 1) To play Grave Pact when I don't actually have {B}{B}{B} available from my land. 2) To play Grave Pact on turn 2. In my experience, control decks will always leave mana open on turn 4 against this deck to stop Grave Pact. If I can get it out on turn 2 or 3, when they're not expecting it, that makes a huge difference on my game, and 3) To hardcast the Scion or Darkness before turn 8.
Land
Scrubland needs no explanation. The best {B}{W} land. Technically a swamp and can be sacrificed to the Blighted Shaman
Tainted Field is, in my opinion, the best {B}{W} land for this deck other than Scrubland. I'll be running mostly swamps (12), so I shouldn't have any trouble getting {W} out of it.
Starlit Sanctum gives me a sac outlet that doesn't die with a cleric. Important in some games.
Urborg, Tomb of Yawgmoth has great synergy with Tainted Field and Blighted Shaman, in addition to helping me cast Grave Pact and Scion of Darkness. I'd usually only run 1 of a legendary land, but since the Blighted Shaman gives me a way to make use of a surplus one, I think it's worth the tradeoff.
Volrath's Stronghold will keep me from running out of creatures. Not the most efficient creature cycling (especially since the deck contains no card draw beyond Remembrance), but good nonetheless.
Sideboard
Greater Auramancy seems like something I'd want to have with me, just in case things got tricky. I'd probably pull Dark Rit for it if I had to.
That's the deck. Play clerics, sac clerics, hit with Scion and whatever friends he recruits. It's hard to argue with such a simple strategy.
The deck is basicly a lot of ways to win. One way is for remembrace and Goblin Bombardment to be on the field dealing 4 damage per 0 mana creature you control. You have an infinate combo with the bombardment and the renewal. Another cool trick with remembrace and renewal is blocking with a 0 mana creature, getting another copy and playing them both, so you never run out of blockers while waiting for the combo.
Look at me! I can bold words and use CAPSLOCK to emphasize my point! Hopefully I can trick people into ignoring that I completely have no evidence in my post to back up my claims if I make it look fancy enough.
It wasn't of course, if you read Anansi's score he lists it as 20, but if you count, it comes up to 18. Anansi didn't put 0 out of 2 points in the bonus 2 points section (correct me if I am wrong Anansi), so I guess he must have counted it as 2 points for format/flavor, to add up to 20.
I had corrected and put an editing comment on the bottom of my results post, I guess it could have been clearer.
So 22.5 + 19.5 + 19.5 + 18 = 19.88
Oops, it seems I had mispunched a .5 on the calculator, so it's not 19.75, I'll correct that pronto.
Sorry to hear about your connection problem, I was getting the same thing. Also I am very sorry you weren't able to pick the round's card, truly, I would rather have it that way, it's kind of the only reward we can give.
Tell you what, if I win a round or if a winner doesn't reach me like happened already, I'll ask you to pick it, ok?
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
COMBO: Creature+Deathrender+Remembrance(Search your deck for the same creature and put it into play)
Note --------> This combo would go well with Wheel of Sun and Moon, but I am still not too sure of the interaction between it and Remembrance or Rotlung Reanimator- if it worked, would cut the 2 Paths because the O-Rings are more functional.
Caves of Koilos- Mana fixing that is a farely budget choice Starlit Sanctum- Able to permit combat schenanigans and serves as a sac outlet for emergency life or to win Cabal Archon- One of the deck's key win conditions that doesn't only net you life, but it also is synergistic with my above combo or Rotlung Reanimator. Children of Korlis-A holy day that is a Cleric creature which also works with Remembrance to prevent damage for a couple of turns. Scion of Darkness- A great beater that triggers off of Dark Supplicant and that helps 3 graveyard triggers to go off and other fun occurances. Dark Supplicant- Gets the Scion quick and helps 3 graveyard triggers to go off that retroactively causes other fun occurances. Edgewalker- Reduces mana costs and makes life a lot easier for you when you play the deck. Rotlung Reanimator- Makes lots of tokens and triggers off all the sacrifice effects in the deck. Reliquary Monk- Artifact and Enchantment destruction that can also serve as a beater. Path to Exile and O-Ring- Removal for anything annoying Vindicate- Destroys anything you can't with PtE and O-Ring. Phyrexian Arena- Card draw and accel Deathrender- See above combo! Grave Pact- Reuses all the creatures going to the graveyard as removal spells also.
Still tuning, but the gist is to have an unstoppable rat army. I realize remembrance isn't a four-of in this deck, but it certainly makes it hum and doesn't do much without it.
The idea is to abuse the combo with Remembrance, aluren, soldevi digger and 2 tangleroots to keep recurring small creatures who conveniently also cost 1 only so you can fetch them with Ranger of eos, it also works very well if you only find parts of the combo instead of the whole.
Be careful with mana burn though.
The idea is pretty simple, creatures with comes into play abilities Sneak Attack and Remembrance. With Remembrance out you get another one to sneak. Angel of Despair and Bogardan Hellkite are the main finishers. Oh yeah I'm available to judge again.
It wasn't of course, if you read Anansi's score he lists it as 20, but if you count, it comes up to 18. Anansi didn't put 0 out of 2 points in the bonus 2 points section (correct me if I am wrong Anansi), so I guess he must have counted it as 2 points for format/flavor, to add up to 20.
I had corrected and put an editing comment on the bottom of my results post, I guess it could have been clearer.
So 22.5 + 19.5 + 19.5 + 18 = 19.88
Oops, it seems I had mispunched a .5 on the calculator, so it's not 19.75, I'll correct that pronto.
Sorry to hear about your connection problem, I was getting the same thing. Also I am very sorry you weren't able to pick the round's card, truly, I would rather have it that way, it's kind of the only reward we can give.
Tell you what, if I win a round or if a winner doesn't reach me like happened already, I'll ask you to pick it, ok?
well yes, I was in a hurry, trying to get my scoring complete, conscientious and posted. its conceivable that I accidentally added up scores at the end improperly. apologies for the slip-up.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
The main point of the deck is to abuse the Remembrance by throwing Yosei at the opponent each and every turn, thus tapping 5 permanents a turn and therefore pretty much locking the opponent out. To survive until I have this combo in place, I hide behind my Junktrollers and peacekeepers. Onto more specific card notes:
Junktroller vs. reito lantern: The lantern is much cheeper, but can't block. I'm only sad that my junktroller has 0 power so Brion and cyclops get no love
Only 2 Brion Vs. 3 Bloodshot? The only reason is that Brion can not throw himself! Stupid restriction here, Wizards!
Lightning Helix: Best burn spell ever for these colours
Peacekeeper Vs. preacher? I really wanted to add preacher here, but he is too fragile and can only stop 1 creature at a time. Also, if I don't feel like paying the upkeep on peacekeeper, then I just let her go and then search for a new one with remembrance.
Grab the reins: I had considered Fling in this spot, but I think that I need more creature-stealing redundancy here.
Spitebellows: Repeated damage for cheap with the remembrance.
Browbeat: hey, I'm in red and white, how else am I supposed to draw cards?
In some ways, this deck is a lot like winning the lottery if you happen to be playing against a list with the same creatures, since you can grab one of theirs with threaten, sac it, and then search your library for a free copie of the stolen creature.
after discovering that wheel of sun and moon with rememberance is an anticombo, I have revised my submission. thanks for the catch to flatulance incarnate
I decided to try battlefield centaur as a means of keeping the supply of creatures in my library to be remembered stocked.
I have plenty of self sacrificing lands to fix my mana, keep my graveyard full, thin my deck, and allow me to find my utilitly lands.
my wardens are there to gaurd my life total in the early game and sporefrog and children of korlis are there to be sacrificed for the same purpose. They can help finish off the graveyard filling the battlefield scrounger needs in order to function properly. Once battlefield scrounger and rememberance are online, they make it even more difficult to kill me, giving me multiple turns of coverage.
Tukatounge thalid, phyrexian altar, and blasting station are a concession to my compusion for finishing the open ended combo group. Be already have unlimited life gain, battlefield scroungers of unlimited size, and unlimited numbers of saporlings. Now we may have unlimited direct damage as well.
I thought about wheel of sun and moon as well Anansi. Unfortunately I'm fairly sure it doesn't work since wheel replaces going to the graveyard with being put into the library so Remembrance doesn't trigger. You should probably check with the rulings forum people though.
after re-reading both cards, I'm certain enough that you're right that I won't embarrass myself further by asking the question on the rulings forum. back to the drawing board for me.
This combo deck is all about the interaction between Remembrance and Aluren, playing creatures with converted mana cost = or < than 3; namely, Bile Urchin and Loaming Shaman.
But it's not a slave to the theme, it can defend itself and take the time it needs to get there and maybe clinch a win before the engine is fully online.
Mana accelaration, tutoring and library manipulation are all abundant, getting the pieces should not be so tough.
Eternal Witness is there, being nuts, as always... (especially brutal with Diabolic Intent/Remembrance)
Once the engine is there, you can basically kill any number of players by playing for free and then recycling Bile Urchins. Loaming Shaman allows you to do it an indefinite number of times (the 2nd shaman puts the 1st one back in the library and closes the loop).
You might get into some trouble if you test this with Workstation, since this combo requires a LOT of library manipulation and the opponent might get impatient with you ;).
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
After re-reading Remembrance, the Altar combo isn't really a combo at all. But it still seemed like a fun option. Went for more control the second time around. Persist works well with Remembrance, but ups my curve. Added two more lands, Mouth of Ronom for more protection and pulled the red for black. Puppeteer Clique seemed like a nice add.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
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4 Fyndhorn Elves
4 Gilt-Leaf Archdruid
3 Birchlore Ranger
3 Rofellos, llanowar emissary
4 Orochi Leafcaller
2 Joiner adept
4 Fist of Suns
3 Glimpse of Nature
3 Conflux
1 Myojin of Cleansing Fire
1 Myojin of Seeing Winds
1 Myojin of Infinite Rage
2 Torrent of Fire
1 Myojin of Night's Reach
1 MYojin of Life's Web
1 Pendelhaven
3 Gaea's Cradle
12 Forest
2 Boseiju, who shelters all
1 Okina, Temple to the Grandfathers
Creativity/Originality: 3.5
One of many that went the route of using FoS to cheat high CC creatures into play, but the only one to go basically mono green to do it. Part of me sees the Myojin as easy throw-ins, where more thought could have been put into what big creatures make the most sense to add, but the other part of me says the creatures you would have ended up with other than Myojins would be the same list everyone else has in their deck/sideboard. 2 points for common approach to FoS challeng, +1 point for going mono green, +.5 points card choices.
Effectiveness/Card adherence: 2
There is this strange middle-ground in your deck where FoS is the most useful, but your mana-ramp is so fast and your ability to create any color mana so multi-faceted, that I can see not really needing FoS to drop Myojin (or Conflux). 1 for being able to easily activate FoS, +1 point for having something to use it for.
Synergy/Tuning: 4
Very narrow-minded focus to the deck and every card leads to that focus. I actually would have like to have seen a modicum of branching in case that particular win condition proves to be unavailable. Also, with all the mana ramping, what are you going to do with the extra after FoS makes your costs more efficient? Overall, though, well tuned. I like seeing some card drawing in there. I often find card drawing missing in many of these contest decks. 5 points for having it very synergistic and turned, -1 point for having it ‘too’ focused.
Power/Capacity to win: 3.5
Early, mid, late game … check. I suspect you’d have a rough time with mass removal, or well targeted removal on your color-fixing, or control decks that keep your bombs from going off. You might also struggle against a well-tuned agro deck if it turns out you need to block with your mana elves. As an overall casual multiplayer deck, though, it probably has the benefit of not looking too terribly dangerous and keeping the heat off until you can drop the Myojins. 2 points for having a full game (early-mid-late), +1 point for having a focused win condition. +.5 for having a good amount of card drawing to help ramp into your win condition.
Interaction/Protection: 2
No early game protection, which can hurt badly. No recovery from mass removal made easier by using creatures with small butts (low toughness). Multi-purpose protection and answers after Myojins can be dropped into play. 4 points for multi-purpose protection, –.5 point for no early game protection, -.5 for no ‘reactionary’ protection, -1 for not protecting the elves that get you to your win condition.
Format/Thematic: 1
druid tribal.
Total: 16
4 leonin elder
4 leonin squire
1 escape artist
3 vedalken engineer
3 trinket mage
2 lumengrid sentinel
2 composite golem
Artifacts:
1 Conjurer's Bauble
4 chromatic star
2 fist of suns
1 vedalken orrery
2 enduring renewal
Instants:
3 enlightened tutor
3 thirst for knowledge
Sorceries:
1 resurrection
1 beacon of tomorrows
Planeswalkers:
1 tezzeret the seeker
Lands:
4 seat of the synod
4 ancient den
1 great furnace
1 vault of whispers
1 tree of tales
5 island
6 plains
Creativity/Originality: 3.5
Having escape artist doing one damage per turn as the primary win condition is definitely creative. (+1) The thought of losing to that makes me laugh (+1) FoS + Composite Golem + Enduring Renewal + Leonin Elder for infinite life is definitely creative and original compared to a lot of the other entries. (+1.5)
Effectiveness/Card adherence: 2.5
At first glance, I saw enduring renewal + composite golem + Fist of the suns and thought, “wow”. Unfortunately, I didn’t look closely enough at the deck to notice Fist of Suns does almost nothing in this deck. You are correct when you say Vedalken Engineer works well with FoS, but only when FoS is being used to cast an artifact, which your deck doesn’t take full advantage of. +1 point for needing FoS to combo into infinite (but you only use that to gain life, which, without test of endurance, doesn’t win you the game). I’m giving .5 points for a way to search for the theme card. +1 point for absolutely requiring the theme card to have a chance at winning.
Synergy/Tuning 2.5
A lot of mini-combos going on, most of which don’t really get you anywhere. +.5 Semi-focused artifact-centric deck. +2
Power/Capacity to win: 1
I see this deck making for some very long games, but not really winning many of them (some wins coming from decking your opponent). There are many, many ways to bust-up the infinite life combo, and many of those ways can also be used to stop the escape artist win condition.
Interaction/Protection: 1
White are blue are probably the two most ‘protective’ colors in the game, yet this deck lacks any of it. *sigh* +1 point for infinite life (which can be very protective).
Format/Thematic: 0
Didn’t see a 32D jnb 21w2w21` ny.
Total: 10.5
1x Progenitus
1x Akroma, Angel of Wrath
1x Akroma, Angel of Fury
1x Darksteel Colossus
1x Phage the Untouchable
1x Bringer of the Black Dawn
Fat spells: 3
3x Insurrection
4x Fist of Suns
4x Kodama’s Reach
4x Birds of Paradise
4x Kaleidostone
4x Manamorphose
4x Fierce Empath
3x Fabricate
2x Grozoth
2x Stomping Ground
2x Breeding Pool
4x jungle shrine
4x Forest
2x Island
2x Mountain
2x Plains
2x Swamp
Creativity/Originality: 3
The approach of using FoS to cheat big CC creatures into play was the most common. (2 points) Insurrection to get your fatties through to the opponent was a nice touch. (+.5) Empath for creature search was also a nice touch. (+.5)
Effectiveness/Card adherence: 4
Fabricate to find FoS as the only artifact in the deck (+1). Plenty of mana-fixing to use FoS (+1). Plenty of high cc creatures to cheat into play with FoS (+1). Deck probably cannot win without FoS (+1).
Synergy/Tuning: 4
Overall very focused and well tuned. The focused tutoring is also very nice. (+5) I question the choice of Grozoth, as he can only find himself or the lone bringer (who, I admit, is very useful to have on the board). (-.5) Though I haven’t played the deck, I suspect there is too much mana-fixing happening. I would consider taking out one of each fixer and adding some protection/recursion for FoS. (-.5)
Power/Capacity to win: 4
It appears the deck would play rather consistently and tick along nicely. (+5) I suspect there would be a bit of trouble with aggro (could you hold on long enough to get fatties in play?) and control. (-1)
Interaction/Protection: 2
I believe this deck’s philosophy is the best defense is a good offense. (+2) I don’t see much in terms of protection. Just a lot of ramping to drop nasties that are tough to deal with.
Format/Thematic: 0
Didn’t see anything.
Total:17
4 Panglacial Wurm
4 Sakura-Tribe Elder
3 Woodfall Primus
2 Eternal Witness
3 Solemn Simulacrum
3 Duplicant
2 Composite Golem
Spells (15)
4 Tinker
4 Living Wish
3 Fist of Suns
3 Lifeline
2 Phyrexian Altar
1 Akroma's Memorial
4 Tropical Island
2 High Market
3 Tree of Tales
2 Seat of the synod
2 Terramorphic Expanse
4 Forest
2 Island
1 swamp
1 Plains
1 Mountain
1 Woodfall Primus
1 Eternal Witness
1 Blazing Archon
1 Archon of Justice
1 Akroma, Angel of Wrath
1 Bogardan Hellkite
1 Hoverguard Sweepers
1 Prince of Thralls
1 Progenitus
1 Darksteel Colossus
1 Composite Golem
1 Duplicant
1 Diamond Valley
1 Maze of Ith
1 Strip Mine
Creativity/Originality: 3.5
Only one other deck tried the recursion route, but you tried it with the double-edged sword of lifeline (+3) You also double-dipped the wish route, all in one deck (+1). Panglacial Wurm was nice to see in a ‘searching’ deck. (+.5). I’m sorry, but I do not find 4x tinker + artifact land terribly creative, no matter the perceived power level of what tinker can find. (-1)
Effectiveness/Card adherence: 2
Though FoS certainly helps the deck hum and is a key component to infinite recursion with composite golem and lifeline (+3) (though oddly you didn’t leverage that), this seems more like a lifeline deck (-1).
Synergy/Tuning: 5
Looking at every card makes me think each and everyone one of them had some thought into their choice and quantity. Though high, the CC ramp is fairly good, the mana-fixing appears adequate, and every card had a useful purpose in and of itself and gets that much better when the deck is fully ‘online’. (+4) Even the sideboard has the same thoughtful appearance (+1)
Power/Capacity to win: 3.5
Generally it looks like this deck will hum on a regular basis. (+4) The only thing I think would put a major cramp in its style would be removal of the lifeline (pithing needle, cranial extraction, etc.). (-.5)
Interaction/Protection: 3
Turn 3 duplicant via tinker is powerful protection/removal (+.5), as is the Woodfall Primus (+.5) and Akroma’s Memorial (+.5). Sideboard + Living Wish has a plethora of answers available. (+2), but isn’t main-deck (-.5). Note that Lifeline also works for you opponent’s creatures, so useful removal is much tougher to come by.
Format/Thematic: 0
Didn’t see anything.
Total: 17
3 Crystal Quarry
7 Forest
4 Plains
1 Swamp
4 Terramorphic Expanse
2 Urza's Tower
2 Urza's power Plant
2 Urza's mine
4 Knight of the Reliquary
4 Birds of Paradise
2 Progenitus
1 Hypnox
1 Darksteel Colossus
Spells
2 Tooth and Nail
2 Time Stretch
1 Crush of Wurms
1 Storm Herd
1 Plague Wind
4 Demonic Tutor
4 Scapeshift
4 Path to Exile
4 Fist of Suns
Creativity/Originality: 3.5
Again, dropping fatties cheaper via FoS is a common approach (+2), but manafixing via tron and crystal quarry is very original (+1). I also like some of your card choices as FoS targets (like storm herd, tooth and nail, and crush of wurms). (+1) 4x demonc tutor isn’t very creative (-1), but you appear to have seen the error of your ways (+.5)
Effectiveness/Card adherence: 4
Tutors to find the FoS (+1). Mana fixing to power FoS (+1). Good things to bring into play via FoS (+1). Probably can’t cast most of your deck if FoS isn’t in play (+1).
Synergy/Tuning: 4
Overall, there is some good interaction and focus to the deck in order to get FoS rolling via Crystal Quarry (+4). The big spells seem to have been well thought-out in order to win via alternative avenues (+1). I question putting in 4x Terramorphic Expanse when you have 4X scapeshift and 4x Knight of the Reliquary. Lands that go to the yard before either of them are played don’t help fix your mana, per se. (-1)
Power/Capacity to win: 3
The early game is pretty weak, but like most tron decks, once tron is on big things happen. Common thread here … focused aggro and focused control would be tough to top with this deck.
Interaction/Protection: 1
Other than Path to Exile, there isn’t much for protection until your win conditions start hitting the field. You also havn’t protected the FoS, which is very desparately needed to make the deck function.
Format/Thematic: 0
Didn’t see anything.
Total: 15.5
9 Plains
9 Forest
2 Swamp
2 Mountain
2 Island
Land Search (and defense)
4 Solemn Simulacrum
4 Sakura-Tribe Elder
Defense
3 Junktroller
4 Emblazoned Golem
2 Walking Archive
2 Salvage Titan
2 Brass Herald
4 Glittering Wish
3 Fist of Suns
3 Composite Golem
Sweepers
2 Soulscour (short-cast with fist)
3 Hurricane (air defense)
1 Autochthon Wurm
1 Progenitus
1 Hellkite Overlord
1 Nicol Bolas, Planeswalker
1 Worldpurge
1 Titanic Ultimatum
1 Violent Ultimatum
1 Cruel Ultimatum
1 Szadek, Lord of Secrets
1 Angel of Despair
1 Charnelhoard Wurm
1 Blood Tyrant
1 Magister Sphinx
1 Simic Sky Swallower
1 Empyrial Archangel
I’m not scoring this deck, but I would like to point out I wish I had put more thought into the sideboard instead of just grabbing all the nifty big things I could find (like adding a couple of vindicates or useful charms).
Total:
4x Mirrodins Core
2x Glacial Chasm
2x Rupture Spire
2x Shimmering Grotto
3x Tendo Ice Bridge
3x Crosis's Catacombs
1x Vivid Crag
1x Vivid Creek
1x Vivid Grove
1x Vivid Meadow
4x Reflecting Pool
4x Merfolk Looter
4x Glen Elendra Archmage
Spells - 28
4x Fist of Suns
3x Ion Storm
3x clearwater goblet
4x Power Conduit
4x Glittering Wish
4x Pentad Prism
3x Decree of Silence
3x Crush of Wurms
1x Death Mutation
1x Yavimaya's Embrace
1x Charnelhoard Wurm
1x Phantom Nishoba
1x Vampiric Dragon
1x Empyrial Archangel
1x Kaervek the Merciless
1x Mindleech Mass
1x Terminate
1x hull breach
1x lightning helix
1x Jund Charm
1x Gilder Bairn
1x Perplex
1x Dimir Infiltrator
Creativity/Originality: 4.5
Wish decks were the 2nd most common (+3), but you make it a control deck with the wish as your win condition (+.5). The counters theme was also a nice touch while leveraging sunburst (+1).
Effectiveness/Card adherence: 2
Has the mana need to utilize FoS (+1). Uses FoS to fast-cast finishers (+2), but doesn’t have very many targets main-deck (-.5). No way to search for FoS (-1), but contol buys enough time to get to it eventually (+.5). Feels like it goes from a frint-end Power Conduit deck to a late-game FoS deck.
Synergy/Tuning: 4.5
This is anoher deck where every card seems well thought-out. Every card has a purpose and is a means to the goal. (+4). Even the sideboard targets for the wish appear to be carefully considered (+1). I question the merfolk looter as the means of card-draw, as I do not see any advantage to discarding. There seems to be better options. (-.5).
Power/Capacity to win: 4
Might be a tinge slow, and the early game is a bit weak, but I suspect it has enough control mid-late game to overcome that issue.
Interaction/Protection: 4.5
Perma-Archmages and Perma-Decrees are nasty protection. (+3). The Goblet, Ion Storm, and sideboard choices also offer up some flexible options. (+1.5). Overall, a very prepared deck.
Format/Thematic: 0
Didn’t see anything.
Total: 19.5
4x Suntouched Myr
4x Emblazoned Golem
4x Master of Etherium
3x Bringer of the Black Dawn
2x Draco
1x Copper Myr
1x Silver Myr
1x Leaden Myr
1x Gold Myr
4x Pentad Prism
4x Energy Chamber
3x Legacy Weapon
3x Fist of Suns
2x Darksteel Forge
1x Clearwater Goblet
Land (22)
4x Glimmervoid
2x Terramorphic Expanse
2x Seat of the Synod
2x Vault of Whispers
2x Great Furnace
2x Ancient Den
2x Tree of Tales
1x Crystal Quarry
1x Forest
1x Mountain
1x Plains
1x Swamp
1x Island
Creativity/Originality: 5
FoS to bring beef into play is common (+2), added a sunbrust theme (+1), added a counter minuplation theme (+1), LOVED the idea of using FoS to make mini-sunbursters into big sunbursters (+1)
Effectiveness/Card adherence: 3
Mana to power FoS (+1), Good targets for FoS (+1), sort-of a way to search for FoS with bringer (+.5). Doesn’t really absolutely require FoS to function, but certainly benefits from it being in the deck (+.5).
Synergy/Tuning: 4.5
Another very well thought-out deck. Again, all cards have a purpose. (+4) Also fantastic choices for early and late game usefulness in the same card. (+.5)
Power/Capacity to win: 4.5
Other than artifact-hate decks, I don’t see this one having very many problems. The CC ramp and mana acceleration are well tuned, and the threats increase at that same pace.
Interaction/Protection: 3
Legacy weapon and darksteel forge are fantastic protection in this deck (+2). Master of Etherium also helps beef up your army (+.5) with the goblet adding a bit of life cushon (+.5) It would have been nice to see a counterspell or something similar in case you happen to be facing something that will completely ruin your day (shatterstorm or such).
Format/Thematic: 0
Artifact focused deck, but I don’t think that gets bonus points.
Total: 20
Jeff Derek: 20
No Name Maddox: 19.5
Arc-Logger: 17
Fdtori: 17
Post Affinity: 16
Thunder Road: 15.5
Vickek: 10.5
Morphadite2: N/A
...
Unfortunately the comments had to get shorter as I went thorugh each deck. It is way past my bedtime :p. If anyone needs cardtags added, please ask me and I'll go back through this on Monday to do it.
4 Fyndhorn Elves
4 Gilt-Leaf Archdruid
3 Birchlore Ranger
3 Rofellos, llanowar emissary
4 Orochi Leafcaller
2 Joiner adept
4 Fist of Suns
3 Glimpse of Nature
3 Conflux
1 Myojin of Cleansing Fire
1 Myojin of Seeing Winds
1 Myojin of Infinite Rage
2 Torrent of Fire
1 Myojin of Night's Reach
1 MYojin of Life's Web
1 Pendelhaven
3 Gaea's Cradle
12 Forest
2 Boseiju, who shelters all
1 Okina, Temple to the Grandfathers
How creative and original is your deck.
I thought going mono green was a pretty creative choice with a card that pushes so hard for 5 colors. this one stood out from the field as unique.
Effectiveness/Card adherence: 3 of 5 points
How well does it use the selected card?
this deck can do without the fist if it wants to. once the druid deck gets working the way its supposed to in order to make fist f the suns work, you don't really need to cast conflux and myojin, and once you're throwing around that kind of mana and changing its colors at will, you can usually hardcast whats in your hand. that said, if you're in a situation where you need to come form behind, fist of suns and myojin can make it happen.
Synergy/Tuning: 4 of 5 points
How well do the cards combine in the deck; elegance and card selection.
19 lands makes for a lot of tough muliganing situations. once the deck gets running though its runs very smoothly
Power/Capacity to win: 4 of 5 points
Can the deck deliver the goods?
the deck can be clunky starting because of the land base, but if you get a good opening hand, or just get past the first couple turns, you're pretty much good to go.
Interaction/Protection: 3 to 5 points
How well does the deck interact and deal with other decks.
the myojin do most of the answering, and even then if sombody is countering or destroying your creatures or stopping damage with an artifact or enchantment you're not going to be happy.
Format/Thematic: 1 point bonus (can't go over 25)
druid tribal
Total: 20
4 leonin elder
4 leonin squire
1 escape artist
3 vedalken engineer
3 trinket mage
2 lumengrid sentinel
2 composite golem
Artifacts:
1 Conjurer's Bauble
4 chromatic star
2 fist of suns
1 vedalken orrery
2 enduring renewal
Instants:
3 enlightened tutor
3 thirst for knowledge
Sorceries:
1 resurrection
1 beacon of tomorrows
Planeswalkers:
1 tezzeret the seeker
Lands:
4 seat of the synod
4 ancient den
1 great furnace
1 vault of whispers
1 tree of tales
5 island
6 plains
in order to make the top 8 in such a large field, a deck has to be creative.
Effectiveness/Card adherence: 5 of 5 points
How well does it use the selected card?
the card is a piece of the combo that the deck relies heavily on. unlikely to win without it.
Synergy/Tuning: 4 of 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 3 of 5 points
Can the deck deliver the goods?
its a combo deck with one main, 4 piece combo theres plenty of life gain, search and tricks to make the combo workable, but theres still the usual problem of staying alive and viable while you find and play your pieces
Interaction/Protection: 1 of 5 points
How well does the deck interact and deal with other decks.
the only thing I see that can be pointed at the opponent or his stuff (besides just attacking) is lumengrid sentinel
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Total:18
1x Progenitus
1x Akroma, Angel of Wrath
1x Akroma, Angel of Fury
1x Darksteel Colossus
1x Phage the Untouchable
1x Bringer of the Black Dawn
Fat spells: 3
3x Insurrection
4x Fist of Suns
4x Kodama’s Reach
4x Birds of Paradise
4x Kaleidostone
4x Manamorphose
4x Fierce Empath
3x Fabricate
2x Grozoth
2x Stomping Ground
2x Breeding Pool
4x jungle shrine
4x Forest
2x Island
2x Mountain
2x Plains
2x Swamp
How creative and original is your deck.
It does the obvious thing with fist of the suns play huge spells). not that the obvious thing isn't good. its very good. Its just obvious.
Effectiveness/Card adherence: 5 of 5 points
How well does it use the selected card?
the whole point of the deck is that most of these spells aren't terribly playable without the selcted card.
Synergy/Tuning: 4 of 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 4 of 5 points
Can the deck deliver the goods?
I was surprised how many situations this deck is prepared for with all the search, card draw and chump blockers, and then theres the nonsense that ensues when the fist gets going. its one of the few I got to test play, and was pleased to be holding insurection when my opponent played worship.
Interaction/Protection: 3 of 5 points
How well does the deck interact and deal with other decks.
you're ready for a lot of situations, but I can't give full points on this one to a deck that needs to attack and just cant remove enchantments or artifacts.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
nothing
Total:19
4 Panglacial Wurm
4 Sakura-Tribe Elder
3 Woodfall Primus
2 Eternal Witness
3 Solemn Simulacrum
3 Duplicant
2 Composite Golem
Spells (15)
4 Tinker
4 Living Wish
3 Fist of Suns
3 Lifeline
2 Phyrexian Altar
1 Akroma's Memorial
4 Tropical Island
2 High Market
3 Tree of Tales
2 Seat of the synod
2 Terramorphic Expanse
4 Forest
2 Island
1 swamp
1 Plains
1 Mountain
1 Woodfall Primus
1 Eternal Witness
1 Blazing Archon
1 Archon of Justice
1 Akroma, Angel of Wrath
1 Bogardan Hellkite
1 Hoverguard Sweepers
1 Prince of Thralls
1 Progenitus
1 Darksteel Colossus
1 Composite Golem
1 Duplicant
1 Diamond Valley
1 Maze of Ith
1 Strip Mine
How creative and original is your deck.
I particularly liked the ability to play panglacial wurm from the library
Effectiveness/Card adherence: 5 to 5 points
How well does it use the selected card?
tool box for huge spells, each of which can benefit from the presense of the fist
Synergy/Tuning: 4 to 5 points
How well do the cards combine in the deck; elegance and card selection.
I can tell a lot of thought went into each of the tools that wnet into the box.
Power/Capacity to win: 2 to 5 points
Can the deck deliver the goods?
don't know why but this deck never seemed to work just right for me when I goldfished it.
Interaction/Protection: 5 to 5 points
How well does the deck interact and deal with other decks.
as a tool box should be, ready for darn near anything
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Total:20
3 Crystal Quarry
7 Forest
4 Plains
1 Swamp
4 Terramorphic Expanse
2 Urza's Tower
2 Urza's power Plant
2 Urza's mine
4 Knight of the Reliquary
4 Birds of Paradise
2 Progenitus
1 Hypnox
1 Darksteel Colossus
Spells
2 Tooth and Nail
2 Time Stretch
1 Crush of Wurms
1 Storm Herd
1 Plague Wind
4 Demonic Tutor
4 Scapeshift
4 Path to Exile
4 Fist of Suns
How creative and original is your deck.
I've loved scapeshift ever since I realized it could search for nonbasics, and i've been waiting to see a deck that abused it properly as this one does.
Effectiveness/Card adherence: 3 to 5 points
How well does it use the selected card?
with all the mana ramp and acceleration you'll get from the scapshift, I think you can actually make do without the fist in most castes. in fact, I can see you using your demonic tutors to search for scapeshift over fist of suns every time, because scapeshift will solve every problem the fist would and more.
Synergy/Tuning: 5 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 4 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 3 to 5 points
How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Total:19
9 Plains
9 Forest
2 Swamp
2 Mountain
2 Island
Land Search (and defense)
4 Solemn Simulacrum
4 Sakura-Tribe Elder
Defense
3 Junktroller
4 Emblazoned Golem
2 Walking Archive
2 Salvage Titan
2 Brass Herald
4 Glittering Wish
3 Fist of Suns
3 Composite Golem
Sweepers
2 Soulscour (short-cast with fist)
3 Hurricane (air defense)
1 Autochthon Wurm
1 Progenitus
1 Hellkite Overlord
1 Nicol Bolas, Planeswalker
1 Worldpurge
1 Titanic Ultimatum
1 Violent Ultimatum
1 Cruel Ultimatum
1 Szadek, Lord of Secrets
1 Angel of Despair
1 Charnelhoard Wurm
1 Blood Tyrant
1 Magister Sphinx
1 Simic Sky Swallower
1 Empyrial Archangel
How creative and original is your deck.
I'm flattered that somebody enjoyed my little story attempt last round enough to try it themselves.
Effectiveness/Card adherence: 5 to 5 points
How well does it use the selected card?
without it its a relatively weak deck, but once its in play, you've got some omph
Synergy/Tuning: 3 to 5 points
How well do the cards combine in the deck; elegance and card selection.
the deck is tuned thematically pretty well. I think it could do with some additional search.
Power/Capacity to win: 3 to 5 points
Can the deck deliver the goods?
serviceable beginning, strong endgame
Interaction/Protection: 4 to 5 points
How well does the deck interact and deal with other decks.
hurricane was a strong addition
Format/Thematic: 1 of 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
tickled you tried a story
Total: 20
4x Mirrodins Core
2x Glacial Chasm
2x Rupture Spire
2x Shimmering Grotto
3x Tendo Ice Bridge
3x Crosis's Catacombs
1x Vivid Crag
1x Vivid Creek
1x Vivid Grove
1x Vivid Meadow
4x Reflecting Pool
4x Merfolk Looter
4x Glen Elendra Archmage
Spells - 28
4x Fist of Suns
3x Ion Storm
3x clearwater goblet
4x Power Conduit
4x Glittering Wish
4x Pentad Prism
3x Decree of Silence
3x Crush of Wurms
1x Death Mutation
1x Yavimaya's Embrace
1x Charnelhoard Wurm
1x Phantom Nishoba
1x Vampiric Dragon
1x Empyrial Archangel
1x Kaervek the Merciless
1x Mindleech Mass
1x Terminate
1x hull breach
1x lightning helix
1x Jund Charm
1x Gilder Bairn
1x Perplex
1x Dimir Infiltrator
How creative and original is your deck.
the added counter theme is nice
Effectiveness/Card adherence: 5 to 5 points
How well does it use the selected card?
necessary to the deck
Synergy/Tuning: 3 to 5 points
How well do the cards combine in the deck; elegance and card selection.
there seem to be two decks running here in tandem, like you got done with one, had extra room and decided to fuse it to another. both are good decks, but the combination doesn't seem to focused to me.
Power/Capacity to win: 2 to 5 points
Can the deck deliver the goods?
not much sucess in my goldfishing.
Interaction/Protection: 4 to 5 points
How well does the deck interact and deal with other decks.
to continue the fused decks thread, the avantage is that if one half is out, or neutralized theres always the chance that the other half is still working, especially since you've got the tools.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Total:20
4x Suntouched Myr
4x Emblazoned Golem
4x Master of Etherium
3x Bringer of the Black Dawn
2x Draco
1x Copper Myr
1x Silver Myr
1x Leaden Myr
1x Gold Myr
4x Pentad Prism
4x Energy Chamber
3x Legacy Weapon
3x Fist of Suns
2x Darksteel Forge
1x Clearwater Goblet
Land (22)
4x Glimmervoid
2x Terramorphic Expanse
2x Seat of the Synod
2x Vault of Whispers
2x Great Furnace
2x Ancient Den
2x Tree of Tales
1x Crystal Quarry
1x Forest
1x Mountain
1x Plains
1x Swamp
1x Island
How creative and original is your deck.
the deck hangs together well.
Effectiveness/Card adherence: 3 to 5 points
How well does it use the selected card?
fist of suns is only actually useful for reducing the cost of a few key cards by a little bit here.
Synergy/Tuning: 2 to 5 points
How well do the cards combine in the deck; elegance and card selection.
some of the selections were sub par in my opinion. draco is huge, but you're still going to have to pay his upkeep. suntouched myr can get a little bigger with the sun glove, but its still not that impressive as a 5/5 for 5
Power/Capacity to win: 3 to 5 points
Can the deck deliver the goods?
The deck isn't overwhelmingly powerful, but if things go right for it, it can win. its got some cards that do good things. the combination of the lifegain from the chalice, the removal from legacy weapon and the big giant fiers can be very effective in a game that goes long.
Interaction/Protection: 4 to 5 points
How well does the deck interact and deal with other decks.
legacy weapon, which you can search for, answers pretty much anything short of shroud, and you've got the forge to protect your stuff
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence; 1 point for incorporation of theme/flavour
Total:18
post affinity:18
vickek:18
arclogger:19
fdtori:20
thunder road:19
morphadite: 20
noname madox:20
jeff derek:18
...
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
Kudos to everybody who participated in this round. Fist of Suns was not a simple card to build around creatively.
The good thing about this kind of contest, is that it really pushes the enveloppe of deck design; you truly learn what a card can and cannot do.
So, here are the results for round 2:
No Name Maddox....................19.88
Morphadite2.............................18.83
Jeff Derek................................18.50
Fdtori......................................18.33
Thunder Road...........................17.75
Arc-Logger...............................16.75
Post Affinity.............................16.75
Vickek.....................................14.50
By Average (minimum: 1 top 8, out of 2 rounds).
1) Anansi (1 round).....................21.25
2) No Name Maddox (1 round).........19.88
3) Blutsau (1 round)......................19.50
4) Flatulence Incarnate (1 round)....18.50
5) JeffDerek (2 rounds)..................18.38
6) Thunder Road (1 round)..............17.75
7) Post Affinity (2 rounds)..............17.38
8) Morphadite2 (2 rounds)...............17.50
9) Fdtori (2 rounds).......................17.07
10) Arc-Logger (1 round)................16.75
11) urweak (1 round).....................16.13
12) Vickek (1 round)......................14.5
No Name has until tonight to PM me his choice of card for the next round.
Good show everybody!
I wish I could guarantee I won't make that mistake again, but my brain's never been convinced the legend rule applies to my cards. Ask anyone who's watched me play an Ajani in consecutive turns.
I like the outcome of the judging. Fist had a limited direction and Wish was my first choice as well, but Maddox's better list was up first. I think Morph did a good job taking Wish in a different direction and wish I'd though of that too. Congrats all around.
Nobody wins.
H/W.
Ok, so I had to ask NNM to resubmit another card and I still have not heard from him, but he might have had trouble logging in as well, so I'll leave him until noon today to PM me his choice, or I'll select a card and then we can get the 3rd round going...
Ok it's noon my time. As I have not received any news from No Name, I'll go ahead and open up the 3rd round of the contest.
Due to the delay, note that the entry period will run till next monday evening (april 13th).
...
So, The card selected for the 3rd round is: Remembrance.
Have fun with this one.
4x Soldevi Adnate
4x Dark Supplicant
4x Rotlung Reanimator
4x Blighted Shaman
2x Academy Rector
2x Edgewalker
2x Scion of Darkness
Enchantments/Spells (16)
4x Remembrance
4x Grave Pact
4x Vindicate
2x Misery Charm
2x Dark Ritual
6x Swamp
4x Scrubland
4x Tainted Field
3x Plains
2x Starlit Sanctum
2x Urborg, Tomb of Yawgmoth
1x Volrath's Stronghold
4x Greater Auramancy
Overview
The deck is Cleric Tribal, with lots of graveyard cycling effects. I've played a deck similar to this before, mostly focusing on Grave Pact. That experience taught me that I needed the sacrificing of creatures to be beneficial even without Grave Pact in play. The same is true of Remembrance. I can't rely on having Remembrance in play, so I need the sacrificing of creatures to be worth it.
Creatures
Soldevi Adnate is one of my favorite sacrificial creatures of all time. FWIW, It's important to me that you use the female art (#25). #26 just isn't any fun at all. I can sacrifice her to herself, or any other creature to gain mana. Since I'll want {B}{B}{B} available for grave pact or the Scion of Darkness, being able to generate extra black mana is important.
Rotlung Reanimator is probably the best black cleric in the game. Very little is more fun than sacrificing 2 Rotlung Reanimators at once and getting 4 2/2 Zombie tokens. The Reanimator also does a good job of helping me survive Wrath of God and Damnation.
Blighted Shaman was a late addition to my first deck of this type. I found myself having no trouble keeping my opponent's creatures off the table, but having trouble punching through for real damage. This guy boosts my creatures for more damage. Fun to use after blockers are declared.
Dark Supplicant is a great way to sac a bunch of stuff at once. Getting the Scion of Darkness is usually just an added bonus. I love sacrificing a supplicant and two reanimators to get the Scion of Darkness. Talk about a massive board change.
Scion of Darkness is the only real fatty in the deck. Since I know my opponent will have creatures in graveyard, this guy helps me get more real attackers in play. More importantly, though, he's a 6/6 Trampler. With the Blighted Shaman, I can sometimes make him an 8/8 Trampler. Games don't last long with him in play.
Academy Rector has amazing synergy with this deck. I'll have no problem getting her to the graveyard to tutor, and between the Reanimator, Remembrance, and Grave Pact, I shouldn't have any trouble taking additional advantage of her death.
Edgewalker was the final cleric added. I considered several other clerics for this spot, most notably Headhunter, but decided that if I wanted to take most advantage of Remembrance, and to a lesser extent Volrath's Stronghold and Misery Charm, I'd want my clerics to be a bit cheaper. He might find himself as sac fodder more often than not, but I think he gives me flexibility in a long game.
Enchantments/Spells
Remembrance is the card of choice this round, obviously. I should be able to pump a ton of clerics to the graveyard with very little difficulty. I expect this will turn into a fun cycling machine
Grave Pact is the second part of the dual focus of this deck. If I can get it and Remembrance in play, I should be able to sacrifice a single creature, make my opponent discard one, and get my creature back for it's casting cost. Not a bad deal.
Vindicate is probably the most efficient permanent removal in the game. If I'm playing {B}{W}, I can't justify not running it.
Misery Charm will be used to get clerics back from my graveyard 95% of the time, but I have on occasion used it for make my opponent lose 2 life. Once, only once, I used it to kill my own cleric so I could trigger Grave Pact when I had no other available sac outlets. It's a flexible card that works well in this deck.
Dark Ritual has 3 primary uses. 1) To play Grave Pact when I don't actually have {B}{B}{B} available from my land. 2) To play Grave Pact on turn 2. In my experience, control decks will always leave mana open on turn 4 against this deck to stop Grave Pact. If I can get it out on turn 2 or 3, when they're not expecting it, that makes a huge difference on my game, and 3) To hardcast the Scion or Darkness before turn 8.
Land
Scrubland needs no explanation. The best {B}{W} land. Technically a swamp and can be sacrificed to the Blighted Shaman
Tainted Field is, in my opinion, the best {B}{W} land for this deck other than Scrubland. I'll be running mostly swamps (12), so I shouldn't have any trouble getting {W} out of it.
Starlit Sanctum gives me a sac outlet that doesn't die with a cleric. Important in some games.
Urborg, Tomb of Yawgmoth has great synergy with Tainted Field and Blighted Shaman, in addition to helping me cast Grave Pact and Scion of Darkness. I'd usually only run 1 of a legendary land, but since the Blighted Shaman gives me a way to make use of a surplus one, I think it's worth the tradeoff.
Volrath's Stronghold will keep me from running out of creatures. Not the most efficient creature cycling (especially since the deck contains no card draw beyond Remembrance), but good nonetheless.
Sideboard
Greater Auramancy seems like something I'd want to have with me, just in case things got tricky. I'd probably pull Dark Rit for it if I had to.
That's the deck. Play clerics, sac clerics, hit with Scion and whatever friends he recruits. It's hard to argue with such a simple strategy.
J
I'm available to judge
My MTGSalvation Cube Page (not always up to date, but sweet pics of my alters)
14 Plains
2 Boros Garrison
4 Crimson Kobolds
4 Crookshank Kobolds
4 Ornithopter
4 Phyrexian Walker
4 Shield Sphere
4 Remembrace
4 Goblin Bombardment
4 Enduring Renewal
The deck is basicly a lot of ways to win. One way is for remembrace and Goblin Bombardment to be on the field dealing 4 damage per 0 mana creature you control. You have an infinate combo with the bombardment and the renewal. Another cool trick with remembrace and renewal is blocking with a 0 mana creature, getting another copy and playing them both, so you never run out of blockers while waiting for the combo.
pm if im entered in the contest
I had corrected and put an editing comment on the bottom of my results post, I guess it could have been clearer.
So 22.5 + 19.5 + 19.5 + 18 = 19.88
Oops, it seems I had mispunched a .5 on the calculator, so it's not 19.75, I'll correct that pronto.
Sorry to hear about your connection problem, I was getting the same thing. Also I am very sorry you weren't able to pick the round's card, truly, I would rather have it that way, it's kind of the only reward we can give.
Tell you what, if I win a round or if a winner doesn't reach me like happened already, I'll ask you to pick it, ok?
04 City of Brass
04 Forest
03 Savage Lands
03 Swamp
03 Mountain
03 Plains
03 Jungle Shrine
04 Sakura-Tribe Elder
04 Etched Oracle
03 Yavimaya Elder
03 Briarhorn
04 Blistering Firecat
03 Kresh the Bloodbraided
03 Karmic Guide
03 Lost Auramancers
03 Remembrance
02 Shriekmaw
02 Oversold Cemetery
02 Grave Pact
01 Proper Burial
A basic idea, using sac creatures with remembrance. I figured with everything dying, kresh the bloodbraided would be good and so would blistering firecat.
I am not available to judge.
4x Starlit Sanctum
8x Swamp
8x Plains
4x Caves of Koilos
Creatures
4x Cabal Archon
2x Children of Korlis
2x Scion of Darkness
2x Dark Supplicant
3x Edgewalker
4x Rotlung Reanimator
2x Reliquary Monk
2x Path to Exile
2x Vindicate
2x Phyrexian Arena
4x Remembrance
2x Oblivion Ring
4x Deathrender
2x Grave Pact
COMBO: Creature+Deathrender+Remembrance (Search your deck for the same creature and put it into play)
Note --------> This combo would go well with Wheel of Sun and Moon, but I am still not too sure of the interaction between it and Remembrance or Rotlung Reanimator- if it worked, would cut the 2 Paths because the O-Rings are more functional.
Caves of Koilos- Mana fixing that is a farely budget choice
Starlit Sanctum- Able to permit combat schenanigans and serves as a sac outlet for emergency life or to win
Cabal Archon- One of the deck's key win conditions that doesn't only net you life, but it also is synergistic with my above combo or Rotlung Reanimator.
Children of Korlis-A holy day that is a Cleric creature which also works with Remembrance to prevent damage for a couple of turns.
Scion of Darkness- A great beater that triggers off of Dark Supplicant and that helps 3 graveyard triggers to go off and other fun occurances.
Dark Supplicant- Gets the Scion quick and helps 3 graveyard triggers to go off that retroactively causes other fun occurances.
Edgewalker- Reduces mana costs and makes life a lot easier for you when you play the deck.
Rotlung Reanimator- Makes lots of tokens and triggers off all the sacrifice effects in the deck.
Reliquary Monk- Artifact and Enchantment destruction that can also serve as a beater.
Path to Exile and O-Ring- Removal for anything annoying
Vindicate- Destroys anything you can't with PtE and O-Ring.
Phyrexian Arena- Card draw and accel
Deathrender- See above combo!
Grave Pact- Reuses all the creatures going to the graveyard as removal spells also.
I AM available to judge! (For once in my life ;D)
2x Wooded Bastion
2x reflecting pool
2x fetid heath
2x godless shrine
2x overgrown tomb
4x swarmyard
2x twilight mire
1x Urborg, Tomb of Yawgmoth
4x Forbidding Watchtower
3x scrubland
12x Relentless Rats
Damage Spells
3x Echoing Courage
3x Stampede
Searching
4x Enlightened Tutor
Enchantment Toolbox
2x Remembrance
1x Bloodbond March
1x Nantuko Shrine
1x Privileged Position
1x Greater Auramancy
1x Greater Good
1x Blasting Station
1x Helm of Possession
1x Skull of Orm
4x Vindicate
2 martyr of sands
3 Eternal Witness
3 Soldevi Digger
4 tangleroot
4 Bile Urchin
4 Kami of false hope
3 Ranger of eos
3 Aluren
2 thoughtpicker witch
4 Sakura tribe elder
4 Murmuring bosk
4 Ancient Ziggurat
4 Forest
2 Savannah
4 Swamp
4 Plains
1 Scrubland
1 Bayou
The idea is to abuse the combo with Remembrance, aluren, soldevi digger and 2 tangleroots to keep recurring small creatures who conveniently also cost 1 only so you can fetch them with Ranger of eos, it also works very well if you only find parts of the combo instead of the whole.
Be careful with mana burn though.
4 Angel of Despair
4 Bogardan Hellkite
4 Fleshbag Marauder
4 Keldon Marauders
4 Shriekmaw
3 Idyllic Tutor
4 Sneak Attack
4 Remembrance
Artifacts
3 Reito Lantern
Sorcery
4 Raise Dead
Lands
6 Mountain
4 Vivid Crag
6 Swamp
2 Vivid Marsh
4 Plains
well yes, I was in a hurry, trying to get my scoring complete, conscientious and posted. its conceivable that I accidentally added up scores at the end improperly. apologies for the slip-up.
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 was going to post a Remembrance/Bloodbond March deck...
Now I guess, I'll have to think of something different :mad:.
4 Yosei, the morning star
3 Peacekeeper
3 Bloodshot cyclops
2 Brion Stoutarm
3 Spitebellows
3 Junktroller
2 Grab the Reins
4 Threaten
4 Lightning Helix
4 Remembrance
4 Browbeat
4 Boros garrison
4 Battlefield Forge
4 Sacred Foundry
8 Mountain
2 Mistveil plains
2 Plains
The main point of the deck is to abuse the Remembrance by throwing Yosei at the opponent each and every turn, thus tapping 5 permanents a turn and therefore pretty much locking the opponent out. To survive until I have this combo in place, I hide behind my Junktrollers and peacekeepers. Onto more specific card notes:
Junktroller vs. reito lantern: The lantern is much cheeper, but can't block. I'm only sad that my junktroller has 0 power so Brion and cyclops get no love
Only 2 Brion Vs. 3 Bloodshot? The only reason is that Brion can not throw himself! Stupid restriction here, Wizards!
Lightning Helix: Best burn spell ever for these colours
Peacekeeper Vs. preacher? I really wanted to add preacher here, but he is too fragile and can only stop 1 creature at a time. Also, if I don't feel like paying the upkeep on peacekeeper, then I just let her go and then search for a new one with remembrance.
Grab the reins: I had considered Fling in this spot, but I think that I need more creature-stealing redundancy here.
Spitebellows: Repeated damage for cheap with the remembrance.
Browbeat: hey, I'm in red and white, how else am I supposed to draw cards?
In some ways, this deck is a lot like winning the lottery if you happen to be playing against a list with the same creatures, since you can grab one of theirs with threaten, sac it, and then search your library for a free copie of the stolen creature.
5 plains
4 forest
4 dryad arbor
4 naya panorama
1 sapsleep forest
2 mistveil plains
4 bant panorama
2 grasslands
4 tukatongue thalid
3 essence warden
3 spore frog
3 soul warden
3 children of korlis
4 battlefield scrounger
2 viridian zealot
4 remembrance
2 enlightened tutor
4 phyrexian altar
2 blasting station
I have plenty of self sacrificing lands to fix my mana, keep my graveyard full, thin my deck, and allow me to find my utilitly lands.
my wardens are there to gaurd my life total in the early game and sporefrog and children of korlis are there to be sacrificed for the same purpose. They can help finish off the graveyard filling the battlefield scrounger needs in order to function properly. Once battlefield scrounger and rememberance are online, they make it even more difficult to kill me, giving me multiple turns of coverage.
Tukatounge thalid, phyrexian altar, and blasting station are a concession to my compusion for finishing the open ended combo group. Be already have unlimited life gain, battlefield scroungers of unlimited size, and unlimited numbers of saporlings. Now we may have unlimited direct damage as well.
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
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
'13 EVIL RATS'
2 Plains
14 Swamp
4 Godless Shrine
4 Terramorphic Expanse
13 Relentless Rats
SPELLS
3 Corrupt
4 Vindicate
4 Damnation
1 Feldon's Cane
3 Remembrance
4 Night's Whisper
4 Phyrexian Arena
4 Carrion Feeder
3 Bile Urchin
2 Loaming Shaman
3 Remembrance
2 Aluren
The Turbo Compressors
4 Sakura-Tribe Elder
3 Coalition Relic
4 Diabolic Intent
3 Sensei's Divining Top
The Grease Monkeys
3 Eternal Witness
The Warranty Coverage
4 Wrath of god
3 Archon of Justice
The Fuel (with performance enhancing additives)
3 Windswept Heath
2 Scrubland
2 Bayou
2 Savannah
3 Terramorphic Expanse
5 Forest
3 Plains
2 Swamp
This combo deck is all about the interaction between Remembrance and Aluren, playing creatures with converted mana cost = or < than 3; namely, Bile Urchin and Loaming Shaman.
But it's not a slave to the theme, it can defend itself and take the time it needs to get there and maybe clinch a win before the engine is fully online.
Wrath of God with Remembrance makes for some massive CA.
Mana accelaration, tutoring and library manipulation are all abundant, getting the pieces should not be so tough.
Eternal Witness is there, being nuts, as always... (especially brutal with Diabolic Intent/Remembrance)
Once the engine is there, you can basically kill any number of players by playing for free and then recycling Bile Urchins. Loaming Shaman allows you to do it an indefinite number of times (the 2nd shaman puts the 1st one back in the library and closes the loop).
You might get into some trouble if you test this with Workstation, since this combo requires a LOT of library manipulation and the opponent might get impatient with you ;).
Cheers.
After re-reading Remembrance, the Altar combo isn't really a combo at all. But it still seemed like a fun option. Went for more control the second time around. Persist works well with Remembrance, but ups my curve. Added two more lands, Mouth of Ronom for more protection and pulled the red for black. Puppeteer Clique seemed like a nice add.
Nobody wins.
H/W.
Wait a minute... that's MY deck!
Man the hours I spent bustin' my brain to think of something original :rolleyes:...
Because my first version looked similar to yours I just had to scrap it; and now I find that you scrapped yours and are now using Aluren as well?