I'm finishing a last minute batch of test games. Scores will be prepared and posted posted posthaste afterward.
Creativity/Originality: 2.5
frankly, it just felt lackluster. I want creativity that wows me, and while reasonably effective, this one just didn't shine brighter than the competition with innovative choices.
Effectiveness/Card adherence: 4
it did what it tried to do
Synergy/Tuning: 2.5
Small side issue: this is only 59 cards. Kinda annoying to have to explain this to cockatrice people.
Necrologia was downright horrible. Give me anything else. Having the 5 mana for the logia and mana to spare to go off or defend? nigh impossible
Dark ritual was needed. Big time.
Power/Capacity to win: 4
As much as it had no pop, it had a lot of decent match-ups. personal favourite play was hardcasting NDE against an opponent's platinum angel and then plunging my rector to find the O-ring and win
Interaction/Protection: 4
O-ring and tons o' fog. not to mention grace, chant, and rebuff.
Format/Thematic: 0
Creativity/Originality: 3.5
Bonus here for the ethereal champion. Nobody else ran this oldie
Effectiveness/Card adherence: 2
2 of NDE was just too little. I was WAY too susceptible to krosan grips or random removal like altar's light or revoke existence.
Synergy/Tuning: 2
2 copies of a card with 6 tutors to find it. 2 of those tutors could literally find no other cards.
Power/Capacity to win: 2.5
It just felt weak. had lots of trouble. playing Angel's Grace to not draw from my empty deck and then Replenishing out 2 NDE after being milled completely was pretty sick tho.
Interaction/Protection: 2
the mere two copies made the deck much too vulnerable to opposing disruption. Could stand up to midrange reasonably well.
Format/Thematic: 0
Creativity/Originality: 4
Only tribal one. Loved Pain's Reward
Effectiveness/Card adherence: 4
focused well on NDE, offered nice catch 22 to opponents with pain's reward
Synergy/Tuning: 4
See below about Pain's Reward and Pestilence with NDE
it really needed some dark rits
tapping wayfarer in response to a fetchland activation was pretty sweet too.
Power/Capacity to win: 4
It could have some troubles with aggro, but it typically had the ability to pull the win.
It's amazing how many people in game 2 will outbid you on pain's reward to ensure you can't go off but fail to realize it puts them within range of pestilence. Just superb synergy there.
Interaction/Protection: 3
limited, but seemed to be enough. Volrath's Stronghold + idealist proved to be remarkably good at ensuring an NDE would eventually stick
Format/Thematic: 1
Cleric tribal.
Creativity/Originality: 3.5
the wall of blood makes a return. it felt weak compared to some of the other life-sink creatures available to the colours. Street wraith was a beautiful card choice that I and everyone else overlooked. I liked the solitary confinement.
Effectiveness/Card adherence: 4
idyllic tutor's doubling as toolbox and tutor for NDE was very nice and efficient
Synergy/Tuning: 4
nice small synergies. nothing overwhelming
Power/Capacity to win: 4
typically did well
Interaction/Protection: 4
the disruption and protection package was much better in practice than it looked on paper.
Format/Thematic: 0
Creativity/Originality: 5
Flash Rector. Sexy and unique.
Effectiveness/Card adherence: 5
I was just blown away.
Synergy/Tuning: 4
I had everything I needed in each game. My only critique is that this is the one deck where Day of Judgment would have been a better choice over wrath. I wasn't a huge fan of greed, but i made allowances (didn't deduct any points) based on the upgrade being Bargain itself, and power levels seemed carefully controlled here. Greed still got the job done tho. Brainstorm felt like a conspicuous omission, but not necessarily a needed card.
Power/Capacity to win: 5
It had some very close games, but let's be frank, it didn't lose. at all.
I loved the build and flash rector meant that you could just outright win with no warning. best moment was a blind topdeck of flash vs permission (seemed like some variant of tap-out blue) the turn before they tapped out for keiga. I mystical tutor on their turn for vamp tutor. greed the vamp. vamp for rector. greed the rector and go off when they are tapped out. Side note: no permission deck should ever tap out. flores was so wrong.
Other funny game was getting my poltergeist extirpated (i guess they thought it was the only effective way for me to control my life? oh well, it didn't matter) and then burning myself down to one with brass and 2 talismans over the course of 2 turns to be able to flash my rector.
Interaction/Protection: 4.5
the poltergeist and wrath and damnation kept me pretty well covered. that is without mentioning the wall of denials and other toys.
Format/Thematic: 1
This deck is the only one so far to go undefeated. In case my gushing praise praise didn't make it clear, this is a crazy feat. 14-0.
Creativity/Originality: 4.5
Leyline + haze proved to be a cool and unlikely combo to allow our unlikely win and other shenanigans.
Effectiveness/Card adherence: 4
not much to say here
Synergy/Tuning: 2
This deck was crazy mana hungry. I never felt like i had enough. Sands of time would have been a very smart inclusion to exploit the double upkeep and marks/reality acid.
More reality acid was needed (i always seemed to be finding a duplicate paradox haze, i can't explain it, but it made reality acid insane).
Blood clock was very difficult to play around without leyline in play. Even with the leyline, it opened you up to WAY too many anti-combos. like porphyry nodes + clock. not so pretty.
Power/Capacity to win: 2
You were really praying for a T1 leyline in this deck, maybe a little too much.
this deck was way too temperamental. It had just so many problems winning. Never enough mana. ramp was needed.
Interaction/Protection: 3
lots of random interactions between defense cards. not consistent.
Format/Thematic: 1
interesting theme dedication
Creativity/Originality: 5
Beautifully original. the simple elegance was stunning
Effectiveness/Card adherence: 4
pretty solid
Synergy/Tuning: 2
Gifts felt strange and somewhat out of place, wasn't easy to play and required assumptions by the opponent to be particularly. splash for worldly tutor felt needed. 2 rectors and orggs were too few with no way to tutor either (most reliable way to go off was to throw back the orgg with brainstorm, otherwise you were running a 30% chance of fizzling). Academy felt awkward when the only artifacts were frequently lands; still proved effective. Soulgorger orgg was very disruptable. something simpler, like volcano hellion, while less elegant, would have been simpler.
Draw was insufficient for the sparse number of combo pieces. Creature tutors would have made it acceptable.
Power/Capacity to win: 2
it had a lot of trouble assembling its combo pieces and couldn't hold up to the long game.
Interaction/Protection: 3
limited, only relevant to stuff on the board. Karakas was relevant more often than expected.
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
Although this deck had the same familiar strategy, what I liked about it were all the multiple fogs to nullify damage. I felt that was very important to the decks this week, to be able to get to 1 life, get NDE, and survive a turn, and I feel elcipse did a great job of focusing in on this strategy and making an effective deck for it. Having all the fog effects was actually a pretty funny strategy, but pretty effective as well. I would have preferred Necropotence over Necrologia, yes I can understand reasons for not wanting to play it as you mentioned, but I would have given this deck a 5 for power had it been in there :] For Portection/Interaction, there was no real removal or disruption besides the 2 Oblivion Rings, but Holy Day/Orim's Chant/Darkness/Angels Grace/Angel song/etc/etc scored some points here. I would have liked to see something like vindicate worked in along those lines.
I liked the mono white approach so I gave it some points for that which was trying to be a little more creative. Also thought delaying shield was cool, being able to stack it after NDE in your upkeep. Employed the same basic NDE strat, although not as 100% focused on as some of the others. Overall I mostly liked the mix of cards, but I do think there were some suboptimal choices. Thunder Totem for example I never activated, only used as accel, and there are better options for that. I never got to play Second Sunrise and even Replenish didn't feel right for some reason. Ethereal Champion is obviously subpar compared to some of the black options, but going monowhite forces your hand on this and I think you sacrificed some synergy/power here because of the road block at the 5cc spot. The interaction/protection was “just ok” to me... wall of shards helped with protection which was nice, and of course the swords and disenchant were there, but it needed more for me.
Pretty interesing deck overall and one of my favorites of the round. Cleric tribal was fun and there were a lot of cool interactions from the Daunting Defender and Prestilence to the Monk Idealist and various enchantments. Of course the really fun card was Pain's Reward and this deck is fine without it, or NDE, while still mixing it in nicely, and I like that about it. Good amount of interaction with the pestilence, seals, o-ring, etc. It may not have been the most powerful deck, but it did well in the other categories for me. I really liked the deck overall, especially in a multiplayer setting, and I feel it really captures the spirit of what the “casual format” is about to me, so an extra +1 for that, and +1 for clerics.
I felt like this deck was really pretty well focused on just doing the pay x life/NDE thing, which is what resulted in a higher effectiveness score but a lower creativity score. I liked the deck a lot for the most part, had a nice curve to it. The Phyrexian Reclamation antics weren't the best but they were... cute? I guess. Kami of False Hope was alright but the Street Wraith didn't impress me very much. That was probably my least favorite card in this deck, heh. Other that, as I said, I did like the deck and it had a good amount of interaction/protection with some solid black and white staples, and overall just had a good NDE feel to it.
Here again with the same strategy, again not that that's really a bad thing, but even less creative this time around to me. 4x Worship with only 8 creatures, all manlands, felt kinda funny. On top of that it was weird having to remember to leave mana open to activate them for this purpose. 4x Necropotence seemed gratuitous, even if it is the most effective card with NDE in my opinion. It's already on the restricted list, and yes, yes, this is casual, but do you even really need more than a couple anyway? I hate drawing 2 of these near the beginning of games =P Other than those gripes, I felt the deck was pretty well balanced and quite effective which resulted in higher scores in some of the other categories.
Hard to say much more about this same strategy, but another example of a deck that was very much focused on NDE and quite effective at accomplishg the strat. I thought the splash for blue was the cool part with this deck, wall of denial is nice of course but I really liked flash with the academy rector. The talismans are a neat way to accel and mana fix when you're not caring about your life so much. These few things on top of a relatively normal core made it in line with a lot of the other decks but unique enough in it's own way to earn a few extra .5 points here & there.
In my opinion, Dlink has had some of the more creative decks from week to week, so I always look forward to seeing his ideas. This week was no exception with a creative use of paradox haze and bloodclock with the NDE. This addresses one of the “problems” with going for NDE that I brought up when discussing eclipseverity's deck. There were definitely some really fun and cool card interactions because of this. I think, though, that the strategy almost felt forced a little bit with paradox haze, and some of the cards were reliant on the leyline as well, meaning lots of pieces (and turns) putting things together. The bloodclock is definitely evilly fun but it just felt like the deck took a little while to set up and some games just didn't assemble correctly and/or in time, which is why I have to take a few points off for power and synergy. Everything else was really solid, and I look forward to your next deck again.
What can I say, what a great combo for NDE with the rector, polymorph, and orgg. Still with the rector → NDE thing, I can't quite give it a 5 for creativity. Thanks for getting in some control ements in what is essentially a combo deck, Angel's Grace, StP and o-ring were definitely need. To me it needed more, maybe wrath of god perhaps. Everything looks really good on paper, I like the overall design, definitely a unique deck, but it just didn't perform as well as I hoped, so loses some points for power.
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
urweak : 17.5 Creativity/Originality: 3.5
Poltergeist was expected. the single Flash doesn't pull it out imo.
Its interesting you say that. Everyone seemed to be going with Wall of Blood untill I made the suggestion that Poltergeist was the better card. The single Flash was to keep the deck Vintage legal.
I just hope they come up soon... curiosity is killing me. I want to know how the deck performed for the judges.
My YouTube Channel
I'm finishing a last minute batch of test games. Scores will be prepared and posted posted posthaste afterward.Creativity/Originality: 2.5
frankly, it just felt lackluster. I want creativity that wows me, and while reasonably effective, this one just didn't shine brighter than the competition with innovative choices.
Effectiveness/Card adherence: 4
it did what it tried to do
Synergy/Tuning: 2.5
Small side issue: this is only 59 cards. Kinda annoying to have to explain this to cockatrice people.
Necrologia was downright horrible. Give me anything else. Having the 5 mana for the logia and mana to spare to go off or defend? nigh impossible
Dark ritual was needed. Big time.
Power/Capacity to win: 4
As much as it had no pop, it had a lot of decent match-ups. personal favourite play was hardcasting NDE against an opponent's platinum angel and then plunging my rector to find the O-ring and win
Interaction/Protection: 4
O-ring and tons o' fog. not to mention grace, chant, and rebuff.
Format/Thematic: 0
Creativity/Originality: 3.5
Bonus here for the ethereal champion. Nobody else ran this oldie
Effectiveness/Card adherence: 2
2 of NDE was just too little. I was WAY too susceptible to krosan grips or random removal like altar's light or revoke existence.
Synergy/Tuning: 2
2 copies of a card with 6 tutors to find it. 2 of those tutors could literally find no other cards.
Power/Capacity to win: 2.5
It just felt weak. had lots of trouble. playing Angel's Grace to not draw from my empty deck and then Replenishing out 2 NDE after being milled completely was pretty sick tho.
Interaction/Protection: 2
the mere two copies made the deck much too vulnerable to opposing disruption. Could stand up to midrange reasonably well.
Format/Thematic: 0
Creativity/Originality: 4
Only tribal one. Loved Pain's Reward
Effectiveness/Card adherence: 4
focused well on NDE, offered nice catch 22 to opponents with pain's reward
Synergy/Tuning: 4
See below about Pain's Reward and Pestilence with NDE
it really needed some dark rits
tapping wayfarer in response to a fetchland activation was pretty sweet too.
Power/Capacity to win: 4
It could have some troubles with aggro, but it typically had the ability to pull the win.
It's amazing how many people in game 2 will outbid you on pain's reward to ensure you can't go off but fail to realize it puts them within range of pestilence. Just superb synergy there.
Interaction/Protection: 3
limited, but seemed to be enough. Volrath's Stronghold + idealist proved to be remarkably good at ensuring an NDE would eventually stick
Format/Thematic: 1
Cleric tribal.
Creativity/Originality: 3.5
the wall of blood makes a return. it felt weak compared to some of the other life-sink creatures available to the colours. Street wraith was a beautiful card choice that I and everyone else overlooked. I liked the solitary confinement.
Effectiveness/Card adherence: 4
idyllic tutor's doubling as toolbox and tutor for NDE was very nice and efficient
Synergy/Tuning: 4
nice small synergies. nothing overwhelming
Power/Capacity to win: 4
typically did well
Interaction/Protection: 4
the disruption and protection package was much better in practice than it looked on paper.
Format/Thematic: 0
Creativity/Originality: 5
Flash Rector. Sexy and unique.
Effectiveness/Card adherence: 5
I was just blown away.
Synergy/Tuning: 4
I had everything I needed in each game. My only critique is that this is the one deck where Day of Judgment would have been a better choice over wrath. I wasn't a huge fan of greed, but i made allowances (didn't deduct any points) based on the upgrade being Bargain itself, and power levels seemed carefully controlled here. Greed still got the job done tho. Brainstorm felt like a conspicuous omission, but not necessarily a needed card.
Power/Capacity to win: 5
It had some very close games, but let's be frank, it didn't lose. at all.
I loved the build and flash rector meant that you could just outright win with no warning. best moment was a blind topdeck of flash vs permission (seemed like some variant of tap-out blue) the turn before they tapped out for keiga. I mystical tutor on their turn for vamp tutor. greed the vamp. vamp for rector. greed the rector and go off when they are tapped out. Side note: no permission deck should ever tap out. flores was so wrong.
Other funny game was getting my poltergeist extirpated (i guess they thought it was the only effective way for me to control my life? oh well, it didn't matter) and then burning myself down to one with brass and 2 talismans over the course of 2 turns to be able to flash my rector.
Interaction/Protection: 4.5
the poltergeist and wrath and damnation kept me pretty well covered. that is without mentioning the wall of denials and other toys.
Format/Thematic: 1
This deck is the only one so far to go undefeated. In case my gushing praise praise didn't make it clear, this is a crazy feat. 14-0.
Creativity/Originality: 4.5
Leyline + haze proved to be a cool and unlikely combo to allow our unlikely win and other shenanigans.
Effectiveness/Card adherence: 4
not much to say here
Synergy/Tuning: 2
This deck was crazy mana hungry. I never felt like i had enough. Sands of time would have been a very smart inclusion to exploit the double upkeep and marks/reality acid.
More reality acid was needed (i always seemed to be finding a duplicate paradox haze, i can't explain it, but it made reality acid insane).
Blood clock was very difficult to play around without leyline in play. Even with the leyline, it opened you up to WAY too many anti-combos. like porphyry nodes + clock. not so pretty.
Power/Capacity to win: 2
You were really praying for a T1 leyline in this deck, maybe a little too much.
this deck was way too temperamental. It had just so many problems winning. Never enough mana. ramp was needed.
Interaction/Protection: 3
lots of random interactions between defense cards. not consistent.
Format/Thematic: 1
interesting theme dedication
Creativity/Originality: 5
Beautifully original. the simple elegance was stunning
Effectiveness/Card adherence: 4
pretty solid
Synergy/Tuning: 2
Gifts felt strange and somewhat out of place, wasn't easy to play and required assumptions by the opponent to be particularly. splash for worldly tutor felt needed. 2 rectors and orggs were too few with no way to tutor either (most reliable way to go off was to throw back the orgg with brainstorm, otherwise you were running a 30% chance of fizzling). Academy felt awkward when the only artifacts were frequently lands; still proved effective. Soulgorger orgg was very disruptable. something simpler, like volcano hellion, while less elegant, would have been simpler.
Draw was insufficient for the sparse number of combo pieces. Creature tutors would have made it acceptable.
Power/Capacity to win: 2
it had a lot of trouble assembling its combo pieces and couldn't hold up to the long game.
Interaction/Protection: 3
limited, only relevant to stuff on the board. Karakas was relevant more often than expected.
Format/Thematic: 0
Body Count: GRRRUUUUUUUUUUU
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Scores:
Creativity/Originality: 3.5
Effectiveness/Card adherence: 5
Synergy/Tuning: 4.5
Power/Capacity to win: 4
Interaction/Protection: 3.5
Total: 20.5
Although this deck had the same familiar strategy, what I liked about it were all the multiple fogs to nullify damage. I felt that was very important to the decks this week, to be able to get to 1 life, get NDE, and survive a turn, and I feel elcipse did a great job of focusing in on this strategy and making an effective deck for it. Having all the fog effects was actually a pretty funny strategy, but pretty effective as well. I would have preferred Necropotence over Necrologia, yes I can understand reasons for not wanting to play it as you mentioned, but I would have given this deck a 5 for power had it been in there :] For Portection/Interaction, there was no real removal or disruption besides the 2 Oblivion Rings, but Holy Day/Orim's Chant/Darkness/Angels Grace/Angel song/etc/etc scored some points here. I would have liked to see something like vindicate worked in along those lines.
Creativity/Originality: 3.5
Effectiveness/Card adherence: 4
Synergy/Tuning: 3.5
Power/Capacity to win: 3
Interaction/Protection: 3
Total: 17
I liked the mono white approach so I gave it some points for that which was trying to be a little more creative. Also thought delaying shield was cool, being able to stack it after NDE in your upkeep. Employed the same basic NDE strat, although not as 100% focused on as some of the others. Overall I mostly liked the mix of cards, but I do think there were some suboptimal choices. Thunder Totem for example I never activated, only used as accel, and there are better options for that. I never got to play Second Sunrise and even Replenish didn't feel right for some reason. Ethereal Champion is obviously subpar compared to some of the black options, but going monowhite forces your hand on this and I think you sacrificed some synergy/power here because of the road block at the 5cc spot. The interaction/protection was “just ok” to me... wall of shards helped with protection which was nice, and of course the swords and disenchant were there, but it needed more for me.
Creativity/Originality: 4.5
Effectiveness/Card adherence: 4
Synergy/Tuning: 4
Power/Capacity to win: 3.5
Interaction/Protection: 4
Format/Thematic: +2
Total: 22
Pretty interesing deck overall and one of my favorites of the round. Cleric tribal was fun and there were a lot of cool interactions from the Daunting Defender and Prestilence to the Monk Idealist and various enchantments. Of course the really fun card was Pain's Reward and this deck is fine without it, or NDE, while still mixing it in nicely, and I like that about it. Good amount of interaction with the pestilence, seals, o-ring, etc. It may not have been the most powerful deck, but it did well in the other categories for me. I really liked the deck overall, especially in a multiplayer setting, and I feel it really captures the spirit of what the “casual format” is about to me, so an extra +1 for that, and +1 for clerics.
Creativity/Originality: 3
Effectiveness/Card adherence: 4.5
Synergy/Tuning: 4
Power/Capacity to win: 4
Interaction/Protection: 4
Total: 19.5
I felt like this deck was really pretty well focused on just doing the pay x life/NDE thing, which is what resulted in a higher effectiveness score but a lower creativity score. I liked the deck a lot for the most part, had a nice curve to it. The Phyrexian Reclamation antics weren't the best but they were... cute? I guess. Kami of False Hope was alright but the Street Wraith didn't impress me very much. That was probably my least favorite card in this deck, heh. Other that, as I said, I did like the deck and it had a good amount of interaction/protection with some solid black and white staples, and overall just had a good NDE feel to it.
Creativity/Originality: 2.5
Effectiveness/Card adherence: 4.5
Synergy/Tuning: 3.5
Power/Capacity to win: 4.5
Interaction/Protection: 4
Total: 19
Here again with the same strategy, again not that that's really a bad thing, but even less creative this time around to me. 4x Worship with only 8 creatures, all manlands, felt kinda funny. On top of that it was weird having to remember to leave mana open to activate them for this purpose. 4x Necropotence seemed gratuitous, even if it is the most effective card with NDE in my opinion. It's already on the restricted list, and yes, yes, this is casual, but do you even really need more than a couple anyway? I hate drawing 2 of these near the beginning of games =P Other than those gripes, I felt the deck was pretty well balanced and quite effective which resulted in higher scores in some of the other categories.
Creativity/Originality: 3.5
Effectiveness/Card adherence: 4.5
Synergy/Tuning: 4
Power/Capacity to win: 4
Interaction/Protection: 4
Total: 20
Hard to say much more about this same strategy, but another example of a deck that was very much focused on NDE and quite effective at accomplishg the strat. I thought the splash for blue was the cool part with this deck, wall of denial is nice of course but I really liked flash with the academy rector. The talismans are a neat way to accel and mana fix when you're not caring about your life so much. These few things on top of a relatively normal core made it in line with a lot of the other decks but unique enough in it's own way to earn a few extra .5 points here & there.
Creativity/Originality: 4.5
Effectiveness/Card adherence: 4
Synergy/Tuning: 3.5
Power/Capacity to win: 3.5
Interaction/Protection: 4
Total: 19.5
In my opinion, Dlink has had some of the more creative decks from week to week, so I always look forward to seeing his ideas. This week was no exception with a creative use of paradox haze and bloodclock with the NDE. This addresses one of the “problems” with going for NDE that I brought up when discussing eclipseverity's deck. There were definitely some really fun and cool card interactions because of this. I think, though, that the strategy almost felt forced a little bit with paradox haze, and some of the cards were reliant on the leyline as well, meaning lots of pieces (and turns) putting things together. The bloodclock is definitely evilly fun but it just felt like the deck took a little while to set up and some games just didn't assemble correctly and/or in time, which is why I have to take a few points off for power and synergy. Everything else was really solid, and I look forward to your next deck again.
Creativity/Originality: 4.5
Effectiveness/Card adherence: 4.5
Synergy/Tuning: 4
Power/Capacity to win: 3.5
Interaction/Protection: 3.5
Total: 20
What can I say, what a great combo for NDE with the rector, polymorph, and orgg. Still with the rector → NDE thing, I can't quite give it a 5 for creativity. Thanks for getting in some control ements in what is essentially a combo deck, Angel's Grace, StP and o-ring were definitely need. To me it needed more, maybe wrath of god perhaps. Everything looks really good on paper, I like the overall design, definitely a unique deck, but it just didn't perform as well as I hoped, so loses some points for power.
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Body Count: GRRRUUUUUUUUUUU
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Edit: Just curious but were there no worship builds in here? Just wondering if any of us made it in to the top 8 to represent?
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
I'm pretty pleased with my scores as well.
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
-> Waiting for Bustin. placeholder for ranking.
fdtori (21+20+22) / 3 = 21
urweak (17.5+24.5+20) / 3 = 20.66
peterriviera (18.5+19.5+19.5) / 3 = 19.16
ExpiredRascals (18+19) / 2 = 18.5
Dlink123 (19+16.5+19.5) / 3 = 18.33
expliseverity (17.5+17+20.5) / 3 = 18.33
Gaea's Regent (17.5+16+20) / 3 = 17.83
wingedkagouti (14+10+17) / 3 = 13.66
sorry blutsau, after so much delay didn't want to stall more ;d
and this rounds winner is, by 1/3 of a point, .... fdtori! congrats
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Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
Its interesting you say that. Everyone seemed to be going with Wall of Blood untill I made the suggestion that Poltergeist was the better card. The single Flash was to keep the deck Vintage legal.
What does WoR stand for?
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
@ posting the ranking: Bustin:devo:
I thought we were to refrain from any whip jokes during this round?
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts