Vote to keep Thought Devourer- Its a 4 drop also. Not a 2 drop. It severely weakens our opponent. It is unfortunately a good beater for them but I don't think its too much of a problem.
If people prefer, i can swap it out for Thought Eater or Thought Nibbler. Rather give them a 4/4, we give them a more managable 2/2 or 1/1... give them four 1/1's and their hands are reduced to 0.
Thought Devourer vs [c]Thought Nibbler[/b]
Devourer is a 4-drop 4/4 Flier; Nibbler is a 1-drop 1/1 Flier
Devourer reduces handsize by 4; Nibbler reduces handsize by 2.
By giving our opponent a 4/4, they may keep it if we have something that runs through their defense.
By giving our opponent a 1/1, we're just giving them chump blockers or fodder for sacrifice.
Voting to add another Homeward Path... we could be mean, snatch Devourer/Golem on our turn to declare attack (or to steal away attackers), then re-donate them later.
adding 2 Shivan Reef for mana fixing.
I also vote to split the remaining lands to Basics: 7 Mountains, 5 Islands.
I'm not a fan of spending ~$200 for a playset of Volcanic Islands.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Voting to add another Homeward Path... we could be mean, snatch Devourer/Golem on our turn to declare attack (or to steal away attackers), then re-donate them later.
I think this is why we should keep the Devourer.
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DCI Level 1 Judge-
Thanks to Heroes of the Plane for the awesome Sig.
Zedruu has white in it. Figured it would be important to mention before we mana screw ourselves by forgetting about the colors.
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Even if the author is silenced, the performance is stopped, the story will not end.
Whether it's a comedy or a tragedy, if there is cheering, the story will continue on.
Just like the many lives.
For the us who are still in it and still in the journey, send warm blessings.
- We will continue to walk down this path until eternity.
Zedruu has white in it. Figured it would be important to mention before we mana screw ourselves by forgetting about the colors.
Zedruu is the only white card in the deck- and being Legendary, we can only have one the field. we can add another Vivid Crag, some Vivid Creeks, or try to fenagle in a Reflecting Pool to get more options to cast him.
he only has 1 (one) in his casting cost, so he's easier to splash than many would think.
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
oh man. i've never seen homeword path before. that makes my vote against devourer stupid. (provided we can actually give him back before we have to discard)
But your points are otherwise mostly valid. There's also the matter of the activation cost of her ability, though if you can cast her (without having to rely on Vivid lands) you can use her activated ability. 2x Clifftop Retreat + Glacial Fortess could help here.
Or if we go with Reflecting Pool, Swapping the Falls & Reef for Vivid Creek + Pool.
I didn't know/see that Zedruu had a "Donate" ability that requires :symw:, so maybe mana fixing is in order. The filter lands would give us enough mana to actiave the ability... Tap a land, use it to filter through Falls (need to add :symr::symu: added), filter through Prairie and get :symu:(:symw::symr: ).
maybe something like:
we try to hold off on playing any White-producing lands until we can drop Zedruu.
one thing that would be amusing to see in the deck, that people are sorely overlooking- good cards with Upkeep costs; ones that give our opponent a decision: keep the creature, or sac it. With Propaganda out though, they won't have a reason to keep them- if they can't attack, or is too expensive, why both keep?
Since, i have no idea if we've even started the removal phase- 2 Chisei, Heart of the Oceans...another 4/4 flier, but it could work against them. we could keep their Planeswalkers in check.
[other options: Cosmic Larva and Extravagant Spirit]
Voting agaist Mark of Mutiny and Word of Siezing... honestly, i just don't understand their placement in the deck. we're giving them stuff, if we play it right.... hold a sec... "reads Bazaar Trader's ruling* Clever... we Threaten or Ray of Command something, we can use his ability to target ourself- and it's as good as Dominate. nice trick... Never mind.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Since, i have no idea if we've even started the removal phase- 2 Chisei, Heart of the Oceans...another 4/4 flier, but it could work against them. we could keep their Planeswalkers in check.
[other options: Cosmic Larva and Extravagant Spirit]
I don't agree with any of these options. The drawback isn't too terrible on them and they can choose to not do it which just means we lost a card and didn't do anything. I don't think we have the defense to deal with these creatures. I'm voting against Chisei, Heart of the Oceans
Adding two Ray of Command. Like Mark of Mutiny, it combos well with Bazaar Trader, but has the advantage of being an instant.
Also voting against Chisei, Heart of Oceans. Now it's gone.
Voting against Thought Devourer. As with Chisei, we don't really want to give our opponent a 4/4 flier, and it'll be ineffectual against many decks anyway; fast aggro will happily play with an empty hand (and hit us for 4 in the air with the Devourer), while control/midrange will counter, bounce or kill it before its effects kick in.
Heck, if you're going to add Ray of Command, you might as well go for Grab the Reins instead...it has more flexibility and we seem to be heavier in R anyway (though I don't picture one being hard to cast versus the other).
Heck, if you're going to add Ray of Command, you might as well go for Grab the Reins instead...it has more flexibility and we seem to be heavier in R anyway (though I don't picture one being hard to cast versus the other).
I figured it would be good to spread the stealing effects into blue if we're going to use blue in the deck. Feel free to vote it down and add Grab the Reins, though.
I figured it would be good to spread the stealing effects into blue if we're going to use blue in the deck. Feel free to vote it down and add Grab the Reins, though.
Everyone seems to be more focused on removing cards than adding cards when we haven't even made it to the removal phase yet. We got up to 71 cards, and in post #49 I asked if we were ready to hit 75 and got ignored.
Everyone seems to be more focused on removing cards than adding cards when we haven't even made it to the removal phase yet. We got up to 71 cards, and in post #49 I asked if we were ready to hit 75 and got ignored.
I dunno about anyone else, but I kind of want to wrap up this deck and move on to the next one. (Also, after I apparently screwed up the last deck by hitting 75 while other people still wanted to add cards, I don't want to be responsible for moving us into the removal phase this time around.)
if we tried to get back to 75 cards now, the deck would change drastically, no one seems to think it should go in a different direction, nor has any better cards than we have now. it seems as if a consensus has been made to drop it down to 60 and move on. its turning out to be a fun deck, i've built it in Magic Workstation and played it to some success. Maybe Blut can give us an official ruling on what should happen from here..
Even if the author is silenced, the performance is stopped, the story will not end.
Whether it's a comedy or a tragedy, if there is cheering, the story will continue on.
Just like the many lives.
For the us who are still in it and still in the journey, send warm blessings.
- We will continue to walk down this path until eternity.
i'd vote against my tel jilad because i'd never seen homeward path before, but i don't think i can do that. the avarice totem with homeward path is still pretty good, especially at 2. its a consistent steal at turn 5/6
If people prefer, i can swap it out for Thought Eater or Thought Nibbler. Rather give them a 4/4, we give them a more managable 2/2 or 1/1... give them four 1/1's and their hands are reduced to 0.
Thought Devourer vs [c]Thought Nibbler[/b]
Devourer is a 4-drop 4/4 Flier; Nibbler is a 1-drop 1/1 Flier
Devourer reduces handsize by 4; Nibbler reduces handsize by 2.
By giving our opponent a 4/4, they may keep it if we have something that runs through their defense.
By giving our opponent a 1/1, we're just giving them chump blockers or fodder for sacrifice.
Voting to add another Homeward Path... we could be mean, snatch Devourer/Golem on our turn to declare attack (or to steal away attackers), then re-donate them later.
adding 2 Shivan Reef for mana fixing.
I also vote to split the remaining lands to Basics: 7 Mountains, 5 Islands.
I'm not a fan of spending ~$200 for a playset of Volcanic Islands.
2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
2 Thought Devourer (-1)
1 Taniwha
2 Tel-Jilad Stylus
2 Avarice Totem
Enchantments (6):
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (12):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee
2 Mark of Mutiny
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
I think this is why we should keep the Devourer.
Thanks to Heroes of the Plane for the awesome Sig.
Currently Playing- EDH
GGGOmnath, Locus of the LifestreamGGG
BBBShirei, Lord of PoniesBBB
UWRasputin Dreamweaver, Russia's Greatest Love MachineUW
UBWZur, Killer of FunUBW
UGWTreva, Princess of CanterlotUGW
RWTajic, Master of the Reverse BladeRW
RRRZirilan, How to Train Your DragonRRR
PDH Decks
Gelectrode
Ascended Lawmage
Blaze Commando
Whether it's a comedy or a tragedy, if there is cheering, the story will continue on.
Just like the many lives.
For the us who are still in it and still in the journey, send warm blessings.
- We will continue to walk down this path until eternity.
My Decks:
:symr::symr::symr: Kiki-Jiki, Mirror Breaker :symr::symr::symr:
:symb::symb::symb: Shirei, Shizo's Caretaker :symb::symb::symb:
Zedruu is the only white card in the deck- and being Legendary, we can only have one the field. we can add another Vivid Crag, some Vivid Creeks, or try to fenagle in a Reflecting Pool to get more options to cast him.
he only has 1 (one) in his casting cost, so he's easier to splash than many would think.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
clan sig by me
twitch.tv/TheBlueMuzzy
@thebluemuzzy
I didn't know/see that Zedruu had a "Donate" ability that requires :symw:, so maybe mana fixing is in order. The filter lands would give us enough mana to actiave the ability... Tap a land, use it to filter through Falls (need to add :symr::symu: added), filter through Prairie and get :symu:(:symw::symr: ).
maybe something like:
2 Rugged Prairie
2 Sulfur Falls
2 Reflecting Pool
3 Homeward Path
4 Gemstone Mine
6 Mountain
5 Island
we try to hold off on playing any White-producing lands until we can drop Zedruu.
one thing that would be amusing to see in the deck, that people are sorely overlooking- good cards with Upkeep costs; ones that give our opponent a decision: keep the creature, or sac it. With Propaganda out though, they won't have a reason to keep them- if they can't attack, or is too expensive, why both keep?
Since, i have no idea if we've even started the removal phase- 2 Chisei, Heart of the Oceans...another 4/4 flier, but it could work against them. we could keep their Planeswalkers in check.
[other options: Cosmic Larva and Extravagant Spirit]
Voting agaist Mark of Mutiny and Word of Siezing... honestly, i just don't understand their placement in the deck. we're giving them stuff, if we play it right.... hold a sec... "reads Bazaar Trader's ruling* Clever... we Threaten or Ray of Command something, we can use his ability to target ourself- and it's as good as Dominate. nice trick... Never mind.2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
2 Thought Devourer (-1)
2 Chisei, Heart of Oceans
1 Taniwha
2 Tel-Jilad Stylus
2 Avarice Totem
Enchantments (6):
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (12):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee
2 Mark of Mutiny
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
clan sig by me
twitch.tv/TheBlueMuzzy
@thebluemuzzy
I don't agree with any of these options. The drawback isn't too terrible on them and they can choose to not do it which just means we lost a card and didn't do anything. I don't think we have the defense to deal with these creatures. I'm voting against Chisei, Heart of the Oceans
2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
2 Thought Devourer (-1)
2 Chisei, Heart of Oceans (-1)
1 Taniwha
2 Tel-Jilad Stylus
2 Avarice Totem
Enchantments (6):
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee
2 Mark of Mutiny
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
Thanks to Heroes of the Plane for the awesome Sig.
Currently Playing- EDH
GGGOmnath, Locus of the LifestreamGGG
BBBShirei, Lord of PoniesBBB
UWRasputin Dreamweaver, Russia's Greatest Love MachineUW
UBWZur, Killer of FunUBW
UGWTreva, Princess of CanterlotUGW
RWTajic, Master of the Reverse BladeRW
RRRZirilan, How to Train Your DragonRRR
PDH Decks
Gelectrode
Ascended Lawmage
Blaze Commando
2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
2 Thought Devourer (-1)
2 Chisei, Heart of Oceans (-2)
1 Taniwha
2 Tel-Jilad Stylus
2 Avarice Totem
Enchantments (6):
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (12):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee
2 Mark of Mutiny
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
clan sig by me
twitch.tv/TheBlueMuzzy
@thebluemuzzy
Also voting against Chisei, Heart of Oceans. Now it's gone.
Voting against Thought Devourer. As with Chisei, we don't really want to give our opponent a 4/4 flier, and it'll be ineffectual against many decks anyway; fast aggro will happily play with an empty hand (and hit us for 4 in the air with the Devourer), while control/midrange will counter, bounce or kill it before its effects kick in.
2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
2 Thought Devourer (-2)
1 Taniwha
2 Tel-Jilad Stylus
2 Avarice Totem
Enchantments (6):
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (14):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee
2 Mark of Mutiny
2 Ray of Command
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
Note: We might just want to ditch Donate, Illusions of Grandeur and Pyromancer's Swath.
or one of each + the mutinies gives us enough.
clan sig by me
twitch.tv/TheBlueMuzzy
@thebluemuzzy
Thanks to Heroes of the Plane for the awesome Sig.
Currently Playing- EDH
GGGOmnath, Locus of the LifestreamGGG
BBBShirei, Lord of PoniesBBB
UWRasputin Dreamweaver, Russia's Greatest Love MachineUW
UBWZur, Killer of FunUBW
UGWTreva, Princess of CanterlotUGW
RWTajic, Master of the Reverse BladeRW
RRRZirilan, How to Train Your DragonRRR
PDH Decks
Gelectrode
Ascended Lawmage
Blaze Commando
clan sig by me
twitch.tv/TheBlueMuzzy
@thebluemuzzy
vote against:
goblin recruiter (-1) - we only have 4 other goblins in the deck in total
Thought Devourer (gone) - I like the card, but it's an easy cut.
Tel-Jilad Stylus (-1) - Seems clunky
Avarice Totem (-1) - I'd rather just steal stuff.
2 Goblin Recruiter (-1)
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
1 Taniwha
2 Tel-Jilad Stylus (-1)
2 Avarice Totem (-1)
Enchantments (6):
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (14):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee
2 Mark of Mutiny
2 Ray of Command
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
Whether it's a comedy or a tragedy, if there is cheering, the story will continue on.
Just like the many lives.
For the us who are still in it and still in the journey, send warm blessings.
- We will continue to walk down this path until eternity.
goblin recruiter (0) - its true that we have only other 4 goblins in the deck, but they are our star and we want to play it.
Vote against
Tel-Jilad Stylus (-2) - we are running Homeward Path to get our stuff back
2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
1 Taniwha
2 Tel-Jilad Stylus (-2)
2 Avarice Totem (-1)
Enchantments (6):
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (14):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee
2 Mark of Mutiny
2 Ray of Command
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
oops! its only for creatures... ::slaps head::
clan sig by me
twitch.tv/TheBlueMuzzy
@thebluemuzzy
Tel-Jilad Stylus- we should be giving them bad stuff.
Avarice Totem- Homeward Path doesn't return it- they can steal our nice stuff.
2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
1 Taniwha
Enchantments (6):
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (14):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee
2 Mark of Mutiny
2 Ray of Command
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
So Pro I have an alpha Volcanic Island
2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
1 Taniwha
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (14):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee (-1)
2 Mark of Mutiny
2 Ray of Command
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef
Voting Out Avarice Totem
Voting against Forsee
Thanks to Heroes of the Plane for the awesome Sig.
Currently Playing- EDH
GGGOmnath, Locus of the LifestreamGGG
BBBShirei, Lord of PoniesBBB
UWRasputin Dreamweaver, Russia's Greatest Love MachineUW
UBWZur, Killer of FunUBW
UGWTreva, Princess of CanterlotUGW
RWTajic, Master of the Reverse BladeRW
RRRZirilan, How to Train Your DragonRRR
PDH Decks
Gelectrode
Ascended Lawmage
Blaze Commando
2 Goblin Recruiter
4 Bazaar Trader
3 Steel Golem [1 vote to add 1]
2 Zedruu the Greathearted
4 Bronze Bombshell
2 Dominus of Fealty
1 Taniwha
1 Illusions of Grandeur (-1)
1 Pyromancer's Swath
4 Propaganda
Spells (14):
4 Donate
3 Magma Jet
1 Word of Seizing
2 Foresee (-2)
2 Mark of Mutiny
2 Ray of Command
12 Placeholder (1 vote to keep basic)
3 Vivid Crag
3 Homeward Path
4 Sulfur Falls
2 Shivan Reef