It does work. The reason it works is because each activation of the Spike Feeder's "gain 1 life" ability is a separate life gain event. That said, the ability needs to resolve before it can trigger Archangel of Thune
It is a gain 2 life thing for one counter. Yes, I tried telling him Spike Feeder would stay at the same number of counters but he insists that it gains 1 counter each time.
He is technically right, it does gain 1 counter per activation, but it also loses one per activation, it gains counters but it will never have more than 2 from that.
What exactly is the point in playing these expensive fetch lands? Couldn't you just easily play other lands that add g/w or something like city of brass?
So the idea of the deck is simple, all the creatures have some form of evasion, most are just outright unblockable, slap on some counters via blessing or savagery and go town. Revenge acts as a 6 damage red burn spell for 1 or 6.
Looking for any pointers or cards that might fit the deck better.
Also, played this tonight for fnm went 4-1 getting second, lost to rdw first round, first game was having mana issues, second game lost due to arc trail destroying my setup.
The thing that annoys me is how the only profitable way to interact with creatures is to play better creatures of your own.
There literally isn't a single way to play a spot removal spell right now and end up at an advantage. Delver of Secrets costs less than any removal spell (outside situational red removal), which puts you at a tempo disadvantage when you have to remove it.
-Huntmaster still gives an opponent 2 life and a 2/2 after you remove it. Zombies all have undying, come back from the GY, or costs less than removal would.
-Titans always net you more profit. Solemn gives an opponent a land and lets them draw for you removing it.
-Spot removal is useless against Lingering souls.
-Every other playable creature has Hexproof, and the ones that don't get value off of Moorland Haunt.
Then they made it so not only can you not interact with an opponent's creatures by the fact that any removal spell you would play against them blows, but you can't counter half of them off Cavern of souls..
I just find it annoying that the only strategy in standard right now is choosing which creature strategy to play. I don't mind creature strategies, but the game should be more than just turning creatures sideways, or even worse, finding how non-interactive you can make your creatures for an opponent. It's impossible to profitably interact with an opponent's creatures outside just playing more powerful blockers / chump blockers (lingering souls works here).
Cause it's totally fun to have your creatures killed one after the other, or just outright countered.
Fettergeist - i'm a big fan of this card in principle. it looks like a great body to disrupt attacks from Delver and the various aggro decks. in practice its been way too clunky. Vapor Snag basically trivializes it, as does equipment.
Absolute worst reason to give a creature, ANY creature a thumbs down.
They didn't lower the mythic count/frequency. On average you will get 4.5 a box I believe (which lines up well with what you experienced). For INN and DKA it was abnormally high because you had the DFC mythics on top of the usual 4.5 mythics (because the DFC were on a separate track from the other cards) so you got closer to 5.5 mythics a box.
Left:
Wild Defiance
Revenge of the Hunted
Exquisite Blood
Killing Wave (Scroll of Griselbrand)
Divine Deflection
Dual Casting
Cathars' Crusade
Wolfir Silverheart Craterhoof Behemoth
Dark Imposter
Spirit Away
Moonsilver Spear (Snare the Skies)
Center:
Zealous Conscripts Misthollow Griffin (Killing Wave)
Hound of Griselbrand
Herald of War (Ghostly touch)
Soul of the Harvest
Lone Revenant
Harvester of Souls
Captain of the Mists (Thatcher Revolt)
Slayers' Stronghold
Tyrant of Discord
Conjurers' Closet
Gloom Surgeon
Right:
Demonlord of Ashmouth
Silverblade Paladin
Vexing Devil (Thraben Valiant)
Descendants' Path
Riders of Gavony
Ulvenwald Tracker
Arcane Melee (Swamp #237) Sigarda
Angel of Glory's rise
Burn at the Stake
Demonic Rising (Stonewright)
Champion of Lambholt (Bonfire of the Damned)
Center:
Soul of the Harvest
Otherworld Atlas Bruna Bonfire of the Damned
Divine Deflection
Reforge the Soul
Treacherous Pit-Dweller (Demonic Taskmaster)
Devastation Tide (Demolish)
Riders of Gavony
Hound of Griselbrand
Cathars' Crusade
Dual Casting
Right:
Gloom Surgeon (Cursebreak)
Captain of the Mists
Silverblade Paladin
Killing Wave (Deadeye Navigator)
Angel of Glory's Rise
Gallows at Willow Hill Griselbrand
Alchemist's Refuge
Slayers' Stronghold
Dread Slaver (Fervent Cathar)
Cavern of Souls
Tyrant of Discord
Sooooo...for anyone who's counting, that's 3 mythics (+1 foil) in Box 1, 3 mythics in Box 2. No Tamiyo, no Tibalt, no Temporal Mastery, no Entreat the Angels, not even a damn Restoration Angel. I've never struck out this badly on one box, let alone two
I bought a case and only got 27 mythics out of the deal, thats less than 5 per box, wasn't it 6-7 per box for inn and dka? I feel cheated, if they are gonna lower the mythic count then they need to at least stop printing crappy ones.
If I am not mistaken, Since Unholy Pact's CMC is 3, when it brigns bact Sun Titan, can't you just re-attach it to Sun Titan using his ETB Trigger? Essentially making Sun Titan always reanimate itself when killed.
I think I would say the card that gives me the most nostalgia and was my favorite card back when i was a kid was Thorn Elemental, but green as a color has always been my favorite.
I really hope this was a joke.
He is technically right, it does gain 1 counter per activation, but it also loses one per activation, it gains counters but it will never have more than 2 from that.
4 Signal Pest
4 Birds of Paradise
4 Invisible Stalker
4 Wandering Wolf
4 Latch Seeker
9 Forest
9 Island
4 Hinterland Harbor
Spells
4 Increasing Savagery
4 Blessings of Nature
4 Revenge of the Hunted
3 Mana Leak
3 Ponder
So the idea of the deck is simple, all the creatures have some form of evasion, most are just outright unblockable, slap on some counters via blessing or savagery and go town. Revenge acts as a 6 damage red burn spell for 1 or 6.
Looking for any pointers or cards that might fit the deck better.
Also, played this tonight for fnm went 4-1 getting second, lost to rdw first round, first game was having mana issues, second game lost due to arc trail destroying my setup.
Nice necro.
Cause it's totally fun to have your creatures killed one after the other, or just outright countered.
Absolute worst reason to give a creature, ANY creature a thumbs down.
Or we could just play both?
Ahhh right, that makes sense.
I bought a case and only got 27 mythics out of the deal, thats less than 5 per box, wasn't it 6-7 per box for inn and dka? I feel cheated, if they are gonna lower the mythic count then they need to at least stop printing crappy ones.
What's unholy pact?
Either way it's still only a meta based sideboard card.
Don't they put a card in from the proceeding set? not the preceding one?