So...let me start with an introduction to the deck. Everyone has heard of Tim and Tom. They typically aren't regarded as very good cards. However...when you build a deck thematically around them and give them a few tricks and toys...they can actually be pretty good. Let's be honest though...this isn't going to win you a tournament. It is however a pretty strong deck that is a lot of fun to play.
I am curious if anyone sees any glaring and obvious "misses" as far as card choices are concerned. I do have a few rules that I follow with all of my casual decks though...so please keep these in mind with suggestions.
1. I avoid infinite and otherwise "unfun" interactions. Yes I know that Curiosity and others like it combo well with Niv-Mizzet...but I have gone out of my way to avoid these unfun...whoops...looks like I win types of combos. Some may disagree with this but...it's how I prefer to play countertop magic.
2. This is a thematic deck based around the idea of pingers.
As you describe it, the various copies of Silence won't have any effect on the other spells. By the time Eye of the Storm's triggered ability is done resolving, the copies of the exiled cards have already been cast. Silence doesn't retroactively un-cast spells that have been cast before Silence resolved, it just prevents any further spells from being cast. (If Silence worked as a counterspell, Render Silent would have no reason to exist.)
It's worth noting that Eye of the Storm uses a triggered ability (which can be responded to) and that ability does cause a player to cast copies of the exiled cards. It is possible to use the imprinted Silence to deny your opponent some of the copies they'd be able to cast, but with different timing. Example:
1. Eye of the Storm has several cards exiled to it, including Silence.
2. Player A casts a spell, triggering Eye of the Storm.
3. In response to the triggered ability, player B casts a spell, also triggering Eye of the Storm.
4. The trigger from player B's spell resolves. B's spell gets exiled, then B casts copies of the exiled spells, including Silence.
5. Silence resolves (as do the other spells.)
6. The trigger from player A's spell resolves. A's spell gets exiled. Eye of the Storm makes copies of all of the exiled cards and instructs A to cast the copies, but A can't cast spells so they don't. The next time SBAs are checked, the copies cease to exist.
That makes sense. So in order to prevent an opponent from receiving the spells from Eye of the Storm...the trigger needs to be responded to...not the spells being placed on the stack. I appreciate it.
I have been tinkering around with a deck idea for a while now...well actually every since I saw Oloro, Ageless Ascetic. It is a bleed style deck designed to slowly kill off the board. My initial deck was dreadfully boring to play against because it just built up defenses and won with the False Cure combo...or some variation of it. This deck is considerably more interactive and I have intentionally avoided most of the ridiculous combos. Granted it still has the Exquisite Blood + Sanguine Bond combo...but they simply fit too well in the deck to pass up. I could really use some help here.
So...we are sitting around drinking beer the other night and someone jokingly asked a question that I don't know the answer to. Naturally I would bring it to the MTGSalvation forums for the answer.
Why can't you physically pick yourself up? Obviously you aren't actually able to pick yourself up. But is there a mathematical reason for this? Can this be described in a formula?
Squints - Weird first name. Shroud has been replaced with hexproof nowadays, and flash and shroud on this are unnecessary. The exile abilities plus the cast-from-exile one make an interesting, if complicated, package by themselves.
Tzenesh - Flash and shroud again? Again, they're unnecessary, as is the Pull from Eternity ability. This has way too much internal synergy, and the black and green activated abilities are both insanely strong and need to cost more.
Farelm - Why uncounterability and annihilator? The latter is an Eldrazi-exclusive ability. Why is green caring about sacrifices specifically instead of the creature dying? Why does it count the green mana symbols on your opponents' creatures - since that makes it more of a green hoser (especially since the annihilator means they're forced to sacrifice more often)?
Thanks for the reply. I get hung up on Flash and Shroud sometimes.
Squints - Which direction would you go with this? I am obsessed with the Exile zone...not sure why but I am. The goal with this card was to use tempo as a resource. It starts off overly strong but evens out with the loss of tempo.
Tzenesh - Again...which direction would you take this? Should the card not have the internal synergy? What cost would you recommend?
Farelm - Annihilator was a last minute idea that I thought had a cute interaction with the rest of the card. I based the card off Genesis Wave. I originally had dying instead of creatures being sacrificed...but that seemed to easy to achieve and probably made things a little too powerful. I found the only restriction was to move to it being sacrificed.
So...a friend and myself have been working on creating some legends. Here is where we are so far. Thoughts?
Squints, Artist of the Abyss - 3WUB
Legendary Creature - Human Wizard
Flash, shroud
Exile a permanent you control: Draw a card.
Exile two permanents you control: Exile target spell.
Exile three permanents you control: Exile target permanent. WUUB: You may cast a card exiled with Squints, Artist of the Abyss without paying its mana cost.
1/3
Tzenesh, the Manipulator - 1UBG
Legendary Creature - Human Wizard
Flash, Shroud 1: Put target face-up exiled card into it's owner's graveyard. UT: Each player puts the top five cards of his or her library into his or her graveyard. B, Exile five cards from your graveyard: Exile target permanent. G, Exile five cards from your graveyard: Search your library for a land card and put that card onto the battlefield tapped. Then shuffle your library.
3/4
Farelm, the Fecundator - GGGGGG
Legendary Creature - Treefolk Shaman
Farelm, the Fecundator can't be countered.
Trample, Annihilator 1 Chroma — Whenever a creature is sacrificed, you may reveal the top X cards of your library, where X is the number of green mana symbols in the mana cost of the sacrificed creature. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
6/6
I would cut the stone-seeder.
Also you might need some llanowar elves as Turn-1 ramp and, because you need landfall effect... Why not use some Nature's Lore, Harrow...?
I made an adjustment to the original deck. While I understand that Llanowar Elves and the spell search engines would help typical landfall deck...but the mold for this deck doesn't seem to support them.
I have been tinkering with Mono Green recently and decided to bring all the goodness that is Cloudstone Curio. The deck should be rather self-explanatory...but here is my vision of the deck.
This is a budget deck...that doesn't really stick to any format. It is just a fun casual deck.
Cloudstone Curio - This would be steroids for the deck. The deck could very easily operate without this card...but when you have it in play...things just get nutty.
Rampaging Baloths, Vinelasher Kudzu - These are your win conditions. With the massive amount of lands that will be coming into play...these will be able to clear out multiple opponents.
Scryb Ranger- These abilities are exactly what this deck needs. The ability to bring lands back to your hand is invaluable in a landfall deck. The fact that it can be brought in at instant speed alongside Cloudstone Curio to save a guy is just bonus.
Acidic Slime - This should clear the way from any pesky artifacts and enchantments that are standing in your way.
Elvish Visionary - When you need the cards this will facilitate your needs. Bounce him and out of play as often as you need.
Dryad Arbor - This is both a Forest and a creature. This allows me to fetch it with Wood Elves and Yavimaya Dryad to trigger themselves. This will allow for some serious ramping.
Sylvan Primordial - This is the one that I was torn on. It combines Acidic Slime and my Elves...but it also costs the equivalent of both of them also. I am torn on this one. I would imagine that he is competing with Vinelasher Kudzu for a spot. Opinions here?
Primeval Titan - This is a budget deck...and he doesn't quite fit the bill. Obviously he is a prime fit for the deck...but he isn't going to make the cut.
My biggest concern is actually running out of a library. Would a handful of Elixir of Immortality be worth it? If so...what would you cut for it?
Clean at least once every 6 months or so. Dust buildup really ****s with the airflow.
It is still fairly new...and still works great. It just doesn't seem to be enough to keep up with the massive amount of heat that my computer puts out. It doesn't burn my legs or anything because of the padding that the fan provides...I am just worried that I am going to ruin the laptop.
I am looking for a fan for my laptop. I have a Samsung Mclaren and it heats up like crazy. I have a USB fan currently...but the left side of my machine still gets really hot. I have been using a CD case to prop it up and get even more airflow to keep it cool.
============
So...let me start with an introduction to the deck. Everyone has heard of Tim and Tom. They typically aren't regarded as very good cards. However...when you build a deck thematically around them and give them a few tricks and toys...they can actually be pretty good. Let's be honest though...this isn't going to win you a tournament. It is however a pretty strong deck that is a lot of fun to play.
I am curious if anyone sees any glaring and obvious "misses" as far as card choices are concerned. I do have a few rules that I follow with all of my casual decks though...so please keep these in mind with suggestions.
1. I avoid infinite and otherwise "unfun" interactions. Yes I know that Curiosity and others like it combo well with Niv-Mizzet...but I have gone out of my way to avoid these unfun...whoops...looks like I win types of combos. Some may disagree with this but...it's how I prefer to play countertop magic.
2. This is a thematic deck based around the idea of pingers.
Well...here is my deck.
1 Nin, the Pain Artist
Tims & Toms: 31
1 Brimstone Mage
1 Chandra, Awakened Inferno
1 Cinder Pyromancer
1 Cunning Sparkmage
1 Dwarven Driller
1 Gelectrode
1 Goblin Charbelcher
1 Goblin Sharpshooter
1 Granite Shard
1 Heartless Hidetsugu
1 Inferno Titan
1 Izzet Spellcaster
1 Jeska, Warrior Adept
1 Kumano, Master Yamabushi
1 Magmatic Force
1 Niv-Mizzet, Dracogenius
1 Niv-Mizzet, Parun
1 Niv-Mizzet, the Firemind
1 Obsidian Fireheart
1 Prodigal Pyromancer
1 Prodigal Sorcerer
1 Razorfin Hunter
1 Rootwater Hunter
1 Stuffy Doll
1 Suq'Ata Firewalker
1 Thornwind Faeries
1 Viashino Heretic
1 Vithian Stinger
1 Vulshok Sorcerer
1 Zo-Zu the Punisher
1 Zuran Spellcaster
1 Basilisk Collar
1 Charisma
1 Cowardice
1 Fervor
1 Gorgon Flail
1 Gorgon's Head
1 Grafted Exoskeleton
1 Neko-Te
1 Quietus Spike
1 Sigil of Sleep
1 Thousand-Year Elixir
Double Damage: 8
1 Beacon of Tomorrows
1 Curse of Bloodletting
1 Gratuitous Violence
1 Insurrection
1 Jace, Ingenious Mind-Mage
1 Time Stretch
1 Time Warp
1 Walk the Aeons
Draw Spells: 5
1 Crystal Ball
1 Fevered Visions
1 Recurring Insight
1 Rhystic Study
1 Thought Reflection
Counter Spells: 3
1 Cryptic Command
1 Hinder
1 Spell Crumple
1 Fellwar Stone
1 Izzet Signet
1 Sol Ring
Lands: 38
1 Cascade Bluffs
1 Command Tower
1 Desolate Lighthouse
12 Island
1 Izzet Boilerworks
1 Kher Keep
1 Maze of Ith
1 Mikokoro, Center of the Sea
12 Mountain
1 Myriad Landscape
1 Mystifying Maze
1 Scalding Tarn
1 Shivan Gorge
1 Springjack Pasture
1 Steam Vents
1 Temple of the False God
1 Flametongue Kavu
1 Fledgling Mawcor
1 Frostwielder
1 Chandra, Awakened Inferno
1 Gorgon Flail
1 Gorgon's Head
Sets searched: Zendikar Rising and M20
Thoughts?
1. I have Eye of the Storm in play with Silence exiled.
2. I cast an instant that gets exiled by Eye of the Storm.
3. I cast the copy of Silence from Eye of the Storm targeting my opponent.
4. My opponent casts an instant that gets exiled by Eye of the Storm.
5. My opponent casts the copy of Silence from Eye of the Storm targeting me.
6. I cast an instant that gets exiled by Eye of the Storm.
7. I cast the copy of Silence from Eye of the Storm targeting my opponent.
8. My opponent has no responses so my Silence resolves.
What happens to all of my opponents "copies of spells"? Do they fizzle?
Any thoughts?
1 Oloro, Ageless Ascetic
Lands:
1 Arcane Sanctum
1 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
1 Kor Haven
1 Leechridden Swamp
1 Marsh Flats
1 Maze of Ith
1 Orzhova, the Church of Deals
1 Piranha Marsh
1 Polluted Delta
1 Terrain Generator
1 Watery Grave
6 Island
5 Plains
16 Swamp
Artifacts:
1 Azorius Signet
1 Blood Clock
1 Chromatic Lantern
1 Cloudstone Curio
1 Coalition Relic
1 Crystal Ball
1 Dimir Signet
1 Elixir of Immortality
1 Noetic Scales
1 Orzhov Signet
1 Sensei's Divining Top
1 Sol Ring
1 Teferi's Puzzle Box
1 Umbilicus
1 Vessel of Endless Rest
1 Crypt Ghast
1 Custodi Squire
1 Duskmantle Seer
1 Fleshbag Marauder
1 Gray Merchant of Asphodel
1 Herald of Leshrac
1 Kokusho, the Evening Star
1 Massacre Wurm
1 Ob Nixilius, Unshackled
1 Obzedat, Ghost Council
1 Pontiff of Blight
1 Psychosis Crawler
1 Roiling Horror
1 Sangromancer
1 Scythe Specter
1 Slum Reaper
1 Sphinx Sovereign
1 Thrull Parasite
1 Treasury Thrull
1 Vizkopa Confessor
1 World Queller
Enchantments:
1 Baneful Omen
1 Blind Obedience
1 Call to the Grave
1 Exquisite Blood
1 Mind Unbound
1 Painful Quandary
1 Polluted Bonds
1 Price of Knowledge
1 Rhystic Study
1 Sanguine Bond
1 Sunken Hope
1 Underworld Dreams
1 Wound Reflection
1 Cryptic Command
1 Hinder
1 Overwhelming Intellect
1 Spell Crumple
1 Split Decision
Sorceries:
1 Barter in Blood
1 Blood Tithe
1 Choice of Damnations
1 Consuming Vapors
1 Council's Judgment
1 Debt to the Deathless
1 Exsanguinate
1 Hallowed Burial
1 Increasing Ambition
1 Innocent Blood
1 Plea for Power
1 Recurring Insight
1 Reminisce
1 Syphon Flesh
1 Syphon Mind
1 Syphon Soul
1 Terminus
1 Tyrant's Choice
1 Angel's Trumpet
1 Armageddon Clock
1 Barbed Wire
1 Blood Seeker
1 Blood-Toll Harpy
1 Brush with Death
1 Caustic Hound
1 Copper Tablet
1 Dakmor Plague
1 Darksteel Ingot
1 Dry Spell
1 Etherwrought Page
1 Evincar's Justice
1 Famine
1 Fate Unraveler
1 Festering Evil
1 Geralf's Messenger
1 Gerrard Capashen
1 Grave Consequences
1 Grim Guardian
1 Highway Robber
1 Howling Banshee
1 Indulgent Tormentor
1 Infectious Horror
1 Isolation Cell
1 Kiss of Death
1 Maggot Carrier
1 Needlebite Trap
1 Netherborn Phalanx
1 Noxious Field
1 Orzhov Guildmage
1 Pierce Strider
1 Pillory of the Sleepless
1 Profane Memento
1 Pulse Tracker
1 Putrid Warrior
1 Rathi Fiend
1 Scholar of Athreos
1 Scythe Specter
1 Seizan, Perverter of Truth
1 Servant of Tymaret
1 Shattered Angel
1 Shepherd of Rot
1 Stolen Grain
1 Stronghold Discipline
1 Subversion
1 Suture Priest
1 Tariff
1 Underworld Coinsmith
1 Vampiric Touch
1 Vizkopa Guildmage
Why can't you physically pick yourself up? Obviously you aren't actually able to pick yourself up. But is there a mathematical reason for this? Can this be described in a formula?
Squints - Which direction would you go with this? I am obsessed with the Exile zone...not sure why but I am. The goal with this card was to use tempo as a resource. It starts off overly strong but evens out with the loss of tempo.
Tzenesh - Again...which direction would you take this? Should the card not have the internal synergy? What cost would you recommend?
Farelm - Annihilator was a last minute idea that I thought had a cute interaction with the rest of the card. I based the card off Genesis Wave. I originally had dying instead of creatures being sacrificed...but that seemed to easy to achieve and probably made things a little too powerful. I found the only restriction was to move to it being sacrificed.
Squints, Artist of the Abyss - 3WUB
Legendary Creature - Human Wizard
Flash, shroud
Exile a permanent you control: Draw a card.
Exile two permanents you control: Exile target spell.
Exile three permanents you control: Exile target permanent.
WUUB: You may cast a card exiled with Squints, Artist of the Abyss without paying its mana cost.
1/3
Tzenesh, the Manipulator - 1UBG
Legendary Creature - Human Wizard
Flash, Shroud
1: Put target face-up exiled card into it's owner's graveyard.
UT: Each player puts the top five cards of his or her library into his or her graveyard.
B, Exile five cards from your graveyard: Exile target permanent.
G, Exile five cards from your graveyard: Search your library for a land card and put that card onto the battlefield tapped. Then shuffle your library.
3/4
Farelm, the Fecundator - GGGGGG
Legendary Creature - Treefolk Shaman
Farelm, the Fecundator can't be countered.
Trample, Annihilator 1
Chroma — Whenever a creature is sacrificed, you may reveal the top X cards of your library, where X is the number of green mana symbols in the mana cost of the sacrificed creature. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
6/6
I made an adjustment to the original deck. While I understand that Llanowar Elves and the spell search engines would help typical landfall deck...but the mold for this deck doesn't seem to support them.
This is a budget deck...that doesn't really stick to any format. It is just a fun casual deck.
4 Dryad Arbor
21 Forest
Creatures: 31
4x Acidic Slime
4x Elvish Visionary
3x Farhaven Elf
4x Rampaging Baloths
4x Scryb Ranger
4x Vinelasher Kudzu
4x Wood Elves
4x Yavimaya Dryad
4x Cloudstone Curio
Farhaven Elf, Wood Elves, Yavimaya Dryad - These would be the power behind the deck. They enable Rampaging Baloths and Vinelasher Kudzu.
Rampaging Baloths, Vinelasher Kudzu - These are your win conditions. With the massive amount of lands that will be coming into play...these will be able to clear out multiple opponents.
Scryb Ranger- These abilities are exactly what this deck needs. The ability to bring lands back to your hand is invaluable in a landfall deck. The fact that it can be brought in at instant speed alongside Cloudstone Curio to save a guy is just bonus.
Acidic Slime - This should clear the way from any pesky artifacts and enchantments that are standing in your way.
Elvish Visionary - When you need the cards this will facilitate your needs. Bounce him and out of play as often as you need.
Dryad Arbor - This is both a Forest and a creature. This allows me to fetch it with Wood Elves and Yavimaya Dryad to trigger themselves. This will allow for some serious ramping.
Primeval Titan - This is a budget deck...and he doesn't quite fit the bill. Obviously he is a prime fit for the deck...but he isn't going to make the cut.
My biggest concern is actually running out of a library. Would a handful of Elixir of Immortality be worth it? If so...what would you cut for it?
4x Evolving Wilds
8x Island
7x Swamp
4x Terramorphic Expanse
Creatures (33)
3x Higure, the Still Wind
2x Ink-Eyes, Servant of Oni
4x Jace's Phantasm
4x Mistblade Shinobi
3x Nevermaker
4x Ninja of the Deep Hour
3x Shriekmaw
4x Thalakos Seer
4x Throat Slitter
2x Vela the Night-Clad
2x No Mercy
2x Whip of Erebos
Sorry to disappoint.
Got any tips for a good fan or cooling device?