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  • posted a message on Thundermaw Hellkite + Spare From Evil
    Last crack...

    'Tap those creatures' - Either the creatures with flying, or those that have taken damage?
    Posted in: Magic Rulings Archives
  • posted a message on Thundermaw Hellkite + Spare From Evil
    Reference:


    So while Thundermaw or its ETB is on the stack I cast Spare from Evil. It gives my fliers pro-nonhuman, my thinking is that it would prevent both the damage and tapping. Being that it is Thundermaw, a nonhuman, producing the effect, that effect would be negated by the creatures being pro-nonhuman.

    Thanks in advance
    Posted in: Magic Rulings Archives
  • posted a message on UW Mill Control
    Syncopate weakens as the game drags on. I saw my friend have this problem at an FNM. You won't be able to sink enough mana in it to make it useful. Also with a large number of aggro and creature decks, you can run Essence Scatter. I was doing this and it was very effective.

    Blustersquall can deal with quite a bit, but wouldn't you rather remove your opponents threats for a turn, and then be able to set up to counter them? The other thing is that it gives you information about what your opponent is likely to play the following turn. Which allows you to dig for answers while they set up again, or to start countering them.

    Tamiyo does get it done, but cutting her did allow for more room to make changes. I think you really want to play the tap-down control, and I want to be tempo/control... If you're wanting tap-down, add in Dungeon Geist, has the synergy you're looking for with Tamiyo. Also Feeling of Dread would work nicely against aggro and tokens.

    There happens to be quite a bit of enchantment hate around these parts so RiP doesn't always survive long enough to do its job. So running PtG has been excellent. Difference in meta...

    EoT mana sink for Sands? Sure, its hard to counter once its activated and its reusable. However Increasing confusion can be used a finisher, especially if its flashed back.

    Sphinx I'll concede... and no I wasn't drunk, just tired =P
    Posted in: Standard Archives
  • posted a message on UW Mill Control
    Its late, I like this deck idea... a few quick ideas I have...

    Bring your land count to 24, from 25. Cut Syncopate and run 4 Dissipates. Its easier to work out mana costs with fixed costs. Run Essence Scatter and Negate (one set in the side, the other in the main). Switch them in and out depending on the deck you're against.

    Cut Amass, its slow at 4 and sorcery speed. Perhaps think twice?

    Cut the Tower as well, and Tamiyo. Run Snapcaster, you can flash back hard counters and the Charm to cycle. Cyclonic Rift over Blustersquall. It'll kill tokens, drop counters, and send everything back to their hands. It basically sets them back for an entire turn.

    Cut Elixir, Sands, and Sphinx's... You'd rather run Increasing Confusion, with its flashback X mills for twice as much.

    Go with basic lands over guildgates, they're too slow.

    Purify the grave, with flashback, is better than Rest In Peace. Its cheaper, faster, and can act as a counter when someone uses Snapcaster or Unburial Rites, by removing the card.

    Ugh... mustn't reply to things at 2am...
    Posted in: Standard Archives
  • posted a message on Esper Spirit Tokens
    Apologies for not posting, I've been sick and rather busy with work. And thus haven't had a chance to play test.

    Mindshrieker really does fill that two drop spot nicely. I had forgotten about it. I really like the reasoning behind to include him, and it's ability gives us a play on a turn when we're down to holding a Syncopate.

    Azorius Charm is very flexible and I haven't play tested it much lately. Though I'm feeling that it might be better sideboarded in for Syncopate. The lifelink would be useful against aggro decks by allowing us to pick up our life total on the fly.
    Posted in: Standard Archives
  • posted a message on Bant Spirits
    @Kellendac: Yup, thats how it works.

    Think about this, Seance is out and you have Growing Ranks out as well. During your upkeep they both go to the stack at the same time. Since you get to choose in what order, you have Ranks then Seance go on. Seance exiles and makes a token, Ranks populate it. I've been thinking about doing something like this for a bit. Just not 100% sure on the execution. To hit the combo seems slow. You'd need a second combo or win-con for sure. But its a neat idea.
    Posted in: Standard Archives
  • posted a message on Esper Tokens Help
    Yo, I'm working on a similar style deck. Thread I started is over here. Hopefully it'll give you some ideas. Cheers!
    Posted in: Standard Archives
  • posted a message on Esper Spirit Tokens
    Against UR Counter-Burn and other control and/or tempo decks, Caverns was really hauling its weight. Making GoST uncounterable increases his threat, because he WILL hit the board. Also if there's a turn one Caverns and Tormented Soul, it makes for a more aggressive start, and allows for a turn two anthem.

    I only kind of like Talrand's Invocation. It does have some decent synergy with the enchantment, I'll give it a whirl for sure.

    I feel like when it comes to O-Ring, D-Sphere, Synco and Negate, that its sideboard toolbox. I grab what I need to have the correct answers. So that way I'm not falling behind in games 2 and 3 for answers.

    I do like Sorin, but his tokens lack interaction with 2 of the 3 anthems (Drogskol and Winds). Though his anthem doesn't get burned by enchantment hate, its a little pricey at 4 mana.

    I should be getting out to an FNM this week, so I'll have a report by the end of the week.
    Posted in: Standard Archives
  • posted a message on Esper Spirit Tokens
    So I haven't worked out a sideboard yet, but a friend and I play tested this on cockatrice and we came up with...



    My buddy was playing a UR counter-burn deck, that did give me a few issues. However after making space for GoST and Syncopate, things really began to take off. Taking out Cackling Counterpart wasn't hurtful at all. It wasn't doing much, and though it could copy the Captain, it couldn't copy GoST, and having it copy a 1/1 isn't useful. I could see a situation where it would be good, so I'm feeling sideboard.

    The deck really has two game plans.

    1 - Turn three GoST. Get him out, swing and cast Rootborn, copy the angel. Causes lots of trouble when you use Caverns to cast. I'm feeling Caverns might become a 4 of in the deck.

    2 - Tokens, lots of tokens. Tokens with one or two anthems and Rootborn is ridiculous. Especially with Intangible Virtue. Flashing back Lingering and getting Midnight in at EoT is very powerful. Once a couple of anthems hit and you're swinging for 20+, it feels damn good.



    Very early sideboard here. I'm not sold on Syncopate, I want something hard and fast, without a draw back. Dispel is also a contender, though it doesn't stop Dreadbore.

    I currently have lots of speculation what will be coming. However I feel this deck is in a good place currently.
    Posted in: Standard Archives
  • posted a message on Esper Spirit Tokens
    I would probably deal with curse in the side boarding o-ring Or nevermore. I'll put a mock up of a sideboard tonight, unless someone wouldn't mind taking a stab at it before then.
    Posted in: Standard Archives
  • posted a message on Esper Spirit Tokens
    I haven't had much play testing. However Rootborn gives my creatures protection against board wipes and provides an additional token.

    I like moving Inaction out of the way for GoST (unless you meant Dungeon, which is also cool). I need to pick some up then.
    Posted in: Standard Archives
  • posted a message on Esper Spirit Tokens
    Ugh... knew I forgot something.

    Moorlands I have and can cut the Collective for them right away. Though what could I cut for GoST then?
    Posted in: Standard Archives
  • posted a message on Esper Spirit Tokens
    Here's my current take on Esper Spirits. I was playing an earlier version of this deck pre-rotation and this is where its currently sitting after RTR. I'm definitely liking the level of interaction, especially with Cackling, Captain and Rootborn.



    Currently I'm much in favour of keeping Tormented Soul in, as it really is my only alternate turn 1 play and help keeps the mana curve down and gets damage through.

    Overall I feel the deck has lots of interaction and is pretty good. Though it will need more testing. I think the number of lands may be low though.
    Posted in: Standard Archives
  • posted a message on Bant Spirits
    I'm a little surprise Cackling Counterpart isn't in the list. Seance makes a token, you copy it and get one permanently. Definitely looking into.
    Posted in: Standard Archives
  • posted a message on W/U/b Spirit Tokens
    Yo, I've been working on a similar list over here. I'm going into a casual FNM tonight to check it out and see what I can get rolling. I'll be posting results tomorrow most likely. I haven't played against many Zombie decks yet, so I'm not sure what advice to give you. Siding in Safe Passage is an option. Or even Angel of Glory's Rise, though that would only return your Doomed Travelers. It is a thought.

    Best of luck.
    Posted in: Standard Archives
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