- june_yah
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Member for 11 years, 11 months, and 26 days
Last active Sun, Aug, 30 2015 11:51:34
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Jul 21, 2014dcovino posted a message on [Primer] GW HatebearsI run 2 purges and its something I bring in quite often. Blows up twin, kiki for the twin variants. Liliana, bob, chandra, raging ravine in jund builds. Blood moon, certainly. While it is color restrictive it also takes out any permanent. That flexibility combined with some relatively popular colors is good in my book.Posted in: Aggro & Tempo
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pzbw7z posted a message on [Primer] Wx Death and TaxesPosted in: Modern Archives - Established -
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gibbousm posted a message on [Primer] Soul Sistersum....Sundering Growth is the standard instant speed artifact/enchantment hate. It has the biggest upside in that you can occasionally get a Spirit token out of it.Posted in: Aggro & Tempo
If you really want something else: Demystify, Erase, Quiet Purity, and Wear // Tear can all destroy/exile an enchantment for 1 mana. Theres also Ray of Revelation . It also costs 2 but if you are one of the players splashing green you can flash it back for 1.
White also has really good mass enchantment removal. Cleanfall, Echoing Calm, Patrician's Scorn, Fracturing Gust (great vs boggles), Leave No Trace, Paraselene, and Tempest of Light.
If Leyline Specifically is causing you grief there is always Scour.
We are in White. White destroys Enchantments. Its part of its color identity. -
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DrWorm posted a message on [Primer] W(x) Death & TaxesPosted in: Modern Archives - Established
Cool it, hommes. We are all after the same thing here, lets keep this friendly and express differences of opinion respectfully. -
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Uii posted a message on fuse questionPosted in: Magic Rulings ArchivesQuote from june_yahI believe you can fuse Turn // Burn with Teeg on board.
Teeg refers to the spells cost, not the card cost.
Fuse says cast two spells at once.
So while the cmc of Turn // Burn is greater than 4, you're casting two spells both with cmc under 4.
Make sense?
To correct you, Fusing causes the split card to be cast as one spell, so even though it initially has two costs less than 4, together wouldn't be permitted by Teeg. -
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Sasky posted a message on Upcoming Changes to Sub Forums (Check Post 199)Change always brings initial unhappiness. I think it would be good to give the new structure a try and if people are still unhappy with it after a month or so, then change it back. Trying new things would only better MTGS as a whole.Posted in: Standard Archives -
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Victory posted a message on [Primer] WWWWWWWWW: WHITE WEENIES WINWWWPosted in: Standard Archives
1. How the deck works
The idea is to get out creatures like War Falcon and bears like Elite Inquisitor, Thalia, Gaurdian of Thraben, and Knight of Glory faster than they can, and win with Silverblade Paladin, Sublime Archangel, and Ajani. It wins with standard beating and removing key stoppers with any combination of Oblivion Ring, Fiend Hunter, and Bonds of Faith.
2. Why you might want to play the deck:
It kills almost as fast as RDW and as fast as zombies, but doesn't fold as easily to lifegain. It has more reach then most aggro and has threats like Archangel and Ajani that don't peter so quickly. It can usually handle midrange and aggro. It has lots of creature redundancy, which makes it relatively easy to play.
3. Why you might not want to play the deck:
It has a very hard time with mass removal, especially Terminus. You might get them down to 4, but be unable to push through after a wrath. It folds to a lot of different spells (any sweepers, too much spot removal). It can have games where your hand is just the wrong combination of threats, and can require aggressive mulligans.
4. Sideboard Choices:
The main objective of the sideboard should be to beat mass removal. Unfortunately, with Mizzium Mortars, Supreme Verdict, Terminus, and other wraths in Standard it's hard to find a single card that stops all. Answers to Verdict, Mortars, and other mass removal that's not Terminus include Faith's Reward, Rootborn Defenses, and Angelic Overseer. Defenses and Faith's Reward are both clunky and generally unusable. Overseer doesn't skirt Mortars or damage-style mass removal. Worst of all, nothing can divert Terminus. A turn 3 or 4 miracle Terminus is devastating to WW.
Results so far with the above list:
vs. Rogue Enchantment/Stalker: 2-0
vs. BUG Control: 2-1
vs. GW Midrange/Aggro: 2-0
vs. Bant Control: 2-1
vs. RUG Control: 1-2
vs. RUG Control: 2-1
vs. Frites: 0-2
vs. Jund Midrange: 2-0
vs. Jund Midrange: 1-0 and he dropped because of emergency
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7-2
The only games I really seem to lose are due to mana issues (partially due to Cathedral of War). I've gotten around sweepers multiple times, and Thalia really seems to help push back control a turn for me to get a good deal of damage in. After getting stalled out by spirits vs. Frites, I think Sublime Angel should be either exchanged for Angel of Jubilation or we should add four Faith's Shield.
6. Potential Sustitutions
I would consider adding Jubilation Angel or some (probably less good) form of Brave the Elements. Also would consider a sideboard change to hose red better.
Updates after testing:
Results after changes:
vs. Bant Control: 2-0
vs. RUG Control: 1-2
vs. RUG Control: 0-2
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1-2
Had a very hard time vs. Mizzium Mortars and Jace, Architect of Thought.
Decided to finish out the sideboard and take Fiend Hunter out of the main. It is just horrible against a lot of different cards you need to remove: Thragtusk, Angel, Thundermaw Hellkite. We're better off with an extra Bonds of Faith and siding the Fiend Hunters with Oblivion Ring. Played with mainboard numbers some more and added Riders of Gavony in place of two Faith's Shields to help our exalted (or just en masse) creatures get through.
Results:
vs. BRU (Grixis) Control: 2-0
vs. Frites: 2-0
vs. RB Zombies/Blood Artist: 1-2
vs. RWU Control: 2-1
vs. RDW: 2-0
vs. RUGW Human Reanimator: 0-2 (these games he hit an angel in the graveyard w/ 1 life left to win -- I think we have a good mu in the future)
vs. RUGW Human Reanimator: 2-0
vs. UR Delver: 2-0
vs. RDW: 2-1
vs. RGWU Control: 2-0
vs. BR Zombies: 2-0
vs. American Control: 1-2
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9-3
The last four or five matches were in a Koopa mtgs tournament. I lost in semis, but I punted game 3 of the last match by not thinking to name angel with riders of Gavony when that was the only creature that could've stopped me from getting in lethal. He made me pay for it.
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Overall Record: 17-7
Variant: W/u Aggro
I know I said this was low priority, but articles have already be written about this deck, so it's easier for me to add right away. I highly recommend checking out the full primer for the deck in the Established section. I'm only going to talk about its pros and cons vs. WW and W/g.
The build I'm using for now is very similar to Mark Shrout's (9th place at SCG 5k). I'll update with comparisons between this and WW and analysis on which is "better." -
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Epochalyptik posted a message on Thundermaw Hellkite + Spare From EvilPosted in: Magic Rulings ArchivesQuote from june_yahLast crack...
'Tap those creatures' - Either the creatures with flying, or those that have taken damage?
If part of an effect is based on other aspects of that effect, then the wording will explicitly clarify that. In this case, the ability would have to read something like this:
When Thundermaw Hellkite enters the battlefield, it deals 1 damage to each creature with flying your opponents control. If a creature is dealt damage this way, tap it. -
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turkey23 posted a message on Thundermaw Hellkite + Spare From EvilIt will prevent the damage, but not the tapping. Here's what protection prevents:Posted in: Magic Rulings Archives
Damage
Enchant/Equip
Blocking
Targeting
What you're thinking of is countering a spell or ability by "fizzling" it because it becomes an illegal target. However, Thundermaw Hellkite never targets. Therefore, the tap still happens. - To post a comment, please login or register a new account.
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