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  • posted a message on W/B Eldrazi
    One of the pilots of this deck at SCGBalt said that the Matter Reshaper should probably be just another Ultimate Price moving forward. He said he also tinkered with Wasteland Stranger, but if he was going to run it, he'd run less Ultimate Price and more Silk Wrap. Also in my opinion, the Eldrazi Displacer really shouldn't be the focus of the deck, its already enough to blink Avacyn or Thought-Knot Seer for some powerful synergy on a decent body that can protect itself and others.

    My opinion on the Hangerback vs Knight is that the Knight is probably better. I've seem the deck double knight turn three on the draw after the opponent used Explosive Vegetation. I'd rather be doing that than hangerback on 1 or 2 and be able to wall out aggro with 4 power first strike.

    These are just my observations though.
    Posted in: Standard Archives
  • posted a message on [Discussion] Standard Dredge
    Is the Conley Woods list a good starting point for this list? I'd be the first to play it in my local metagame. No grave hate anywhere.
    Posted in: Standard Archives
  • posted a message on RUG Sphinx of the Chimes deck!
    Any thoughts on the niv curiosity combo? Seems like a fair combo, and in a pinch it could create some card advantage with gelectrode. I'll probably play more two headed sruff, so sitting back on my spells and running counters and removal can be a valid strategy if my partner can take advantage of the windows I can create.
    Posted in: Multiplayer
  • posted a message on RUG Sphinx of the Chimes deck!
    Lol I just don't like loam because lands are lame and not very interactive with everyone else. Also, trying to keep a reasonable 100 dollar budget with this deck, so 20 dollar cards are out. 10 dollar cards are okay, especially if they're handy for commander or modern. I really like the idea of deathtouch pingers so I want some number of death touch enablers and staticaster/gelectrode as combined with punishing fire they become more threatening even without death touch. That should curb off early aggro (in multiplayer?) Ditching green doesn't let me ramp, but then again I can run more power and utility in those slots. I like dark depths combo, but getting them is the only problem. But then my six drop ideally would be primetime anyway.
    Posted in: Multiplayer
  • posted a message on RUG Sphinx of the Chimes deck!
    Thanks for the suggestions! Unfortunately, I'm not a big fan of loam so I don't really want to go in that direction. I agree that Collar + Sharpshooter is a much better combo, unfortunately, I don't have any of those. I do think that subbing Nightshade Peddler for Gorgon's Head and Izzet Staticaster would be (slightly) less fragile though. Maybe Dismiss into Dream with P. Fires as repeatable hard removal?

    As for actually winning, I was wondering that myself, I know a grindy engine is worthless without a resilient end game. I don't have much faith in Sphinx beats, even with a 5/6 flying body.

    I used to play astral slide and win by eventually entwining Rude Awakening, but without sweepers that doesn't seem possible without overloading cyclonic rift at the EOT. And manlands were a big part of that deck.

    Are there any combos in RUG colors that read "I win"?

    I'm honestly putting fun factor over competitiveness, but I don't want players saying, "Oh, he's playing that pile, focus on that guy." or do I?
    Posted in: Multiplayer
  • posted a message on RUG Sphinx of the Chimes deck!
    My playgroup is pretty casual, I don't usually see anything super competitive. Most of my decks aren't suited well for multiplayer mostly for being too aggressive or doing degenerate things and winning the game too quickly. I'm looking for a grindy control deck that is a blast to play in two-headed giant and free for all variants.

    I was thinking about the interactions of these cards specifically: Sphinx of the Chimes, Punishing Fire, and Grove of the Burnwillows. With these cards in the right places, Sphinx (with burnwillows in play) basically reads - RR: Opponent gains 1 life and you draw 4 cards.

    I have no idea where to take the deck from here, but I thought that since we're in RUG colors, the Nightshade Peddler / Izzet Staticaster combo might fit as well.

    Some other synergistic cards that can take advantage of recurring Punishing Fire would be great as well (for example, Liliana of the Veil and punishing fire make her + ability pretty one sided). I need as many suggestions for these as you can come up with.

    Lets Brew!
    Posted in: Multiplayer
  • posted a message on UR Delver + Burn (Pauper)
    I'm expecting some mono green stompy and probably b/x control for sure, both seem to have game against me. what can I bring in to hate them out?


    Posted from MTGsalvation.com App for Android
    Posted in: Paper Pauper and Peasant
  • posted a message on UR Delver + Burn (Pauper)
    Ugh lol I know you're probably right but I've had those damn deep analysis sitting around so long waiting to be used.

    In general what sort of decks do tempo decks have trouble with? I'd imagine control decks would be a tough matchup. What sort of sideboard cards would strengthen my chances?
    Posted in: Paper Pauper and Peasant
  • posted a message on UR Delver + Burn (Pauper)
    spell rupture I feel can be inconsistent with my low creature count. and none of them have power on their own (although with anything but dragonauts it's on par with mana leak with the option to increase the toll by two for one-ing myself). I was going to run counters in the side. mizzium skin and good old mana leak probably. also what would you cut for main deck counter magic?


    Posted from MTGsalvation.com App for Android
    Posted in: Paper Pauper and Peasant
  • posted a message on UR Delver + Burn (Pauper)
    Here is a list I'm going to try out:



    We're doing 5 uncommon peasant, "Vintage" (but the oldest sets my playgroup plays is probably Mercadian Masques and definitely nothing awesome from those sets)

    Anyway some card choices

    Artful Dodge: I like that it can push Cyclops and Fiend though a clogged board state and trigger their buffs twice, but its not going be very useful without a creature.

    Brainstorm: Combos with Delver, does work, nuff said.

    Gitaxian Probe: Gives information, cantrips, and buffs dudes, solid.

    Lava Dart: With such a low mana curve, this can double buff my dudes, and kill two x/1's or an x/2 dude. Can also sit in the grave and help push lightning bolts into the x/4 range, all for the cost of an extra mountain. Worth a try.

    Lightning Bolt: Staple

    Ponder: See Brainstorm

    Isochron Scepter: Puts any spell on a stick for gross value. And the copy is 'cast' so it still buffs my guys.

    Izzet Charm: Good general purpose spell, and I can take advantage of all modes. Protect my dudes, burn my opponents, and help me dig, pitching dead dodges, deep analysis, and darts.
    Posted in: Paper Pauper and Peasant
  • posted a message on zoo help
    Creatures:26
    4 Experiment One
    4 Kird Ape
    4 Wild Nacatl
    4 Burning-Tree Emissary
    2 Kavu Predator
    2 Qasali Pridemage
    4 Knight of the Reliquary
    2 Loxodon Smiter

    Spells:14
    4 Lightning Bolt
    4 Path to Exile
    4 Punishing Fire
    2 Fiery Justice

    Lands:20
    4 Arid Mesa
    2 Forest
    4 Grove of the Burnwillows
    2 Misty Rainforest
    1 Plains
    2 Sacred Foundry
    2 Stomping Ground
    1 Temple Garden
    2 Verdant Catacombs

    I'm building zoo for fun using modern cards without banning. any suggestions to improve the list would be much appreciated!


    Posted from MTGsalvation.com App for Android
    Posted in: Casual & Multiplayer Formats
  • posted a message on [Primer] RUG Midrange - Rise of the Biomancers!


    This is the list I've been playing. Lingering Souls with a Biomancer out is devastating. Lingering Souls without Biomancer keeps you healthy.

    I've had success against aggro, but got dominated by control.

    Any suggestions?
    Posted in: Standard Archives
  • posted a message on [Primer] RUG Midrange - Rise of the Biomancers!
    What about Slitherhead for a one drop that can stall aggro/eat removal (why?) and make Biomancer a little more effective later on? How about SRG or young wolf? Recursive 1-2 drops can keep you healthy until you land a biomancer. Then maybe after you clog up the board with a biomancer, a magmaquake x = 2-3 at the end of turn would give you insane board advantage. I doubt you'd see that kind of dream draw often however.
    Posted in: Standard Archives
  • posted a message on [Primer] Grixis Control
    Just did some more testing on cockatrice. Ran into a UWR deck with a good pilot. Got beat g1, edged out a close one for g2, and took g3. Really proud of that win.

    Ran into a four color brew that flickered thrags really fast with lots of ramp and heartless summoning. lost g1, and boarded in my tokens setup for an easy win.

    Lone Revenant is a house as he just swings in under a hand of your opponents spot removal. Can't say enough good things about him. When I actually face a deck I suspect has slaughter games in the board, I'll try out plan B off the board and see how that goes. If it fails hard, I'll look at other creatures.

    Olivia and Dungeon Geist are going to eat removal upon entering the battlefield. Searing Spear has gotten a lot more popular recently.

    Staticaster is pretty meh, but what could I replace him with? I'd like to strengthen the aggro matchup with his slots.

    Does anyone else think Demonic Taskmaster has a cheap but sexy body?
    Posted in: Standard Archives
  • posted a message on [Primer] Grixis Control
    Lololbot - Your deck looks like what I started with in Indiana. The Revenants look good, but with some Grixis playing lililana and barter in blood, plus any deck carrying terminus, supreme verdict, mortars, or bonfire, the lone revenants won't last that long. I've already tried him and he's just got a target on him. Plus having no evasion, he'll just get chump blocked. Bonfire and mortars is overkill that require a lot of mana. Generally Grixis decks have moved beyond Bonfire. It's better in agro decks to clear the way for your creatures. Mortars is much better for control, as well as with bonfire starting to ramp up in popularity, expect witchbane orbs to see some play, which shut down Bonfires. You should also think about liliana of the veil. She's a great answer to geists of saint traft, as well as shutting down control decks all by herself if she hits play. The mana base looks solid, except i'd think about removing one mountain and replacing it with an island. You have 13 red sources not including your mountains or keyrunes, and all your spells sans overload only take 1 while you're wanting to guarantee double blue by turn 4 or 5 for your planeswalkers and revenant.


    I'm not a fan of Lilliana, as the match you want her in, her +1 can screw you if they have Smiter, and her -2 isn't a sure thing against GoST. Is her +1 really that good against control since they will probably be running snapcasters too?


    So, taking into consideration your suggestions, and checking out MLatte's demonic rising idea, I came up with this list



    So, some explaining:

    -2 MD Bonfire: Seems like overkill, I had it as extra answers to GoST but I agree its better suited to creature decks.

    -1 MD Nicol Bolas: He's great, but it just seems cute most of the time. I will miss the target for the occasional Jace ult. though.

    -1 MD Mountain +1 MD Island: I'm just taking Nin's advice on this one, I'm not a manabase master.

    +2 MD -2 SB Sever the Bloodline: Its good, and with the increase of Entreat, I'll permit it some MD spots over Bonfire.

    +1 MD +2 SB Archwing Dragon: He's a beater that dodges most removal, giving virtual card advantage like revenant, and I'm going try a transformative sideboard to dodge slaughter game shenanigans, mizzium mortars, bonfire, and terminus; all which shut me down completely.

    +2 SB Demonic Rising: ^
    -1 SB Rakdos Charm: 3 is still okay with snappy backup
    -1 SB Izzet Staticaster: He doesn't really fit the virt. ca plan, and I have a feeling he's going to eat removal before he sticks, but he does go off once before that happens and does help a bunch against tokens. Not sure if I should cut him completely or not. Any thoughts?
    Posted in: Standard Archives
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