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  • posted a message on Puppy Power! An Isamaru voltron Deck
    First: a store actually bans mana rocks? Wow that is backwards IMO. Go mass land destruction and make them cry, imo.

    On to your post:

    1) I would definitely add Swiftfoot Boots. If you're trying to voltron your creatures, you should give them hexproof/shroud as much as possible.

    2) Along the same lines as number one, you'll want to make your dudes indestructible too. I'd add Felidar Umbra, Hyena Umbra, Mammoth Umbra, maybe even Umbra Mystic. Also consider adding Indestructibility and Gift of Immortality there's another white enchantment from Theros that allows your dude to come back, can't think of the name of it. (thanks to bigbearlyke)

    3) Concerning your removal suite, I think you must include Oblation - it's fantastic. I'd also consider adding (or subbing in) Allay.

    Good luck!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Bullseye Cards
    Humility
    Pandemonium and cards with its effect
    Palinchron
    Posted in: Commander (EDH)
  • posted a message on My take on Roon of the Hidden Realm
    Things I would consider doing, considering your parameters:

    -All is Dust
    +Wash Out
    Reasoning: All is Dust will toast your own stuff, and it's a very high CMC sorcery, which means you're probably tapping out for it. At sorcery speed, for 3 less CMC, I think Wash Out wins in this scenario. If you're concerned about non-creature permanent removal, I would also consider Qasali Pridemage.

    -Chancellor of the Spires
    +Snapcaster Mage
    Reasoning: You have some powerful spells, so I can understand that you'd want some spell recursion. Although it won't hit opponents' spells, I think Snapcaster Mage is much more aggressively costed, can be done at flash speed, and is recurrable with your Sun Titan, Reveillark, and Karmic Guide.

    -Terminus
    +Angel of Serenity
    Reasoning: You already have two great sweepers in Austere Command and Planar Cleansing - and if you took the Wash Out suggestion, that's a third. I think you run a risk of tucking your own value creatures with this card, which means you can't recur them. Rather, I think you'd be happy with Angel of Serenity, as it can be used offensively against opponents' defenders or it can be used as another source of recursion on creatures in your own graveyard. It also helps that it flies, which is something these bant lists are sorely missing.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Goodnight Roon
    Sorry about overlooking the Defense of the Heart thing! Some things from my list, what I would add, what I would take out, and why:

    -Lurking Predators
    +Asceticism
    Reasoning: You have a ton of ways to get your creatures into play - the little ones with mana, the big ones with spells and tutors (speaking of which, have you considered Eladmari's Call for Turn to Mist?). Asceticism will give your creatures that you soon wish to bounce some staying power. Also, Asceticism is a high-casting-cost enchantment that does work the turn it comes into play - Lurking Predators is not. Finally, this will help you lower your mana curve.

    -Sea Gate Oracle
    +Vendilion Clique
    Reasoning: You have zero counter magic in your deck currently. I feel like other creatures with effects as they enter (I'm thinking any red-based deck with cards like Purphuros, God of War type effects) will punish this deck. Vendilion Clique is counter magic on a stick, flashable, repeatable counter magic, and a source of card draw on yourself if you're desperate.

    -Sudden Disappearance
    +Wash Out
    Reasoning: You already have a better version of this in Ghostway, and if you're using it offensively, I'd rather use Wash Out as it can hit more players and targets. Additionally, it will help you lower your mana curve.

    -Galepowder Mage
    +Restoration Angel
    Reasoning: Restoration Angel does not require you to attack to use its ability, and it has flash, so she makes any of your ETB guys already on the field into an instant ability.

    -Regal Force
    +Nephalia Smuggler
    Reasoning: I think you lack card draw, and unfortunately most of it is high on your curve in Mulldrifter, Prime Speaker Zegana, Soul of the Harvest, and Regal Force. However, I think a 7-drop that is primarily used as card draw is just too much. To lower your curve and have another flicker effect, I'd choose the smuggler.

    -Evacuation
    +Rhystic Study
    Reasoning: If you went with my suggestion and put in Wash Out, I think you'd be comfortable with this change. It helps you lower your curve while at the same time giving you a source of card draw that is passive and low on your mana curve.

    Anyway, hope some of this was helpful!
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Roon of the Hidden Realm - Because Running Circles Around Value Town is Fun!
    Quote from Bokonon
    Another benefit of the Qasali Pridemage addition that Outcry recommended is that it gives you a bit more resilience from Torpor Orb. That's somewhat of a meta-specific issue, but if you start winning a ton in your playgroup (which Roon can definitely do), they will wise up and start packing heat against you. I might also exchange Harmonic Sliver for Aura Shards. Neither of these work around the aforementioned Torpor Orb, but there are two benefits of Aura Shards over Sliver. First, it turns all your creatures (that already have built-in value) into super-Harmonic Slivers. Second, and this is subtle but easy to miss, Aura Shards is a >may<, while Harmonic Sliver doesn't give you a choice. If you need a blocker, and Sliver is the only creature in your hand, and no one else has an artifact/enchantment out, well, guess you're going to have to destroy your Sol Ring.


    This is definitely something to think about. Another idea that bears mentioning on the Harmonic Sliver versus Aura Shards discussion is that Aura Shards will typically draw a ton of heat from everyone at the table, whereas Harmonic Sliver generally only angers one opponent. If you play in a meta filled with well-tuned decks, I would consider this political aspect carefully, as I've had games where I became a public enemy #1 simply by playing Aura Shards.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Roon of the Hidden Realm - Because Running Circles Around Value Town is Fun!
    Quote from zapjack1
    By Rockondon's Suggestion, I slotted in Spike Weaver over Stonehorn Dignitary. Still unsure as to what to cut to try testing with Ghostway, as it seems very powerful but I can't find a slot.

    Anyone else have any suggestions? This isn't a perfect list by any means, and I'd greatly appreciate the help! I want to make this as powerful as possible, without using infinite combos and staying on theme.


    I would cut Cloudshift for Ghostway. Cloudshift, in my opinion, simply does not give you enough value for a spot in the deck. You need more value that one blink, in my opinion, to make the cut.

    Other suggestions:

    Defense of the Heart for Tooth and Nail. It will help you cut down on your already-huge curve, it can help discourage aggro from committing to the board, and it will help you keep mana open in the late game.

    Qasali Pridgemage for Woodfall Primus. Again, this will help you cut down on your mana curve, and you get the type of repeatable removal out of the pridgemage that you get out of the primus. Pridgemage is recurrable with Sun Titan, Revillark, and Karmic Guide.

    Finally, I'd find a way to fit some counter magic in here. If you want them on a stick consider Vendilion Clique or Mystic Snake. Otherwise, consider Spell Crumple or Hinder. Some places I see you could cut are the blinkers (you have a lot of blink effects, not as many ways to protect the dudes you have out) or your removal (in multiplayer EDH, people are often using cards that have value one the card resolves....putting in some counter magic over removal may help with this).

    Hope this helps.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Goodnight Roon
    I made this same suggestion to another OP of a Roon deck, but the same answer applies to your build:

    Have you considered Defense of the Heart instead of Tooth and Nail?

    I prefer Defense of the Heart in this deck for the following reasons:

    1) It's lower on the mana curve. Your curve is already very high, so I think this would help with your early-mid game.
    2) You do not reveal the creatures as you do using the first prong of Tooth and Nail. Similarly, you do not need for the two creatures you want to cast to be in your hand.
    3) Defense of the Heart can act as a deterrent to really fast aggro decks, if you find that as a problem in your meta.
    4) Tooth and Nail is sorcery speed only - there's a good chance you will be tapping out to cast it, which will allow you limited or no ability to respond to anything else during your opponents' turns, such as a Roon of the Hidden Realms blink.
    5) Tooth and Nail is cast later in the game, making it more likely that people are holding up counter magic to combat game-enders and combos from going off. Defense of the Heart comes down at least 3 turns earlier, so if you hit it on curve, it's much less likely to be countered.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Competitive]] Roon of the Hidden Realm - help me make this as degenerate as possible
    Have you considered Defense of the Heart instead of Tooth and Nail?

    I prefer Defense of the Heart in this deck for the following reasons:

    1) It's lower on the mana curve. Your curve is already very high, so I think this would help with your early-mid game.
    2) You do not reveal the creatures as you do using the first prong of Tooth and Nail. Similarly, you do not need for the two creatures you want to cast to be in your hand.
    3) Defense of the Heart can act as a deterrent to really fast aggro decks, if you find that as a problem in your meta.
    4) Tooth and Nail is sorcery speed only - there's a good chance you will be tapping out to cast it, which will allow you limited or no ability to respond to anything else during your opponents' turns, such as a Roon of the Hidden Realms blink.
    5) Tooth and Nail is cast later in the game, making it more likely that people are holding up counter magic to combat game-enders and combos from going off. Defense of the Heart comes down at least 3 turns earlier, so if you hit it on curve, it's much less likely to be countered.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Tibalt's Advocate: Grixis
    I am definitely of the same mind as the OP, but before we reinvent the wheel with discussions about grixis' strengths and weaknesses in the current standard, I would urge you to read the very thorough thread on Grixis Control in the Standard Established thread. You will see all the arguments discussed here in detail from those of us who have been playing grixis the entire season, our results from that testing, and all the different deck tech that have been attempted.
    Posted in: Standard Archives
  • posted a message on [[Competitive]] Roon of the Hidden Realm - help me make this as degenerate as possible
    Love the thread and I appreciate the ideas in your card selection. I've recently been making a flicker deck, and one card I would consider adding is Man-o-War.
    -He's cheap in your 3 CMC slot, has an effect that you can use offensively or defensively, depending on your board state and what other ETB creatures you already have out
    -You can bring him back with Revillark
    -He will help you clear a board late-game with your other flicker effects, since it appears like you have only a few late-game ways to punch through

    Good luck
    Posted in: Multiplayer Commander Decklists
  • posted a message on [Primer] Grixis Control
    Quote from Belydshe
    First of all, I play Mono Black Devotion but Im a huge fan of Grixis.
    I've been Reading a lot about Grixis here, and let me ask you a simple question: "What do we need RED for?"
    I was trying to build a Grixis yesterday, and I realized that RED spells weren't that much of a threat, Anger of the Gods, Frostburn Weird and Dreadbore, were not that necessary, so i cut RED and I came up with a UB Control. Then I realized, that Desecration Demon is better than Prognostic Sphinx, and Nightveil Specter seemed like a good inclusion..., so does Thoughtseize and Hero's Downfall was way better than doom blade in UB... and if i was going to play Nightveil Specter, Devotion seemed like a good choice... So finally I ended up with my very own MBD deck.
    MBD with blue splash is still an option, but not Grixis.

    Conclusions?
    We really need a very strong reason to play Grixis, as for now, I guess its not its time yet


    I agree with Elmochalatte, but I'll elaborate a bit. As he said, this thread is FULL of this very discussion, and about 10 pages back you'll find a section regarding the different iterations of Grixis, including the strengths and weaknesses of using each of the colors as just a splash. Before posting your comment, I think it would have been helpful to read the entire thread, including that section.

    I definitely disagree with your analysis of the inclusion of red. You said red spells are not a threat, and then listed them. Please allow me to answer in turn:
    1) Anger of the Gods. If you think this is not threatening, I'm not sure what standard events you are playing. The only other sweeper in our colors, or even the MBD that you ended with, is Ratchet Bomb, which is subpar in the situations you'd need it (to wit: aggro). Even against more midrange-type decks, I've found that hitting their setup cards (Sylvan Caryatid, Nightveil Spectre, etc) is a huge help for us keeping pace.
    2) Frostburn Weird. (ignoring the fact that you don't need red for it): Depending on your deck style, this is an all-star. It plays a specific role, and it doesn't need to be a giant threat on its own in order to fulfill that role. It's an early x/4 blocker, which is very relevant against RDW/GW. It protects our planeswalkers t2+. Even topdeck, if we've kept control, it's a late-game beater.
    3) Dreadbore. I've found this spell to be quite relevant. It's the only 2cmc spell that deals with resolved planeswalkers, and for that reason alone it's in my sideboard. Together with our other removal, it helps round out our removal suite.

    And you have completely ignored other cards that we get access to when we include red:
    1) Steam Augury - depending on the style of deck you're playing, a 4cmc instant-speed draw spell is wonderful. If you have redundancy (and I do in my decklist) it's fantastic.
    2) Mizzium Mortars - in my sideboard, it comes in to combat the very-popular Blood Baron. Also acts as another sweeper.
    3) Slaughter Games - If you have read the thread (and from your post, it's clear you didn't) you'd see that many people have found this to be wonderful post-board against a number of decks, including your MBD

    I'm sure I'm forgetting some spells, but these are just a few reasons to keep the red in Grixis Control. If you want to comment about other decks you are trying (UB control and MBD) there are threads devoted to those decklists and playstyles. Please keep your comments in the appropriate threads.
    Posted in: Standard Archives
  • posted a message on [Primer] Grixis Control
    Quote from Kibbelz
    What's the Grixis opinion of Thoughtflare over cards such as Inspiration or Opportunity?

    I know deck choice does depend on it. As stated previously, i'm still trying to make Traumatize // Psychic Spiral in a Grixis draw-go shell. I believe I just about have it down ready for testing next FNM, but my biggest issue at the moment is drawing my answers. I'm currently running 3x Opportunity and 3x Steam Augury.

    Thoughtflare could help boost Psychic Spiral results, and it comes in as 1 mana cheaper than Opportunity.


    P.S. just to be clear on my idea, everyone thinks I want to Traumatize myself and then Psychic Spiral. in fact, the idea is to Traumatize the opponent to knock out their win-cons as it opens the options with Crypt Incursion for stabilization against aggro decks.

    Thanks for the opinions!


    I'm sure you will hear it from everyone, but using Thoughtflare as a draw engine, like using Steam Augury, will require redundancy in your deck. Personally I like them, as a run 3 Steam Augury and 1 Thoughtflare; however, have you considered running Jace, Architect of Thought as another draw engine? As you can see from most decks being posted, he seems to be a staple in the build and he has worked great for myself. Of course, he also comes with the added benefit of being versatile, as his +1 helps against aggro when you need it.

    Good luck!
    Posted in: Standard Archives
  • posted a message on [Primer] Grixis Control
    Hi all, I know most people already did their FNM/Game Day recaps, but I just wanted to note something that I hadn't seen anyone discussing: Mistcutter Hydra.

    Did anyone else have a problem with him? After going 4-0 at FNM, I went 2-2 at Game Day. While I attribute much of my Game Day woes to having forgotten to pack my playset of Anger of the Gods, I got completely trounced by a mono green deck that mainboarded 3 Mistcutter Hydra. My removal suite consists of 4 far/away, 2 dreadbore, 2 devour flesh, 1 doom blade. That left me with 1 instant-cast removal and 2 sorcery-speed removal for them pre-board. The far and devour flesh were uselss, as mono green pumped out too many chumps that he could sac, and I couldn't counter the hydra either.

    With the rise in popularity of mono blue devotion, esper, and UW control, does anyone foresee Mistcutter Hydra being a long-term problem? Is anyone mainboarding more hard removal in anticipation for this? Or was this a meta-specific problem? I'm nearly considering mainboarding Ultimate Price at this point...
    Posted in: Standard Archives
  • posted a message on [Primer] Grixis Control
    Why is quicken still a conversation. Look at all the lists suggested. I can't find a two drop that I wouldn't prefer over it. Use another counter. another removal. The point is that we're trading 1 for 1 until we gain card advantage (through removal or card draw). Quicken would be the only card in the deck which is only situationally useful
    Posted in: Standard Archives
  • posted a message on [Primer] Grixis Control
    I see quite a few lists completely skipping Omenspeaker, and I have not seen the justification.

    In my testing over the weekend, Omenspeaker was fantastic vs. aggro (I expect my meta, and most metas early-on, to be full of aggro). Assuming a t2 drop, it's a 1/3 body that fixes my draw (which helps get me to AotG or the double red for it).

    Worst-case scenario I have seen so far is they have to use another card to make sure their 2 drop gets through. That's still 1-for-1'ing an aggro deck and getting us to our 3 drop without having taken damage while helping fix our draws. I guess the alternative is using our t2 play to save for a counter or use removal EoT...either way we're 1-for-1'ing until at least our 3 drop.

    For those who do not like Omenspeaker, in your testing, what scenarios have you not found him to be helpful?
    Posted in: Standard Archives
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