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  • posted a message on [Single Card Discussion] Doom Blade/Go For the Throat
    Is Doom Blade or Go For the Throat better in Modern as removal for a Blue/Black aggro/midrange deck?
    Posted in: Modern
  • posted a message on Sudden Spoiling
    Ok, thanks.
    Posted in: Magic Rulings Archives
  • posted a message on [Deck] Black and Blue Mid-Range Mill




    The point of this deck is to mill and then swing for large amounts of damage with Jace's Phantasm, Wight of Precinct Six, and Mortivore. Wall of Frost is there to help prolong the game until I mill enough cards. Sudden Spoiling stops Geist of Saint Traft, Elves, Affinity, Urzatron, and many other deck types. Doom Blade serves as this deck's removal. In the sideboard, Lightning Greaves and Witchbane Orb protect against Burn, Scapeshift Valakut, and many other things. Grafdigger's Cage protects against dredge and reanimation. Kozilek helps protect against mill.
    Posted in: Modern Archives - Deck Creation
  • posted a message on Sudden Spoiling
    Also, how would Sudden Spoiling affect a Tarmogoyf?
    Posted in: Magic Rulings Archives
  • posted a message on Commander Game
    High Priestess Kishar 5GG
    Legendary Creature-Elf Cleric Mythic Rare
    At the beginning of your upkeep, you may put X 1/1 green and white cleric creature tokens onto the battlefield, where X is the number of cards in your opponents' graveyards.
    3/3

    Next: A legendary storm crow
    Posted in: Custom Card Contests and Games
  • posted a message on Sudden Spoiling
    Thank you so much.
    Posted in: Magic Rulings Archives
  • posted a message on Sudden Spoiling
    I just discovered Sudden Spoiling, but I have a few questions.
    1. If I use it on Geist of Saint Traft and one of his angel tokens is in play, would the angel token stay after combat?
    2. Can I use Sudden Spoiling to keep Emrakul or Progenitus in the graveyard
    3. Does it stop "when this creature leaves the battlefield" abilities?

    Please use card tags in future posts.
    Kahedron
    Posted in: Magic Rulings Archives
  • posted a message on [DOM] Dominaria
    I think that you should change the title for the set. None of the previous sets that take place on Dominara actually had Dominara in their names so why not go with something that sounds cooler?
    Posted in: Custom Set Creation and Discussion
  • posted a message on Top 5 Best/Worst Mechanics
    Quote from TheArchitect
    I don't think Threshold belongs on the dishonorable list. Yes, discarding/sacrificing permanents to pad your graveyard isn't something casual players like to do--but that's why cards with threshold aren't played in casual circles. It's one of the more powerful mechanics that has seen significant play in both Pro-Tour and World Championship decks.


    I know that it's powerful, but if I am going to be putting cards in my graveyard, its going to be for reanimation. I's like it if it was based on the number of cards in your opponents' graveyards. That way, you wouldn't have to discard and sacrifice cards to fuel a keyword and would be able to use removal and discard without being worried about it boosting your opponents' stuff.
    Posted in: Opinions & Polls
  • posted a message on Top 5 Best/Worst Mechanics
    Quote from Asterisk
    Top 5:

    Haste
    Flying
    First-Strike
    Trample
    Cycling

    HM - Champion a permanent

    Bottom 5:

    Kinship
    Ripple
    Sunburst
    Radiance
    Detain

    LHM - Sweep, Protection from Red, I don't like most of the mechanics for one reason or another, so the rest too.



    Really, protection from red? That seems just ridiculous.
    Posted in: Opinions & Polls
  • posted a message on The Mighty Morphin' Magic Card
    Prototype Incubator+Righteousness
    Bloodline Project 5WUBRG
    Enchantment (MR)
    WUBRG, Sacrifice Bloodline Project. Put 5 1/1 hero creature tokens with haste, indestructible, protection from black, trample, double strike, and "When this creature blocks it gets +7/+7 until end of turn" that are all colors onto the battlefield.
    Posted in: Custom Card Contests and Games
  • posted a message on Top 5 Best/Worst Mechanics
    What are the 5 best mechanics and the 5 worst mechanics. Why do you think so?
    My Favorites are:

    Honorable Mentions-Equip, Double Strike, Suspend, Splice, Deathtouch, Indestructible

    5. Evoke-Evoke cards are essentially split cards, but more abusable with stuff like Sedris, the Traitor King, Grave Pact, and Living Death. What's not to like?

    4. Imprint-It can do anything. Soul Foundry, Prototype Portal, Strata Scythe, and Chrome Mox are all fun, and the mechanic is both versatile and powerful.

    3. Landfall-It makes dropping lands exciting, even late in the game when it normally wouldn't matter.

    2: Proliferate-It accelerates planeswalkers, adds +1/+1 and -1/-1 counters, helps your artifacts and lands charge up, and poisons your opponent. Anything that can do that is awesome.

    1: Multikicker-It makes small things relevant late in the game, can do almost anything, and adding more mana to a spell to make it more powerful makes sense.

    Least Favorite:

    Dishonorable Mentions-Hellbent, Haunt, Madness, Splice onto Arcane, Phyrexian Mana, Recover, Miracle

    5. Threshold-The problem with this one is not that it is bad or complicated, but that it makes you want to discard cards and sacrifice permanents. That is not something that most players want to do.

    4. Infect-Infect is a horribly linear mechanic. It also doesn't have good flavor. You die from poison before you die from damage, and blighsteel colossus somehow kills you with poison instead of by using its enormous strength and huge size.

    3. Ripple-Ripple forces you to play with a certain subset of cards, most of which are bad, in order to get an effect. Because the ripple value is 4 on each card printed with ripple, you probably will never actual use the ripple effect, leaving you with an overcosted card.

    2. Rampage-Why in the world would you block something with rampage but without trample with more than one creature! It makes no sense!

    1. Epic-Not being able to cast spells is a drawback unworthy of the effect. The only good thing about this mechanics is that it was only printed on 5 cards with horribly high mana costs that you can almost never cast.

    Thoughts?
    Posted in: Opinions & Polls
  • posted a message on Which Planeswalker's Ultimate Ability is the Most Game-Changing/Game-Ending?
    Karn's is the most game-changing. I mean, he restarts the game! Nothing is as game-changing as that! But Elspeth, Knight Errant's is the most game-winning. Indestructibility is awesome.
    Posted in: Opinions & Polls
  • posted a message on Help with Rasputin Dreamweaver EDH
    I've never made a Commander deck before, so I have a question. How many card drawing spells and tutors should be in an average blue/white deck and how many counterspells?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Commander Game
    Wall, Lord of Walls 2RRR
    Legendary Creature-Wall Rare
    Walls that you control lose defender and get first strike, trample, and +5/+0.
    0/5

    As you might guess, I saw a wall.

    Next:A squirrel that's an ooze lord named Mark Rosewater
    Posted in: Custom Card Contests and Games
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