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  • posted a message on [Deck] UBx Mill
    Players won't fetch if they know you have a trap in your hand... That's what he's talking about.
    Posted in: Aggro & Tempo
  • posted a message on [Deck] UBx Mill
    Both path and ghost quarter say "may". If the opponent had to search I wouldn't have made the point.

    Going from 16 to 20 sucks and you will need more gas but its still faster than manic scribe which would be 6 to 20 lol.

    Has anyone taken trap out though? How important is it in certain matchups? I don't even think anyone has considered taking it out so nobody knows the answer...
    Posted in: Aggro & Tempo
  • posted a message on [Deck] UBx Mill
    Just some random thoughts...

    Archive Trap is very frustrating if players inquisition/thoughtseize or just refuse to fetch once they know you're playing mill. It just sits in your hand and ruins your bridge (if you decide to play that) and mill 13 for 5 is quite awful. As for Ensnaring Bridge I'm pretty sure the best place for this card is in your sideboard if you decide to run any. I saw a list earlier playing Nihill Spellbomb in the main deck due to Emrakul paranoia... Why not just play bridge? It does the same thing and can be relevant in other matchups... I've only played against Jeskai Nahiri a few times and the deck doesn't have any answers for bridge.

    Getting your opponent to 20 cards in graveyard as soon as possible seems very important so you can draw 3 for more gas. I don't get all the hate for Breaking when nobody in their right mind would cut Glimpse. Mill 8, mill 10 who gives a *****? You need to cast 2 spells of: Glimpse/breaking/Funderal or have a crab live to get to 20 by turn 3/4. Has anyone tried replacing say 3 Archive Traps for 3 Breaking? If I draw a Trap in my opening 7 and my opponent doesn't search its a dead card. This goes back to the same argument I read earlier about not main decking Surgical Extraction because it just durdles in your hand or shuts out a combo and wins for you. If anything board trap in but this deck needs every sideboard slot for stuff like white leyline/emrakul/combo decks. Has anyone dared taking out trap and put in the more consistent breaking? How has Nihill Spellbomb done for you?

    I've seen a lot of hate for Manic Scribe and complaining about delirium. If you play Scribe you need to play Jace's Phantasm and an artifact like Bridge. Much like the GP LA deck. I don't get the hate for that decklist. Does the deck have any answers for infect? No, but you aren't going to beat every deck in modern anyways so it seems beneficial to punt the matchup rather than add all these cards to make a horrible matchup you won't win to just bad.

    I'm debating going back to UB. A lot of the reason for going to white seems to be for infect. As pointed above I guess I'm ok punting but even if you aren't you have access to You have game against blood moon, probably not relevant but definitely a bonus. You don't lose life to your lands as much which may give you an extra turn to draw something. Rather than try to beat infect you can focus on other matchups like zoo/creature aggro and burn with stuff like profane memento. I guess this is very "meta" dependent.

    A lot of this is directed towards R0K because I practically run the same list as him.
    Posted in: Aggro & Tempo
  • posted a message on Deploy the Gatewatch
    I built this and it's pretty fun:

    4x Oath of Nissa
    4x Weirding Wood
    4x Planar Outburst
    4x Deploy the Gatewatch
    4x Sorin
    4x Chandra
    1x Jace
    1x Arlinn
    1x Sarkhan
    1x Tamiyo
    1x Nahiri
    1x Narset
    2x Gideon
    1x Nissa
    2x Ob Nixilis

    10x Forest
    7x Plains
    4x Fortified Village
    4x Canopy Vista
    Posted in: The Rumor Mill
  • posted a message on [Deck] UBx Mill
    What decks specifically do you think Thing in the Ice is good for when you say "grindier" matchups? I'm asking because Spellskite gives you the same 0/4 body for 2 cmc but is so relevant in many matchups.
    Posted in: Aggro & Tempo
  • posted a message on [Deck] UBx Mill
    How has Startled Awake performed? I just assumed 4 cmc was too much so I never tested it.
    Posted in: Aggro & Tempo
  • posted a message on Mardu planeswalkers
    Hello!

    I play Mardu Walker and think you need at least 6 card slots for sweepers (radiant flames, planar outburst, languish, descend upon).

    I use a mana base of:

    4 evolving wilds
    2 swamp
    1 plain
    1 mountain
    2 smoldering marsh
    4 battlefield Forge
    4 caves of Koilos
    3 needle Spire
    4 shambling Vent
    1 westvale abbey

    I ended up cutting declaration in stone because the purpose of the deck is to grind them out of resources not give them more gas.
    Posted in: Standard Archives
  • posted a message on GR Splendid
    I tried to run a Green Blue version with grapple, contingency plan, gather the pack, pieces of puzzle, etc... The problem is the deck is so fragile. I'm not sure if you can include Splendid Reclamation without dedicating a bunch of cards to it.
    Posted in: Standard Archives
  • posted a message on Planeswalker Control
    If you're looking for more cards to make the mana more consistent Weirding Wood will fix your mana and gives you a clue to replace itself. This made a 5 color deploy the gatewatch deck consistent with the same mana base as the deck above (slow, not tier 1 or close, but you can cast your stuff). 8 cards in your deck drawing 9 cards (on the play) is 75.11% and drawing 10 cards (on the draw) is 79.02%. 9 and 10 cards represent when you play your 3rd land and cast weirded wood.

    I see you're running Terrarion... This card is much better in my opinion so I'd give it a shot.
    Posted in: Standard Archives
  • posted a message on New Emrakul: What are you feeling about it and why?
    Legacy Reanimator. A 13/13 flying trample with protection from instants (which is the only removal legacy uses) that you throw out on turn 1.

    Also, since it wasn't hard cast your opponent won't get a free turn against you.
    Posted in: New Card Discussion
  • posted a message on Countersliver
    I'm waiting for the hexproof and infect slivers
    Posted in: Developing (Legacy)
  • posted a message on Grisselbrand's ability
    Pay 7 Life: Draw 7 cards

    Can I use this ability to go below zero or do I instantly lose?


    I think I read somewhere that you can't cast this ability if you are at 7 or lower life... BUT what if you had a Platnium Angel in play could you activate this ability? Do you know of any cards that I can use where I can use this ability as much as I want and go to negative life?
    Posted in: Magic Rulings Archives
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