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  • posted a message on End of the turn Phase Help!
    Possibly important addendum: Since your opponent is in his end step, he's limited to instants or stuff with Flash. You didn't specify what kind of spells he's casting, but for some reason I'm getting the impression that he's taking the chance to resolve creatures or sorceries. He can only do that his main phases, and we're past that by this point.
    Posted in: Magic Rulings
  • posted a message on 5 Color Cycle
    Maybe, but I'm leaning towards no. We're probably never going to cast it on turn 4, and the deck kills off of six lands so I'm not sure if dumping a bunch of extra lands on the board in the late game matters that much. While we are certainly going to have a high number of lands in the yard for Splendid Reclamation to hit, I don't think we get enough payoff from it.
    Posted in: Standard Archives
  • posted a message on I NEED SOMEONE'S OPINION ON THIS
    He certainly needs to cut down to 60, but if you're having trouble beating a 180+ card monstrosity, I think you should be more focused on your own gameplay than on his.
    Posted in: Magic General
  • posted a message on Have you ever fear of...
    I've been away from the game for about a year. Is this a realistic risk in the near future? I know Standard isn't super-fun right now, but I've been through several iterations of a format being "broken" for a couple rotations before.
    Posted in: Magic General
  • posted a message on 5 Color Cycle
    Since there are five cycling lands in Standard, I think we're going to want to run the full 20 anyway, and with almost everything having Cycling we're going to have unparalleled card selection. Seems to me that that makes being 5-colors "free". We certainly need blue, I think we need black and white for removal, and green is critical for mana acceleration, mana comboing on the turn we go off, and for giving us our Fog effect. That leaves Red on the chopping block, but while Sweltering Suns may be hard to cast, it cycles for colorless so I don't think we lose much. Sweltering Suns seems much better then Yehenni's Expertise for several reasons: It kills virtually the same creatures, it cycles, and we don't have much need for the Expertise free spell.

    Shadow of the Grave seems uninspiring but perhaps necessary. Without it, don't we risk fizzling? I mean, we win either by beating down with Demons or flooding the table with Drakes, and either strategy can be blown out by a sweeper if we don't close the game out fast. I worry that, without Shadow, we can't put enough End Step power on the table to win in a single attack, which I think is simply the way to go.

    I'm unsure on Fatal Push, mostly because I haven't been playing much Standard. It seems like a good choice for the deck, but there's something to be said for simply playing Turbo-Fog into our combo win conditions and ignoring aggro 1-2 drops.
    Posted in: Standard Archives
  • posted a message on 5 Color Cycle
    I'm messing around with a similar idea! Note that I've been mostly away from the game for about a year, so my knowledge of current sets is quite limited.

    Archfiend and Perspectives are critical, but I think four of each is a mistake. Well, four Archfiend could work since it cycles, but hitting multiple New Perspectives is terrible. I'm thinking 2-3.

    I think I'd rather go wide with tokens than go big with Shadowstorm Vizier. It puts us at too much risk to just fizzle from a removal spell.

    Vizier of Tumbling Sands generates free mana when we're going off with Perspectives, especially if we have some way to generate multiple mana from a single source. I'm thinking Gift of Paradise. That way, we can really fill the board with Drakes off of Drake Haven and set up lethal damage on end step in the air. Stir the Sands also lets us generate more tokens from the combo.

    Also, while I haven't tested it yet, my current list runs one Inverter of Truth as a reset. I'm not sure if it's right, but since this deck is absolutely capable of drawing all 60 cards and then fizzling to a Fog effect, I think it's a reasonable insurance play.



    Posted in: Standard Archives
  • posted a message on Amonkhet prerelease over/under performers
    I 3-0'd my first event almost singlehandedly thanks to Insult // Injury. It's not difficult to set up 20+ damage out of nowhere, on curve even. I blew through seemingly solid blockers, Gideon of the Trials +1, and Gideon's Intervention.

    I also played a 2HG event. Glorybringer is obviously a bomb, but holy crap, try slamming it turn 4 thanks to ramp and then having your teammate copy it with Vizier of Many Faces. And Vizier of Tumbling Sands was an incredible toolkit: it helped me ramp myself, ramp my teammate, offset an enemy Fan Bearer, and I was even able to cycle it with 2 lands up and untap one to pay for the Drake Haven trigger.

    Speaking of Drake Haven, I was able to really go off with "cycling.dec" purely on the back of Haven and two Ruthless Snipers with Shadow of the Grave and some other recursion. Results may vary, though, since I was building from a 12-pack 2HG pool.
    Posted in: Magic General
  • posted a message on New Perspectives and shortcutting
    Totally forgot to thank you guys. Thanks, guys!
    Posted in: Magic Rulings
  • posted a message on New Perspectives and shortcutting
    Hey guys. I haven't played MTG in over a year so I'm rusty on shortcut rules.

    If I have New Perspectives and exactly seven cards in hand, can I shortcut cycling multiple cards at once for free? And does that answer change if something is triggering, such as Drake Haven?

    I'd love to fill a deck with cycling cards and be able to say something like "here's five cycling cards. I cycle all of them for free, paying five mana for five drakes, and drawing five cards" rather than go through each cycle individually.
    Posted in: Magic Rulings
  • posted a message on [AKH] Amonkhet Control decks
    Failure // Comply is just bad, right?

    I mean, I was one of the guys that missed the boat when Remand was originally printed, so I'm on the lookout for an atypical counter to shake things up, but I just don't see how the card can earn its place. It's solid tempo, but pure card disadvantage.
    Posted in: Standard Archives
  • posted a message on Is the new set enough to get you to play standard again?
    I'll allow it =D
    Posted in: Magic General
  • posted a message on Is the new set enough to get you to play standard again?
    I haven't played Standard, or any Magic at all, in about a year. But this set looks juicy, so I'm certainly leaning to getting back into it.

    As a primarily Control player, the fact that we're getting Essence Scatter, big draw spells, and Cycling all back into Standard seems like a it'll be a great time to be playing. The bigger my hand, the happier I am.
    Posted in: Magic General
  • posted a message on Eldrazi Controversy Thread
    Quote from Aaurra »
    Anyone think Blind Obedience helps against Eldrazi to slow them down, at least enough to possibly stabilize? I've been considering running some in my sideboard. The extort could also be relevant in gaining some life too.


    Randomly having it in play against some Eldrazi draws is nice, sure, but you need to play the card, draw the card, and cast the card. You're doing Obedience instead of a different turn-2 play. It is extremely narrow and very questionable tech at best.
    Posted in: Modern
  • posted a message on Vendilion Clique and card draw priority
    Quote from Breathe1234 »
    But why would some people cast Vendilion Upkeep instead of draw step?


    Because the drawn card could be an instant that favorably interacts with the Clique. A counter, a kill spell, etc. There are any number of strategic reasons to cast Clique several different steps and phases, depending on the matchup. The active player will, after all, get priority to react to the clique regardless of the step or phase it's cast in.
    Posted in: Magic Rulings Archives
  • posted a message on Eldrazi Displacer and "creatures"
    Quote from MrDruLy »
    I have a question due to its ability, I don't know if I'm correct or not, but I have asked many players on what I thought about the card, and had never gotten a feed back from them, so the question is, if I use the ability to "exile another creature" it doesn't say "when" to bring it back on the field, Just back tapped under it's owner's control. So is there a debate on this? This has troubled me for awhile, I mean I'm not looking for a infinite combo on the card. Just playing magic, reading the card specifically can be a game changer, if anyone can answer, thank you.


    The exiled creature returns immediately. When a duration or timing isn't specified, it's safe to assume that the effect happens immediately.
    Posted in: Magic Rulings Archives
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