- sperlman
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Member for 10 years and 9 days
Last active Mon, Dec, 25 2017 21:50:10
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3
Wayori posted a message on Frontline RebelBeyond the barricade is there a world you long to see?Posted in: Frontline Rebel -
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ManyCookies posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great PeopleDivided Loyalties 1URPosted in: Custom Card Contests and Games
Enchantment - Aura (M)
Enchant permanent
Each player controls enchanted permanent. (Mana abilities can only be activated by its original controller)
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ShiningEyes posted a message on Commander GameA 4-color TreefolkPosted in: Custom Card Contests and Games
Willow, Child of the Forest WUBG
Legendary Creature- Treefolk Wizard
Indestructible
When Willow, Child of the Forest would be destroyed, instead put two +1/+1 counters on it.
1UU: change the target of target spell to Willow.
3/3
The forest shields and protects her from the outer world, and it has given her time to hone her natural talents.
Next:
A Healer who has lost too many people to keep caring
OR
A villain who is tired of losing to the heroes and just wants to hand up the black cloak
OR
A planeswalker who has decided to lead an army, for any reason other than world conquest or rebellion.
If none of those suit you, I suppose any old Planeswalker will do. -
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Indighost posted a message on Flavor Text Game - Version 2.0Act of Heroism 2WPosted in: Custom Card Contests and Games
Instant
Target creature gets +2/+3 and can block any number of creature until end of turn.
"It's not what you know or who, its what you do."
Next
Never in his life had Weln been so remorseful to see so many fish.
OR
"Yes, this may kill us. But the thing on the other side of the door? That will kill us! -
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slytherpuff posted a message on Flavor Text Game - Version 2.0Diversion XRUPosted in: Custom Card Contests and Games
Sorcery
Exchange target X permanents with another target X permanents.
~ is an instant and has split second as long as you have the least life total among players.
Buyback - Discard your hand.
"Yes, this may kill us. But the thing on the other side of the door? That will kill us!"
Next: Marchesa was enthralled by the prospect of a respectable suitor, especially after the mysterious disappearance of the last one. -
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Angry Bob posted a message on Flavor Text Game - Version 2.0Spiketread Obliterator 6BBBBBBPosted in: Custom Card Contests and Games
Creature - Horror
Trample
Spiketread Obliterator costs 1B less for each other creature that has died this turn.
It does not sleep, it only seeks a loving soul to claim. If it cannot, destruction's wrought, for that's the Crusher's game.
8/8
Next: "Of course I'll win! I'm strong because I'm huge! If I lose, it's because I wasn't huge enough!" -
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Woohah posted a message on Krond, The Dawn-Clad: An IntroductionPosted in: Multiplayer Commander DecklistsAs we see, the Planechase 2 legendary creatures add some serious options to the world of Commander. A lot of people like Uril, and I was thinking about designing him, until I realized...a lot of people HATE Uril. So, I decided to try making a deck, focusing on Krond, The Dawn-Clad. The deck focuses on an enchantress theme, and two-power matters and druid subthemes.
Now, the main gameplan is to get Krond to land and then start getting in for general damage. Krond's ability to exile permanents allows him to be insane in combat. Now, some synergies.
The deck's wincons are also it's wraths. Both Cataclysm and Divine Reckoning are unique in that they leave one dude on your board. You want that dude to be Krond, in all of his majestic, Aura-clad glory. Then, when you go to swing at an opponent, exile his last guy, and you've got a free swing at his dome. In 1v1, it's a good idea to exile lands, to keep them off of mana. Krond, with any power boosting enchantment, kills in three swings. Krond's Vigilance is handy for repelling swings by other players in these instances.
The enchantress build is supplemented by both Mentor of the Meek, and Gilt-Leaf Archdruid, allowing the enchantresses, to become cantrippers themselves. If you can assemble enough druids, Gilt-Leaf Archdruid is a wincon.
In the early game, you want to be sure to be putting down dudes and spells that can help you fix your mana, to beat Krond's annoying cast restriction.
Now, the very theme of Auras, is that they are pure card disadvantage. The deck is built to make sure that recursion won't be a huge issue, and packs plenty of it, including secret tech Skull of Orm.
Flickering Ward is crazy in this deck, since it's so cheap to both cast and bounce. It can draw tons of cards at sorcery speed, and is a prime target to get with Sun Titan, should it get Krosan Gripped.
The deck doesn't have a ton of removal, because Krond's trigger beats all sorcery-speed removal (which is why Beast Within is still in here, and is still awesome.)
Some non-budget upgrades include:
- Argothian Enchantress
- Privileged Position
- Mirari's Wake
- Academy Rector
- Replenish
- Temple Garden
- Savannah
- Serra's Sanctum
- Gaea's Cradle
- Windswept Heath
Cards I'm Pondering Over:
Primal Surge - When this card premiered in AVR, I was one of it's spoken haterz, believing that any deck that could use this effectively would be extremely weak. Now, while this deck is hardly Zur or Azusa, I think this deck is somewhat strong. This deck only has seven non-permanents...I wonder. Genesis Wave probably won't make the cut here, since this deck eschews ramp in exchange for explosive draw and consistently being able to equip Krond as soon as he loses summoning sickness.
Enjoy!
- Argothian Enchantress
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ayedub posted a message on Egyptian Themed CardsAli from Cairo, and half the other cards from Arabian Nights?Posted in: Magic General - To post a comment, please login or register a new account.
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Example:
Orcish Shock Troops 1R
Creature - Orc Berserker (U)
Haste, berserk (Whenever Orcish Shock Troops attacks, you may have it get +X/+0 until end of turn, where X is its power. If you do, sacrifice it at end of combat.)
Orcish Shock Troops attacks each turn if able.
2/1
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1
1 Aethertide Whale
1 Aether Swooper
1 Curio Vendor
2 Hinterland Drake
1 Wind-Kin Raiders
1 Aether Chaser
1 Inventor's Apprentice
1 Thriving Grubs
1 Scrapper Champion
1 Maverick Thopterist
1 Weldfast Engineer
2 Watchful Automaton
1 Filigree Crawler
1 Chief of the Foundry
1 Barricade Breaker
1 Renegade Freighter
1 Ice Over
1 Chandra's Pyrohelix
1 Chandra's Revolution
1 Fatal Push
1 Release the Gremlins
18 lands
Definitely not the best possible limited deck, but certainly solid.
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Looking back at the past five blocks:
- Kaladesh has both. This is a bit odd, there's not much context, especially for demons.
- Innistrad has both, of course. They make perfect flavorful sense.
- Battle for Zendikar has a couple angels, which makes sense. No demons besides Ob.
- Tarkir block has a couple demons, which makes sense, but no angels.
- Theros block has a few demons, which makes sense, but no angels.
So only one recent block has angels or demons that don't make flavorful sense, and less than half of recent blocks have both an angel and a demon.
Also, since demons and angels are the direct incarnations of black and white mana respectively as living beings, they make some sense on any plane with those colors of mana.
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3 Reflector Mage
1 Torrential Gearhulk
Planeswalkers (11)
3 Chandra, Torch of Defiance
2 Gideon, Ally of Zendikar
3 Dovin Baan
2 Nahiri, the Harbinger
1 Jace, Unraveler of Secrets
Enchantments (6)
3 Oath of Gideon
3 Oath of Chandra
1 Negate
2 Harnessed Lightning
4 Spell Shrivel
2 Stasis Snare
1 Skywhaler's Shot
1 Confirm Suspicions
2 Planar Outburst
Lands (25)
4 Wandering Fumarole
2 Spirebluff Canal
2 Inspiring Vantage
1 Needle Spires
4 Port Town
4 Island
4 Plains
4 Mountain
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