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  • posted a message on B/G Infect

    Right now the prime candidates, as I see it, are these:

    Groundswell - maximizes damage on offense, instant speed, low cost
    Adventuring Gear - cheap to play/equip, with fetches can give +4/+4, but can also give 0 when you're out of lands
    Trusty Machete - cheap to play, a little more to equip - consistent +2/+1 boost - equipment, so doesn't die with the creature
    Boar Umbra - totem armor gives protection from sweepers, but vulnerable to 2-for-1s from bounce, removal in response
    Giant Growth - the old standby; only 1 mana to play, always gives +3/+3
    Sword of Vengeance - slow, but can make anything into a big, hasty, trampling, vigilant threat - remember, first strike is great with wither/infect
    Whispersilk Cloak - also slow, but lends a great deal of inevitability


    Right, good topic.

    I agree that Vines is in for its double purpose. I'd argue the Boar Umbra is in for the same reason. As I mentioned in the OP, what I like about this deck is that it's all-out aggression, but that the aggression has a built-in resilience through Vines and Umbra.

    You're not going to be casting your pump spells before turn 3, so the Umbra will hit as early as any of the other pump spells (although the one-mana spells can obviously be cast in multiples or alongside more threats in the same turn). Still, the Umbra is a Giant Growth on the creature every turn and will do a 1-for-1 with any removal spell they cast if it resolves, allowing you to keep going. With the addition of Duress as well, there's a chance you'll get to neutralize the removal spell that would have prevented you from casting your Umbra - or at least that you'll know whether to cast it or not. Even if not, they'll have to stay untapped on their Turn 2 or 3 in order to 2-for-1 the umbra.

    I'd like another 4 pump spells in, though, so that's where I need to take a closer look at your list. I'll start by eliminating Giant Growth. The difference between the +3 power of GG and the +4 of, say, Groundswell will often make a whole turn of difference (with a 1-power card like the Stinger, which needs only 2 attacks with +4 buffs to win), so *if* pump spell #8-#12 are going to be instants, I'd rather risk Groundswell. However, there *have* been situations where it gave only +2 power when I needed 2 more to finish off the opponent, so I recognize that Groundswell might be substituted for something better - like one of the equipments.

    Of those, Adventuring Gear has the same problems as Groundswell, and Sword of Vengeance seems too slow. Trusty Machete is another way to use that first turn if we don't get the 1-cost infector, so that's on the table for me instead of Groundswell, especially if those BoP's don't turn out all that great.
    Posted in: New Card Discussion
  • posted a message on B/G Infect
    Duress most certainly does NOT hit Day of Judgment, though.

    Also, to whoever said it, we do have a 6-mana spell - Skithy. You really, really want to be able to play him with haste and/or regenerate mana open. Not to mention if we want to play Putrefax with Vines backup...

    I also have to say that I'm not a huge fan of Trigon of Infestation here. 6 mana to make your first 1/1 with infect, and after the first three you can only make one every other turn? We're much better off with a Clasp, assuming we'd want to run that.


    While I'm not entirely sold on Skithy yet (it seems that Putrefax, which deals damage two turns earlier, should be able to finish the game), I agree with Duress over Inquisition. This is a deck that takes the initiative from the beginning, so we have to look at what can stop us. Day of Judgment is obviously one of the first cards that come to mind, and I'd say that Duress is superior for that reason alone. Looking at it reversely, what creatures with <= 3 mana cost is going to be a problem? If there are any candidates there, Inquisition can be considered; otherwise, DoJ is big enough of an argument for me.



    I've removed 4 Adventuring Gear for 4 Duress, making the ratio of creatures:creature-dependent spells 19-12. I might test out ramp later today as well, probably in the form of BoP.
    Posted in: New Card Discussion
  • posted a message on B/G Infect
    Quote from CorporateNoun
    i'd take out the ichorclaw and add skithiryx. ol' skithy may be cold to baneslayer but with praetor it only takes 2 beats to seal the game.

    i think you have too many pump spells. the deck composition is currently:
    19 creatures
    16 things that are useless without creatures
    23 lands

    that is too risky. you will have many hands that have a bunch of useless spells. heck, against removal the deck is low on topdeckables.


    A good observation, and I'll be extremely happy once another Infect creature is revealed that'll allow me to remove probably the Adventuring Gear for 4 more creatures, making the balance a more manageable 23-12.

    Re: Lack of creature removal:
    This is absolutely intentional. The deck is constructed around an all-in principle where I basically ignore his creatures because I win by having the superior number of threats and either dodging or trampling my way through for the win in the first 4-6 turns. Creatures is the card type that I'm least worried about here, because mine are supposed to be either bigger through pump spells or just evasive. This deck needs to dedicate its own card slots to put down as many threats as possible rather than stop and deal with creatures.

    That said, Duress is a really good idea, both because non-creature spells are the card types that can stop my strategy dead in its tracks, and because my turn 1 slot is sorely lacking (I have plenty of 1-mana spells, but nothing except Adventuring Gear that can actually be played on turn 1. Still hoping for that 1-mana infect creature down the line.) Duress is going in.
    Posted in: New Card Discussion
  • posted a message on B/G Infect
    Alright, I was a bit surprised that I couldn't find this thread, but maybe I haven't looked hard enough.

    With the spoilings of Putrefax and Hand of the Praetors, this just became more viable. The idea, of course, is to play infect creatures along with green power boosters and win really fast.

    My initial take on this is:



    Some initial observations:
    - This deck consistently goldfishes on Turn 4; make of that what you will. This is obviously a go-for-broke deck, so Turn 4 *should* be the norm, but the neat thing about this deck is that the initial rush actually has a lot of built-in protection from the people who would screw with it. Vines of Vastwood and Boar Umbra protects our very important early creature(s). We're obviously still vulnerable when that creature hits the table, but unless they kill it right away, we're doing pretty good.

    - Boar Umbra needs to be mentioned again. With infect being a 10-point clock compared to the 20 of the life total, this is comparable to an Aura that gives +6/+3, trample [EDIT: no, wait, my bad, not trample] and protection - for three mana. A turn 3 Boar Umbra on Plague Stinger or Ichorclaw Myr will happen often. The latter will typically be made 'unblockable' by the Umbra (or any boost, really) since only beefy creatures would gain anything from standing in the way of the Myr's block trigger. Also, the Stinger has flying, so the turn three Umbra on that promises a short game. (As well, the Stinger is black and is thus immune to Doom Blade, for what it's worth.)

    - Groundswell and maybe especially Adventuring Gear are two cards that could be substituted for other kinds of boost; however, if you can keep your land drops coming for a couple of turns, these cards are really, really good.

    - Mid-game. With 2 Contagion Clasp, 4 Hand of the Praetor and Putrefax, the game is far from over if we don't manage to put the 10 counters on them via early creatures turn 4-5. Even if the game goes into turn 6-10, the beautiful thing about wither is that our early creatures will never be useless. They will whittle our opponent's attackers or blockers down while we wait for the Clasp, Hand or Putrefax to show up and seal the deal.

    - Finally, if a 1-mana infect creature is spoiled, this deck is probably going to explode, with turn 3 kills being possible in several ways. (Which makes it likely that we won't see such a creature, but I'm hoping.)

    Thoughts very welcome.
    Posted in: New Card Discussion
  • posted a message on Myr Decks (All types Splinter Twin Combo, to Mono Colors) (obselete)
    This is a myr thread period. Not only the infinite splinter twin combo. All myr decks will be talked about and discussed. That's why I started this thread. The splinter twin was a jumping off point but as new cards were spoiled more ideas have come in. Let us remember that.


    You may want to edit the thread title then (if that's possible to do on this forum).

    Doom Lich,

    I had my eye on True Conviction for a non-combo Myr deck as well. Six mana really is four mana in this deck as long as we play Mox and mana Myr. (I see that you forego the Mox yourself - I like the idea of the potential turn two Tempered Steel or turn one Steel Overseer).
    Posted in: New Card Discussion
  • posted a message on Myr Decks (All types Splinter Twin Combo, to Mono Colors) (obselete)
    Judging from what you have told me, I would say you have very minor knowledge on how myr decks currently function


    What's going on here is that you're forgetting what thread you're in. This is not a Myr deck in the sense that you're thinking, if you want to include stuff like Myrsmith (wtf does Myrsmith have to do with infinite?). This is the thread for an deck which wants to win on Splinter Twin / 2 x Galvanizer as efficiently as possible. "How myr decks currently function" may be your specialty, which would explain your willingness to include stuff that has nothing to do with the actual wincon, which should be the focus here. (I don't assume you want Myrsmith and Splinter Twin in the same deck, or are you building a R/W Myr deck here?)

    Myr Reservoir *could* be an interesting addition to the combo because Galvanizer is fragile, and something to test out, but until you bring back some hard testing results about its benefits to the Twin/Galvanizer combo, it's hardly an 'essential'.

    While I agree with you that those cards are not all essential, I disagree with your statement that the combo is the main win condition


    In this thread it is. There are other threads for Myr Tribal.
    Posted in: New Card Discussion
  • posted a message on Myr Decks (All types Splinter Twin Combo, to Mono Colors) (obselete)
    Quote from Seifer

    4 Myr Galvanizer
    4 Myr Resevoir
    8 Mana Myr
    4 Myrsmith
    4 MyrBall
    4 Splinter Twin


    No, the *essentials* for the deck that this thread is about are:

    4 Myr Galvanizer
    8 Mana Myr
    4 Splinter Twin

    And that's it. 4 Myr Balls? Just no. These cards have nothing to do with the combo. 1 or 2 for the late game if you don't get your combo going, sure, but 4? No. 4 Myrsmith? How do these even fit into the deck? Having more non-mana Myr to untap with Galvanizer isn't useful at all, and the 2-slot is already crowded. Myr Reservoir is interesting, mostly for its second ability, but I'm not entirely sold on it yet. The first ability can also get you a few extra untap effects from Galvanizer when Twin hits it, which is nice, I suppose. I wish it had been a Myr Artifact, though.

    Remember, what we *essentially* want to do is
    1: Ramp up with Mana myr
    2: Play Galvanizer
    3: Play Twin on Galvanizer
    (4: Alternatively get two Galvanizers and mana myr, but this *is* an inferior combo, not a main wincon.)

    Sure, you *can* go for a beatdown wincon with MyrBalls and stuff, but that's not an essential in this thread (in fact I think there's a Myr tribal thread elsewhere). Rather, if you want to go for the combo, *essentials* means cheap counterspells to protect your Galvanizer when you put Twin on it.

    The reason we don't want to confuse essentials with one of many ways to take the deck is that the combo pieces + support/protection already take up a lot of slots.

    Quote from Seifer
    I reckon with our last 10 slots, we either find a 1 drop, be it the spellbomb, or something to come, and the rest goes towards creature removal/disruption or what have you.


    I don't think creature removal is very important here at all. If your combo goes off, you win. It's not creatures that prevent this from happening. A spellbombs would be nice but only if it can help our combo or protect our creatures.

    What we really need right now, since we didn't get a 1-cost mana myr, is something to tutor up the combo pieces with.
    Posted in: New Card Discussion
  • posted a message on Myr Decks (All types Splinter Twin Combo, to Mono Colors) (obselete)
    I feel like it would be best if we stuffed as many synergies as possible into the deck. Myr Galvanizers Infinate combo, Splinter Twin, Myr Ball, The forgemaster + Myrball + Voltaic Key, Prototype portal + Key or Myrball or Forgemaster, that sort of thing.


    Absolutely. This approach can even be done in different ways; either as you suggest by having as many combo options as possible, or by having cards that don't enter into a combo, but gives you a access to a second win-con while never being a bad draw. I'm thinking of Steel Overseer here; it makes your Myr combo pieces stronger and transitions them into a fighting force which can win the game by itself. OTOH, it may be that going in two different directions with one deck like this makes it a bit too much jack of all trades. Testing will show.

    However, please, PLEASE drop Razor Boomerang from this thread. This is an example of a card, which, when it works (when you have infinite mana) could just as well have been another card (Fireball), and when it doesn't, it's literally one of the worst Standard cards in the game at the moment. Yes, I get that you want to pour the infinite mana into something that requires only colorless mana - but are you really that afraid of not having a single red mana for a Fireball among those infinite mana once you go off? You play Scalding Tarns, you play Iron Myr - the chance of being completely in the blue when the combo goes off is so small that Razor Boomerang makes for a complete waste of card slots.
    Posted in: New Card Discussion
  • posted a message on Myr Decks (All types Splinter Twin Combo, to Mono Colors) (obselete)
    I agree about Splinter Twin, and it's *even more* awesome than posited above. Even if you *only* have a Galvanizer and put a Twin on it, that still means you have "1: Create another Galvanizer with haste".

    You can start doing that on the turn you put the Twin down if you have any excess mana, or if it survives until next turn (turn 4 or 5, depending on stuff like the new Mox), you can do it *probably* at least 5 times, which would leave you with at least 5 untapped and 1 tapped Galvanizer, meaning 5 7/7 creatures ready to attack.

    This is all if you only go:
    1: Land,
    2: Land,
    3: Land + Galvanizer,
    4: Land + Splinter Twin,
    5: Land - attack with 6 untapped 8/8 Galvanizer Twins.

    If you also manage to drop one of your many mana myr on turn 2, we're looking at a completely different ballgame - then you have the infinite attackers as soon as you play the Splinter Twin.

    The way I see it, the absolute must-have cards in this deck are:

    8 color mana myr
    4 Palladium Myr
    4 Galvanizers
    4 Splinter Twins
    4 Spell Pierce
    4 Mana Leak

    I really feel that 8 cheap counterspells are absolutely necessary, and 4 Negate on top of that are definitely on the table for me. We're going to plant an Aura for the win, so we better be prepared for it.

    Cards that I want to try are:
    Mox (Extra ramp; metalcraft should be an auto-trigger in this deck)
    Shared Discovery (As others have suggested; dunno how good it'll actually be.)
    Steel Overseer (Pure myr beatdown is absolutely a backup plan)
    Something to pour infinite mana into, should that happen
    Rite of Replication
    Some sort of deck manipulation like Preordain, Ponder, whatever. Any good tutoring suggestions?

    Rite can act as extra Splinter Twins, except they don't give haste, so they're a bit weaker there. On the other hand, it's superior to Clone IMO, as getting to kick it is not outside the realm of possibility with all the mana myr and maybe Mox. Kicking it on a Galvanizer or an Overseer is probably GG if you get to your next turn, but I know from my Ally days that a kicked Rite is usually GG anyway. In this deck, it could legitimately be a third wincon, with ramp in the form of Palladium Myr (+ Galvanizer), color myr and Mox.

    I'm sensing a lot of synergy in this deck. A lot of cards are aligning to produce 3 different wincons (Splinter Twin on Galvanizer, Kicked Rite and regular Myr Beatdown with Overseer and Galvanizer). Plus, we're on color for cheap counterspells. I'm thinking this can be much more than a fun infinite deck.
    Posted in: New Card Discussion
  • posted a message on [M11] running tally of highest priced cards (update post 1190)
    Ok so far I have not seen any flux of the prices on the liches or overseer.


    Prices for Overseer has doubled or tripled since spoilers started, depending on whom you ask.
    Posted in: Market Street Café
  • posted a message on Card discussion~ Vines of the vastwood
    Amusingly vines are a great card against polymorph as well.


    Not if you mean in the sense of disrupting a cast Polymorph. The best you can do with Vines here is cast it on their creature in the upkeep if you suspect that they're gonna go off this turn.
    Posted in: Standard Archives
  • posted a message on (SCD) Nest Invader
    You also get a Polymorph *fetch* target that you really, really don't want. This deck pretty much needs to remain creatureless except for what you want to hit when your Polymorph finally goes off.
    Posted in: Standard Archives
  • posted a message on Uber amazing sealed
    because the situation in which you want a good creature and the situation in which your opponent wants to attack you are rare amirite?


    Lol... what? Clone doesn't give you 'a good creature', it gives you 'the best creature on the field atm, if any'. And WoF doesn't stop your opponent from attacking you, it slows the attack down, which can be useful or utterly useless. Seriously... wtf?
    Posted in: Other Formats
  • posted a message on Uber amazing sealed
    Okay but far from threadworthy. Baneslayer, Serra and Mind Control are great cards, but only the first one is worth talking about. Sleep is a good card. Clone and Wall of Frost are highly situational.
    Posted in: Other Formats
  • posted a message on When are the ROE prereleases on MTGO?
    I'm always stumped when it comes to finding MTGO prerelease info. All threads or official websites state the dates for paper magic and maybe the MTGO release dates. Is there any official place to find this info, and what is the date for ROE pre on MTGO?
    Posted in: Other Formats
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