Would think Ephemerate is better than Acrobatic Maneuver. I get that you would lose a cantrip effect, but you get to double the ETB triggers, and since the rebound happens on your next upkeep, the timing works very well with Kardur, Doomscourge.
After a long while playing constructed FFA multiplayer games, my playgroup and I have really enjoyed cubing... to the extent that is all we do now. I don't even have any constructed decks sleeved up and ready to go anymore!
Group is usually between 4-6 people, but we do occasionally have 7 or 8. There are a few cards in the cube that won't seem optimal, but they are in there for the sentimentality of the play group.
Basic Information:
Cube Size: 610 cards
Breakdown: 75 of each color, 67 multicolored, 80 colorless, 90 lands
Standard or Theme: Standard
Legality: Vintage
How Often Drafted: Roughly once a Month
Cube Design:
Standard or Multiplayer: Multiplayer
Sideboards?: No
Even Color Balance: Yes
Gold Balance: More or less
Hybrid/Split/Kicker as Gold: Mostly
Color Triggers as Gold: More or less
Perfectly Balanced CMC: No
Snow Lands: No
Card Selection:
Proxies: Yes, Power 9 is proxied because I don't have $100k to drop on 9 pieces of cardboard.
Powered: Yes
Portal: Yes
"Un" Cards: No
Banned Cards: Nothing per se... However, things that make games take forever are purposefully left out, like MLD, STAX, etc etc...
This deck has actually morphed many times... from straight UB, to Esper, to UW, back to Esper, and now to Grixis colors.
After moving to Grixis colors, the deck morphed even further, but I’m fairly set on this combination of creatures and spells. I still need to change the mana base... as color needs changed over time the mana package has grown to be off... needs more blue and less red basically.
The reason for Grixis colors over anything else? Goblin Engineer and Dack Fayden. Goblin Engineer is an excellent tutor for the combo... and putting Sword of the Meek in the graveyard is actually completely OK, even if he dies before you untap.
There is a ton of dig, some disruption, counters to protect your combo, and Time Sieve gives you a way to take infinite turns to close the door.
If you were interested in a build that uses Pestilence, here is what I run. It hasn't been updated for quite some time, so this will not be 100% optimal by any means, but it has been very successful:
Like I said you can change card choices around... this is not perfect. If you were wanting to try Pestilence, though, I may do something more along these lines. Pretty much any type of MBC is fun though.
Most of the synergies are pretty obvious... T1 is ideally a Deathrite Shaman, but Brainstorm is fine here too... it’s even not terrible to setting for a tapped land in order to set up for a Brainstorm + fetch the n T2, or a pain free two drop. T2 you want to be casting a Brainstorm + fetch, or Baleful Strix. Scavenging Ooze is obviously fine as well, but early turns I’m mostly looking to dig as deep into my deck as I can to sculpt my hand. T3 you’re either looking to start curving out, particular if you were able to get DRS + fetch ramp.
Hey all... I’ve been away from these boards for some time, but I’m finally getting back.
I’m looking to put together a Waste Not deck, and I’m looking for critique. I’m looking at between 4-6 players (including myself) typically. I’m not looking to combo kill on T2, but I am looking for the possibility some explosive draws. Grindy is great as well... I’d still be playing Miracles if Top wasn’t banned...
Fun list. Gonti's Machinations seems sweet with all of the fetches, Eidolon, Ankhs, etc... running around, and works quite well for BA. Nice thing about Eidolon (if he survives) is that he can attack for 2dmg.
Ok all, I want to sleeve up my Bloodchief Ascensions again: and I want to make it the focus of the deck. I am aware that the card is quite powerful without even building around it, and is quite good in MBC decks.
But here is what I want to know: what is the optimal way to build a Bloodchief Ascension deck? I am looking for busted... I'm not looking for friendly. I'm looking for a Legacy legal deck that has legit game at. 4-6 player table, playing against other powerful Legacy decks.
Infinite combo is not off the board, so if the best build uses Guildmage or Crank to go infinite, that's OK with me.
That's like saying "the drain from a Gary looks okay. Something repeatable would be better." You are WAY underestimating the power of this card.
Okay, fair enough - but that's not exactly comparing same for same.
IME, X-spells can often be in the win-more category when they don't influence the game-state. I've not seen this card played before, nor in Legacy play either.
I'm willing to happily admit I'm off with this one.
How many X-spells period do you see frequently played in Legacy? I could count them on one hand. That's not exactly comparing "same for same" either. You wouldn't see this deck in a Legacy tourney either... Rev is played in Modern in UWR and UW Control lists, and was played HEAVILY in standard when it was legal. I also don't really get the argument that drawing your entire deck and gaining hordes of life doesn't effect the game state. An instant speed "draw X gain x" spell hardly maintains status quo...
After a long while playing constructed FFA multiplayer games, my playgroup and I have really enjoyed cubing... to the extent that is all we do now. I don't even have any constructed decks sleeved up and ready to go anymore!
Group is usually between 4-6 people, but we do occasionally have 7 or 8. There are a few cards in the cube that won't seem optimal, but they are in there for the sentimentality of the play group.
Basic Information:
Cube Size: 610 cards
Breakdown: 75 of each color, 67 multicolored, 80 colorless, 90 lands
Standard or Theme: Standard
Legality: Vintage
How Often Drafted: Roughly once a Month
Cube Design:
Standard or Multiplayer: Multiplayer
Sideboards?: No
Even Color Balance: Yes
Gold Balance: More or less
Hybrid/Split/Kicker as Gold: Mostly
Color Triggers as Gold: More or less
Perfectly Balanced CMC: No
Snow Lands: No
Card Selection:
Proxies: Yes, Power 9 is proxied because I don't have $100k to drop on 9 pieces of cardboard.
Powered: Yes
Portal: Yes
"Un" Cards: No
Banned Cards: Nothing per se... However, things that make games take forever are purposefully left out, like MLD, STAX, etc etc...
I'd love to hear ay and all feedback!
1 Academy Ruins
3 Blood Crypt
4 Bloodstained Mire
2 Drowned Catacomb
1 Great Furnace
4 Polluted Delta
1 Seat of the Synod
2 Snow-Covered Island
2 Snow-Covered Mountain
2 Snow-Covered Swamp
1 Vault of Whispers
2 Watery Grave
4 Baleful Strix
2 Goblin Engineer
Spells:29
1 Engineered Explosives
4 Arcum's Astrolabe
4 Brainstorm
1 Nihil Spellbomb
2 Sword of the Meek
3 Thopter Foundry
1 Time Sieve
2 Dack Fayden
2 Metallic Rebuke
3 Whir of Invention
3 Damnation
3 Tezzeret, Agent of Bolas
The combo of Thopter Foundry and Sword of the Meek is obviously very well known, so I won’t go into that here.
This deck has actually morphed many times... from straight UB, to Esper, to UW, back to Esper, and now to Grixis colors.
After moving to Grixis colors, the deck morphed even further, but I’m fairly set on this combination of creatures and spells. I still need to change the mana base... as color needs changed over time the mana package has grown to be off... needs more blue and less red basically.
The reason for Grixis colors over anything else? Goblin Engineer and Dack Fayden. Goblin Engineer is an excellent tutor for the combo... and putting Sword of the Meek in the graveyard is actually completely OK, even if he dies before you untap.
There is a ton of dig, some disruption, counters to protect your combo, and Time Sieve gives you a way to take infinite turns to close the door.
20 Swamp
3 Cabal Coffers
1 Urborg, Tomb of Yawgmoth
1 Volrath's Stronghold
Creatures (17)
4 Relentless Dead
4 Fleshbag Marauder
2 Kuon, Ogre Ascendant
2 Kalitas, Traitor of Ghet
1 Sidisi, Undead Vizier
4 Gray Merchant of Asphodel
4 Bloodchief Ascension
1 Phyrexian Reclamation
4 Phyrexian Arena
1 No Mercy
2 Pestilence
2 Massacre
1 Toxic Deluge
2 Mutilate
1 Damnation
Relentless Dead obviously plays very nicely with Pestilence, making sure I don't have to sacrifice it. There is also the fact that it can recur Fleshbag Marauders, Gray Merchant of Asphodels, and Sidisi, Undead Vizier if need be. Speaking of Sidisi, she acts as Gray Merchant of Asphodel #5 most all of the time, and Relentless Dead loves to be exploited.
Like I said you can change card choices around... this is not perfect. If you were wanting to try Pestilence, though, I may do something more along these lines. Pretty much any type of MBC is fun though.
4 Deathrite Shaman
2 Baleful Strix
1 Scavenging Ooze
2 Eternal Witness
2 Fleshbag Marauder
1 Leovold, Emissary of Trest
1 Reclamation Sage
1 Meren of Clan Nel Toth
2 Mystic Snake
2 Temur Sabertooth
2 Prophet of Kruphix
1 Bane of Progress
1 Sepulchral Primordial
1 Sylvan Primordial
4 Brainstorm
4 Green Sun's Zenith
4 Mystic Remora
1 Crystal Shard
Lands (24)
1 Drowned Catacomb
3 Forest
1 Hinterland Harbor
4 Island
1 Misty Rainforest
2 Overgrown Tomb
4 Polluted Delta
1 Swamp
4 Verdant Catacombs
1 Volrath's Stronghold
2 Watery Grave
Most of the synergies are pretty obvious... T1 is ideally a Deathrite Shaman, but Brainstorm is fine here too... it’s even not terrible to setting for a tapped land in order to set up for a Brainstorm + fetch the n T2, or a pain free two drop. T2 you want to be casting a Brainstorm + fetch, or Baleful Strix. Scavenging Ooze is obviously fine as well, but early turns I’m mostly looking to dig as deep into my deck as I can to sculpt my hand. T3 you’re either looking to start curving out, particular if you were able to get DRS + fetch ramp.
Green Sun's Zenith tutors for most of the creatures here, which makes one drops pretty great. Chose the hosers you need depending on the decks you expect to face. The default removal here is Fleshbag Marauder... Meren of Clan Nel Toth, Eternal Witness, and Volrath's Stronghold all buy him back, and Prophet of Kruphix allows him to flash in at instant speed. A mass Diabolic Edict at instant speed every single turn is nothing to scoff at.
You are obviously looking to deplete everyone’s resources, and then swing in to finish them off with the Primordials, or really anything else.
You can obviously make this more budget friendly, or go even more hard core... this can really be made to fit whatever you need.
Hope you all enjoy!
I’m looking to put together a Waste Not deck, and I’m looking for critique. I’m looking at between 4-6 players (including myself) typically. I’m not looking to combo kill on T2, but I am looking for the possibility some explosive draws. Grindy is great as well... I’d still be playing Miracles if Top wasn’t banned...
Here is what I was looking at so far...
4 Polluted Delta
4 Flooded Strand
2 Bloodstained Mire
4 Watery Grave
2 Steam Vents
1 Blood Crypt
1 Island
1 Swamp
1 Geier Reach Sanitarium
4 Deathrite Shaman
2 Fleshbag Marauder
2 Baleful Strix
2 Notion Thief
2 Sangromancer
Spells (28)
4 Brainstorm
2 Ponder
4 Waste Not
4 Burning Inquiry
2 Geth’s Grimoire
1 Cut // Ribbons
2 Dark Intimations
2 Arterial Flow
2 Dack Fayden
4 Dark Deal
1 Toxic Deluge
Does this feel like I’m trying to play too much in two different directions? Thoughts?
But here is what I want to know: what is the optimal way to build a Bloodchief Ascension deck? I am looking for busted... I'm not looking for friendly. I'm looking for a Legacy legal deck that has legit game at. 4-6 player table, playing against other powerful Legacy decks.
Infinite combo is not off the board, so if the best build uses Guildmage or Crank to go infinite, that's OK with me.
Do your worst.
Oh I guess I didn't realize it went up so high... but yeah they've been stellar for me.
That is definite. It sounded like he was thinking of just scraping red period... I misunderstood I guess.
How many X-spells period do you see frequently played in Legacy? I could count them on one hand. That's not exactly comparing "same for same" either. You wouldn't see this deck in a Legacy tourney either... Rev is played in Modern in UWR and UW Control lists, and was played HEAVILY in standard when it was legal. I also don't really get the argument that drawing your entire deck and gaining hordes of life doesn't effect the game state. An instant speed "draw X gain x" spell hardly maintains status quo...
That's like saying "the drain from a Gary looks okay. Something repeatable would be better." You are WAY underestimating the power of this card.