- RileyMcAwesome
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Member for 9 years, 9 months, and 14 days
Last active Tue, Apr, 30 2019 14:39:24
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Jul 19, 2017RileyMcAwesome posted a message on Theros: Elspeth's TragedyGood point. I guess I more meant the deception, which I tend to view more as blue or maybe blackPosted in: Articles
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Jul 18, 2017RileyMcAwesome posted a message on Theros: Elspeth's TragedyBut what do the people do after hearing about how Heliod acted out of color? I need more!Posted in: Articles
Very enjoyable read, thanks! -
Jul 5, 2017RileyMcAwesome posted a message on The World of TherosHey, great article. I was recently talking to a friend about how I didn't know anything about Theros (other than I love their gods for EDH decks!). My only question: do you have more information or links about Gideon's "indestructible aura?" It isn't mentioned in his gamepedia page.Posted in: Articles
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I'm considering maybe Iwamori of the Open Fist and then have my friend run as many legends as he can in hopes that it doesn't just help my opponents. His trample also works well with Ursapine style cards and with Assault Suit to try and win with commander damage...
Alternatively, Jugan, The Rising Star seems a lot better and can also have a group hug affect as well...
If I ran one, and my ally ran the other, we could setup a soft combo with using Nullmage Advocate or Forcemage Advocate to return the dragon to hand, then cheat it out again with Iwamori. This would also just help how pricey a 6 cmc commander can get in multiplayer.
Thoughts on commander choice?
@Gashnaw, And We do all have Ionas, but they run some Eldrazi Titans and their spells to help out.
*EDIT*
@Bthepanda Thanks for suggestions, I totally forgot of Gauntlet and Lens! Also the werewolves could also fill up the deck with more themes.
I go for combo control with Ephara, God of the Polis or Keranos, God of Storms. Opting for Kiki Combo or Mindslaver Lock. It's all great fun...
Some people won't like playing against you, but it is about finding the people who will.
I have found two of these in green: Evolutionary Escalation, and Sheltering Ancient.
I can also, of course, use the colorless ones: Phyrexian Portal, Emrakul, the Promised End, Rainbow Vale, Forbidden Orchard, and Soldevi Sentry.
I was wondering what green cards you guys know of that can give me a similar affect of being able to team up with someone.
Thanks in advance!
If I have an Iona, Shield of Emeria (naming blue, for example) out, the she phases out and back in. What happens? I am aware she didn't technically leave or enter play meaning I can't name a new color--but what happens to the old color? And it seems to make sense that while she is phased out opponents can cast whatever blue spells they want.
This makes me believe she loses the color named, but I'm just not sure, because I can see an argument for "she is the same instance of that card, and the named color is considered part of the card, so she comes back in with the same color named."
Thanks guys!
As for it running, the first two turns are supposed to be lands and ramp, and I always try to play Ephara, God of the Polis on turn three. The only issue is that despite the several ramp cards, there are games where I do nothing by turn four. Other than that, the combo win is a bit clunky at times when you need eleven mana per enemy so I'm looking for alternative win conditions.
1 Ephara, God of the Polis
Creatures
1 Wall of Omens
1 Knight of the White Orchid
1 Snapcaster Mage
1 Mistmeadow Witch
1 Burnished Hart
1 Trinket Mage
1 Hanna, Ship's Navigator
1 Solemn Simulacrum
1 Archaeomancer
1 Clone
1 Restoration Angel
1 Reveillark
1 Body Double
1 Mulldrifter
1 Karmic Guide
1 Frost Titan
1 Sun Titan
1 Deadeye Navigator
1 Wurmcoil Engine
1 Duplicant
1 Sphinx of Uthuun
1 Chancellor of the Spires
1 Diluvian Primordial
1 Iona, Shield of Emeria
Instants
1 Swords to Plowshares
1 Brainstorm
1 Path to Exile
1 Mystical Tutor
1 Counterspell
1 Azorius Charm
1 Cyclonic Rift
1 Capsize
1 Hinder
1 Ghostly Flicker
1 Blue Sun's Zenith
1 Return to Dust
1 Cryptic Command
1 Ojutai's Command
1 Fact or Fiction
1 Spin into Myth
1 Mystic Confluence
1 Merchant Scroll
1 Wrath of God
1 Day of Judgment
1 Supreme Verdict
1 Tunnel Vision
1 Spelltwine
Artifacts
1 Sensei's Divining Top
1 Sol Ring
1 Azorius Signet
1 Darksteel Ingot
1 Gilded Lotus
1 Mindslaver
Enchantment
1 Oblivion Ring
1 Aura of Silence
1 Propaganda
1 Ghostly Prison
1 Detention Sphere
1 Future Sight
Planeswalkers
1 Jace Beleren
1 Jace, Architect of Thought
1 Elspeth, Knight-Errant
1 Gideon Jura
Lands
11 Island
8 Plains
1 Command Tower
1 Flagstones of Trokair
1 Ancient Den
1 Secluded Steppe
1 Eiganjo Castle
1 Academy Ruins
1 Temple of the False God
1 Seat of the Synod
1 Evolving Wilds
1 Terramorphic Expanse
1 Sejiri Refuge
1 Glacial Fortress
1 Hallowed Fountain
1 Calciform Pools
1 Reliquary Tower
1 Halimar Depths
1 Lonely Sandbar
This is mainly just for me to keep track of my own decks. I would love suggestions, keeping in mind this is for a semi-casual playgroup and I have the budget of a broke college student (because I am). Also, fun fact, this was originally just a Hanna, Ship's Navigator deck but I didn't fully embrace the idea and thought the card draw engine of Ephara, God of the Polis was better.
EDIT: Damage doesn't go on the stack. You could block, then return the Ally to your hand and neither creature would deal damage. If their creature had trample, however, you would take the full damage.
As for the Scry Lands, I know what scry is and how it can work, but I think you'll find there is a reason why they aren't played too much. Especially in Legacy if you are seriously looking into it. You're better off thinning your deck with extra fetches, which is why many decks use two play sets. Look at Modern decks, Legacy decks etc., and you'll see a lack of Temple of Plenty.
For the removal, you'll also notice that many Modern, and Legacy, aren't running a fifth of their deck as removal. You aren't control, as far as I can tell, so you want to make threats and create your own board presence. I think you'll find decks run about at most half of the removal you do. I would drop Condemn and Utter End, The first is just low in power compared to other removal (especially if you do decide to go legacy), and the second is way slow.
If you're going Modern, check out this archived article (it has something to say and it's even 66% of your colors), otherwise move this convo over to Legacy.
Second, Mercadian Masques isn't modern and neither is Nemesis.
Second, why so much removal? 12 spells and none of them are even Abrupt Decay!
Third, why Scry Lands? They're generally considered too slow for modern.
4x Monastery Swiftspear
4x Hellspark Elemental
4x Akroan Crusader
4x Mardu Shadowspear
Sorceries:
4x Bump in the Night
4x Duress
4x Lightning Bolt
4x Virulent Swipe
4x Titan's Strength
4x Aphotic Wisps
Lands:
10x Mountain
10x Swamp
8x Mountain
8x Swamp
4x Bloodstained Mire
Deck tags help!
Have you considered Young Pyromancer? With 24 instants/sorceries I think this would do well.
EDIT: I'd also add "you control" or you could just kill every thing your opponent ever loved.