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  • posted a message on Overcome VS Overrun
    WotC hates green. They always have, and always will.

    An above the curve creature played a turn earlier just does not compare to removal that's 2 turns cheaper. Green is fundamentally flawed in design. And its the easiest color to be at the wrong end of a 2 for 1. Green should have bomb ass enchantments like it used to... It doesn't. Love those Gx artifact decks Green finally came close to a control aspect with a gearhulk and it was still a combo deck! Before Solemnity came along almost immediately.

    They made Overcome instead of Overrun because dual color decks tend to be popular... AND the last successful mono-green deck was pretty much elves 20 years ago to today.

    WotC loves White. And Green is on the opposite side of the spectrum.

    Oh look, my 3 mana Excavator just got blown up by a 2 mana abrade. At least I get to replay a fetchland OF ANY COLOR.
    Posted in: New Card Discussion
  • posted a message on Ramunap Green


    is pretty good card that can make lands matter in a big way.

    A.Ghost Quarter / Tectonic Edge
    -Anything that locks down opponent searching their library makes it lockdown (I know some options in both blue and white)

    B.Dunes of the Dead
    - Cycling an Edge of Autumn is incredible value, and Ramunapping it every turn, greenly for 3 mana, isn't a bad trade-off for +3/+3 and another 2/2 (Hashep Oasis)
    - Harrow Grin

    C. Fetchlands
    - It's pretty good value to pull a land out of your deck every turn regardless. It's probably best in landfall which is a strictly limited mechanic.

    It's also tutorable, unlike Crucible.

    Hour of Promise It's not overpowering, but its good fodder that can find ANY land.

    I came across Binding Mummy and it seems like a pretty decent card here. Probably better in a black deck though :\

    Beast Within was already good as an any permanent destroyer. But it just added an extra use: 5 damage to the face next turn if you board wipe creatures... WITH all open mana. (Dunes)

    Merciless Eternal could be good? It's a zombie cleric after all. What does Lure do to Merciless Eternal? Do multiple creatures blocking it affect afflict?

    I've mentioned a few cards here. Do you have any ideas on how to advance the deck further? Or possibly know of a thread that isn't cluttered with Gitrog?




    Pretty much this with the mentioned lands ^^
    Posted in: Deck Creation (Modern)
  • posted a message on Jund Deserts
    Grove of the Guardian

    Druid's Deliverance

    turns a loss into a win.

    also,

    Horizon Canopy

    is a pretty good draw engine and green literally has tons of ways, in its own color, to play multiple lands a turn.

    You don't need to go into red for Mina/Hour
    You don't need Gitrog

    You should probably focus on landfall. Vinelasher Kudzu is going to get huge really quick with a Summer Bloom

    Other ridiculousness includes Inventors' Fair

    or venturing into cards that sacrifice lands for effect, like sacrificing a Llanowar Reborn to replay it over and over with Finks.
    Posted in: Standard Archives
  • posted a message on Cards that should be reprinted to enter the Modern card pool
    I don't think they've made a card like this yet, but:

    2G Enchantment
    Call of the Beast
    At the beginning of your upkeep, create a 3/3 green beast token creature.
    Posted in: Modern
  • posted a message on Upcoming sets will be Vikings and/or Western
    Cowboys and Indians would be pretty cool. Get a tissue, pansy.

    Vikings and Cowboys however, is dumb. Just like Pirates and Dinosaurs is dumb. They should do 1 type at a time(so tribes aren't always worthless). Oh you mean I want to make a Temur Pirate deck? Too Bad. Or at least have some sort of common ground between 2 types. IE: Pirates and Mariners, Cowboys and Indians, Dinosaurs and... Cats/Gods/Birds? They could just call Vikings Savages, with nordic-themed art.

    Ninjas and Pirates. Oh wait...

    Egyptian set was a perfect opportunity to get Snakes and Cats. Nope.

    They could easily do a Royalty type
    Prince of
    Queen of
    King of
    etc.
    ... Spades(black)... Hearts(White) Clubs(Green).... Diamonds(Blue or they could be Blood Diamonds)

    PS: I wish they'd make a presidential one. Running Slick Willy as my commander. You cast Trump? "Nope""Not my President"

    PPS: Still waiting on this card:

    2G Nature of the Beast
    Enchantment
    At the beginning of your upkeep, create a 3/3 beast token creature.

    Flame warning
    Posted in: Speculation
  • posted a message on Ramunap Excavator in Modern
    u know what would make landfall playable in modern?

    1G

    Land Voyage

    Enchantment

    Landfall- Draw a card
    Posted in: New Card Discussion
  • posted a message on Ice Storm
    I agree The draw mechanic is key. Along with counterspells. I'm not sure that Guttersnipe is the best to use. Regardless, there are a few options.

    Monastery Swiftspear

    Firebrand Archer

    Guttersnipe

    Ixalan leaked a Deeproot Champion: 1G, 1/1, gets a +1/+1 counter when you cast a non-creature spell. Kind of weird in green, sure. But it seems like a pretty good card in a general sense. Example: Slap down a giant growth and its a 5/5 for a turn. I kind of like the idea of a mutagenic growth laughing at a bolt.

    On a side note, I believe you can cast Natural Affinity after Thing flips, while the return ability is on the stack. I could be mistaken, but I used to do something extremely nasty with grave pact and NA

    I already have some birds of paradise, and I'm not sure theres a better start for the deck than TitI and an open blue mana on turn 2.



    These are definitely in for me.



    What do you think of Baral, Chief of Compliance?
    -Lots of 1 drop spells
    -Lots of counterspells
    -Could use some 2 mana spells, or even 3 mana counterspells.
    -It doesn't really add card advantage, but sifting lands is nice for a deck that really doesn't need more than 4 or 5 at any point in a game.

    There were some other cards I was looking at I just forgot what they were.

    Natural Affinity is a crucial card that resets the game to a more aggro-favored state. Pulling it off early mid or late is great for what this deck wants to do.

    PS: I built a Guttersnipe Chandra's Spitefire cinder pyromancer. As you can imagine it was slow. The guy told me to scoop on turn 6 because he said aggro deck couldn't touch his 60 or whatever life. Wasnt a great deck, but it was sooooo much fun... To ping him down to zero in one go.
    Posted in: Deck Creation (Modern)
  • posted a message on Ice Storm
    eww, probe is banned. ouch. That card is important, if only because it draws a card and information freely, what about peek? I mean the free is super valuable, but there's nothing wrong with mutagenic growth, gut shot

    There's always Monastery Swiftspear, and Ixalan Leak is going to send a 1G, 1/1, whenever you cast an non-creature spell, put a +1/+1 on this creature. I do like that for consistency

    There's still some decent free costed spells, they just don't draw cards.
    Posted in: Deck Creation (Modern)
  • posted a message on Simic Thing in the Ice
    Why do you need creature removal if you storm out into natural affinity?
    Why would you try to protect TitI for 2-3 turns when Bolt doesn't draw you cards. This card is practically worthless until you flip it. Forget Grixis.

    Manamorphose
    Gitaxian Probe

    are flat out best. They are free and draw a card. You can even check for creature removal, or mana fix for a counterspell.

    And yes, you still run Noxious Revival... its the ham in your storm sandwich. (consistency/redundancy)


    It's combo or bust. That's what you get when you slap cyclonic rift and Armageddon on a Goyf. You don't even need spellskite.
    Turn 1 Dork
    Turn 2 Ice/Spell Pierce
    Turn 3 Some storm combo with natural affinity. Ball game.
    Turn 4 More 1 mana counterspells or delve into something. Ball game.

    Forget Grixis, you want FREE storm.... to leave mana for counterspells followed by natural affinity(coincidentally you can spell pierce and natural affinity on turn 3 with a dork)... followed by counterspells.

    God forbid green comes with creature search, and blue comes with instant search. If you need to do it on turn 4 or maybe even 5.

    Posted in: Deck Creation (Modern)
  • posted a message on Ice Storm


    It's been tried, blah blah blah.

    But wait:
    Gitaxian Probe
    Noxious Revival
    Twiddle
    Manamorphose

    Basically: storm into this Natural Affinity

    But wait there's more:
    Wild Cantor
    Lotus Cobra

    Of course those don't really help Thing in the Ice, but you could easily have turn 2 Thing in the Ice flipped. And most reliably on turn 3.

    Moreover, you could load up some
    censor
    cursecatcher
    mana leak
    remand
    rune snag
    spell pierce
    spell snare
    etc.

    or any other cheap blue counters that will now extend. I realize that Thing in the Ice isn't necessarily the best to sit on with counterspells. But you probably don't need too many turns to win if it clears the board of everything in its way, along with lands.

    Additionally, Guttersnipe could be an alt win-con. Or use Spellskite : Horror
    or any other horror creatures in black(+discard) or green overkill: Emrakul's Evangel

    Forgotten Creation to sift? There's some interesting horror creatures out there

    If only green had reliable ways of finding creatures or blue had good ways to find instants.

    You could even toss in some delve stuff for icing on the cake. Rolleyes

    Will you help me build this deck, or at least tell me why it won't work.
    Posted in: Deck Creation (Modern)
  • posted a message on Simic Thing in the Ice
    A few points:
    1. They came out with Solemnity
    So there's one way to do it.
    2. Storm: Manamorphose
    There are many other cards that have similar effects, but this is probably the coup-de-grace of flexibility. Green? Red? Draw? I can't believe no one has mentioned this card! Green mana dorks + blue counterspells on turn 2...
    Deconstruct

    3. I want to make a point on Natural Affinity
    -This card is useless in most situations mostly because it takes a a long game for this to be relevant. With that said, if they tap out, and you have mana dorks(hello green), its an easy way to swing for good damage. But, this is an auto-win if you can storm out on turn 3.
    -Grave Pact turns Natural affinity into a --- if you board wipe my creatures, you, and only you, lose your lands. Hard to pull off, but oh is it fun.

    I'm thinking storm/control shell in simic. Dorks---> counter, counter, counter----> Ice----> Storm/Natural Affinity.

    Natural Connection in a simic deck: so much win.

    Posted in: Deck Creation (Modern)
  • posted a message on Cards that should be reprinted to enter the Modern card pool
    The sac being part of the cost and not upon resolution makes it a pretty balanced card.
    Posted in: Modern
  • posted a message on Cards that should be reprinted to enter the Modern card pool
    Turn 1: Noble Hierarch
    Turn 2: Ruin Ghost and Crop Rotation
    - Ith: Skyline Cascade
    - Mom: Sejiri Steppe
    - Bojuka Bog
    - Sylvan Library: Halimar Depths
    - or whatever land schinanigans
    Turn 3: KotR & Ruin ghost activation


    Turn 1: Mother of Runes
    Turn 2: ...

    Maybe not as efficient, but a similar net effect, and much more versatile. Are you saying its unplayable because Mom costs 1 less mana to activate?


    @Rabbit: You didn't mention modern maverick. RIP
    Posted in: Modern
  • posted a message on Cards that should be reprinted to enter the Modern card pool
    Crop Rotation would be pretty relevant in the last couple desert sets.

    And could let Ruin Ghost replace Mother of Runes in maverick.
    Posted in: Modern
  • posted a message on Resisting Modern: Cards That Could Be Good
    I think I'm brewing up a mono-green deck that might use eternal witness. Forget the Smiter, this is green's most racist card.
    Posted in: Modern
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