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  • posted a message on Bruna Smash! (UW Voltron; ideas welcome)
    I know it's a bit pricey, but Intuition is a must to set-up at least one instant kill. Corrupted Conscience/Battle Mastery + shroud/helped giving aura + any Aura that gives you 6 or more power in conjunction with what already out or in the graveyard kills one player petty dead.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Silas Renn and Artifact Lands
    Correct. You play lands, not cast them.
    Posted in: Magic Rulings
  • posted a message on Bant Eldrazi
    Hello everybody. I just recently bought into Bant Eldrazi recently and wish to know one thing. What match-up feel the most even? I ask because I wish to teach someone Magic while play testing the deck without giving them an extreme advantage or disadvantage.
    Posted in: Midrange
  • posted a message on Kaladesh is going to be insane.
    Quote from Prid3 »
    Quote from Wardbuyer »
    Quote from DarkenCroix »
    Quote from Wardbuyer »
    Is that.. an 8/8 trampler for 5cmc?
    No, it's a 5/5 Trampler that permanently pumps three other dudes.


    It doesn't say "other creatures", so it should be able to put them all on the creature itself as by then it has already entered the battlefield, just like how creatures with exploit can exploit themselves when they enter the battlefield.


    He knows. He's saying that this card is at its best when you're transforming an Elvish Mystic into a 5/5 (something like that) as opposed to slamming 5 mana 8/8 that still dies to Doom Blade at no benefit. In general I agree with him. You can already play big 5+ drops like Malignus and Multani, Maro-Sorcerer and they don't see any play because they don't do anything. This card is "special" in the sense that it can pump tokens/mana dorks/etc. and the fact that it's an Artifact is relevant for cards like Goblin Welder.
    Pretty much this. Big things that do little else are rarely good. It's inherently better than just another big dude in a color full of them. I mean, it could be, but why?
    Posted in: Multiplayer
  • posted a message on Kaladesh is going to be insane.
    Quote from Wardbuyer »
    Is that.. an 8/8 trampler for 5cmc?
    No, it's a 5/5 Trampler that permanently pumps three other dudes.
    Posted in: Multiplayer
  • posted a message on [Primer] Jeskai Control / UWR Control


    In a deck with only 5 main board counterspells, Nahiri isn't likely to stick around for long to ult, or even resolve often enough to make a cut to 1 Kiki a very good idea as it just makes the incidental combo worse overall. Though honestly imo playing Nahiri or Kiki combo separately would be better than as a fused deck. To each there own though.

    As for Rabblemaster over Geist, his reasoning is probably due to the reasons he listed 2 posts down right here, but that's just a guess.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] RUG Scapeshift
    Quote from Divbalari »
    I would play the full 4 Stomping Ground and 4 Steam Vents! By playing 3 Mountain and 2 Cinder Glade you significantly reduce your ability to have T1 green and T4 tripple blue!

    I play 2 Bolts, 2 Elcetrolyze, 2 Izzet Charm and 1 Anger of the Gods in the mainboard to have removal G1. Lightning helix is a cool idea however i dont know how consistently i will have the white mana acess early in the game. I personaly like to have some enchantment removal in the sideboard.

    Those were cut to two and three respectively to hedge against Crumble to Dust and allow me a third Mountain to have in case someone tries to meta my deck and Ghost Quarters to throw me off a lethal Scapeshift, which has allowed me to go off a handful of times right before I die to D&T and Jund when they started packing GQs. As for T1 green, I'll agree having 10 ways to get and make green on T1 is a slight bit problematic, but I've found that I can afford to wait a turn for my other 3 sources to turn online, though I've yet to have many problems hitting triple blue with 13 hits in my deck, in addition to the 8 basic land search effects in the deck. I'll admit though, I do miss having the extra blue source occasionally when I get a hand with Mountain + Flooded Grove, which happens, but I accept it would only happen slightly less of the time if I had the extra Steam Vent, so I live with that choice. I'll also admit it should be 4 Steam Vents and 2 Mountains instead of what it is currently, but I personally like the fact I can have a painless green source late game in case my opponent is trying to keep me off green, or another painless red source if I've been lucky enough to not draw another red source and not need to fetch for it the whole game.

    I've been playing with the Helix a bit and I've appreciated the extra time resolving one has given me verse Burn, normally acting as an OP post counter recovering a full bolt and killing a creature, and due to playing 3 white sources it's given me the ability to draw into them some of the time only fetching for it when I have a Helix in hand and need to use it relatively soon. Having Hunting Wilds being able to get a Temple Garden has been relevant as well in getting the White source I need.

    As for enchantment removal I find my one Engineered Explosives is the only one I can afford to play, though Cryptic Command does a good enough job verse most Enchantments the deck cares about. As for Bogles, I accept it as a bad match-up as I barely see it, though if I did I'd imagine either Back to Nature or Paraselene would find it's way in somewhere.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift


    So, how do I start this? Well, I originally started with the more common black splash with only two Swamps (Watery Grave and a basic Swamp) in the deck, and only the one-of Slaughter Games in the Sideboard. I played a few hundred games with it and found the black splash to be weak in my meta as only one or two people actually played decks where it was relevant and I normally beat them anyways due to a better understanding of the match-up, and what role our decks played in the game. I was plagued by Infect, Zoo, and Burn variants and D&T was always a horrible game to try and beat due to the low removal package most BTL lists run, so in light of my bad match-ups I switch the Watery Grave and Swamp for a Hallowed Fountain and Plains and so began my journey into the white splash. At first, the splash wasn't so bad packing 2 Wear/Tear and a single Timely Reinforcements, but as time went on, I felt that that wasn't quite enough, my win percents went up vs Affinity, which was already good to begin with, and the one week someone decided to play Worship made for an easier game, but the match-ups I originally splashed for weren't going anywhere, while my Jeskai Control list actually stood a decent chance verse the aforementioned match-ups. So I cut my Anticipates and a few other things I can't remember in favor of Lightning Bolts, Lightning Helixs, and Izzet Charm. And after only a couple match-ups verse the problematic decks I noticed that I wasn't as hard-pressed verse those decks. The sideboard Leyline of Sanctitys were just so I could hedge the now slightly worse match-up I have verse heavy hand control decks like Jund and co. while serving as the coup de grâce for Burn in Game 2 if they didn't bring in their full playset of Destructive Revelry (Naya/Gruul) or Wear/Tear (Boros, I've seen it once, but don't know if it's common in that build or even how many they use) which is plentiful on MTGO and occasionally my shop. I've forgone using Supreme Verdict as I hope to Remand/Cryptic Command bounce anything the midrange decks are doing, and Anger is usually enough to take out decks that try to go wide. Also, as a side note I have burned out an Esper Draw-Go deck once using an early turn two Sakura-Tribe Elder and an amount of burn that I drew into due to having to sit back and play the waiting game with them. So there's that as a plus to running the 6 burn spells I do run. Anyone have some questions, constructive criticism, etc? I do believe that my brewing prowess is at it's wits end attempting to do this solo with my own biased opinion and I'd like to see if there's something I'm missing.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    It would, if most of our control match-ups didn't pack more removal than relevant sideboard options. It's best to just keep the Baloths as the 4 life can get you out of tough spots verse Aggro and keep your Jund/Junk/Mardu opponents from just doing Liliana +1 until you have no choice but to top deck into a stream of lands then Scapeshift.
    Posted in: Combo
  • posted a message on The Other Format Price Discussion Thread
    Quote from Dolono »
    Is there any reason that purphoros, god of the forge has been climbing? It seems like he's gained a couple of bucks over the past couple of weeks. Is it just supply drying up?

    My personal guess is that It's due to Theros no longer being a MTGO redeemable set, with some play as the current budget EDH player's broken Commander and R/W Norin Sisters being fringe thing in Modern. I'd say he might get up to $10 by this time next year, but nothing more for a while.
    Posted in: Market Street Café
  • posted a message on Archtypes to Expect For a 4/16 Event
    Graveyard shenanigans.
    Posted in: Standard Archives
  • posted a message on 3/22 Mothership spoils: Red mythic angel, Avacyn's Judgment, All tokens, clues & emblems
    Quote from BobTheImam »
    People, this angel is designed to win within a turn or two after it is played. And 4 mana in a RDW is infinitely more playable than 5 mana for things like Stormbreath. When was the last time you saw a RDW with 20 lands hit 5 land count? Almost never.

    This is bad in an aggro mirror, destroys control decks who have to spend their removal on your t1-3 creatures (and do no actual damage till late game), and helps finish off midrange. This will see maindeck play if aggro represents a small portion of the meta, guaranteed sideboard card. Not bad at all.

    If I'm piloting it, every other game on turn 5 after keeping a 2 land hand to answer the first question. Secondly, if you're wanting a 4 power flyer, just play Thunderbreak Regent, this angel was made for Assault Formation shenanigans and never anything more.
    Posted in: The Rumor Mill
  • posted a message on [Primer] RUG Scapeshift
    Quote from Sockosensei »
    For those on the Bring to Light build, is there a consensus on the split between BTL and Scapeshift? A 4/3 split has worked well for me so far, but I'm curious if we can get away with 4/2 and free up a slot for a Lightning Bolt, Charm, etc.

    I prefer Mwonvuli Acid-Moss to Hunting Wilds since the LD is relevant against multiple decks in game 1. Still, that's another slot that I could see becoming cheap removal, if needed.


    I play a 4/2 split and do rather well. I've yet to have problems finding one or the other to go off when the time comes and I've played at least 50 games thus far.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Quote from FluffyWolf23 »
    I've got a sideboard plan that includes Ranger of Eos and x2 Dragonmaster Outcast. BTL for the ranger, or naturally draw one of the three cards. After a ranger and reveal you can usually put them down next turn with counter backup, and this also means the counter is there to protect them and they need two removals if you can land both or you're making dragons, and who doesn't like dragons Smile

    Interesting. I run the black variant of BtL Scapeshift and this is the first thing I've seen to make me question that and switch to white. What exactly does your list look like?
    Posted in: Combo
  • posted a message on [OGW] Kozilek, the Great Distortion and New Basic Land - Wastes???
    Sorry, off topic to the some of the dribble on this page, but throwing this out there. What do we even call this new type of mana? Void mana? I'm sure Death X will like that if it is.
    Posted in: The Rumor Mill
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