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  • posted a message on [Commander] Captain Sisay's Land of Legends
    I run Rune-Tail, Kitsune Ascendant in my deck and it does a very good job at protecting Sisay against creatures and most red removal for a mere 3 manas. The "combo" Avacyn, Angel of Hope and Sigarda, Host of Herons is also very powerful at protecting your whole board.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[THS]] Release Promo: Bident of Thassa
    Quote from Beerblebrox
    Hey look — they found a way to make tap-enchantments!

    Also cool to see colored artifacts back.

    I hope this is real (surprising no one would have noticed it before).


    This is true since Future Sight.
    http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=132222
    Posted in: The Rumor Mill
  • posted a message on [Primer] Soul Sisters
    Any reason why Path of Bravery isn't played?
    It does all what the deck likes : gain life and boost the army.

    So far, I think one of the most problematic card to the deck is pyroclasm­.
    Making our stuff bigger helps dodging that.
    Posted in: Aggro & Tempo
  • posted a message on Combos with Sundial the Infinite
    Even if it's not T2, Sundial of the Infinite + Seht's Tiger is quite badass. Gaining protection from a color until the end of the game? Sign me in.
    In the non-T2 area, Sundial of the Infinite + Galepowder Mage is really good too. Permanently removing one creature per attack phase? Yes. Smile

    Wait... if the opponent doesn't have any creature?
    What about exiling your Tiger and getting ANOTHER protection when it comes back?

    Sundial is a card with an absurd potential. Pretty sure it will go over 50 cents in the future.
    Grab some while you can.

    Non-Standard talk isn't permitted.
    Posted in: Standard Archives
  • posted a message on Best Deck Carrying Case
    Personnally, I just use the regular white cardboard boxes like this one : http://www.ccghouse.com/catalog/gaming_supplies-cardboard_boxes/930_ct_card_storage_box/80929

    I created my own separators with cardboard from an other box... which requires nothing more than an exacto and a metal ruler.

    I carry my boxes in a back bag and everything is perfect. The back bag also allow me to carry important stuff like beer... all while have hands free to open doors or carry additionnal stuff... :p

    Good economic solution... and those cardboard boxes are quite indestructible. They resist rain, snow, dirt... pretty much anything. At worse, it costs almost nothing to replace one.

    I even wrote numbers on the top of my boxes to count my life. You just have to move a dice or any little object to keep the count.
    Posted in: Magic General
  • posted a message on Skullpick & Giant Stink Bug
    Quote from Souljer
    3/1 on the insect would be better. 1 toughness matches other insects in the past and is a good excuse to increase the power. Make it 3/2 without flying if you REALLY like Golgari.


    I like that suggestion... otherwise... it just look like a cheap remix of Hypnotic Specter.

    For Skullpick, I would keep it with 3 cards from the top.
    You sacrifice that artifact, so it's hardly abusable... and it have to rivalize with Buried Alive a little bit.

    Still, I would be more impressed with "Put the card on the bottom of your library on top"... it would dodge many white and blue mechanics.
    Posted in: Custom Card Creation
  • posted a message on All glory to Phyrexia!
    I like your Grand Cenobite as my biggest critic to infect right now is that's an exclusive mechanic that you can hardly mix with anything else. So, this card fix it and it's cool.

    But I really hate Proslytize.
    This card is just too powerful for its cost... it would have to cost 4BBB to be fair. You just have to play few quick */1 creatures with Infect... then... just playing that card makes you win. Instant win cards that cost 5 are bad.
    Posted in: Custom Card Creation
  • posted a message on Fun with Intimidate
    Quote from silvercut
    I do kind of like "Protection from objects that are both black and green." It could be relevant in a heavy multicolor set. At the very least it can't be hit by Putrefy. Although, Enemy of the Guildpact does it better and with a cleaner template.


    Chameleon Infiltrator is the only one interesting here... even if it should be rated as uncommon (like most unblockable creatures out there).

    Moldform Abomination just sounds wrong.
    Intimidate and Pro-Black + Pro Green just sounds redundant. Additionnally, a 4/4 costing 4 with double protection is quite powerful... with or without intimidate (which just look like a sweet bonus). You could just say straight "unblockable"... but that ability is more blue than black or green... so I have to call it a FAIL.

    The last one is way overcosted.
    It would be cool as a 7/7 for 7 and if its ability was reading "until end of turn" instead of never ending. That one is close to be really interesting... also nice for combos... but for that, I would prefer it as a 5/5 for 5.
    Posted in: Custom Card Creation
  • posted a message on Dirty rotten generals!
    My own general is Captain Sisay.

    At first, she don't look that nasty, but just let her go and you'll see how many good legends exists in GW. She is pure card advantage on a stick.
    Posted in: Commander (EDH)
  • posted a message on New "Color Identity" Question
    Is Balthor the Defiled a B or a RB general?

    I know all his abilites are black... but I'm confused because the new "Color Identity" of the general seems to include words too... not only mana symbols.
    Posted in: Commander (EDH)
  • posted a message on [Official Thread] White Weenie
    Okay, I might try this at the next FNM. Not sure which one I should take, maybe you can give me advice on that and on how to improve them. I am pretty new to this, so please be gentle and polite. Smile

    Deck A: Stoneforge Outfitter


    I am not sure if it has enough 1-drops. I might want to cut the Hookmaster and/or the Skyfisher for that. This is a slower version of this Equipment-deck, it trades speed with some control. It also has no landfall-mechanics.
    Sun Titans maybe in SB to replace Baneslayer. Don't know if this is a good idea, I'm not even sure with the angels.
    White Knight is a pure meta choice. I need my creatures to stay alive, and black removal is popping up everywhere at my FNM. So is Warpriest of Thune, popping Journeys and Quests seems quite cool (*hint to Deck B and all the Quest for the Holy Relic-Approaches*). Don't know about the last slot.

    DECK B: Quest for the Holy Lynx


    This one abuses Landfall to the max, and strives to kill with it. 6/7 Steppe Lynx ftw. Additionally, creatures can get equipped very fast. But it has absolutely zero control.
    Not sure about the sidebord.

    So, can you give me some advice?


    Yeah... in the second deck.
    -4 Kor Duelist
    +4 Kor Skyfisher
    Posted in: Standard Archives
  • posted a message on [Official Thread] White Weenie
    Quote from Zoomer3989
    I actually really like this build, and it's similar to what I was envisioning originally by using Glint Hawk and equips. The Skyfisher/Relic/Free Artifact creatures work quite nicely together, and I'm going to try that in my build. The only things I don't like are:

    Kor Duelist/Outfitter: You probably won't see them at 2-of each, I'd go for a full set of either, or switch them for Steppe Lynx x4 or Student of Warfare x4. I think we might need more solid openings in case Relic doesn't activate immediately.

    Equips: I think ten is too many, they're going to clog up a bit, and only have Relic and Stoneforge as tutors. I think 8 max, and 6 might be better, even with all of the search abilities. I also think we need more effective equips, like at least 1 of Sword of B/M, Sword of Vengeance, and Basilisk Collar, as well as maybe only 1 Aregentum, though 2 might work as well. But I think the Gear/Machete/Scope are too weak compared to the Lens/Darksteel Axe/Accord/Argentum and the one that gives Haste and +1/+1, or even Whispersilk Cloak.

    Overall though, this build seems really promising. And I like the fact that only Sword of B/M is mildly expensive.

    EDIT: 7 does sound like a good number:

    1-2x Argentum Armor
    1x Sword of Body and Mind
    1x Sword of Vengeance
    1x Basilisk Collar
    1x Strider Harness (gives them Haste and +1/+1, only cost 1 to move)
    1x (Cloak, Gear, Lens, preference)

    Is what I'm thinking.

    I also think we do need 1 set of removal. If we use 6 equips in Kirby's build, that leaves for exactly 4 slots. I'm thinking either 4x Condemn or Journey to Nowhere, but I can't decide which. Condemn is much better for attacking creatures, and is the only good Instant removal, but JTN hits utility creatures well, and I think we may have to deal with those more in this format then last.


    Well, Adventuring Gear won me soooo many games that I can't see myself running less than four. This card is my backup plan for Quest for the Holy Relic. Additionnally, swinging for 5 on turn 2 (while having a white mana open) is a really good start.
    T1 : Plain, Adventuring Gear, Memnite
    T2 : Equip Adv. Gear on Memnite, Marsh Flats - sac, Attack for 5, Cast something with the untapped plain

    Explorer's Scope is so handy (because of the gear, but also to ramp to argentum armor as a backup plan) that I have to keep at least one copy in the deck. It is good as you're almost sure to never draw a land again during your draw phase when you have this equipped. It's pure card advantage. But I could cut one to add one Sword of M/B or Sword of Vengeance. I'll also remove the machete for Strider Harness instead. It is a nice DoJ backup plan.

    For the rest, I'm not a big fan of having many big artifacts in the deck because it slow down our tempo really fast. Stoneforge Mystic is like a lightning rod, so you can't really count on him to drop all the artifacts into play. Sometimes he survives, but he is usually one of the first creatures to die.

    For the rest, I think 2 Outfitters is enough in my build as I have only Argentum Armor that really needs him. Additionnally, Quest for the Holy Relic equip stuff too, so it's like having 6 Outfitters right now which is enough. If you run more than 2 or 3 big artifacts, you might need more than 2 Outfitters... but I doubt it's really necessary. The only decks needing 4 Outfitters are the ones without the Quest.

    For the rest, I removed the 2 Auriok Sunchaser for 2 Etched Champion maindeck. I actually hit metalcraft by T3 or T4 in almost all my games. Stoneforge Mystic is an artifact magnet, so it helps a lot.

    I'll probably put Devout Lightcaster in my sideboard.

    Finally, we already have removal in this deck in the form of Argentum Armor and Basilisk Collar. I don't feel we need to dissolve the concept with non-creature and non-equip cards except if those cards makes us faster or more consistent.
    Posted in: Standard Archives
  • posted a message on [Official Thread] White Weenie
    Quote from BlindingMage
    Thank you for the great advice.

    I really do enjoy having equipment in the deck, however I don't like the idea of having a deck that relies on just using Argentum armor for the win condition. How might I go about using equipment without relying on holy relic and lots of small artifact creatures?

    If I were to completely omit the equipment in place of Honor of the pure, what creature should I replace stoneforge mystic with?

    I would have loved to have a WW equipment deck, but I guess It's not really effective without using quest for the holy relic and 0 cmc artifact creatures. This just doesn't seem appealing to me.


    There is two ways of using big equipments.
    Quest for the Holy Relic is only one of the two.

    The other is Stoneforge Mystic + Kor Outfitter. It is a bit slower, but it works with Argentum or almost any other equip. Still, even with this duo, you don't want more than 3 or maybe 4 big equipments. Otherwise, you'll often draw unplayable cards.

    So, the outfitter might be right the guy you're looking for.
    Posted in: Standard Archives
  • posted a message on [Official Thread] White Weenie
    Quote from BlindingMage
    Admittedly Argentum armor is very scary on turn three. But is it enough to win games? It seems a bit risky to put all your eggs in one basket. It looks really fun and I would love to try it, but It just scares me a bit.

    I'm having a bit of difficulty deciding what to do about my current build. If you wouldn't mind taking a look and offering suggestions that would be great:



    A T2, T3 or even T4 Argentum Armor is always enough to seal the game.
    Our build have the best weenies in the game. If you use the armor to blast their lands one after the other, you ensure you keep the best creeps on the board and you prevent them from casting powerful Planeswalkers or Day of Judgement (all depending of the type of deck you're facing). If they land better creatures, you just kill them during your next attack phase.

    Now, your decklist is fine... but not stellar.
    You're playing only 22 lands, but still play Sun Titan, Sword of Vengeance, Sword of Body and Mind and Argentum Armor with almost no way of playing theses cards quickly. With 22 lands, you could hit that sixth land only on turn 8 or even 10... which seems late for a deck that seems to be more aggro than control.

    It's like you're trying to build a weird midrange deck... but I fear it won't works. Too slow to race aggro and not enough card advantage to deal with control.

    You should go full aggro (with Honor of the Pure instead of theses expensive artifacts) or full control (with Wall of Omen + Day of Judgment + Sun Titan).

    If you want the big artifacts + aggro... well... aggro-combo with the list I posted is your best guess.
    Posted in: Standard Archives
  • posted a message on [Official Thread] White Weenie
    Quote from DimeCollectoR
    Has anyone thought of using Armament Master? He is rarely (and I mean very rarely) seen in deckcheck lists or anywhere else for that matter, and I'm just curious as to why. He seems like he could be pretty beast even with Conquerer's Pledge or Nomad's Assembly.


    Armament Master needs many equipments in the deck to be fully effective.
    But, each equip you add in your deck reduce the number of kors you can play.

    It's a simple math logic that makes the Armament Master not so competitive.

    You're usually faster with Honor of the Pure anyway.
    Same cost as the master, but you don't need to equip it.
    Additionnally, it don't limit you to using only Kors.

    Finally, the sword of Armament Master have the form of a dick, which isn't really cool... :p
    Posted in: Standard Archives
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