Thank you again for the input.
After making the landbase changes, mainly the scrylands and redirecting some of the red sources I had, I feel in a lot better state now. No question I have become a bit slower as a negative, but as we know that comes with the territory when you are in the ETB tapped land realm.
As to Arcane Lighthouse - In the huge amounts of solitaring of the deck that I have done I have noticed far too often I am sitting with removal in my hand and no way to use it (assuming that my opponent is playing Hexproof). However, I still have ways of dealing with Geist and other problems:
I am still rolling with Red Elemental Blast and Pyroblast which is just incredibly debilitating to Geist.
I play Liliana of the Veil, harder to work with due to him being wise to it and casting a Trinket Mage or similar first. Council's Judgment is just broken incredible, I almost want to claim they misprinted it since there's no drawback at all on the "voting". Hallowed Burial deals with him well, but 5 mana is sometimes a problem. I will never afford a Damnation since they decided not to place it in FTV: Annihilation. I could sub it with Wrath of God, but I'm happy with my sweeps (Toxic Deluge is very smart though, I should make room). Crackling Doom is a bomb against Geist - he usually has Geist enchanted with extra power quickly. Vampire Hexmage is something I should try to work in. Before I didn't because of the BB cost and the lack of planeswalkers in my meta. The vamp may be smart to add in now that my mana is doing better.
My last question is back to my disruption question I asked last time:
My current disruption package is:
I own a copy of Forbidden Orchard, but don't feel comfortable giving my opponent a spirit. Correct my thinking on this one if you have insight, but I feel it's too steep to give them a creature. I have tried the Tainted lands in the past and found them to be utter garbage. It's far too often that I can't find that swamp to get them powered.
I want to stick with the Tainted Pact plan and see how it goes.
Obviously I am adding some crumby tap lands and this is hardly ideal or recommended, but there's only so much I can do if I don't have the cash for the insane landbase cards.
On another note, I will finally have a Thoughtseize in about a week.
Maybe a Shinka -> Eiganjo Castle is in order? (Trying to keep singleton)
One cool thing with the Artifact lands is that Enlightened Tutor can go get them, but then again, using an Enlightened Tutor just to fix my colors seems like a waste of such an incredible card...
Going to try Scrylands for Artifact first, thank you!
I've been honing my own Kaalia deck for a long time and frequently refer to this thread for guidance. You've been helpful in the past so I come to you again.
I feel like my mana base just isn't working out consistently, obviously a large part of that is due to not having the cash for these ridiculous $80 dollar fetches and over $100 dollar duals. Please give my mana base a once over and offer up any suggestions. I feel I have reached a Plateau (no dual-land pun intended) with my current lands, but I know 3drinks and many others in this thread can critique.
Total = 38 (higher due to lack of fetches was my thought process) Obviously this land list is optimized to make use of Tainted Pact - Something I am willing to give up since I have only just started to attempt to use it.
I am noticing all too often, now that I've included things such as Distress, Hymn to Tourach and Grand Abolisher, that I am frequently not able to cast them due to lack of double mana colors. I keep thinking I really want to put in Necropotence, but if I can't cast Distress reliably now how can I pull off Necropotence without a lucky Urborg opening hand?
I have Viscera Seer and Yavimaya Elder on the battlefield. I sacrifice Yavimaya Elder to the Viscera Seer's ability to scry 1.
Do I scry 1 first, which becomes irrelevant due to searching for my lands from Elder's trigger and shuffling?
Or do I search for my lands, bring them to hand, shuffle library and then scry 1?
Can someone explain to me why "haste" is such a debated subject with this card?
"The term 'summoning sickness' is an informal term which describes a creature’s inability to attack or to use activated abilities that include the tap symbol when it has come under a player’s control since the beginning of that player’s most recent turn. See rule 302.6. See also Haste."
Thank you TheTrueNub and Daracaex for pointing out this simple rule. I always assumed it was just 'on the battlefield' not under a players control. A thousand times thank you!
Can someone explain to me why "haste" is such a debated subject with this card?
Assume I play this (Domineering Will) on my own pre-combat main phase. I target myself as the player and target 3 of my opponent's creatures. I gain control of those creatures until end of turn and untap them. Why is haste so debated? Let's assume those creatures I targeted have been on the battlefield for 2 full turns now. They shouldn't have summoning sickness. Am I being a complete noob here? Is there a rule that I'm unaware of by which creatures regain summoning sickness if they change controllers? Does the "they must block this turn" clause somehow prevent their attack?
As usual for targets, you choose targets for triggered abilities when they're placed on the stack, not when the abilities resolve. So you will only be able to target something that's already in your graveyard as your upkeep begins.
Thank you for this explanation. This is something, as a newer magic player, I did not know. However it does feel to me to be slightly counter-intuitive.
Assuming I have (for example) 5 or more simultaneous triggers on the stack that I get to order -> I order them as I choose and then before they even begin resolving I need to say, "Okay so for the bottom trigger my target is this. For the third trigger here, my target is this." Etc?
It feels odd to me to be jumping all over the stack and announcing targets for different triggers in different order than first-in/last-out system.
I feel I am still somewhat confused however. Can you offer a play-by-play scenario to a noob like me or perhaps an associated rule that explains how this works?
As I see it. I control both triggers which were simultaneous so I wish to sac Karmic Guide first. The complete echo trigger resolution happens and Karmic Guide enters the graveyard before Sheoldred, Whispering One's trigger has a chance to even begin. At what time am I required to choose a target for Sheoldred's ability?
For argument and explanation sake, assume there are 10 simultaneous triggers happening at my turn upkeep and I place Sheoldred's at the bottom and Karmic Guide's at the top. Could I then use Sheoldred's ability to target and revive Karmic Guide? She will have long been in the graveyard after 10 other triggers and resolutions take place, yes?
If that still won't work. What if I had an Ashnod's Altar in play? I order Karmic Guide's echo trigger on top and Sheoldred's trigger on bottom. Could I sac Karmic Guide to Ashnod's Altar in response to the echo trigger? Because I did it earlier, could I then use Sheoldred's trigger to return Karmic Guide?
I have a follow up situation question that I came across in testing.
Rather than clutter with a new thread I will try to ask here:
I have Karmic Guide and Sheoldred, Whispering One on the field. My next turn upkeep arrives and both the Echo sac and Sheoldred's trigger enter the stack. I choose to order them such that Karmic Guide's Echo clause triggers first and I choose not to pay. Karmic Guide is sacced. Can I then use Sheoldred's upkeep triggered ability to target Karmic Guide in graveyard and return her to the battlefield?
How can I, or will a moderator, please merge this new Curse account with my old account?
My old account is Worlack
Thanks
Thank you again for the input.
After making the landbase changes, mainly the scrylands and redirecting some of the red sources I had, I feel in a lot better state now. No question I have become a bit slower as a negative, but as we know that comes with the territory when you are in the ETB tapped land realm.
As to Arcane Lighthouse - In the huge amounts of solitaring of the deck that I have done I have noticed far too often I am sitting with removal in my hand and no way to use it (assuming that my opponent is playing Hexproof). However, I still have ways of dealing with Geist and other problems:
I am still rolling with Red Elemental Blast and Pyroblast which is just incredibly debilitating to Geist.
I play Liliana of the Veil, harder to work with due to him being wise to it and casting a Trinket Mage or similar first.
Council's Judgment is just broken incredible, I almost want to claim they misprinted it since there's no drawback at all on the "voting".
Hallowed Burial deals with him well, but 5 mana is sometimes a problem. I will never afford a Damnation since they decided not to place it in FTV: Annihilation. I could sub it with Wrath of God, but I'm happy with my sweeps (Toxic Deluge is very smart though, I should make room).
Crackling Doom is a bomb against Geist - he usually has Geist enchanted with extra power quickly.
Vampire Hexmage is something I should try to work in. Before I didn't because of the BB cost and the lack of planeswalkers in my meta. The vamp may be smart to add in now that my mana is doing better.
My last question is back to my disruption question I asked last time:
My current disruption package is:
What do I swap out for Thoughtseize? If I don't swap one out, do I instead add Thoughtseize to this package for a total of 8 hand disruption?
So far I am looking to cut the artifact lands and a mountain, switching the Shinka, the Bloodsoaked Keep to Eiganjo Castle, cutting PhyTower and putting in the Scry lands as well as Tarnished Citadel (not thrilled since I already feel I deal too much self damage - remember it's a Lightning Bolt to my face every time I use one of my fetches) and Gemstone Mine as well as a Vivid Meadow.
I own a copy of Forbidden Orchard, but don't feel comfortable giving my opponent a spirit. Correct my thinking on this one if you have insight, but I feel it's too steep to give them a creature. I have tried the Tainted lands in the past and found them to be utter garbage. It's far too often that I can't find that swamp to get them powered.
I want to stick with the Tainted Pact plan and see how it goes.
Obviously I am adding some crumby tap lands and this is hardly ideal or recommended, but there's only so much I can do if I don't have the cash for the insane landbase cards.
On another note, I will finally have a Thoughtseize in about a week.
My current disruption package is:
What do I swap out for Thoughtseize? If I don't swap one out, do I instead add Thoughtseize to this package for a total of 8 hand disruption?
Thanks again!
I can't cut Arcane Lighthouse, it's too powerful considering my primary opponent plays Geist of Saint Traft. With that in mind perhaps Vault of the Archangel or Phyrexian Tower is on the chopping block? I love the Tower when played with Yosei, the Morning Star, but how often is this 2 card scenario going to play out?
Maybe a Shinka -> Eiganjo Castle is in order? (Trying to keep singleton)
One cool thing with the Artifact lands is that Enlightened Tutor can go get them, but then again, using an Enlightened Tutor just to fix my colors seems like a waste of such an incredible card...
Going to try Scrylands for Artifact first, thank you!
I've been honing my own Kaalia deck for a long time and frequently refer to this thread for guidance. You've been helpful in the past so I come to you again.
I feel like my mana base just isn't working out consistently, obviously a large part of that is due to not having the cash for these ridiculous $80 dollar fetches and over $100 dollar duals. Please give my mana base a once over and offer up any suggestions. I feel I have reached a Plateau (no dual-land pun intended) with my current lands, but I know 3drinks and many others in this thread can critique.
Total = 38 (higher due to lack of fetches was my thought process) Obviously this land list is optimized to make use of Tainted Pact - Something I am willing to give up since I have only just started to attempt to use it.
Other cards of mana relevance:
I am noticing all too often, now that I've included things such as Distress, Hymn to Tourach and Grand Abolisher, that I am frequently not able to cast them due to lack of double mana colors. I keep thinking I really want to put in Necropotence, but if I can't cast Distress reliably now how can I pull off Necropotence without a lucky Urborg opening hand?
Thank you for any advice.
Do I scry 1 first, which becomes irrelevant due to searching for my lands from Elder's trigger and shuffling?
Or do I search for my lands, bring them to hand, shuffle library and then scry 1?
Similarly:
If I have Viscera Seer and Solemn Simulacrum. I sacrifice Solemn Simulacrum to Viscera Seer. Do I scry 1 then draw or do I draw 1 and then scry 1?
Thanks.
Thank you TheTrueNub and Daracaex for pointing out this simple rule. I always assumed it was just 'on the battlefield' not under a players control. A thousand times thank you!
Assume I play this (Domineering Will) on my own pre-combat main phase. I target myself as the player and target 3 of my opponent's creatures. I gain control of those creatures until end of turn and untap them. Why is haste so debated? Let's assume those creatures I targeted have been on the battlefield for 2 full turns now. They shouldn't have summoning sickness. Am I being a complete noob here? Is there a rule that I'm unaware of by which creatures regain summoning sickness if they change controllers? Does the "they must block this turn" clause somehow prevent their attack?
Thank you for this explanation. This is something, as a newer magic player, I did not know. However it does feel to me to be slightly counter-intuitive.
Assuming I have (for example) 5 or more simultaneous triggers on the stack that I get to order -> I order them as I choose and then before they even begin resolving I need to say, "Okay so for the bottom trigger my target is this. For the third trigger here, my target is this." Etc?
It feels odd to me to be jumping all over the stack and announcing targets for different triggers in different order than first-in/last-out system.
I feel I am still somewhat confused however. Can you offer a play-by-play scenario to a noob like me or perhaps an associated rule that explains how this works?
As I see it. I control both triggers which were simultaneous so I wish to sac Karmic Guide first. The complete echo trigger resolution happens and Karmic Guide enters the graveyard before Sheoldred, Whispering One's trigger has a chance to even begin. At what time am I required to choose a target for Sheoldred's ability?
For argument and explanation sake, assume there are 10 simultaneous triggers happening at my turn upkeep and I place Sheoldred's at the bottom and Karmic Guide's at the top. Could I then use Sheoldred's ability to target and revive Karmic Guide? She will have long been in the graveyard after 10 other triggers and resolutions take place, yes?
If that still won't work. What if I had an Ashnod's Altar in play? I order Karmic Guide's echo trigger on top and Sheoldred's trigger on bottom. Could I sac Karmic Guide to Ashnod's Altar in response to the echo trigger? Because I did it earlier, could I then use Sheoldred's trigger to return Karmic Guide?
Rather than clutter with a new thread I will try to ask here:
I have Karmic Guide and Sheoldred, Whispering One on the field. My next turn upkeep arrives and both the Echo sac and Sheoldred's trigger enter the stack. I choose to order them such that Karmic Guide's Echo clause triggers first and I choose not to pay. Karmic Guide is sacced. Can I then use Sheoldred's upkeep triggered ability to target Karmic Guide in graveyard and return her to the battlefield?
Thank you.