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  • posted a message on [Official Thread] Red Deck Wins
    Quote from ThePodGod
    Seems like your hobgoblin wants to be either a Boggart ram-gang or a Countryside Crusher. Seems like you need Keldon Megaliths and manlands- Mutavaults or the red 2/1 haste


    Countryside Crusher does not work well with Demigod of Revenge or Figure of Destiny.
    Posted in: Standard Archives
  • posted a message on 6-21-08 How would you build it?
    I don't see Ember Gale as a good maindeck option, unless your cards aren't that great. A four mana Chaos (Order//Chaos) isn't efficient. I do think that if you're opponent is playing blue or white, it's likely worth boarding in, especially if you see Spectral Procession, Repel Intruders, or some 1 toughness creatures like Somnomancer, Tattermunge Maniac, a witch, etc. etc.
    Posted in: Limited Archives
  • posted a message on The Mana Cost Game
    Constant Disruption :symw::symu:
    Tribal Instant - Kithkin
    Counter target spell unless its caster pays 3 mana or :symwu:.
    Flashback: :2mana::symw::symu:



    Next: 12 Mana
    Posted in: Custom Card Contests and Games
  • posted a message on The Mana Cost Game
    Doran's Adversary :2mana::symu::symu::symr:
    Creature - Wizard
    Flash, haste
    (tap): Counter target white, green, black, or colorless spell.
    3/4


    Next: :symwg::symrw::symwb::symwu:
    Posted in: Custom Card Contests and Games
  • posted a message on The Great White Hope
    Thanks for sharing your deck construction process. This was a good read for me. I have a question for you: Why do you run Gelid Shackles over Condemn? Shackles seems rather mana intensive for White Weenie.
    Posted in: Articles
  • posted a message on [Official Thread] B/x Rogue Aggro


    Thankyou kindly Cool
    Posted in: Standard Archives
  • posted a message on [Official Thread] B/x Rogue Aggro
    Quote from blueboy
    even the UB faeries are also having problems with Ramp.has anyone tried shin's sideboard transformation to semi-MBC in he's article?i think that would work against ramp.


    Where might I find this article? Thanks.
    Posted in: Standard Archives
  • posted a message on New Elemental Deck That Works
    I think this is a cool idea for a deck, and a like the potential third turn Horde of Notions quite a bit. Considering that the deck is five colors, I'm going to take a look at how well the mana base supports playing the cards. I'll focus on just the lands here for the time being, although I realize that Smokebraider is a definite asset, albeit an easily removable one. Just land wise, here's what your mana base looks like:


    # Card ---------------------------- Output / Details

    2 Mountain -------------------------R
    1 Plain -----------------------------W
    1 Forest ----------------------------G
    1 Swamp ---------------------------B
    2 Island -----------------------------U
    1 Underground RIver ---------------UB pain
    1 Cave of Koilos -------------------WB pain
    3 Shivan Reef -----------------------UR pain
    4 Sulfuruos Springs ------------------BR pain
    4 Primal Beyond ---------------------5 color
    4 Terramorphic Expanse -------------5 color CIPT

    Lands: -------------------------------24
    Pain Lands: ---------------------------9
    CIPT Lands: --------------------------4
    Lands producing all colors: ------------8

    How many lands produce each color:
    R: 8 + 9 = -------- 17 R
    W: 8 + 2 = ------- 10 W
    G: 8 + 1 = -------- 9 G
    B: 8 + 7 = -------- 15 B
    U: 8 + 6 = -------- 14 U


    What sticks out about the above is the high number of sources of each color, due largely to Primal Beyond and Expanse. Granted, expanse has to choose what color to be and stick to it, but even so you have plenty of access to whichever color is needed right away.

    As far as comes into play tapped lands, only four Terramorphic Expanse shouldn't slow you down much at all. I'm considering Expanse a comes into play tapped land because the land you grab winds up tapped.

    What looks a bit punishing here is the pain lands, as 9 is quite a few. How is this working for you?
    Posted in: Standard Archives
  • posted a message on Maralen Lockdown
    Quote from ninety9nights
    I would like to suggest the addition of a singleton Beacon of Immortality

    It would really be of great help to prevent being at low life due to Maralen's "drawback".
    My $0.02



    Beacon does seem pretty solid. I'd also consider Beacon of Unrest as a 1 of in the deck. 3BB isn't bad to grab a creature every turn, and if Maralen dies, it gets her back.
    Posted in: Standard Archives
  • posted a message on Sligh / RedDeckWins Critique and Advice
    An inexensive possibility for RDW is Martyr of Ashes, giving you adjustable board sweeping and providing a body in the mean time. Then again, against Faeries it's useless, which is frustrating. Just a thought.
    Posted in: Standard Archives
  • posted a message on G/W Archer
    I took at look at how to give creatures flying in standard, hoping that Femeref Archers could see some action, and came up with the charm and Kinsbaile Balloonist. I'm not sure as these two cards can make it happen, but Femeref Archers and Kinsbaile Balloonist active at the same time would pretty much destroy any aggro strategy, especially with Lys Alana Bowmaster's help. Still, the Balloonist isn't a relevant creature type. Anyone think this is worth trying?
    Posted in: Standard Archives
  • posted a message on G/B Reanimator Strangeness
    +4 Treetop Village
    -4 Forest

    Treetop is the optimal first turn play here, since you run no one drops, and will give you some resistance to wrath effects.
    Posted in: Standard Archives
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