- weltkrieg
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Member for 16 years and 4 days
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Lantern posted a message on [Single Card Discussion] Fleecemane lionRight, I'm locking this for now til you all cool off. No reason to bring the armed forces in this, on either side. I'm going to have to write up some people with this, but for the mean time, just calm down.Posted in: Modern
And while we're at it, as a writer who generally knows his terms, "Man Up" meant "grow balls" after football wrongly used it around 1970. Before that it has always meant "Increase of man power" mostly referring to the labor force during the industrial revolution.
Cowboy up is the term y'all are referring to. And that one was commonly used in the military.
And if it did need stating, after this thread reopens, keep it on the lion. You can derail it to Jason and the hunt of the golden fleece if you want, but not who's more manly. -
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DOLZero posted a message on DOL's Marsh Flats LoftA piece for weltkrieg:Posted in: Avatar & Sig Shop Archive
and updated versions that are darkened a little bit per request:
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ImSleepy posted a message on [[Official]] Competitive Burn DeckPosted in: Standard ArchivesQuote from zemanjaskiSounds very good. I have found that keep casting costs as low as possible is just essential in such a fast, tempo oriented metagame.
this is true. - To post a comment, please login or register a new account.
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Commander is a multiplayer format usually. Cards like verdant force that were pretty good in 1 on 1 become obscene in multiplayer. Do you have a seedborne muse floating around? If so, it will quickly get out of hand with your general and activated abilities.
Of course, I know they are expensive cards, but back in your day they weren't so expensive. Demonic tutor, vampiric tutor, worldly tutor, and gamble and grim monolith would be great additions. I had several of the tutors laying around from my collection back in those days and I wasn't what anyone woul call rich by any means.
krosan restorer is a good card. It's no worse than any other three mana option like ley druid,indeed it may be the potentially strongest out of all of them! Your graveyard will be full quickly. In a similar vein, far wanderings would be a solid addition. It's barely acceptable at regular cost and quickly goes nuts if you have threshold.
IF you have one, exploration would be a good addition. They still haven't made a better version of this card in magic's history. Mana bond or burgeoning are excellent as well and will help you keep up with modern, more powerful cards.
You seem to have already figured out that repeatable or multi-target removable is pretty darned good in a multiplayer format. I would add hull breach and rack and ruin (or possibly shatterstorm) to the list of removal spells. They are still very very good cards and this is a format of vandalblast and cyclonic rift. Plague wind may also be worth it if you can consistently ramp to it. Flexible removal is also good and you might want to consider aftershock as well.
Ramp: Generally, no comments here. However, I would suggest that fertile ground, overgrowth, and wild growth would be good considerations. They die less often than mana dorks and will provide a nice boost to your mana.
Lands: You really want a strip mine in here. It answers a lot of problems in this format. Wasteland, too, if you have one.
Winding canyons would be a good addition if you have one. Instant speed with your creatures is a good thing to have!
Mossfire valley, shadowblood ridge, and gemstone mine are playable, but you really want cards that don't have too many drawbacks. I think that shivan oasis, urborg volcano, llanowar wastes, and darigaaz's caldera are actually better lands in this format. Certainly current decks play common versions of these lands. No reason you can't run what you probably already have and keep up!
Koskun keep could come out as well. I would also consider mountain valley and rocky tar pit. (of course, bloodstained mire, wooded foothills, and aBUR duals if you have them are natural fits). They are slow fetches, but being able to fetch up the appropriate land is always useful even if you wait a turn.
I would consider terrain generator. You're running 28 basic lands and a very mana hungry deck. Any way of putting extra lands onto the battlefield is a very good thing.
For cards to consider removing for some of the additions I mentioned above.
Subversion: There are decks in which this card would be playable. This deck is not one of them. I think you would be better served by necropotence or attrition for card advantage.
Thundermare: Your fatties are pretty solid, but they aren't game endingly good in just one turn. This sort of card is better used as a hail mary kill one opponent sort of card and your only free way to cheat him in is defense of the heart. If you fetch him and one other card, the other card ends up tapped and likely doesn't have haste. Bollocks!! Speaking of haste, fervor or fires of yavimaya would be a great addition here! (or both...)
Tor wauki: Fun card and wish I had one. But, not here. There are decks where you want to force combat where he would be obscene, but you're not doing that here. Visara, the dreadful, shauku endbringer, or avatar of woe would have much more impact and aren't limited to the combat step.
Vhati il-dal: See above.
Harbinger of night: Unless you're aiming to kill your own guys, this guy seems like a bad addition. If you're after your opponents weenies and utility creatures, then I would consider goblin sharpshooter. He will very quickly clean up the problems!
Wall of souls: This card doesn't seem very good here. Again, you don't seem to be trying to force combat so this sort of rattlesnake card doesn't seem to do much.
In general: You have a lot of utility guys and powerful removal, but winning will become problematic. To be blunt, you need a few more fatties to end the game. If you have them, dragons are always good. But avatar of fury, avatar of might, thorn elemental, etc. become problems for your opponent in a hurry and end the game quickly.
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That is a ton of instant speed targets. Where is your sunforger?
For a deck that is about making tokens, I see a disturbing lack of some really good ones. Namely, white sun's zenith, decree of justice, kjeldoran outpost, etc. If your plan revolves around getting a divine visitation to make the little tokens big and scary ( a fine plan, I might add) then I would really suggest adding white tutors to go find it such as plea for guidance, enlightened tutor, and idyllic tutor.
Why Neheb, the eternal? It's an excellent card, don't get me wrong, but I don't see you using any ways to abuse the post combat mana. On his own, he hardly seems helpful.
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If you want to cut something for sword of the animist, that's fine, but don't make that something a land. Lands are necessary for everything else.