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  • posted a message on W/B Goats are really good...seriously.
    Thanks for the comments, here are my thoughts/conjectures:

    How do you feel about Glorious Anthem over Light?
    I think that while the idea of 1/2 Goat tokens is appealing I think that it's a mistake to invest too heavily in the Goat tokens as anything but chump blockers/mana accelerants. To create the goats in the first place you need favorable circumstances in that you need a reasonable board position to have enough W symbols. For that reason I think Favor From Within is better because in a vaccuum, when I play out a Knight of Meadowgrain with Light on the board I get a 4/4, while Anthem only gives me a 3/3, quite a different if you're coming back from a wrath or something.

    You can drop the Reflecting Pools they are only good in multicolor.
    I think the reflecting pools are actually quite key as they allow me to play a Profane Command out of nowhere - the pastures turn the Reflecting pools 'on.' It will also allow me to utilize my secret tech against Faeries - Squall Line! In that way it allows for more variety in the Sideboard, I could even play Mind Spring for some serious card draw.

    If I had or could afford Mutavaults I would get them.

    I suggest the 3-4 Mirror Entity (Wizened Cenn has a good synergy)
    I think you could be right here but I've decided to use Profane Command as a 'win' card more than Mirror Entity(ME). ME wastes a turn sitting on the board and usually gets killed. Profane command is a built in two for one that could allow me to get back a lost Divinity of Pride which requires no further mana investment and will normally be beating for 8.

    While pumping up a horde of goats sounds cool I think that strategy may fall flat re:board position, see above. That said, it's worth a try if this Profane Command idea doesn't work.

    Wizened Cenn may be a wise inclusion over say Flickerwisp. That former bolsters my team and would work well with Mirrorweave while the latter removes blockers and resets the Shepherd.

    - remove the 2 profanes, 2 couldrons, 1 divinity, 3 flickerwisp, and add 3 mirrorweave, 4 stillmoon cavaliers, and maybe one more mirror entity or a reveillark? just for kicks. haha.
    All good suggestions. I think I will take out the Cauldrons but I'll replace them with Momentary Blink I think...that still allows for shenanigans with the Shepherd and makes the Flickerwisp really mean.

    Thank-you all for your suggestions - this deck requires more playing to discover it's weaknesses! When I have a chance to play and post I'll let you know how it's going - I think it has a lot of potential.
    Posted in: Standard Archives
  • posted a message on W/B Goats are really good...seriously.
    First off, thanks for looking at my list and thanks for any comments (#s in parenthesis next to card names indicate the number of W symbols they contribute to the board).

    I feel like there's a lot of advantage to found from Springjack Shepherd creating mana out of nowhere - not to mention chump blockers (at least on ground)

    Basic idea is to play some early beaters/threats, letting the W mana symbols build on the board. You won't be slowed down by playing your removal (O-Ring/Prison-Term) since they are permanents and add to your W symbol count for the big turn 4, when Shepherd and his goats come rambling in off the pasture.

    By turn 4 you ought to have roughly 5 W symbols, 6 when Shepherd comes into play, allowing you to power out a fully 'turned on' 8/8 Divinity of Pride on turn 4, or a big Profane Command...or allowing you to feed little FoD all the goats he can eat - watch him grow!

    I feel the Profane Command is much better that Mirror Entity in this deck. I find ME is a bit clunky and is such a large target, especially with all those goats dully staring at your opponent with those demonic rectangular pupils. The random ME is in there for testing really...but could easily be switched out for other stuff.

    Alternatively have fun beating face with Light From Within. Don't forget that Springjack Pasture turns on your Reflecting Pools!

    No SB yet, I'd like to develop the deck further. Thanks for commenting!
    Posted in: Standard Archives
  • posted a message on [SHM/LOR] Mirror Mirror - U/W Combat tricks
    I've made some updates to the deck, I think it's an improvement:

    +2 Rhy The Redeemed
    +2 Sower of Temptation

    -1 Mosquito Guard
    -1 Oblivion Ring
    -1 Cryptic Command
    -1 Island
    Posted in: [LOR-SHM] Lorwyn, Morningtide, Shadowmoor, Eventide
  • posted a message on [SHM/LOR] Mirror Mirror - U/W Combat tricks
    This is the deck I'd like to run at a local block tournament this weekend. Here's the deck, followed by an explanation:

    I've been told, since I haven't played a lot of block, that the format is focused on creatures and combat and that it's fast. I built this deck to take advantage of as many combat tricks as possible. I'm hoping to turn some jank into gold with this one...

    There's many avenues to win from Mirrorweaving your Spirit tokens, targeting ThistleDown Liege...to doing the same but with a pumped up Mirror Entity. The Mosquito Guard and Meadowgrains really shine when Godhead of Awe is in play, as do any +1/+1 counters. The counter's also help with Mirrorweave, giving your creatures the advantage in combat math.

    Cryptic Command provides the all powerful 'tap all creatures' effect and the other abilities are gravy. I feel like the Augury Adept is good in this deck owing to the many tricks allowing her to hit. She provides much needed card draw...my other choice for her slot would be Ballynock Cohort or Wizenned Cenn. It may be too Johnny of me but the thought of Mirrorweaving three flying tokens into Augury Adepts and drawing 3 cards is too hot to pass up.

    Do you think I have enough removal? I'm counting Turn to Mist as pseudo removal because it can remove a lord or liege at a key moment BUT it can also save my guys from death or stop a massive enchantment (Runes of the Deus I'm looking at you) or other targeted tricks.

    I had initially included Shinewend as a way to wrath with Mirrorweave. I still feel like it's a reasonable option. It's a flying 1/1 that can kill enchantments, relevant in the current format and I can potentially destroy all creatures, including persist creatures, and not allowing for shenanigans like Reveillark in one fell swoop w/Mirrorweave. Opinions? It's also a two drop, so it's low on the curve.

    Sideboard choices include Wheel of Sun and Moon for persist creatures and any graveyard decks - I think some elementals builds and goblins. Negate to counter act Gutteral Response and Cryptic Commands from Faeries. Runed Halo for Earwig Squads, Mistblind Cliques and other cards that make me quake. Sower is for the tribal decks, stealing a Perfect or other keystone card is always good. And I think the Forge-Tender is self explanitory. One card I'd like to include there is Brigid, Hero of Kinsbaile to deal with mass token generating decks.

    I'm not sure what match-ups would be like but I like the concept of the deck and feel like the basics of it are sound enough to merit working on.
    Posted in: [LOR-SHM] Lorwyn, Morningtide, Shadowmoor, Eventide
  • posted a message on Modal Spells and resolution
    I have Enchanted Evening in play and am ready to cast Austere Command. I also control an Oblivion Ring with my opponent's Safehold Elite under it.

    My opponent has a Kitchen Finks in play.

    I play the Austere Command, choose "destroy all enchantments" & "destroy all creatures with converted mana cost 3 or less."

    So here's what I think happens:

    Austere Command's first mode goes off. Destroying all enchantments and since everything is an enchantment - Thanks Enchanted Evening! - that means all land and creatures too.

    So Oblivion Ring gets put into the graveyard, allowing the Safehold Elite under it back into play on my opponent's side. Kitchen Finks also goes to the graveyard, and then comes back with a -1/-1 counter.

    THEN Austere Command's second mode goes off. Destroying the Kithen Finks for good this time AND the Safehold Elite. Who comes back with a -1/-1 counter.

    Is that right? The question I suppose is "How does a modal spell resolve?" From what I understand each mode resolves sepretly, collapsing the stack before we move to the second mode. I get confused by all the triggers that are going on here...

    Thanks for any help!
    Posted in: Magic Rulings Archives
  • posted a message on Mirrorweave + Mirror Entity again!
    Thank-you very much...this is my first foray into the layers...it's confusing but I've taken away some understanding.
    Posted in: Magic Rulings Archives
  • posted a message on Mirrorweave + Mirror Entity again!
    So the word "becomes" in Mirror Entity's doesn't change the actual card? Would the game see my MirrorEntity as printed at 0/0?

    I read the layer article posted on the front page. I'll spending the better part of the day cleaning my frontal lobe off my monitor...

    But from my understanding, since the copy layer is first it will always copy the exact printed card...no shenanigans.
    Posted in: Magic Rulings Archives
  • posted a message on Mirrorweave + Mirror Entity again!
    Sorry I should have made it clear that part of my strategy is to keep my guy's around via pump effects (Thistledown Liege) and +1/+1 counters. So in a particular situation Mirror Entity will stay alive from counters/pump effects, etc.

    In this case, does the previous scenario work?
    Posted in: Magic Rulings Archives
  • posted a message on Mirrorweave + Mirror Entity again!
    Mirrorweave...I'm sure there are A LOT of questions about this card.

    I'd like to set my Mirror Entity to 0 by activating it's ability for 0 mana. Then I'd like to Mirrorweave it to kill all creatures without some sort of counter or pump effect.

    My friend argues I can't do that because it copies the card, not the effect. I argue that since Mirror Entity's ability reads: "Creatures you control become X/X..." that the game sees the now 0/0 Entity as printed at 0/0 and therefore copies.

    Does this work?


    Secondly, once all their creatures become 0/0 Entities do they have time to pump their entities with mana to save them? Or do the Entities die before they have a chance?

    Thanks so much, I've scoured the net and can't find an answer I can understand.

    Please see the Rulings forum rules regarding the use of card tags.--Binary
    Posted in: Magic Rulings Archives
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