I'm looking forward to some better cardfixing after Innistrad. I have been tinkering with muddle the mixture. Is there any room for it in this deck? It has already proven itself in pyromancer ascension decks, and in this deck it can search for kiln fiend. Seems good. The first thing to go from my list is the mutagenic growth. it helps you get there with a threat on the board, but is a horrible top deck.
It was mostly for kicks. In my playgroup, maultiplayer tend to get very political and the way to win is to stay under the radar until you have complete control. My deck does that. I play this casually:
Add some counterspells and lands and you're good to go. I think I would like some 1 drops though. If you go turn 1 some dude, you may sit on counters turn two and three unless you play thirst. Turn four you can play Retether and win. I don't know but it is the closest thing to viable I can think of.
I don't know if its too janky, but how about turn two zombie infestation discarding 6 cards including dread return and a critter to make zombies which in turn you sacrifice to flashback the dread return?. It seems easy to disrupt but it also seems like much fun. Iona turn two? Sign me up.
I don't know much, but I am certain that if they were to unban mental misstep every single deck would play it. It won't win games on its own or anything, but having four copies of a single card in every deck in a format doesn't seem like a creative and fun format.
How about trading in those bops and llanowar elves for arbor elf and utopia sprawl. You will have to make room for more forests in your mana base, but you may also be able to play a Mwonvuli Acid-Moss turn two... Seems interesting to me at least.
I always appreciate advise Terapin. Maybe you're right. I do run few lands. I like Crush. Its simple and cost only one. It seems logical to me that if your goal is to get the ascension turned on youll have to play many instant/sorceries. That means there isn't much room for lands, which again means your spells must be cheap.
I see what you say about Luminarch Ascension. I actually did think about trying it. Have you played with it? Well its late at night (2am), I'll have to sleep on it. By the way, how relevant is spell pierce? Is it too easy for my opponent to play around?
In a week I'm going to a major event. Since there really isn't much constructed events where I live, I am getting really excited. I'm going to play my Pyromancer Ascension.
I think I have an answer for just about anything. It's really only two things I automatically scoop to, Leyline of Sanctity or some eternal life combo.
I only run 20 lands. This is because I hate getting flooded in a deck that constantly needs to answer my opponents plays. But running 20 is maybe to stretch it too far. I've considered to remove some mainboard spells to make room for #21, but can't see where to make the cut. Maybe the Mana Leak...
I run white in my sideboard. In my testing it has been good. Celestial purge helps me with vampires and everything else red. Divine offering is good against caw blade, removing their win conditions, (think of it, what is cawblade without the blades and batterskulls? a bunch of 1/1s and 1/2s. Not very scary huh?). But the matchup where divine offering really shines is against tempered steel decks. The sideboarded flashfreeze seems obvious to me, but then there are two spots in the sideboard left and I don't really know what to put there. Suggestions are always welcome. Right now i think it will be Sphinx of Jwar Isle or Pyroclasm. well see.
To me it seems fine. Try to aggro them out and use a large wave to secure the win. I don't think it really has competative potential, but it seems very fun to play. Maybe switch the natures claim for warpriest of thune and viridian corrupter and play some lead the stampede? Idk. Good luck.
I also want to point out that Wizards keep making theese changes every year. This makes it harder for new players to interpret the old cards with old wording. I can't see why it should be a goal for wizards to constantly change theese type of things. WOTC should search for the most convenient way to print cards stay with it. You won't see anyone starting playing magic because the new way they word the cards is so cool.
EDIT:
I don't get it either, but then again, just as with MTV, I don't think I'm supposed to get it anymore.
As I said, I'm happy if it brings more people to the table. I actually think its fun beating kids in draft. I'll quit magic when some brat beats me and I'm forced to choose between theese conclusions: 1 He's to magic what Mozart was to music, 2 The game has been so simplified it's way too easy to master or 3 I've become stupid, (not likely :))
yes, by simplifying things and thus retroactively 'expanding' the text box a little they are surly catering to a younger audience, and soon those young whippersnappers with their baggy jeans and designer hair gel will overrun the neckbeards that have been keeping magic afloat for 20 years.
Fresh blood will indeed be the death of MtG.
Rereading my post I admit you have a point. What I was trying to say was that in my town people who play magic are mostly betwen 15 to 25. All theese changes to the way WOTC word the cards seems to target the ages from 10 to 20. And I don't want that. (I'm 25 (and a half)). To be serious, I think the game mechanics beeing somewhat advanced, will keep the game attractive for adults and I'm not that affraid of suddenly finding myself too old for Magic. BUT I don't like the way the new wording sounds. It seems like they are trying to make Magic as close as possible to really beeing a wizard. If I wanted to play wizards with my friends i would've walked around with a staff in a robe saying things like "YOU SHALL NOT PASS" or "MELLON" to make secret doors open. (I don't do that too often).
I want to play Magic. It is a strategic cardgame. It demands alot of intellect to master at a competative level. The thrill of outsmarting your opponent is what I seek. I presume there are some who still have enough fantasy left to buy in on the illusion Wizards are trying to sell. I hope they'll be happy by this change...
I just have to say that mental misstep seems to be an elegant sollution too all the 1cmc handdisruption spells seen in both splinter twin and darkblade. Both decks also tend to use a full playset of preordains that really is a good target. And then there are lightning bolt, goblin guide, burst lightning, bop, vines of vastwood, gitaxian probe, spell pierce, steppe lynx, llanowar elves and arbor elves... should I go on? Its just a matter of time before it will see more play in standard. I can't think of a deck that doesn't use some sort of 1 drops. and if youre facing a player that just packs a playset of lightning bolts at the 1cmc slot, sideboard them out. At least you are lightning bolt proof the first game...
4 Wee Dragonauts
4 Ponder
4 Preordain
4 Gitaxian Probe
4 Lightning bolt
4 Assault strobe
4 Spell Pierce
4 Distortion strike
4 Mutagenic Growth
4 Scalding Tarn
8 Island
6 Mountain
I'm looking forward to some better cardfixing after Innistrad. I have been tinkering with muddle the mixture. Is there any room for it in this deck? It has already proven itself in pyromancer ascension decks, and in this deck it can search for kiln fiend. Seems good. The first thing to go from my list is the mutagenic growth. it helps you get there with a threat on the board, but is a horrible top deck.
3 Academy Resarchers
2 Merfolk Looter
1 Spellskite
1 Umbra mystic
4 Careful Consideration
4 Retether
1 Open the Vaults
2 Corrupted Conscience
1 Vapor Snare
1 Volition Reins
1 Emblem of the Warmind
2 Faith's Fetters
2 Celestial Mantle
2 Elder Mastery
2 Eldrazi Conscription
1 Culling Dais
Now this is the fun multiplayer version. If I would try to make it competitive I would go for something like this for a shell:
4 Academy Researchers
4 Spellskite
2 Sovereigns of Lost Alara
4 Careful Consideration
4 Eldrazi Conscription
2 Elder Mastery
2 Celestial Mantle
4 Retether
Add some counterspells and lands and you're good to go. I think I would like some 1 drops though. If you go turn 1 some dude, you may sit on counters turn two and three unless you play thirst. Turn four you can play Retether and win. I don't know but it is the closest thing to viable I can think of.
Edit: WOOHOO 100 posts
I see what you say about Luminarch Ascension. I actually did think about trying it. Have you played with it? Well its late at night (2am), I'll have to sleep on it. By the way, how relevant is spell pierce? Is it too easy for my opponent to play around?
4 Lightning Bolt
4 Burst Lightning
4 Staggershock
4 Preordain
4 Gitaxian Probe
4 Spell Pierce
4 Mana Leak
4 Into the Roil
4 See Beyond.
4 Scalding Tarn
4 Arid mesa
1 Mystifying Maze
3 Island
4 Mountain
4 Celestial Purge
4 Divine offering
4 Flashfreeze
1 Plains
2 ...
I think I have an answer for just about anything. It's really only two things I automatically scoop to, Leyline of Sanctity or some eternal life combo.
I only run 20 lands. This is because I hate getting flooded in a deck that constantly needs to answer my opponents plays. But running 20 is maybe to stretch it too far. I've considered to remove some mainboard spells to make room for #21, but can't see where to make the cut. Maybe the Mana Leak...
I run white in my sideboard. In my testing it has been good. Celestial purge helps me with vampires and everything else red. Divine offering is good against caw blade, removing their win conditions, (think of it, what is cawblade without the blades and batterskulls? a bunch of 1/1s and 1/2s. Not very scary huh?). But the matchup where divine offering really shines is against tempered steel decks. The sideboarded flashfreeze seems obvious to me, but then there are two spots in the sideboard left and I don't really know what to put there. Suggestions are always welcome. Right now i think it will be Sphinx of Jwar Isle or Pyroclasm. well see.
EDIT:
As I said, I'm happy if it brings more people to the table. I actually think its fun beating kids in draft. I'll quit magic when some brat beats me and I'm forced to choose between theese conclusions: 1 He's to magic what Mozart was to music, 2 The game has been so simplified it's way too easy to master or 3 I've become stupid, (not likely :))
Rereading my post I admit you have a point. What I was trying to say was that in my town people who play magic are mostly betwen 15 to 25. All theese changes to the way WOTC word the cards seems to target the ages from 10 to 20. And I don't want that. (I'm 25 (and a half)). To be serious, I think the game mechanics beeing somewhat advanced, will keep the game attractive for adults and I'm not that affraid of suddenly finding myself too old for Magic. BUT I don't like the way the new wording sounds. It seems like they are trying to make Magic as close as possible to really beeing a wizard. If I wanted to play wizards with my friends i would've walked around with a staff in a robe saying things like "YOU SHALL NOT PASS" or "MELLON" to make secret doors open. (I don't do that too often).
I want to play Magic. It is a strategic cardgame. It demands alot of intellect to master at a competative level. The thrill of outsmarting your opponent is what I seek. I presume there are some who still have enough fantasy left to buy in on the illusion Wizards are trying to sell. I hope they'll be happy by this change...
I still wish they hadn't stopped using "comes into play"!