A player controls an Eye of the Storm and there is a Teferi, Mage of Zalfir in play under my control. I understand that if an opponent plays a spell it gets removed from the game, and is then unable to be replayed from the RFG zone. (See here)
Can someone explain exactly why, citing relevant comp rules entries as required, this happens?
If built properly, it could consistently win turn 4... I'm thinking U/R for transmute tutors in Drift of Phantasms and Muddle the Mixture, and extra digging in Sleight of Hand, and Telling Time... I think a rough list would be something like this:
The Sage isn't all that great, Isamaru. Even so, what would you take out for them? I cant see anything in that list that could possibly be taken out for a walking Index.
Claws of Gix would like to have a word with you and your Decree of Annihlations. In order to pull it off properly, though, you'll need multi-production lands (bouncelands) and a bit more discard (Delirium Skeins, ect). If you plan on living long enough to get the Barren Glory out and win with it, you could use some Signets and possibly some Gemstone Mines in the place of some of your Snow lands. Lost Auramancers and Rites of Flourishing should make way for Carven Carytid and Wall of Roots.
I just did a search of all U/B/W wizards in T2, and I found the following ones to have potential use:
Shadow Guildmage - Potentially abuseable with CIP effects like Pit Keeper and Venser, though at the cost of your next draw. Can also prevent you from decking. Spawnbroker Voidmage Husher - A self-bouncing activated-ability-countering 2/2. what more could you ask for (Stifle/Trickbind/Voidslime dont count, they cant swing for 2)
In that case.... there is only one solution to suck a problem, and i hesitate to do it myself... NETDECK! Just rip a list, build it, and smash face with it.
Trust me, when all you've got to worry about is if you topdeck the burn spell ftw, it frees you up to think about other things, like what yor opponent is playing, how you could make it better, and what could streamline your own deck.
Also, playing Angel's Grace yourself will stop you from losing in your next upkeep, and allow you to play without the Emblem via EOT Pact+Replicate, Upkeep stack triggers, Angels Grace, Smash face.
I'd reccomend a return to simplicity. Aggro is a great stress relef and allows you to think about the game in a different way than Synergy this and Combo that. (Sulfur Elemental + Boros Swiftblade is pretty amazing though) If you've got the Duals for it, try Zoo, or possibly even Gruul. If you're strapped for cash go with MGA with Scryb/Force and Blanchwoods. Try to stay away from anything too complicated for a while (I'm looking at you, Narcolepsy and Project X), and maybe try a pure control build after that.
Can someone explain exactly why, citing relevant comp rules entries as required, this happens?
Thanks in advance.
Also works well with Mystic Snake/Venser, Shaper Savant and Izzet Chronarch
I'm such a sucker for 187 tricks.
Anyway, here's a rough list:
4x Avalanche Riders
3x Mark of Eviction
3x Mystic Snake
2x Venser, Shaper Savant
Accel+Draw: 12(16)
4x Birds of Paradise
4x Coiling Oracle
4x Harmonize
LD/Mana Disruption: 12(18)
4x Annex
4x Stone Rain
4x Boom // Bust
4x Stomping Ground
4x Breeding Pool
4x Terramorphic Expanse
4x Forest
4x Mountain
2x Island
1x Urza's Factory
4x Magus of the Moon
4x Tin-Street Hooligan
4x Cryoclasm
3x Pyroclasm
Thoughts?
If built properly, it could consistently win turn 4... I'm thinking U/R for transmute tutors in Drift of Phantasms and Muddle the Mixture, and extra digging in Sleight of Hand, and Telling Time... I think a rough list would be something like this:
4x Grinning Ignus
4x Cloud Key
4x Grapeshot
Dig/Tutor: 16
4x Sleight of Hand
4x Telling Time
4x Drift of Phantasms
4x Muddle the Mixture
4x Rite of Flame
4x Pact of Negation
1x Wipe Away
1x Boomerang
Land 22
4x Steam Vents
4x Steam Vents
4x Izzet Boilerworks
4x Mountain
4x Island
2x Tolaria West
The Boomerang and Wipe Away are in there as Just-incase transmute targets.
Just my take on it...
Shadow Guildmage - Potentially abuseable with CIP effects like Pit Keeper and Venser, though at the cost of your next draw. Can also prevent you from decking.
Spawnbroker
Voidmage Husher - A self-bouncing activated-ability-countering 2/2. what more could you ask for (Stifle/Trickbind/Voidslime dont count, they cant swing for 2)
Also, congrats on your first post, Fxck
Angel's Grace = Split Second.
Drift of Phantasms - tutors for Seething Song and blocks fat men.
Muddle the Mixture - Tutors for your Emblem and counters counters
Tolaria West - Tutors for your Pacts and makes mana
Also, playing Angel's Grace yourself will stop you from losing in your next upkeep, and allow you to play without the Emblem via EOT Pact+Replicate, Upkeep stack triggers, Angels Grace, Smash face.