2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Infinite Mana combos
    This one goes for infinite colorless mana:

    Metalworker + Voltaic Construct + 2 (or more) artifacts in your hand

    There's also a slew of combos with Umbral Mantle. Basically the mantle and any creature that can tap for 4+ mana at a time (Metalworker, Rofellos, Llanowar Emissary, Priest of Titania, Elvish Archdruid, Wirewood Channeler)
    Posted in: Magic General
  • posted a message on How To Build - GTC Sealed
    Could've used another couple plains. Also, I would've put in the Angelic Edict and the other Smite. (Seriously. You can't have enough removal in limited, so long as it's not too narrow.) I'd also recommend Spellbinder Staff for some much-needed evasion. (Really good on the Spire Tracer!)

    Armored Transport sucks, TBH. You're dealing with something that, while not vulnerable to blockers, is vulnerable to every playable removal spell in the game, except that it's not really that big of a threat.

    Greenside Watcher strikes me as a bit too parasitic with only three gates in your deck. If you don't get one, it's just a Goblin Piker.

    Crocanura can also be removed. Reach really isn't relevant when you have access to flying (maybe by playing up the white cards; Guardian of the Gateless and Gift of Orzhova are better choices) and actual removal. On top of that, it's a 1/3 for 2G. It has evolve, but your deck really isn't doing anything with that.


    I'm sorry but some of this advice is just quite poor. Crocanura is the best green common. Reach is completely relevant, especially on a creature that grows. Skyblinder Staff is very expensive and doesn't really provide significant evasion at all. Greenside Watcher with 3 gates is absolutely fine...I've played the guy with 0 gates many times. Goblin Piker is a fine card in this format, and the possible upside by having a few gates in your deck cannot be ignored.

    As for your pool...it's a very strange pool because no single guild stands out as the most powerful. There's a decent Orzhov-splash-Boros rares deck, but that deck would be loaded with 5-drops. As it is, I think your build is fine but I'd drop either the Armored Transport or a Smite for a Ruination Wurm. Smite makes you play more defensively and you're deck wants to be attacking way more than it wants to be blocking. In addition, it's a weak splash, but not totally awful. It would make your mana better for sure. Angelic Edict is probably also maindeckable here.
    Posted in: Limited Archives
  • posted a message on Box Mapping Thread - GTC Gatecrash Edition
    Here's my box, just opened:

    LEFT:
    Merciless Eviction
    Biovisionary
    Godless Shrine
    Sepulchral Primordial (Basilica ScreecherFoil)
    Realmwright
    Mystic Genesis
    Enter the Infinite
    Biomass Mutation
    Whispering Madness
    Five-Alarm Fire
    Breeding Pool
    Sacred Foundry (ForestFoil)

    MIDDLE:
    Soul Ransom
    Consuming Aberration (Simic ManipulatorFoil)
    Immortal Servitude
    Stomping Ground (Orzhov CharmFoil)
    Simic Manipulator
    Blind Obedience
    Ooze Flux
    Boros Reckoner (Burst of StrengthFoil)
    Legion Loyalist
    Signal the Clans
    Mind Grind
    Aurelia's Fury

    RIGHT:
    Clan Defiance (ForestFoil)
    Luminate Primordial
    Thespian Stage
    Duskmantle Seer
    Glaring Spotlight
    Skaarg Goliath
    Gyre Sage
    High Priest of Penance
    Gruul Ragebeast
    Illusionist's Bracers (Scatter ArcFoil)
    Borborygmos Enraged (Simic CharmFoil)
    Firemane Avenger (Obzedat, Ghost CouncilFoil)

    Hope this helps!
    Posted in: New Card Discussion
  • posted a message on 40 vs. 41 vs. Insanity
    Quote from leodark
    Very good point, it's imo the only relevant argument in the thread for the 41 cards idea. When you get something like 3 Catecreeper Vines you will often splash one land for one card with a high mana cost but huge impact. It's really easy to see that you don't want this land in your opening hand therefore you may indeed want with rationality in your side play 41/17 (instead of 40/16).


    I'm glad someone actually read what I wrote. I don't post on here often, but I've played this game long enough and I've been playing limited long enough to have experimented a little bit, and I don't mind running 41/17 when I have a few Gatecreeper Vines and/or Axebane Guardians and I'm splashing bomby things.

    The only other time I've played 41/18 or 41/17 was during Masters Edition and Time Spiral drafts with powerful lands that don't tap for mana (Maze of Ith, Arena). If you count the no-mana land as a spell in your regular 40/17 or 40/16 builds, then you end up in really awkward situations where you want to curve out into a 5 drop and your 5th land is that Arena. Running the extra land there and maintaining as close-to-normal a ratio as possible can likely be correct. I'm not claiming to be an expert on the subject, but I've played long enough to have experimented with this dilemma a few times and those are my observations (or $0.02).
    Posted in: Limited Archives
  • posted a message on 40 vs. 41 vs. Insanity
    The only times I have been ok with myself running the 41/17 or 41/18 split is when I have a very consistent curve with mana accelerators or land fetching. In RTR and other limited environments that encourage multicolor decks (and often 3+ color ones), I've found that there are times when you must alter your manabase slightly. Drafting multiples of cards like Gatecreeper Vine, Axebane Guardian, and keyrunes (to a lesser extent) allow you to cheat on the number of lands you play, and I've found that running a 41/17 split when I have multiples of those cards works out extremely well. Admittedly, it is a very small sample size, but in a multicolor environment like RTR, cheating on the number of lands you need to play while also ensuring you hit your land drops can be troublesome, and occasionally going for the 41/17 or 41/18 ratio is likely correct, especially in decks with Gatecreeper Vines and Axebane Guardians.
    Posted in: Limited Archives
  • posted a message on Inn Block and M13 Sleepers
    Sever the Bloodline will see a lot more play now...it's a great answer to undying guys and regenerators...and also wrecks token strategies.

    Other cards I've been very impressed with during my limited testing are Disciple of Bolas, Sigarda, Host of Herons, and Garruk, Primal Hunter.
    Posted in: Magic General
  • posted a message on [[RTR]] Ral Zarek- Planeswalker
    Not only that, but the border should be gold, not a hybrid of red and blue. Also there are grammatical errors in the last ability. FAKE.
    Posted in: Rumor Mill Archive
  • posted a message on [M13] Roaring Primadox & Synergies
    I think Serra Angel, Vampire Nighthawk, and Volcanic Geyser are better than Trading Post, unless you have some weird artifact recursion plan in mind...
    Posted in: Limited Archives
  • posted a message on Is Peel from Reality the Rarest Common Ever
    No. I was at a table last week where two different players each had 3...it's just a strange coincidence. All commons are printed the same amount, so none are rarer than others.
    Posted in: Limited Archives
  • posted a message on Back During Kamigawa standard period.........
    There was also the Tallowisp deck that tutored up Faith's Fetters, Pillory of the Sleepless, and other things.

    Also don't forget Ghost Dad. Promise of Bunrei+Nantuko Husk was the basic shell, and some versions even ran the Tallowisp engine.
    Posted in: Magic General
  • posted a message on Why so much mill hate?
    I'm surprised no one has mentioned the fact that a lot of decks in DII benefit from milling, and that if you run into the spider spawning/memory's journey/runic repetition or the burning vengeance deck, then your mill deck is likely to lose while you think you are trying to win. I can't count the number of times I've seen the look on my opponent's face as they continue to mill me with curse/occultist/w.e and then i cast a spider spawning for 9 or 10 and they're suddenly dead. Also, the aggressive decks in the format can beat the mill deck very quickly if they are unable to interact with the board enough. Crossway Vampire and Niblis of the Mist are awesome against those Fortress Crabs...and don't get me started on Nightbird's Clutches, which might be the most criminally underplayed card in this entire format.
    Posted in: Limited Archives
  • posted a message on DII Forum Draft p1p2 [Discussion]
    Nephalia Seaskite is really that good, but Blood Feud is arguably better. It's going to kill 2 of their guys around 75% of the time I'd reckon, although RW is not the greatest color combo in this format...
    Posted in: Limited Archives
  • posted a message on [DII] What would you first pick? (#3)
    Hollowhenge Spirit and I don't think it's close. That card looks like it's going to be really good. 2/2 flash flyer is fine for 4 mana, and the extra ability to save your guy from a combat trick or fog one of theirs seems really good. Lots of versatility for a 4 mana creature.
    Posted in: New Card Discussion
  • posted a message on Does anyone else hate self mill in ISD?
    Milling your removal/lands can just be seen as cards you were not going to draw anyway, so it really doesn't matter that you've milled them. The self-mill decks use their graveyard as a huge resource, whether its for Skaabs or flashback cards, and so occasionally milling a removal spell is a fine tradeoff if the other cards you're milling are going to win you the game...
    Posted in: Limited Archives
  • posted a message on So... What happened to Edgar Flores?
    This thread is getting a little silly. I've known Edgar since he first started playing about 2.5 years ago, and in that time, he's become a great player. Yeah, of course he played Caw-Blade all year and rode his 3-byes to countless top 8s, and I bet you'd probably do the same if you were in that position. I've played with and against him a ton, and he learned to play legacy competitively in less than 2 months, despite having little knowledge of the Legacy cardpool or metagame. I actually remember him coming back from his first legacy open and saying that he kept losing to cards he'd never seen before, and that now that he knew how these decks worked, he'd know what to do next time. And then he went ahead and top-8ed a few weeks later. I think he's a much better player than some of you think, so before you want to take shots at someone who's proven that they can compete somewhat consistently at a high level, you should probably get on that level first.
    Posted in: Magic General
  • To post a comment, please or register a new account.