How aboutsy like this it turns it into sideboard material for mirror matchups (colorwise) Mana FluxXX
Instant
Chose a color in target spells mana cost Mana Flux is that color. X can only be paid with chosen color.
Counter target spell unless its controller pays X of chosen color.
If target spell was countered like this that spell's controller's next main phase
they add X mana of that color to their mana pool.
By putting X can only be paid with chosen color makes less general and reserves it for mirror color matchups. The purpose of this was to create a colorless usable in any deck counter spell.
Incendiary PlagueBB(B/R)RR
Instant
Destroy all Creatures they deal damage
equal to their power to their controller. As life burned into death I smiled
-Sorin Markov
Yes below thats a CMC of 10 and i'm serious I would also like to see this mana cost on a card W(W/U)U(U/B)B(B/R)R(R/G)G(G/W)
Magic Ward2GU
Enchantment
Whenever a nonland permanent activates an activated ability it's
controller may either sacrifice it or have it deal 3 damage to them. "Enough!"
Ceaseless Minotaur3RR
Creature - Minotaur {R}
Ceaseless Minotaur can only be blocked by one Creature 2RQ: Remove all damage from Ceaseless Minotaur.
Ceaseless Minotaur may attack again if it is still your turn.
We thought it was dead but it came again and again.
Soon it filled the valley with blood.
3/4
If I win:
A tri colored card (any type) that is not WGU /UWB /BUR /RBG /GRW that has synergy with all three of its colors
Mana Flux - XX
Instant {M}
Chose a color in target spell's mana cost, Mana Flux is that color.
Counter target spell unless its controller pays X of chosen color.
(Colorless can be chosen) At the beginning of that spell's controller's
next main phase he or she adds X to his or her mana pool of chosen
color if target spell was countered.
A man who tries against me, fails against me.
-Nicol Bolas
I think this should be a mythic because well it is a counter spell that will work in any deck. I put that mana boost in there to round it out so it wouldn't be to broken (especially without mana burn now). I know this spell is any color but I think it fit Nicol Bolas the best. Thoughts? suggestions? Too broken?
A playout:
T1 - land
T2 - land fertile or abundance
T3 - land + Keeper
T4 - Land Farhaven + Siege Gang
T5 - Warp for 12 Permanents
Thats almost a 50% chance of hitting a Nucks and recasting that turn. I could also warp on turn four but that would be 6 Permanent flip max.
Quite awesome may I sugest main decking a trace of abundance or Fertile ground looks like you need more mana accel. Also You need removal bad an aggro deck will kick your a$$ also you need removal for things like baneslayer but a really good concept.
Just something that seems off to me whenever I edit my replies instead of saying "save" or "Post Now" they sometimes say "vote now". It just seems off to me might be something to look into.
I would recomend Vollcanic fallout as well with figgy of destiny. Figgy serves as an all around bad a$$ and Fallout will knock em dead. Take out raging goblin chandras and 2 Hellsparks for four of each. Wait for the chandra the old one is lame it'll be dead before she can nuke at best shes a blaze for 5.
As the October rotation looms most of my decks are turned to mush so I thought I better get started on a new one after searching around I decided to either time sieve or Warp World of the two WW looked the cheapest so there I began. As with most WW decks the permanents should make up approx 95% or more for warp world to be effective leaving only room for the warp worlds.
It's a little inconsistent the most expensive part of the deck (besides what I already have) will be the siege-gang commanders. I am trying to keep this as rotation proof as possible (thats why no drifters) and from the looks of it if they print another enchant land accel in ZEN (which they better) this deck should be good until the set after world wake. Est mid-late 2010. When the Shadowmoor stuff starts to rotate.
Warp World - Duh the deck is a Warp world deck
Fertile Ground/Trace of abundance - permanent mana accel WW is 8 after all
Keeper of Progenitus - Permanent Mana accel again
Farhaven Elf - 2 permanents for one spell comes with mana accel
Elvish Visionary - This deck needs to draw into a warp world and it might not naturally so just in case. Also a chump blocker
Siege-Gang Commander - 4 Permanents for 1 spell and with a burn ability
Bloodbraid Elf - Cascade, Haste, 3/2, 4 mana. Really any deck running G/R should have this card (with few exceptions)
Wort - 3 Permanents one spell also conspiring WW is just sick
Regal force - A big fatty that makes me draw cardsdoesnt do much when flipped by a WW but pre or post is good.
Nucklavee - Returns WW to my hand can sometimes create long chains of WW
Borgardan Hellkite - Board sweeper, Finisher all around bad a$$
Broodmate Dragon - 2 Permanents one spell also a finisher.
Incase you didn't know here is how this deck works. I get tons of stuff while acceling to WW play it watch as they get less permanents and I get more If I hit a Nucklavee with the WW its a free go again pass. Potentially infinite.
Considerations Rise of the Hobgoblins - X permanents for one spell seems pretty good and you can even get tokens when flipped out of a WW cause enchantments come after and you dont have to cast it to pay the X and it would go well with the braids and other red stuff but it just didn;t seem to fit.
Rhys the Redeemed - Token Doubling fun It just seemed a little inefficient at 6 also a legendary so I didn't think it was worth it
Turn to Mist - Coupled with WW and Nucks its an infinite combo:cool: but one I have to splash and two its not quick enough
(meaning combo speed) three its not a permanent even 2 of these will bring down my permanent percent to 90% and four down to 85%.
Why no non basic it comes into play untapped thats why also its a budget deck.
I don't know what to put in the sideboard and as WW takes out walkers I dont need a pithing needle. Help Suggestions and constructive criticism are all greatly appreciated keep in mind it is a budget deck. Thanks in adavance :).
: Cast this targeting Nucks cast WW when Nucks hits the field bring back Mist and WW to hand Repeat next turn.
Sorcery
Search your library for an instant or an enchantment put that card
Mana Flux XX
Instant
Chose a color in target spells mana cost Mana Flux is that color.
X can only be paid with chosen color.
Counter target spell unless its controller pays X of chosen color.
If target spell was countered like this that spell's controller's next main phase
they add X mana of that color to their mana pool.
By putting X can only be paid with chosen color makes less general and reserves it for mirror color matchups. The purpose of this was to create a colorless usable in any deck counter spell.
Instant
Destroy all Creatures they deal damage
equal to their power to their controller.
As life burned into death I smiled
-Sorin Markov
Yes below thats a CMC of 10 and i'm serious I would also like to see this mana cost on a card
W(W/U)U(U/B)B(B/R)R(R/G)G(G/W)
Enchantment
Whenever a nonland permanent activates an activated ability it's
controller may either sacrifice it or have it deal 3 damage to them.
"Enough!"
Unforgivable Promise 2UR
Sorcery
Search your library
Creature Elemental Assassin
Shroud
T:~ deals 3 damage to tapped creature
2/2
Next: Zombie Whale
Creature - Minotaur {R}
Ceaseless Minotaur can only be blocked by one Creature
2RQ: Remove all damage from Ceaseless Minotaur.
Ceaseless Minotaur may attack again if it is still your turn.
We thought it was dead but it came again and again.
Soon it filled the valley with blood.
3/4
If I win:
Instant {M}
Chose a color in target spell's mana cost, Mana Flux is that color.
Counter target spell unless its controller pays X of chosen color.
(Colorless can be chosen) At the beginning of that spell's controller's
next main phase he or she adds X to his or her mana pool of chosen
color if target spell was countered.
A man who tries against me, fails against me.
-Nicol Bolas
I think this should be a mythic because well it is a counter spell that will work in any deck. I put that mana boost in there to round it out so it wouldn't be to broken (especially without mana burn now). I know this spell is any color but I think it fit Nicol Bolas the best. Thoughts? suggestions? Too broken?
I will have no Type two decks!
T1 - land
T2 - land fertile or abundance
T3 - land + Keeper
T4 - Land Farhaven + Siege Gang
T5 - Warp for 12 Permanents
Thats almost a 50% chance of hitting a Nucks and recasting that turn. I could also warp on turn four but that would be 6 Permanent flip max.
4 Warp World
4 Fertile Ground
3 Trace of Abundance[/CARDS]
Keeper of Progenitus4 Farhaven Elf4 Elvish Visionary4 Siege-Gang Commander4 Bloodbraid elf2 Wort, the Raidmother2 Regal Force2 Nucklavee1 Bogardan Hellkite1 Creatures 27
3 Keeper of Progenitus
4 Farhaven Elf
4 Elvish Visionary
4 Siege-Gang Commander
4 Bloodbraid elf
2 Wort, the Raidmother
2 Regal Force
2 Nucklavee
1 Bogardan Hellkite
1 Broodmate Dragon[/CARDS]
12 Forest
10 Mountain[/CARDS]
It's a little inconsistent the most expensive part of the deck (besides what I already have) will be the siege-gang commanders. I am trying to keep this as rotation proof as possible (thats why no drifters) and from the looks of it if they print another enchant land accel in ZEN (which they better) this deck should be good until the set after world wake. Est mid-late 2010. When the Shadowmoor stuff starts to rotate.
Warp World - Duh the deck is a Warp world deck
Fertile Ground/Trace of abundance - permanent mana accel WW is 8 after all
Keeper of Progenitus - Permanent Mana accel again
Farhaven Elf - 2 permanents for one spell comes with mana accel
Elvish Visionary - This deck needs to draw into a warp world and it might not naturally so just in case. Also a chump blocker
Siege-Gang Commander - 4 Permanents for 1 spell and with a burn ability
Bloodbraid Elf - Cascade, Haste, 3/2, 4 mana. Really any deck running G/R should have this card (with few exceptions)
Wort - 3 Permanents one spell also conspiring WW is just sick
Regal force - A big fatty that makes me draw cardsdoesnt do much when flipped by a WW but pre or post is good.
Nucklavee - Returns WW to my hand can sometimes create long chains of WW
Borgardan Hellkite - Board sweeper, Finisher all around bad a$$
Broodmate Dragon - 2 Permanents one spell also a finisher.
Incase you didn't know here is how this deck works. I get tons of stuff while acceling to WW play it watch as they get less permanents and I get more If I hit a Nucklavee with the WW its a free go again pass. Potentially infinite.
Considerations
Rise of the Hobgoblins - X permanents for one spell seems pretty good and you can even get tokens when flipped out of a WW cause enchantments come after and you dont have to cast it to pay the X and it would go well with the braids and other red stuff but it just didn;t seem to fit.
Rhys the Redeemed - Token Doubling fun It just seemed a little inefficient at 6 also a legendary so I didn't think it was worth it
Turn to Mist - Coupled with WW and Nucks its an infinite combo:cool: but one I have to splash and two its not quick enough
(meaning combo speed) three its not a permanent even 2 of these will bring down my permanent percent to 90% and four down to 85%.
Why no non basic it comes into play untapped thats why also its a budget deck.
I don't know what to put in the sideboard and as WW takes out walkers I dont need a pithing needle. Help Suggestions and constructive criticism are all greatly appreciated keep in mind it is a budget deck. Thanks in adavance :).
: Cast this targeting Nucks cast WW when Nucks hits the field bring back Mist and WW to hand Repeat next turn.