Say I have my Wort, the Raidmother out and my two untapped RG gobby tokens out. Now I play my Warp World and tap my two gobbies to conspire. What would happen would one warp world resolve and the permanent shuffling begin bringing into play siege-gang commanders or some other into play ability that produces tokens and then the second warp world resolve getting me even more permanents. Or would they both resolve at the same time doing a grand total nothing more than a regular warp world. Or would on resolve but while its resolving the other one triggers and seeing no permanents (them having been shuffled into libraries) say haha no one gets anything. I had an argument with my friend over this, help much appreciated.
I bought 2 boxes. Box 1 there were all 5 plansewalkers plus a double in one pack! I got a foil jace and a regular jace. I also got a foil lightning bolt duress and ornithopter. That box was CRAZY good. My other box I got 3 foils all rare X2 Mirror of Fate an one Coat of arms. That one had only one mythic Time Warp and I pulled 2 Clone 3 Twincast and 3 Polymorph. After opening each box I called shenanigans.
October rotaion is giving me nightmares the month when my decks begin to fall into anarchy and chaos. The core of 3/4 of my standard decks mana wise anyway are Garruk+Fertile ground. Garruk is pretty much immortalized as of M10 but Trace of abundance and rampant growth just arn't going to cut it. After ZEN Garruk's abbilty becomes +1:add 2 to your mana pool rather than a possible +1:add 4 to your mana pool. It pisses me off and there better be some simlar manna accel in ZEN because my standard game is going to fall apart. Anyone else?
I was thinking I need an Type 1 deck and after drafting M10 a while I grew quite fond of Merfolk Looter and thought a shame those discarded cards cant be put to use wait Madness lets you play discarded cards so here it is:
The idea of this deck is to get the draw/discard guys out and start playing stuff for its madness. Any ideas for the land I only have 20 land b/c well I have lots of draw discard creatures and the highest cost I plan on paying is the X counter spells. Comments ideas?
I hope they print some new lands with non mana based abilities like mutavault the goat land and the hideaways. That would be arsesome. -yes I spelled it that way on purpose.
I got ponder that was distinguishably purple and it wasn't foil. It was the only playable card in that pack so I took it and passed the pack later that night I played it and there were some serious wtfs
I haven't been playing magic very long only since late 07 (dawn of lorwyn) and my first mtg sanctioned format I played was about a month after Shadow moor was released since then I have become a total MTG freak.With the Lorwyn rotation looming ever nearer with it goes the vivid lands. Also many powerhouse cards for faeries merfolk and not so much elves. And from what I've gathered these races and deck types Faeries/Elves/Soldiers and merfolk in particular have been on and off for a very very long time.
Before I list the cards I will miss and Cards I will glad to rid of I need to explain my hatred of vivid lands.
They overpower multicolored cards (I'm looking at you Alara block). Duo colored cards are easy enough to play w/o basic lands and you can even squeak a tri colored card (The five Charms). But when Your entire mana base is non basic and all of your cards have a ridiculous mana cost like Cruel Ultimatum and You can hard cast them all w/o even thinking it especially overpowers those multi colored cards. When your playing some guy with 20 vivids and 4 reflecting pools as a manabase It's just not fun He can cast anything!
It takes the Fun out of deck building. With vivid lands and 4 reflecting pools as a mana base here is how you build your deck take your favorite standard legal cards put in 4 of each add some removal done.
With this its just too easy to win.
Now a world w/o any nonbasic lands would be hell but nonbasic lands should provide minimal mana fixing Like the M10 duals the Shadow moor lands I found were a tad overpowered because you could turn U into BB and vice versa. Mana fixing should be in spells like Fertile ground or Prismatic Omen. But fetch lands I say are ok cause you have to put in the basics to support them. Also nonbasic lands should have more activated abilities like the Hide aways, Mutavault, and Gargoyle Castle.
I hate popularity and un-originality and that is why I hate Faeries/Folk/and Elves Pretty much every deck you see is the same with mild variations. I hate playing against 3 Faerie decks in a single tourney (it did happen). Every deck should be original not to the point where they outlaw it. Come up with your own Ideas and for the love of god do not rip deck ideas.
Cards I will miss in Lorwyn: Battle Mastery-This card I think was totally undervalued and with a little more time would've seen a lot more tourney play. Burrenton Forge-Tender-A good card kept ridiculous burn decks at bay. Broken Ambitions-As much I have totally hated this card and how many bombs of mine it has countered there is no similar counter in the format it was unique and its flavor was amazing. Dolmen Gate-Another great card that didn't see much play great against any fattie deck. Trust me when teh meta game is dominated by huge creature decks you will wish you had this card. Fertile Ground -In my opinion the best mana accel/ mana fixing in the standard format Nettlevine Blight - this card was pure lol Thoughtsieze- By far the best discard card in the format. Mutavault-Totally original
The hide away lands- " "
Cards I can't wait to see gone: Cryptic Command-Whenever I lost a blue match up it was because of this card by far the most powerful blue card in the format Mirror Entity-Every token deck has this card and turns their 1/1's into 5/5's. Swinging for 8 never mind swinging for 40. Smokebraider- I was torn on this one but I had to hate it it accelled elementals to the point of insanity.
Most Merfolk/Faeries/and Elves in particular Merrow Rejeery-Damn you Rejeery damn you to hell!
The Harbringers (all of them elf, faerie, and folk) Scion of Ona-Really I can't kill you faeries now? Sower of Temptation-You what you take my 9/9? Spell stutter sprite-You just cancled my WHAT!?!
The vivid lands
I found Lorwyn is the most synergistic set I have ever seen even after lengthy research I still found lorwyn to be the most synergistic. I found it hard to hate. Most of the cards I plopped in the hate section where partialy due to bias I have never played a folk/elf/kithkin/or faerie deck ever I also don't intend to (especialy due to the looming rotation). After writing this I feel more partial to Faeries and folk than ever and I am almost sad to see lorwyn go but seeing the dirty cryptic go makes it all better.
What will you miss most?
What will you be glad to see go?
The most likely reprints/replacments for Zandicar if any?
No idea what to side but this is a base keep in mind it is no rares and for mainly casual. Any comments improvements. (I really didn't know how to fill three slots so I went with the -1/-1 theme) Please comment.
Thanks in advance
I have a really complex and intricate combo in mind but I'll boil down to the heart of it.
If I have a Scarland Thrinax, Cauldron of Souls, and a Tukatonuge Thallid out and I tap the cauldron declaring tukatogune I then sack the thallid and he comes back into play with a -1/-1 as of witch he is a 0/0 and dies can I sack him again really fast again to get 2 +1/+1 on thrinax and 2 1/1 saprolings.
Say I have vanil 2/2 or greater Runeclaw Bear for this purpose, Cauldron, a Quillspike, and a scarland thrinax. I tap the cauldron declaring runeclaw sack him with thrinax remove the counter with quillspike and then can I do it again? or does this time the bears die forever because the cauldron's ability lost track of him when he hit the yard.
It is really obscure but it did happen to me in a casual game I was playing modular persist someone with jund devour took my Cauldron and tried to do this.
4 Merfolk Looter
4 Thought Courier
4 Bonded Fetch
4 Gorgon Recluse
4 Grave Scrabbler
4 Muck Drubb[/CARDS]
4 Doom Blade
4 Broken Ambitions
4 Condescend
4 Rend Flesh[/CARDS]
4 Sunken Ruins
9 Swamp
7 Island[/CARDS]
The idea of this deck is to get the draw/discard guys out and start playing stuff for its madness. Any ideas for the land I only have 20 land b/c well I have lots of draw discard creatures and the highest cost I plan on paying is the X counter spells. Comments ideas?
Before I list the cards I will miss and Cards I will glad to rid of I need to explain my hatred of vivid lands.
They overpower multicolored cards (I'm looking at you Alara block). Duo colored cards are easy enough to play w/o basic lands and you can even squeak a tri colored card (The five Charms). But when Your entire mana base is non basic and all of your cards have a ridiculous mana cost like Cruel Ultimatum and You can hard cast them all w/o even thinking it especially overpowers those multi colored cards. When your playing some guy with 20 vivids and 4 reflecting pools as a manabase It's just not fun He can cast anything!
It takes the Fun out of deck building. With vivid lands and 4 reflecting pools as a mana base here is how you build your deck take your favorite standard legal cards put in 4 of each add some removal done.
With this its just too easy to win.
Now a world w/o any nonbasic lands would be hell but nonbasic lands should provide minimal mana fixing Like the M10 duals the Shadow moor lands I found were a tad overpowered because you could turn U into BB and vice versa. Mana fixing should be in spells like Fertile ground or Prismatic Omen. But fetch lands I say are ok cause you have to put in the basics to support them. Also nonbasic lands should have more activated abilities like the Hide aways, Mutavault, and Gargoyle Castle.
I hate popularity and un-originality and that is why I hate Faeries/Folk/and Elves Pretty much every deck you see is the same with mild variations. I hate playing against 3 Faerie decks in a single tourney (it did happen). Every deck should be original not to the point where they outlaw it. Come up with your own Ideas and for the love of god do not rip deck ideas.
Cards I will miss in Lorwyn:
Battle Mastery-This card I think was totally undervalued and with a little more time would've seen a lot more tourney play.
Burrenton Forge-Tender-A good card kept ridiculous burn decks at bay.
Broken Ambitions-As much I have totally hated this card and how many bombs of mine it has countered there is no similar counter in the format it was unique and its flavor was amazing.
Dolmen Gate-Another great card that didn't see much play great against any fattie deck. Trust me when teh meta game is dominated by huge creature decks you will wish you had this card.
Fertile Ground -In my opinion the best mana accel/ mana fixing in the standard format
Nettlevine Blight - this card was pure lol
Thoughtsieze- By far the best discard card in the format.
Mutavault-Totally original
The hide away lands- " "
Cards I can't wait to see gone:
Cryptic Command-Whenever I lost a blue match up it was because of this card by far the most powerful blue card in the format
Mirror Entity-Every token deck has this card and turns their 1/1's into 5/5's. Swinging for 8 never mind swinging for 40.
Smokebraider- I was torn on this one but I had to hate it it accelled elementals to the point of insanity.
Most Merfolk/Faeries/and Elves in particular
Merrow Rejeery-Damn you Rejeery damn you to hell!
The Harbringers (all of them elf, faerie, and folk)
Scion of Ona-Really I can't kill you faeries now?
Sower of Temptation-You what you take my 9/9?
Spell stutter sprite-You just cancled my WHAT!?!
The vivid lands
I found Lorwyn is the most synergistic set I have ever seen even after lengthy research I still found lorwyn to be the most synergistic. I found it hard to hate. Most of the cards I plopped in the hate section where partialy due to bias I have never played a folk/elf/kithkin/or faerie deck ever I also don't intend to (especialy due to the looming rotation). After writing this I feel more partial to Faeries and folk than ever and I am almost sad to see lorwyn go but seeing the dirty cryptic go makes it all better.
What will you miss most?
What will you be glad to see go?
The most likely reprints/replacments for Zandicar if any?
4 Scarland Thrinax4 Quillspike4 Murderous Redcap4 Cinderhaze Wretch4 Rendclaw Trow
4 Scarland Thrinax
4 Quillspike
4 Murderous Redcap
4 Cinderhaze Wretch
4 Rendclaw Trow
[CARDS]4 Blowfly Infestation
4 Flourishing Defenses
4 Puncture Blast[/CARDS]
Land 24
4 Savage Lands6 Forest4 Mountain6 Terramorphic
4 Savage Lands
6 Forest
4 Mountain
6 Swamp[/CARDS]
No idea what to side but this is a base keep in mind it is no rares and for mainly casual. Any comments improvements. (I really didn't know how to fill three slots so I went with the -1/-1 theme) Please comment.
Thanks in advance
If I have a Scarland Thrinax, Cauldron of Souls, and a Tukatonuge Thallid out and I tap the cauldron declaring tukatogune I then sack the thallid and he comes back into play with a -1/-1 as of witch he is a 0/0 and dies can I sack him again really fast again to get 2 +1/+1 on thrinax and 2 1/1 saprolings.
Say I have vanil 2/2 or greater Runeclaw Bear for this purpose, Cauldron, a Quillspike, and a scarland thrinax. I tap the cauldron declaring runeclaw sack him with thrinax remove the counter with quillspike and then can I do it again? or does this time the bears die forever because the cauldron's ability lost track of him when he hit the yard.
It is really obscure but it did happen to me in a casual game I was playing modular persist someone with jund devour took my Cauldron and tried to do this.