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  • posted a message on Post your pimp decks here!
    Ok, I have a few decks that I think you all would love to look at, mostly not because they are foil, but because of what's in them. I have a Cromat deck that is a blast to play and a Numot deck (although this one was the only General in these colors, he actually doesn't fit the theme of the deck, lol).

    As for the rest of you, I am jealous and need to do this with my Cromat deck for sure!!!
    Posted in: Commander (EDH)
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    I'm sorry if this is a horse that has been beaten to death already, but have you talked about why Tunnel Vision is not banned? There are too many pages for me to figure this out.

    With so many ways to put cards on the bottom of a deck, it's an auto-win in most cases. I've only seen it work for the person that had it happen to them once (it was me and the game was ending due to people leaving anyway).
    Posted in: Commander Rules Discussion Forum
  • posted a message on Which block contributed the most to EDH?
    An honorable mention for me would be Invasion Block. Vindicate pops to mind followed by Deed, Spiritmonger and a few others that make good generals.
    Posted in: Commander (EDH)
  • posted a message on [EDH] Top 5 Generals of all time
    Um... I really think that Numot, the Devastator is soooooo amazing in 1v1 if you can get him to stay for at least one attack. He's surprisingly awesome in my opinion.
    Posted in: Commander (EDH)
  • posted a message on How many EDH decks is too many?
    *stands up in front of the support group*

    Hello, my name is Choco and I have a problem.

    Yeah, I don't have 25, but I have quite a few and many on the way. I have 10 playable decks right now. I have 2 that I have raided for other cards so they are unplayable currently (one might just be taken apart completely), 3 that are still in the works, and 2 that are just waiting for land and one of them, a General replacement. So, if they all get built/restored, that will be 17 and I have purchased very few of the cards and I don't go out looking specifically for power cards, I just love using what I have. I have been playing since right before Planeshift came out.

    When it comes to me and building a deck, I usually come up with a theme and run with it. My very first deck was just an experiment and then I found a great theme and that got me really hooked in this format. My playable decks have these generals:

    white manaReya Dawnbringer
    blue manaAzami, Lady of Scrolls - Not a stupid combo deck, just lots of card draw and control.
    black manaChainer, Dementia Master
    :symr:Whatever feels fun at the time, mostly Ashling the Pilgrim
    green manaNemata, Grove Guardian
    :symw::symu::symr:Numot, the Devestator - Although this is a funny deck, I went with a them of stealing everything and Numot was the only creature eligible to be the general for the deck. This is one of my 3 faves.
    :symb::symr::symg:Kresh the Bloodbraided - This is also one of my 3 faves.
    :symb::symr:Kaervek the Merciless - this and my Treva deck are siblings. They were both built to be as annoying as possible. This one is all about what happens when someone plays a spell, or does anything else at any time.
    :symw::symu::symg:Treva, the Renewer - This deck was built to see how much I can slow the game down and disrupt what people can do.
    :symw::symu::symb::symr::symg:Cromat This has got to be my absolute fave. It's the best idea I had for a deck. It has all the relevant planeswalkers (minus JTMS - don't have the funds for him), all the split cards (minus 2), all the commands and a few support cards. I call it my Options Deck as it gives me so many options every turn. So much fun.

    The ones I have in the works are:

    :symw::symu::symb::symr::symg:Genju of the Realm (my friends fully support this, it's going to be hilarious)
    :symu::symb:Wrexial, Szadek, Dralnu mill deck, still can't decide who will be the general, just needs land.
    :symb::symr:Goblins. It needs land and lost it's general to my other r/b deck, I just need to get another one for this deck.
    :symw::symu::symg:Rafiq, yeah, I'm going down that route.
    :symw::symu:Isperia, this one is going to be really interesting I think.

    *sits down and waits for the other people in the support group to help me*
    Posted in: Commander (EDH)
  • posted a message on Favorite Cards and Why?

    OMG! This is my most fave card ever!
    Posted in: Commander (EDH)
  • posted a message on Emrakul Survivors
    I very rarely see Emrakul because very few people I play with actually use him. They actually prefer the other 2. The card draw and permanent destruction seem to be more desirable here.
    Posted in: Magic General
  • posted a message on Magic 101: How Creatures Die
    Quote from Yare
    Well, let's walk through it.

    So, Darksteel Colossus is 11/11 and is indestructible. Eater of Days deals 9 damage to Darksteel Colossus, so that damage will stick around until the end of the turn. Next, Last Gasp is played on Darksteel Colossus, making Darksteel Colossus 8/8. At this point we have a Darksteel Colossus that is 8/8, indestructible, and with 9 damage on it. This means we have a creature with "lethal damage" on it, which, after looking at the list I made, means we're dealing with destruction. But, Darksteel Colossus is indestructible, so he isn't destroyed and stays on the battlefield.

    The fact that what caused Darksteel Colossus to have lethal damage was an effect that reduced toughness is not relevant by itself. Instead, we have to look at what game rule is trying to put the creature in the graveyard. Here, it's lethal damage, but indestructibility prevents that from causing the creature to "die" so Darksteel Colossus sticks around. If, instead, we had used Induce Despair while revealing a creature with a converted mana cost of 11 or more, then Darksteel Colossus would be put in the graveyard because indestructibility can't save a creature from being put in the graveyard due to having 0 toughness.

    Thanks, that's what I thought. My friends thought otherwise.
    Posted in: Articles
  • posted a message on Magic 101: How Creatures Die
    Hi, nice article, but I didn't see this situation come up:

    I attack with Darksteel Colossus and my opponent blocks with Eater of Days. Eater of Days "dies" and there has been 9 damage dealt to the Colossus. Then he casts Last Gasp on the Colossus, what happens?
    Posted in: Articles
  • posted a message on Stone Rain?
    Ok, so I am going way out on a limb here, wondering if we are going to see a bit more land hate to go with the land love. I think I remember someone mentioning that land destruction (LD) was not going to see much support, just a small showing here and there, but I don't know for sure.

    From what I have seen in the spoiler, it looks like there *could* be one more card in red after that Stone Idol Trap card.

    Has anyone else thought of this, could this be more of the theme in the next set or are we looking at LD not having as much support anymore as it did back in the day?

    (Wasn't it Mirrodin/Kamigawa blocks where you could actually run a decent LD deck, or was that Onslaught/Mirrodin? In recent times that is.)
    Posted in: Speculation
  • posted a message on [Development] G/W/x Landfall Variants
    Ok, so I have posted often here with suggestions for people and the only time I have posted any decks were in the original post for this thread and a few posts later to get some more thought on other versions. Now for a deck that I am working on.

    I'm a bit more interested in going a different route and that route is trying to swarm my opponent with lots of creatures with Ob-Nixilis as a back-up finisher. It's supposed to be a bit more controlling for the early game, but I'm skeptical about that. Here's the first incarnation of the deck and I plan to get some testing in tomorrow:

    So, now to talk about some cards that really stand out.

    Eldrazi Monument: It's an interesting card that I just wanted to try out something different that would also help my creatures beat down faster.

    Bone Splinters: With the idea that I am creating so many creatures, I think that I can support both this and the monument. It also give me another creature kill option that can also hit black creatures.

    Devout Lightcaster: It's here for any deck that plays black, but more specifically, Vamps. This card is truly for testing and finding out what my meta is around here. I think this could be a sleeper hit in the current meta.

    Infest: Since I'm not playing red, I needed some form of mass removal for weenie decks. Yes it hurts me to an extent, but I think it's something that I can play around.

    Duress: For control decks mainly.

    Great Sable Stag: Yeah, why not? It's amazing but against the right decks.

    Ranger of Eos: As much as I like this card for the deck, in my deck it's only going to grab a specific creature. In fact, as I write this, I'm wondering why I chose this card. Maybe it should be Celestial Purge?

    So, there it is. I hope this gets some ideas going for the rest of you.
    Posted in: Standard Archives
  • posted a message on Naya Midrange R/G/W
    Have you checked out this thread:

    http://forums.mtgsalvation.com/showthread.php?t=186948 ?
    Posted in: Standard Archives
  • posted a message on [Development] G/W/x Landfall Variants
    Yes, but who runs that? People don't expect this deck to be any good at this point. No one if going to be siding for this deck right now. The only time people will is when we actually start winning major tournaments.
    Posted in: Standard Archives
  • posted a message on [Development] G/W/x Landfall Variants
    Quote from Futagoza
    How good has Khalni Heart been for you, Zorak? Just by looking at your list, it almost seems like overkill next to eight fetchlands, four KotR, and four Harrow. =/

    Just going off of theory here, (I admit, I haven't tested yet) but with the Expedition, it gives you 2 more instant speed land drops per spell. If you have one in play and then you drop your land for the turn (1 token), then play Harrow (3 tokens), use the Knight for a sac land (5 tokens), pop that land you played for your one per turn (6 tokens), then pop the enchantment, that's 8 lands you just played in one turn. How does that sound to you? I don't think it's overkill.
    Posted in: Standard Archives
  • posted a message on RGB Landfall
    Have you checked out this thread yet:

    Posted in: Standard Archives
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