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  • posted a message on Dissention Hybrids
    I think I saw this type of card suggested somewhere else, but I really like it so here it is. The Simic are all about viruses according to the book. So I think a viroid card would be cool.

    Simic Viroid - :1mana::symug::symug:
    Creature - Virus
    At the begining of your upkeep put into a play a copy of Simic Viroid
    0/1

    I don't know if the wording is correct, but the whole idea is that it makes a copy of itself that has the same ability, so if it isn't killed the first turn more and more are made, with the number of viruses doubling each turn.
    Posted in: Speculation
  • posted a message on [Official Thread] Izzet Machinegun
    Quote from Wuffles_II »
    Sorry dude, keep that away from this thread, please.

    ANYWAYS.

    1. Signet - Polyjak is an avid supporter of this, it appears - however, I am very much unsure as to its effectiveness. I think that the most certain way to avoid LD is to splash white for sacred ground in the board. Aside from that, the deck has proven quite resistant to mana/color screw - and it doesn't need to accelerate its mana - it will roll over the opponents soon enough.

    I don't know about the white splash as yet - it will depend upon the format. However, splashing white into the deck would give three potential cards.

    1. Wrath of God - of course, this would involve turning the deck into an aggro-control deck. Totally metagame dependant.
    2. Sacred Ground - if your meta has a lot of neo-ED or U/R 'vore in it, then clearly, this would be a sensible choice. Once more, totally metagame-dependant.
    3. Lightning helix - if either of the first two cards are splashed for, then this card will also be added. It is not good enough by itself, though, I don't think.

    Well, that'll do me I guess.


    I made that post before the thread got moved from the decks for critique, so get don't get your panties in a bunch.

    I personally feel like splashing any other color then blue or red does not add anything positive to the deck.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Izzet Machinegun
    I like having separate draw spell, and not having all cantrips. It activiates gelectrode and dragonauts more. Also I would just like to say that this deck should be renamed, gelectrode is amazing while dragonauts are only pretty good. Gelectrode is amazing if you are playing 2 to three instants or sorceries a turn.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Izzet Machinegun
    I do like the idea of using erayo, the only problem is finding a spot for it.
    I think that counter magic is actually really good in this deck. It screws over combo decks and stuff. Also with gelectrode on the feild, it turns into burn also.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Izzet Machinegun
    // Lands
    6 [MR] Island (2)
    6 [B] Mountain (1)
    4 [9E] Shivan Reef
    4 [GP] Steam Vents

    // Creatures
    4 [GP] Gelectrode
    4 [GP] Wee Dragonauts

    // Spells
    4 [BOK] Flames of the Blood Hand
    3 [GP] Quicken
    4 [CHK] Lava Spike
    4 [9E] Mana Leak
    3 [RAV] Remand
    3 [RAV] Telling Time
    4 [RAV] Char
    4 [9E] Volcanic Hammer
    3 [9E] Boomerang

    This is my version of the deck, it has been testing really well. Any suggestions would be appreciated.
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    I also agree that sosuke's summons is not the best choice in this deck. Sakura-Tribe Elder also isnt that good, because this deck wants creatures to be able to tap for Glare, if you sac the Sakura, obviously you can't tap him:p

    I have been testing the deck more and more, and the best way to deal with the mass creature removal is to sideboard in more loxodon hierarchs. However, I have found that everyone and their sister is playing white weenie, and not decks with alot of mass removal. That is why I only run 2 hierarchs main.
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    Ghostly Prison is definatley awesome. I love the synergy between seedborn muse, hokori, loxodon gatekeeper and such.
    Hokori taps out their lands, gatekeeper makes it so that when they play new lands they cant use them, and seedborn muse allows me to untap everything during their upkeep. Also glare of sudual and seedborn muse is an amazing pair.
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    Quote from fbi_boy »
    while he may not be ideal for this deck, i woudln't go as far as to say yojimbo is a horrible card.
    he is a pretty decent stall card. coming down turn 3, or turn 2 if you had a birds or elf, he will block at 2/5 and stop basically anything out there at that time. he can pay to prevent more damage if the creature happens to have power 6 or more. he can block one creature. then tap to prevent damage from another.
    he can take a shock, or a helix for you.
    I'd say that is a lot for 3 mana.


    Stalling can't win the game for you though, in constructed I do not think that Yojimbo is an even decent card.
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    I really dont like Kataki or Yojimbo in the deck. Personally I dont think they accomplish anything useful. Kataki and the jitte dont work at all together, and I personally think that yojimbo is just a horrible card.
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    Quote from S.NEO »
    MMMM... Me likes me likes Grin
    My comment: -1 glare... +1 ghostly? (or maybe another thing)... What bout Nature's Will? (combos with him and Hokori are kinda game, though diff to get... Paladin en-vec could help since hes almost unblockable, but thats probably too many slots). Or Privileged Position?
    I would also consider some more good instants, Seedborn Muse allows u to play them so nicely Grin (combat triks like otherwordly journey, maybe one of the G/W creature tutors...who knows)


    Thanks Grin
    Glare of Subdual is the backbone of the deck. As there are no enchantment tutors in t2, 4 is really the only way I can make sure that I get it every time.
    Nature's Will is a good idea, I might have to test that.
    I dont like Paladin En-Vec, as I said earlier, I feel he is too aggro, and doesn't help the deck in its mission of locking down the opponent.
    Combat tricks take away from the lockdown.
    YAY LOCKDOWN
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    Quote from Joseph Penney »

    Now, on to Tolsimir, I tested him out a bit and the only time I really saw him benifit was in that random token match. I don't think he should earn a specific slot in the maindeck, maybe in the board. Now I know how much this deck doesn't like non-creature spells in its build, but I'm going to test out Moldervine Cloak, because it was an absolute HOUSE in a G/R/W Three Deuce deck that I faced earlier, and I think it could work to a similar effect here (except it won't be powering up Boros Swiftblades, making Kird Ape into a 5/6, or getting Skyknight Legionarre into that "ridiculous flying guy" range).


    I have tested Tolsimir and I think that he is better in a more aggro deck. Through my testing I have discovered that the control aspect of the deck is the way to go. One of the problems that earlier versions of this deck had during my testing is that it could not decide whether it wanted to be an aggro deck or control. I have gone with the more control variant, and have discovered that Tolsmir does not work too well in this type of deck.
    Here is my decklist to anyone that is curious.

    // Lands
    7 [ON] Forest
    4 [RAV] Temple Garden
    4 [AT] Brushland
    7 [B] Plains

    // Creatures
    4 [B] Birds of Paradise
    4 [7E] Llanowar Elves
    3 [LE] Seedborn Muse
    3 [RAV] Watchwolf
    3 [RAV] Loxodon Gatekeeper
    2 [RAV] Loxodon Hierarch
    3 [BOK] Hokori, Dust Drinker
    3 [RAV] Carven Caryatid

    // Spells
    4 [RAV] Devouring Light
    4 [RAV] Glare of Subdual
    2 [CHK] Ghostly Prison
    3 [CHK] Kodama’s Reach

    // Sideboard
    SB: 3 [9E] Needle Storm
    SB: 3 [SOK] Promise of Bunrei
    SB: 3 [9E] Viridian Shaman
    SB: 3 [SOK] Pithing Needle
    SB: 3 [9E] Naturalize

    SB Explanations: Needle storm is for the huge flying metagame in my area.... weird huh. Promise of Bunrei is for the board sweepers and things of that nature. Naturalize and Viridian Shamans for artifacts obviously. Pithing Needle is anti, like everything.
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    Quote from Phylar »
    Why Devoring Light? you're already taping down the creatures... it might help early game, but I think Storage Matrix might be a nice replacement in that deck to finish off the lock. Really, there's so many white lock cards now, including Marble Titan, Reverence, Ghostly Prison etc... Although I wouldn't suggest any of them but Storage Matrix.


    Devouring light has saved me a million times. It kills the dragons and basically saves you the game. During my testing, Devouring light has been one of my most used cards.
    Posted in: Standard Archives
  • posted a message on [Official Thread] GW Aggro Variants (Glare, GW Good, Chord etc.)
    I've tested this deck and I really like it. My version is the bascially like the one on the first post, except I took out the loxodon heirarch and put in two promise of bunrei and two tolsmir wolfblood. I don't know if this was the right decision however, because I really do like the loxodon. The only problem is that I have tested tolsmir and him with the watchhounds and other green/white creatures equals game over for the opponent. I dont really like promise so that might leave. Does anyone have any suggestions?
    Posted in: Standard Archives
  • posted a message on [Official Thread] The Rock
    Ok, I'm new to extended and I have built a red rock deck. Its the same deck as Remie's red rock on the first page. I was wondering if anyone could go through the matchups with the other extended decks, going over how to play each of them and what to sideboard in and out. This is would be tons of help to me. If not though no big deal, thanks anyways.
    Posted in: Extended Archives
  • posted a message on Ravnica City of Guilds
    I finished the book, It was pretty good. I liked it on the same level as the Kamigawa, which are my favorite MTG books.
    Posted in: Magic Storyline
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