Does anyone have ideas on how to better my matchup against Vore and Eminent Domain?
ive being testing a similar build (mono red) and 4 md blood moons and 4 paralectric feedback sb are my best answers to wildfire even though it´s still a very tough match luckly there arent many fire players left
what happens if i play cytochape to make an opponent´s creature a copy of a graft creature in play?? Does the target creature die due to being a 0/0 or does the counters copy as well?
:1mana::symg::symu: Instant Choose a nonlegendary creature in play. Target creature becomes a copy of the chosen creature until end of turn."While very effective to model the flesh, these artificial cytoplastes cover the subject in a stinky mucus all over."
-- Simic research notesIllus. Alan Pollack#108/180
graft example:
Creature - Human Mutant Graft 1 (This creature comes into play with a +1/+1 counter on it. Whenever another creature into play, you may remove a +1/+1 counter on from this creature onto it.)0/0#92/180
bad idea ur deck is already tight in color mana another one is just goint to make it less consistent that it already is
about the aggro matchup i still cannot understand how can it be difficult a 7/7 trampler in 2nd turn beats any 1/1 or 2/2 creature also you should have counter/removal backup if the 7/7 monstar cant take on bears.
Also its not very hard to get a a hunted creature and a leyline in the first turns basicly because you should mulligan until a leyline can be played for free and then you have 8 hunted creatures and sleight of hand to search for them
any suggestions as to how make this deck survive aggro and burn?
whats the problem there. Just play a hunter horror second turn with aleyline in play and they´ll never win the damage race and if they come close counter some burn to gain a bit of time
i agree with incinerated equipments are not a good idea because ure not running as much creatures as you need for 6 equipment, even if a naginata phantasm is a 3 turn clock.
IMO this deck should be played as a UB control deck hat starts with an advantage and just tries to keep it. Also i see the need of arena and confidant to assure recover from an agressive mulligan
Card Name: Bioplasm
Cost: 3GG
Type: Creature — Ooze
Pow/Tgh: 4/4
Rules Text: Whenever Bioplasm attacks, remove the top card of your
library from the game. If it’s a creature card, Bioplasm
gets +X/+Y until end of turn, where X is the removed
creature card’s power and Y is its toughness. (A *
on a card not in play is 0.)
Set/Rarity: Guildpact rare
is this creature playable in a gruul beadown deck it has a self pump ability that can get really nasty or not
i dont think kokusho s needed. and do think the best way for this is hard casted. Whith greens accel, white/black removal and blue draw, counter and tutor this can be a solid deck
ive being testing a similar build (mono red) and 4 md blood moons and 4 paralectric feedback sb are my best answers to wildfire even though it´s still a very tough match luckly there arent many fire players left
Cytoshape
:1mana::symg::symu: Instant Choose a nonlegendary creature in play. Target creature becomes a copy of the chosen creature until end of turn."While very effective to model the flesh, these artificial cytoplastes cover the subject in a stinky mucus all over."
-- Simic research notesIllus. Alan Pollack#108/180
graft example:
Simic Initiate
Creature - Human Mutant Graft 1 (This creature comes into play with a +1/+1 counter on it. Whenever another creature into play, you may remove a +1/+1 counter on from this creature onto it.)0/0#92/180
bad idea ur deck is already tight in color mana another one is just goint to make it less consistent that it already is
about the aggro matchup i still cannot understand how can it be difficult a 7/7 trampler in 2nd turn beats any 1/1 or 2/2 creature also you should have counter/removal backup if the 7/7 monstar cant take on bears.
Also its not very hard to get a a hunted creature and a leyline in the first turns basicly because you should mulligan until a leyline can be played for free and then you have 8 hunted creatures and sleight of hand to search for them
whats the problem there. Just play a hunter horror second turn with aleyline in play and they´ll never win the damage race and if they come close counter some burn to gain a bit of time
IMO this deck should be played as a UB control deck hat starts with an advantage and just tries to keep it. Also i see the need of arena and confidant to assure recover from an agressive mulligan
the idea is that you wont waste resourses on the pump
Cost: 3GG
Type: Creature — Ooze
Pow/Tgh: 4/4
Rules Text: Whenever Bioplasm attacks, remove the top card of your
library from the game. If it’s a creature card, Bioplasm
gets +X/+Y until end of turn, where X is the removed
creature card’s power and Y is its toughness. (A *
on a card not in play is 0.)
Set/Rarity: Guildpact rare
is this creature playable in a gruul beadown deck it has a self pump ability that can get really nasty or not