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  • posted a message on The Simic
    Quote from the.real.musashi »
    SomeName, Simic Biomancer 2GU
    Legendary Creature - Human Biomancer
    2/3
    Whenever a green creature you control is put into a graveyard from play, you may put a +1/+1 counter on target creature.
    Whenever a blue creature you control is put into a graveyard from play, you may draw a card.

    AnotherName, Simic Guild Leader 4GGUU
    Legendary Creature - Elemental
    7/7
    You may have THIS deal combat damage to defending player as though it weren't blocked.
    Whenever THIS deals combat damage to a player, choose one - put a +1/+1 counter on target creature or draw a card.
    if the biomancer said "...into a graveyard form anywhere" it would be amazing the guild leader is really underpowered i mean 1 card or 1 counter i could be 7 cards or 7 counters and still not be broken
    Posted in: Speculation
  • posted a message on [Official Thread] G/W Aggro
    Quote from {G}PiLeDrIvEr »
    I don't think you seem to be getting it pollo. Most of the time, this deck is has exhausted it's hand (given it has normal mana development) by turn 5. The only exception if if you throw a CaD in there, which really shouldn't be ran in this type of deck anyway.

    CoC gives you the ability to use all your mid-game land to dig for things that are crucial to your game (ie Jitte, Tolsimir, etc.). In addition, it has the ability to get you out of land slumps in the relatively early game.

    And thats not even taking into consideration its pump ability. With a total of 12+ multi-colored creatures this deck runs, there is rarely a time where your whole army won't benefit from it.

    CoC is also a way to get out of things like Kagemaro blasts or ***'s/Wildfires. Being able to ship up lands the same turn Wildfire hits is amazing. The same thing goes for ***'s and other globals. Drawing multiple threats right after a sweeper is most of the time invaluable.
    maybe were talking about different builds i use big creatures that can carry naginata i almost never empty my hand because a 6/3 trampler is most of the time enough pressure so i can recover from a sweep effect quite easy because i should have anouther threat that can be equipped in hand. Also since there arent many creatures in my side of the board any athem effect is not really helpfull. And finally about the scry thing even though this deck can play almost all its hand by turn 5 and then spare mana if you get disrupted anyhow (mana leak, removal in resp to you equipping something) you ´ll have to spendd a little more mana on keeping the pressure than you would normaly do and in that case a scry 1 for 2 is almost never tasty, specially if you have a threat in hand
    Otherworldly Journey is a fine card in some cases, but I'd say that its too situational. Main usage for it could be dodging wraths and threads. So essentially it is for saving your creatures.. but is this useful enough?
    i sb it againt ED becaus it can dodge dreamleash/confiscate and wildfire without loosing an attack but i would MD it
    Posted in: Standard Archives
  • posted a message on [GP] Four Colour Creature Cycle
    Quote from bblustein »
    Well, keeping in the "everything the missing color is not" theme, lemme see... what is black not good at...

    Black's glaring weakness is inability to destroy arti/enchantments.

    Maybe:

    WGUR
    Black Can't kill Artis/Enchants Guy
    creature
    When ~ comes into play, you may destroy up to 3 target artifacts or enchantments.
    5/5
    but that misses blue´s abilities; maybe a way to return it to your hand
    Posted in: The Rumor Mill
  • posted a message on [Official Thread] G/W Aggro
    Quote from {G}PiLeDrIvEr »
    Where in the world do you get 6 mana from? It takes 2, one Green and one White. Most of the time, if played correctly, it acts as a Glorious Anthem.

    Not to mention, it gives you a cance to relatively quickly search for answers, especially if you run a CaD engine. It makes all the mana you DON'T use at the end of your turn into something.
    its not really as cheap as an athem in fact it very expensive. MOst of the time it cost 2 mana a turn to give all you white creatures +1/+1 or +1/+1 to all you green creatures almost never to both. also its not a cheap search for answers. scry was something to consider because it was almost free; here a scry effect (ditch 2 cards) cost 4 mana and thats mora than an aggro deck can affort for not getting any card advantage or board advantage
    Posted in: Standard Archives
  • posted a message on [Official Thread] G/W Aggro
    i tried CoC and take it out. I think its a very mana expensive card 6 mana to ditch cards is not a good way to search for something speccialy if you are busy playing aggresive creatures and eqquipping them. The ocasional pump is not very relevant since it depends on the coincidence of what you need to draw and the color of the creatures in the board to be the same and that rarely happens in a 2 color deck even with 8 multicolored creatures. Also o-naginata is better it gives +3 for 2 and you dont need to spend lots of mana
    Posted in: Standard Archives
  • posted a message on [Official Thread] G/W Aggro
    Quote from Aitrus »
    With the focus on naginata it sounds to me like this deck wants to be the new kamigawa-block MBA.

    The differences being most of your stuff is about 1 mana more costly and without a drawback, but you can handle that 1 mana with all of greens 1-drop mana producers.


    i agree this deck resembles a lot to MBA from kami block but it has not more expensive creatures. Watchwolf = oni and it wont take 6 life from you in the process; armodon cost as much as bleeder and doesnt cost 1 extra life per attack. hierarch is not as strong as yukora but gains life, can regen everyone and has no drawback if it gets killed.
    Posted in: Standard Archives
  • posted a message on [Official Thread] G/W Aggro
    i tried crown of convergence for a while and with no good results its very expensive at least 2 a turn and imo its only worth for smoothing the deck late game but doesnt serve as a consistant glorious athem

    About GW wenies vs WG beardown i prefer the second because IMO weenies has the same weakness as RW weenies but without the burn so its a pile of fast creatures that if dont win early its game over. beatdown has better creatures that can carry naginata and can apply pressure with just one equipped creature so it has better mid-late game options
    Posted in: Standard Archives
  • posted a message on [Official Thread] G/W Aggro
    Quote from Polyjak »
    Well, I know from experience that the R/W mana WW/r deck suffers bigtime if it doesn't draw an Anthem or a Jitte, and if those should get extracted, there are serious problems for the deck. The G/W deck doesn't have a similar problem... essentially every creature in there is big enough to wear the O-Naginata. ...


    i agree with the o naginata thing in fact i build a GW aggro deck that tried to abuse the naginata raw power and trample. IMO burn is better than pump in almost any situation but not if the pump is reusable and cheap ( naginata). pump might deal damage and might kill a creature, burn kills and deals damage without much to do. but naginata can transform a mediocre 3/3 into a 6/3 trampler beast. I tried trained armodon and gnarled mass as the mediocre but cheap 3/3 they fit perfectly . with watchwolf and these 2 armodon variants i have 12 3/3 creatures in the deck that assure keeping the presure with a 6/3 trampler from 3rd turn until the game is over most of the time.

    i think instant pump: might of oaks and giant growth, are a very risky play most of the time because they will lead to card disadvantage and tempo loss if the ooponent has burn, damage prevention or removal.

    anyway this is the deck im running:



    **trained armodon and gnarled mass are cheap 3/3 they come as early as turn 2 and can hold a naginata
    **watchwolf is a must and so is loxodon hierarch
    **devouring light and naturalize serve as the basic removal the first againt dragons and the second against jittes
    **jitte is a must
    ** naginata goes very well with the cheap 3 powered creatures
    Posted in: Standard Archives
  • posted a message on [Official Thread] BG Dredge Pact
    grave troll is horrible his only good ability is to fill the yard quickly, but in terms of power svothos is better it just takes a slot, doesnt screw you early tempo and i not a dead draw if you yard is empty.

    sakray: you build is quite good but i think you miss a couple of life froam the loam to get svothos, miren and keep playing lands even with a dredge engine
    Posted in: Standard Archives
  • posted a message on RG Cycloam
    how does this beat the storm combo deck??
    Posted in: Decks for Critique
  • posted a message on [Official Thread] BG Dredge Pact
    stinkeed imp is great to keep aggro decks in the track. Also it sits don in the grve until a thread is played in control matches and take careof it as well, its a very good dredge card IMO
    Posted in: Standard Archives
  • posted a message on [Official Thread] BG Dredge Pact
    Quote from S.NEO »
    I want to run mindslicer, i like it, really... but Against WW it isnt that good (if they start they get more advantatge than u if both discard hands, specially if he chars u, then helixes the slicer).
    Against control (not MUC) i like him.... but if its not destroyed early, its not TOO good eitha. I only run like 4 or 5 saccing toys in ma version (its quite diff to dredge pact, actually)... so I dont know ^^' If someone tested him then u say.


    a short version of this post would be: "i dont know"
    Posted in: Standard Archives
  • posted a message on [Official Thread] BG Dredge Pact
    why are you considering persecute where mindslicer is so uch better in this deck??
    Posted in: Standard Archives
  • posted a message on G/w Stompy
    i dont think the santuary is such a good idea. youre playing aggro and they come into play tapped and take one land away. Even its good interaction with kudzu tha loss of tempo makes it bad for an aggro strategy
    Posted in: [RGD] Ravnica, Guildpact, Dissension
  • posted a message on RB pain
    Quote from Erad »
    Okay, I'd like to once again remind everyone that the Chicken is trying to build a relatively FAST deck that doesn't crash out when Dark Confidant hits one hell of a speed bump. Gleancrawler costs 6, which is even more than Shirei. Hardly supportable with 20 lands.


    thanks i keep mentioning the confidant´s drawback and they keep suggesting expensive spells: moonlight bargain!!! "you should play 4 kokushos and 4 ryusei they pwn"
    Posted in: Standard Archives
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