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  • posted a message on Canadian Highlander Section?
    There isnt. Salvation has barely anything up yet. I was in contact with a MOD and he said start a thread in homebrew and they would asses the interest from the community.
    Posted in: Community Discussion
  • posted a message on Looking for friends to play Canadian Highlander / 100-Card Singleton
    Where are you located ?
    Posted in: Other MTGO Formats
  • posted a message on Possibility Storm and Curse of Exhaustion: Burn/Lock Shenanegans
    I like your list, Ive been trying the curses to and their end game is great. But I find that its just too slow against all the RG WB BR decks. Terminus is a card im going to start playing though. What cards would you sideboard for your list ?
    Posted in: Standard Archives
  • posted a message on Possibility Storm and Curse of Exhaustion: Burn/Lock Shenanegans
    Pretty simple stuff. This deck doesn't lose in my casual budget groups and Im not even running ideal cards.

    Basic List :

    4 Possibility Storm
    4 Curse of Exhaustion
    1 Sphere of Safety

    What does this suite of enchantments do for you ? Other than win you the game, slow your opponents plans while you assemble your hard lock, and help you search for your pieces ?

    (The combination of Storm and Exhaust is a hard lock to all your opponents spells if you missed that part) ( Any extra copies of storm , sphere or curse become possible extra possibility storms = burn for free, creatures for free )

    How do I get to cast these spells with all the agro decks in the format ? How do I win once I cast my enchantments ? Easy, play a pile of burn and board sweeps that second as win conditions.

    3 Searing Spear
    3 Pillar of Flame
    4 Boros Charm
    4 Warleader's Helix
    3 Blasphemous Act

    Once you're storming ( multiples mean you get multiple spells for free from your saved low cost burn) you've either won or clearing your opponents threats. Early, the burn spells ping all the annoying agro decks and put pressure on your opponent if hes playing control or combo. Act combos with doll and kills basically anything.

    3 stuffy doll
    3 guttersnipe
    3 fiend hunter

    This is my favorite creature package. Stuffy doll is alt win and indestructible blocker. Guttersnipe lets me get a bunch of extra damage and alt wins me if im going off with storm. Fiend Hunter hits dudes for some CA and triggers me to my other 2 creatures, and destroys the board when it comes up as even one double for free.

    2 Faithless Looting

    This card helps me do something turn one, finding a piece of combo or burn to mitigate agro. It also runs as a secondary potential with guttersnipe.

    This deck makes people go Mad
    Posted in: Standard Archives
  • posted a message on [[DGM]] Possibility Storm
    This + curse of exhaustion is a hard lock with the exception of flashback spells. It then polymorphs to your big threats or mass removal. This card is amazing.
    Wink
    Posted in: The Rumor Mill
  • posted a message on "Big Dummy" - agro control reanimator
    Im having a HUGE amount of success with this deck in the tournament room. It can be fragile against aggro decks, but there are obviously solutions to be had in the sideboard, which i have yet to nail down. Threads and some efficient removal should be enough.



    This deck obviously needs some tuning, but i have yet to lose a game where i resolve makeshift on worldspine ( this is something that seems rediculous at first, until you realize that there is virtually no solution to resolving a worldspine with a makeshift token on it ) Someone targets it, it dies, you get 3 5/5 tramplers. Looter helps you find your pieces and get your opponent into one swing range. Prowler is a card that people undervalue and it goes all the way alot of the time, they start to discard and your counterspells start to gain alot of value. Not to mention its a discard outlet at instant speed so you can pitch worldspine end of turn and makeshift. I like worldspine over emrakul purely based on the clause that you get 3 5/5 tramplers. If your opponent resolves any targeted removal, and then board wipes, you can often just finish your opponent playing agro/control (counters)

    The one of are obviously all very loose, cyclonic rift is often just a complete blowout, as is mulldrifter into muldrifter with counter back up. Pack rat gives us another discard outlet, but can obviously just take over the game if you are up on even 1-2 cards. Man lands give you that little bit of extra when your opponent mana fails or has expended his entire hand dealing with your shenanigans. Ravens crime, quicksilver geyser and jaces ingenuity are all pretty boss in this deck as one ofs, raven can trigger your own spine discard and also empty the opponents hand, quicksilver is a middle game cyclonic rift that can often buy you a crucial turn and jace is great in a mostly draw go deck.

    Let me know what you think, I need some ideas and a real mana base to make this really tick !

    Wink

    Emurs - MTGO if youre interested in playtesting


    -RQ
    Posted in: Modern Archives
  • posted a message on [Developing] Standard Propaganda
    So Ive been looking at this deck as a fun budget choice deck for FNM and Im finally put up consistent wins. Basically, from what Ive read, the issue with this deck is the abundance of 5 mana enchantments and no early game. This deck needs to be ramping drawing lands and avoiding early combat damage.

    Basically, all of these issues are solved with the use of Linger Souls. Chump, trade and take some life here and there.

    The other aspect of the deck is that it HAS to be 5 color in order to cast the curse of off color that you've drawn. This way we can assure that our curse of misfountune is netting us an extra enchantment for sphere of safety as well as being able to cast a curse or enchantment from turns 5-6 on.

    I havent even looked at the ravnica dual lands, mainly because between farseek and gatecreeper vine we find the mana for lingering souls /w flashback and start stalling and drawing or just start racing. Ive included 4 evolving wilds and 1 of each guildgate plus one transguild prominade. Transguild seems aweful but it just owns the hell out of all the tight moments and enables us to Cyclonic Rift with consistency.

    At this point, you need to be understanding that resolving misfortune into curse of deaths hold or just straight deaths hold is a great deterant for most of the decks in the field, wether it be mana dorks / mono red wieners / or zombies. From there, if you are stable with LS tokens or happy with your life total, you start building your locks, race being curse of thirst into curse of bloodletting, or stopping agro decks from tempoing you out via curse of exhaustion or curse of echoes to combat G/W or burn or control. A misers Touch of the Eternal rounds out the lock, as you should be at 15 plus permanents at your end game plus a sphere at X 7-10 means they are only attack with one guy per turn tops. O ring and pillar of flame are there to mitigate the early game beats and trouble starts and cyclonic rift is there to stall you and blow them out late game. I think there is a place in the deck for Divine reckoning just for the sake that it gives you ample chance to get ahead a ton of blockers ( linger souls after ) and has flashback in the case that they have some nuts series of top decks. A miser increasing ambitions is there to find whatever you need in the moment and to lock out the game with 2 spheres or sphere touch.

    Im missing a bunch of great cards Im sure, but I feel like this 5 color list is doing good work for me against most match-ups. Id love to hear feedback and ideas, this deck is so much fun.

    Here is my list. Bare in mind this is budget so im not including shock lands.

    5 - Color Safety/Curse


    This deck is fragile to some cards in the format but really, its so under the radar that the real answers are unplayed in any deck.
    Posted in: Standard Archives
  • posted a message on Out of Toner [5 Color Xerox]
    Played ten or so games of this against zombies with a friend. I lost every game. Tried the 2 Unb-Rites. Not drawing blue mana ? Loss. Not drawing green mana ? Loss. Not drawing red mana ? loss.

    I like it still though. Make it better.
    Posted in: Standard Archives
  • posted a message on [Official][Primer][Developing Competitive] Burning Vengeance: U/R/x Variants
    So this might be a stab in the dark, but im looking for someone to help me improve the Bump version of this deck. Here is the list ive been running with huge success on Mtgo the last few days.

    4 x delver of secrets

    4 x faithless looting
    3 x despirate ravings
    3 x forbidden alchemy
    3 x secrets of the dead

    1 x alter of the lost
    1 x mystic retreval
    1 x geistflame
    1 x elixir of immortality

    4 x burning vengeance
    2 x devils's play
    3 x bump in the night

    3 x increasing vengeance
    3 x mana leak
    1 x dissapate

    4 x evolving wilds
    1 x ghost quarter
    2 x shimmering grotto
    6 x island
    6 x mountain
    4 x swamp

    The land is awful since i have no duals online, but ill say this, i still havent lost in the tourney room in 10 matches. Last one was humans, he curved out well and took me to 4 before I stabalized and demo'd his whole team. He untapped and play a hero, and I untapped and triple night bump'd him with increasing vengeance for 9, ftw. triple bump is 9 damage for 6 mana .. Ive won most matches using this, grinding with BV or just double devils playing.

    Elixer may seem weird , but when people are playing GY hate, returning all your saucy flashback spells to your deck is fine, along with gaining some life. A couple games it saved me from getting extracted and nihil bombed, which was huge in the long run.

    Loot is amazing obv, delver almost always flips in this deck.. Obv snapcasters could be good here but i have 0 online (7 in rl Frown ) Any other suggestions ?

    Bump might seem out of place, but it is vicious left unchecked. I would appreciate any comments or constuctive advice as to what would help tune out this deck / mana base mathers welcome Smile
    Posted in: Standard Archives
  • posted a message on [Deck]Burning Caress - Grixis discard control/combo
    I'm working on an interesting rebuild of the lilianna's caress/megrim discard kill deck. Ive been struggling to find the correct build but Ive taken down esper control, geist aggro, jund and storm in several games with complete ease.

    The new addition is burning vengeance along with retrace cards, the closest thing to the newly departed punishing fire has reentered the since. Basically turns every land you draw into 2-3 damage + raven's crime or flame jab. Along with some other key cards, and the addition of snapcaster maindeck, this deck should be a nuisance for most decks in the field.

    Other cards like Wistful thinking, blightning and burning inquiry will trigger you for plenty of damage. Demonic dread with only caress, inquiry, draw spells that you can activate with vengeance, and ravens crime/flame jab.

    Someone said that planeswalkers destroy this deck, but i plowed through gideon and karn this morning with ease, megrim and burning vengeance triggers..

    Lastly, the rack tunes them once they hit draw go phase. Many players will play their hands out slower seeing an early rack, which is in essence the 2-3 turns you need to slam the extra megrim, or draw another wistful/blightning/inquiry.

    Basically, i need to fit spiteful visions as well, but its just so damn expensive. Some other cards im thinking of trying are consult the necrosages, perplex, muddle the mixure, dizzy spell, quest for the discard eye thing, bloodchiefs ascension, etc. Lilianna also seems awesome in here.

    This is the vague list Im working with ( with serious results .. turn 4-5 kills are very regular, meanwhile, your opponent doesnt have a hand..) Id love some suggestions for cards im not thinking of, or any tips from people who have run this style deck before. Im also not sure of the mana base and would like some advice / I dont have duals or fetches so its making the mana tight. Also SB , im not sure where to go there.



    Would LOVE to see some feedback, I know this list is lackluster, but im racking up the victories and want to start taking this deck to see some constructed games at my store.

    Thx and Merry Christmas !
    Posted in: Modern Archives
  • posted a message on [Primer] Griselbrand Reanimator (9/2011 - 3/2015)
    Scholar is too slow, and the transform on brute is going to constantly make him a waste.

    Zombie is great, everyone is insisting oona's is great, but she is consistently 1 mana too expensive to go off.

    piracy charm is awesome for early removal, and ravens crime is a house unless they are packing hate.
    Posted in: Modern Archives - Established
  • posted a message on [Primer] Griselbrand Reanimator (9/2011 - 3/2015)


    Ive been playing this version of the deck with a great deal of success. Most wins are on the back of playing goryo's or makeshift on Jin at their end of turn step, making them discard their hand, and then I whirlwind slam a LotV and draw 7 cards... I love the similarities between LotV and Emrakul.

    I think thoughtseize has a place in this deck, but I feel the disruption package is better in the sideboard while the counters hold down a grind victory game one. Isochron is great but drawing more than 2 or more was always bad. Mystical teachings gets us Jin and any of our pieces that are missing during the opponents eot. Forbidden alchemy was absolutely made for this deck, the amount of times it has won me the game from either finding a piece or discarding an emrakul/jin is just overwhelming.

    Im thinking Squelch, Thoughtseize and inquisition, snapcaster, damnation, ratchet bomb, and phyrexian arena in the sideboard ; any suggestions ?

    I love this deck, and It's a matter of time until someone gets it just right. Cool
    Posted in: Modern Archives - Established
  • posted a message on snapcaster mage = talara's battalion
    The value of SCM is subtle. Yes its card advantage. Yes is a flash creature. But its true shine is in its versatility, obviously gaining power the further back we go in terms of formats. being able to count on people playing graveyard hate just to deal with this guy is a huge unseen advantage as well, leaving room for your real threats to go unchecked in games 2-3. I have read every post so far on this thread and not one person has given any downside that nearly outweighs this cards overall value. Decks made that take advantage of this card to full potential will win games.
    Posted in: Standard Archives
  • posted a message on [SCD] Curse of the Pierced Heart
    Ah yes Smile
    Posted in: Standard Archives
  • posted a message on [SCD] Curse of the Pierced Heart
    Im sorry, but not checking your cards and mechanics is bad form, this card does activate bloodthirst. This is a quote from M12 mechanic notes on the MTG homepage.

    "It doesn't matter whether the damage is combat damage from an unblocked attacking creature or damage dealt by a spell or ability, nor does it matter if the player gains life later in the turn. All that matters is that at least one opponent of the creature's controller was dealt damage earlier in the same turn that the creature enters the battlefield."
    Posted in: Standard Archives
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