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  • posted a message on Who's going to GP: Indy
    Quote from RPrajzner
    Dream Halls is so much worse than Hivemind but so much cooler!


    Spooky's build is at the teir 1 level! Ari lax played the same build last week and went undfeated! It's a strong deck especially in this meta! I think it will take down the gp! (At least come in top 8!)

    Glad I already picked uo my playset for dream halls!:D
    Posted in: Legacy (Type 1.5)
  • posted a message on [Deck] Sneak Show
    I have been waiting since MM baning for someone to start conversation on how good they think this deck will be in the new meta. But I guess I will just ask.
    I think sneak and show will be good in the new meta. sneak and show cards have protection, Yet also offer ways to help wipe the field i.e. annihilator 6 with emrukal and woodfall primus for hate. I think with aggro going to be rampent, but also have plenty of midrange and some strom. The deck also offer stifle in the sb for storm tigger. I think sneak and show is in a good pistion. What do others think of this deck for the new meta?

    Here is the build I am planning on running
    http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=40385

    I really like the list other than the low counter magic only runs 4 Fow. I played test it against UB merfolk did 2-1 first time, I was still running MM which I think is close to a dead card. So the deck is easier disurpted now with spell pierce and daze relevant again I think there should be high counter count! Dispel maybe? can counter all opposing counter magic, but is dead against cards disurption. So would spell pierce be better? What should be removed in the list for 2-3 counterspells? -1woodfall primus -1jace maybe?
    Thoughts??
    Posted in: Combo
  • posted a message on Dreadstill
    Quote from Arirmind
    I would take a page from this list:

    http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=38178

    UB / UBG / UR / UBW .. there are really quite a lot of options how to build the deck. With or without counter-top. They all are fine choices by their own ways.

    I have always felt that multiple Dreadnought versions without Trinket Mage toolbox are a bit clumsy decks. Sometimes you are left with multiple dreadnoughts and all your stifles gets countered etc. They also have to mulligan more often but they still have their own strenghts.

    Red is pretty sick sideboard colour and playing red allows you to play Grim Lavamancers which allows you to have one tool in your box more (basilisk collar) which makes the deck even more versatile. But it`s really a personal preference. UB(g) is also very tempting as you can dump Dark Confidants on the board and hold nought-stifle as long as you are absolutely sure you have drawn enough protection to go for it.

    I would go UR and do my best to find room for 2 Snapcaster Mage and perhaps 1 Riptide Laboratory.


    Yeah UR is a very good build no arguing that. Ub is more my play style so I would feel more comfortable. But if I feel it necessary I can always switch. I have most of the cards for that build. Do you think playing +1snapcaster -1 dreadnought be a the best call? Or running 2+tinkermage and -1jace and -1dreadnought would be better? As long as either decisions isn't to far off, It will probably pending the price of snapcaster once it's released.
    Posted in: Developing (Legacy)
  • posted a message on Dreadstill
    Quote from Arirmind
    ^
    What sort of control meta? NO RUGs or even heavier control?

    Snapcaster is certainly a sick card. If possible 2 of those and 1 Riptide Laboratory to go with all wizards.

    Nevertheless I wouldnt run 4 Dreadnought in control heavy environment no matter what they are. I would toolbox with trinket mages tunning only 1 copy of dreadnought and use Red for REBs in side and lavamancers-basilisk collar in main.

    But bob is strong too vs control. But playing combo-control with 3-4 Dreadnoughts is certainly a wrong way to approach control meta.


    Mostly heavy control landstill variants,reanimator,combo and some no rug. There is quite a bit of merfolk though. Should I go with 3xdreadnoughts and 2xsnapcaster? Or would running 2xdreadnoughts and 2xtinkermage be the way to go? I was wanting to run more tempo style then the UR aggro equip version. Is UR always more efficient then UB. I was wanting to run UBG for goyf and deed but was told was told with the new meta tempo would be better. I was going to run dispel in the SB which can do close enough to the same job as REB.
    Posted in: Developing (Legacy)
  • posted a message on Dreadstill
    So I have been conisdering coming back to the archetype after MM banning. My meta has more control then aggro, So I think UB would be better. Here is my current list that I am tinkering with.
    Creatures
    4 dreadnought
    4 BOB
    1 Snapcaster Mage

    Instants
    4 Brainstorm
    3 Daze
    2 spell snare
    2 Dismember
    4 Force of Will
    4 thoughtsieze
    4 Stifle

    Legendary Creatures
    3 Vendilion Clique

    Planeswalkers
    3 Jace, the Mind Sculptor

    Artifacts
    2 Sensei's Divining Top



    Lands
    4 Misty Rainforest
    4 Polluted Delta
    4 Underground Sea
    2 swamps
    2 islands
    4 Wasteland

    I know I liked jace in the deck when I was playing it a bit over a year ago. But should I lower jace to 2 and play another Snapcaster Mage? Any suggestions on my list?
    Posted in: Developing (Legacy)
  • posted a message on [Deck] UW(x) Stoneblade
    Here is what I was thinking of running for the new meta once MM official banned comes into effect.
    Artifacts
    1 jitte
    1 Sword of Feast and Famine

    Creatures
    4 Spellstutter Sprite
    3 Stoneforge Mystic

    Instants
    4 Brainstorm
    4 Force of Will
    3 daze
    2 Spell Snare
    4 Swords to Plowshares
    1 enlightened tutor

    Legendary Creatures
    3 Vendilion Clique

    Planeswalkers
    3 Jace, the Mind Sculptor

    enchantments
    2 standstill
    1 moat (pending I can afford to get one, I might use peacekeeper in it's place)

    Sorceries
    2 ponder

    Basic Lands
    3 Island
    1 Plains

    Lands
    4 Flooded Strand
    4 Mutavault
    3 Polluted Delta
    1 Riptide Laboratory
    4 Tundra
    3 Wasteland

    The deck works more or less like landstill. Using moat to use jace as the wincon most of the time. With SFM has a backup plan. And running an efficient and decent amount of flyers as a wincon while moat is in play. 9 counter that can be played most of the time with this deck, To counter there early game threats. As well as 4xSpellstutter Sprite to keep them more off balance, And also as a chump blocker if necessary. Resolve a moat and either kill them with jace or use SFM to get the right equipment and equip it evasive creatures.

    What are your guys thoughts on changing the deck to a more landstill variant kind of deck? Of course if it goes that way batterskull would need to probably come out.
    Posted in: Midrange
  • posted a message on [Deck] UW(x) Stoneblade
    Quote from Zirath
    If someone wants to write a little info on which swords is best, I will add it to the first page.


    Ok first let me say I have never wrote any article not even a small sub piece.
    Second I have never played this deck but am trying to build it, But I have played against it a few times.

    With that said I spent the past two hours using my general knowledge to write the sub part article. I don't know how good it will be, So if it's not up to your standards feel free not to add it to your primer. If you decide to add it please make any small change you deem necessary.

    with that said here is my shot.:sweat:

    sword of feast and famine- arguably the best card for U/W stoneblade. Protection from G Gives you great advantage over goyf KOTR which are to big both problems,
    Also makes a resolved progenitus not a lost cause.
    Protection from black helps stoping black removal to save the few creatures we run. And with team america tier and junk on the rise it's relevant to have B hate removal
    Allowing you to untap your lands very useful in the deck, It allows you to have mana for counters. Also allows YOU to use your efficiency lands mutavault and factory
    as chump blocker if needed, Also gives you wasteland. And discard which is also very helpful and can be more so depending on luck.

    umezawa's jitte- fyi fav card ever printed!! With a decent amount of evasive creature i.e. flyers Makes it all the more relevant seeing how legacy does not run lot of
    flyers. 2 counters evertime combat damge resolves giving you three useful abilities swing for 4/4 extra damge each turn making if faster for damge wincon.
    Or 1-1 for each 1 counter allowing you to kill problem creatures like bob,lords,SFM,hierarch,lavamancer. Or gain two life useful in tough aggro matchups like zoo,
    merfolk were a small bit of life can make all the difference.With batterskull in main probably run in SB

    sword of fire and ice- Giving you protection from R/B is decent in this meta but not superb. It gives us a much greater chance in the merfolk matchup, By giving that
    all important 2 points of damge to kill lords if resolved early game, While also offer an extra card each turn for free and deck like this take advantage of it.
    Protection from burn is extremely helpful seeing how we run very few creatures and almost all burn cards and abilities can kill all the creature we need protection
    for them. In this meta I would only run it in SB.

    sword of body and mind- Protection from blue and green very helpful in any metagame. Again allows us to have the edge with problem creatures goyf KOTR and the folks.
    Milling ten cards is one of the better abilities for swords. Why because we run a enough disruption to take advantage of in it's full, Runing the best counters and
    best removal along with recurring wastelands makes every card the get count the less they have available to them the better.

    sword of shadow and light- Gives us protection b/W offers protection from the best mostly used removal. The abilities are midcore in these deck. Allows us to get are creature back we loss to counters or other kinds of removal. Gain three life
    again in tough aggro matchups like zoo,merfolk were a small bit of life can make all the difference.

    Sword of war and peace Never seen it played in legacy as of yet. I also know next to nothing about how it would interact with legacy or any format decks.
    I moslty play only legacy so I am going to leave blank.
    Posted in: Midrange
  • posted a message on [Deck] NO RUG
    Quote from ajfennewald
    [QUOTE=codegeass;/comments/4099578]
    Yeah i am looking to buy the deck and deciding if I should mess with my mana base to get a couple jace for the sideboard as i can't not buy everything due to semi limited funds


    You should get the landbase first! It is the fondation of the deck, And vilely more important than jace. You can always play it decide if you like and do well with it then get the jace later on. But I think almost all the NO RUG players would agree that the proper landbase can be the difference between a win and a loss.
    Posted in: Legacy Archives
  • posted a message on [Deck] NO RUG
    Quote from ajfennewald
    [QUOTE=codegeass;/comments/4099577]

    On a somewhat related note i am thinking of building this deck. I am a little short though, would i be better of not having jaces or playing two each of volcanic and tropical island? I have everything in the deck but the blue duals, Jace, and the NO package.



    If you can get any blue dual for jace I would jump at it? Jace is mosty sideboard card. I don't run it even in my SB. I manged top 8 at GYGO weekly legacy tourney of 30+ players. Hence the reason why I know jace was good but didn't think was essential like Kira;) said in his post. But in your post I am assuming your are either trading a jace of a trop for volc, Or getting one for the cost of jace which is a good deal. Jace is at a steady price but moslty likely won't go up to much anymore, Because its only playable in vintage and legacy. The landbase is extremely curtail in this deck, And more often then not be the deciding factor in a win or loss!

    p.s. You should normally focus on MB which are the foundation of the deck, Before worrying about SB or tweaks. While unless you are proxying but that's a completely different story.
    Posted in: Legacy Archives
  • posted a message on [Deck] NO RUG
    [QUOTE=Dyne;/comments/4099455]Eh, not having Jace is a big loss sadly.

    Is not having jace that high of a hit? Its a great card in any control deck so its good. How dependent is jace in NO RUG? I haven't noticed its absence that much yet, Only have played NO RUG twice though.
    Posted in: Legacy Archives
  • posted a message on [Deck] Reanimator
    Quote from zmattk
    It's all dependent on what happens with the format if Mental Misstep gets banned. Blue got a huge boost from Mental Misstep, which caused the rise of pretty much all of the top tier decks right now. If we go back to a aggro dominated meta, I think reanimator will be safe. I can't see reanimator having too much trouble with Zoo, Death and Taxes, or Goblins. All blue will most likely want shift back to Spell Pierce as the third counter, which hurts us, but Spell pierce is awful against aggro which might cause them to adapt to something less optimal. I don't think Mental Misstep is what makes this deck good right , I think it is the Praetors-Jin and Elesh, where other deck's success lies in Mental Misstep.


    So your opinion is it will either make the deck stronger, or won't hinder it making it an irrelevant deck again?
    Posted in: Legacy Archives
  • posted a message on [Deck] Reanimator
    If MM gets banned will reanimator still be a relevant tier 1.5 deck? Seeing how it made a comeback due to new phyrexia i.e. creature and MM. Seeing how most players run MM over daze making it a lot easier to resolve T2 exhume or animate dead. While being a very relevant counter in its own right. Seeing how show and tell is also on the ban chomp block how will that affect reanimator decks?
    Posted in: Legacy Archives
  • posted a message on 2012 GrandPrix's Revealed, first 3 months.
    Any word of which one is the legacy GP? If not when would it be updated to know what formats for each GP is?
    Posted in: The Rumor Mill
  • posted a message on considering getting into modern what deck to play?
    Are onslaught fetch lands legal? I have seen few modern decks running ONS fetchs. It looks like no bant would be more expensive then zoo, depending on ONS fethcs being legal. I hated zoo when I played it in legacy, But I might like it in this format because straight aggro decks are better. Is there a premier for 12post yet? I couldn't find it in the first 5 thread pages. How good will no bant be? Is it a possible contender for tier 1?
    Posted in: Modern Archives
  • posted a message on considering getting into modern what deck to play?
    Ok so I am mostly a legacy player, But think modern looks like a format with a decent amount of variety in card pool. I am trying to decide on a deck to play. I want it to be midrange archetype. I have lots of legacy staples like BOB,GOYF,KOTR,vial,hierarch,thoughtseize etc. But none cards that are strictly modern like shock lands,cryptic command etc. I only want to spend around a $100 to test out the format and see if I enjoy playing it. Does anyone have any suggestions on what deck I should play? I want it to be midrange and considered teir 1 or 1.5 what's the format gets up and going.
    Posted in: Modern Archives
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