- megatog201
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Member for 14 years
Last active Fri, Aug, 4 2023 11:06:20
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Aug 17, 2014megatog201 posted a message on Standard Quick Hits: M15 Game-ChangersYeah. Sorry man. I don't know your knowledge of the game but shocks are far better than pain lands.Posted in: Articles
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Nov 22, 2012megatog201 posted a message on The Top 10 Keyword Abilities Ever - #1 and Wrap-UpHumm something tells me that banding is going to be #1. Just on a different listPosted in: Improbable Things
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Nov 22, 2012megatog201 posted a message on The Top 10 Keyword Abilities Ever - #1 and Wrap-UpI also enjoyed the read. But I think you did a few things wrong. #1 equip should be endurance A+. They will probably always have equips in every set or block and there is no way they will ever run out of ideas for the keyword. #2 Banding should have been #1. I mean come on man.Posted in: Improbable Things
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Nov 22, 2012megatog201 posted a message on The Top 10 Keyword Abilities Ever - #9Yep yep. Splice was cool. But sucked to link it to a rather weak group of cards.Posted in: Improbable Things
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Is it safe to say that 1 effect is more powerful then another? Yes you can.
If 1 effect is stronger then another then you should look at what makes it so. Tutoring for 2 lands is extremely powerful. EVEN IF there were no good nonbasic lands I would give Prime Time the #2 spot. At worst you are digging out lands and thinning your deck. At best you are getting a really powerful combo out. Because there are good lands the green titan is #1. Would you really think doing 3 damage is as good as fetching out a powerful combo that can win a game? Do you think making 2 2/2s is as good as getting the combo? How about getting a perm from the graveyard? If the CC 3 or less wasn't there then it would be close. But the combo wins because it is. Tap a card or win the game. Which is stronger? Green Titan has the best ability.
Now which is best in the current meta? Which is the real question of the thread. Blue titan is best. But only if used in a ramp deck. It's more then just tapping a card in this deck. It comes out just as early as prime time and basically removes the best card in play not named dungrove elder. It's counter ability comes in fast enough to ensure a couple of swings if you ramp fast enough. Thereby giving you all the tempo you need. Cast turn 4 on the play and see. They can't doomblade it can't Go for the throat it because it'll tap a land. It'll either eat a few dudes before they can kill it or cause 6-12 pts of life loss, and ties up all their mana to kill it. Mean while you cast other spells that just put them further and further behind.
People may not like it but Turn 4 frost titan is about the best play in standard. Only thing better is Turn 3 Frost titan. Too bad Turn 2 Frosty is not possible anymore. I've won so many games with that. Missing cobra so bad right now.
Drop the illegal cards? I'm very grateful for that bit of advise. Maybe put in unholy grotto? OK that probably would work either. Basic or that reprint from the new set?
What other advise can you suggest?
No reason to take this unfriendly tone. Warning issued.
-Sene
2 Frost titan
1 Wurmcoil Engine
3 Solemn Simulacrum
4 Viridian Emissary
1 Birds of Paradise
1 Cackling Counterpart
3 Beast Within
2 Rampant Growth
4 Think Twice
4 Mana Leak
2 Devil's Play or Red sun?
3 Green Sun's Zenith
4 Rootbound Crag
2 Copperline Gorge
4 Hinterland Harbor
1 Ghost Quarters
1 Mountain
5 Island
7 Forest
Should this deck have play or red sun? I'm leaning more toward Red sun but DP won alot of games at states for me. (I ran traditional Wolf Run Ramp. No Blue splash)
What are your thoughts on the single Cackling counterpart? I know it's a total jank card, but you have to admit a surprise Robot after they attack could be quite nice. Becomes an instant rampant growth and draws a card. Or like I've done in play testing. They cast Red Hero and I flash in a Titan or Wurm to destroy them. I've used it in response to a Day to win the game next turn. 4 3/3s swinging in rather then just 2. And the flashback is totally doable with this style deck. Eot Frost titan really messes up math I hear. Plus flashing in a primetime makes Wolf Run bigger then expected. That can win games all on it's on.
Counters and draw cards seem to be the next logical move this deck should take.
Frost titan is amazing with Wolf Run. In the mirror or non counter Run decks. He trumps whatever guy they were planning on swinging with either Titan Wurm or Nexus usually. Or worst case he can tap down a Wolf Run even. This will allow you to run him in. Probably trade with a lot of trample damage then next turn swing in with something else and pump with your run. Basically it's not who gets the first activation of run anymore. If you ramp into him then it's lights out against a lot of the field. Hitting him when they have 3 mana can cripple them. No day or any removal can hit him. Next turn Copy it or cast another for something close to GG.
This deck bluffs better then traditional Wolf run. During the game if you get into top deck mode you can still counter or flashback Think Twice. Whereas the former build just sits there looking at the pretty land they just ripped.
This has a better SB also. You can put in flashfreeze or whatever you like. Maybe even a snapcaster to act as additional counter or small robot. Flashback Rampant growth and get a 2 power body for Wolf Runs.
I considered ponder to ensure you don't rampant or emissary your bombs away turn 2. I decided against that since turn 1 we want to be playing that bird or tap land to set up for the following turns. Thoughts?
Well there you have it. Good idea? Format crushing? Lame? What do you think?
No advise or love for this deck? First try and already have the perfect build? Didn't put developing so y'all don't think it can play with the big dogs? What's up?
Doublepost merged.
-Sene
At the same time monk is kinda right. Why would they scoop if Day has not been cast yet? I can totally understand the scoop if your Red sun is gone then comes day. But that never was said.
Think Twice really needs a spot in these decks. it's kinda like a howling mine or bell. In you get cards over turns. That makes it logical to run a 3-4 of. Snapcaster mage needs a few spots also. There really is no reason to not run these. Why not run 5-8 fogs or Days?
The only decks I can see this one being played is wolf run red, or a Ug control deck should one arise.
Just thought of this one. Overrun always costs the same. Wolf run does not. I guess that helps overrun some. Your opening hand needs to be discussed also. Wolf run will help you more since you can tap it for mana.
3 grim lavamancer
3 delver of secrets
3 snapcaster mage
4 perilous myr
3 infernal plundge
3 gut shot
4 think twice
4 brimstone volley
3 past in flames
2 ponder
2 ancient grudge
22 land
2 Delver of secrets
3 snapcaster mage
4 perilous myr
4 burning vengeance
3 gut shot
4 ponder
3 incinerate
4 brimstone volley
2 past in flames
2 ancient grudge
3 infernal plundge
22 lands
I hate to say it but leaks have moved to the sb. It was a hard decision to make but the deck performs better with them gone. Favorable matchups all over the place. Game one is almost always hard but I like this build for game one because it has so many answers. First off most decks don't run any form of enchantment removal MD. That gives us a huge edge. Just stay alive and you will win with BV activations. Game 2 it gets crazy. You attack them at the heart of their decks. Slags for aggro. Shatterstorm and more ancient grudges for steel decks. Slag comes in here also. Control gets leaks boarded in. Pod isn't much of a problem because we get more grudges and the burn keeps the small guys off the field. They have to actually resolve a big guy. Flash freeze and leaks stop them nicely.
4 mana leak
1 ancient grudge
4 slagstorm
1 phantasmal image
3 flashfreeze