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  • 1

    posted a message on Jayemdae Bridge
    For balance I'd put the abilities together. Draw a card and creatures with less power than the number of cards in your hand cannot attack you until your next turn.
    Posted in: Custom Card Creation
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    posted a message on End of Days
    So then I'm playing Mana dorks in a deck with wraths... I'm not buying it. I don't usually play birds in my wrath decks.
    Posted in: Custom Card Creation
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    posted a message on Wrag, Titan of Rebirth
    Uro isn't broken because of the escape mechanic. Uro is broken because of its enters the battlefield abilities. Just look at the cheaper brother and see how much weaker it is. Even costs less and still not nearly as good.
    Uro has 2 abilities that are very very good. Drawing a card represents 1/4 of a turn. (According to The Dojo) putting a land into play is also 1/4 a turn. (Again, according to The Dojo). So each time you play Uro you are getting a half turn of upside. Plus the 3 life. Kroxa only costs them 1/4 turn. The 3 life on either card isn't really that strong. 3 life only matters when it's the last 3 life. And you can get into the 50s and still lose.
    All that said to say if your titan was

    Vrex, Titan of Life and Death 1BG
    Legendary Creature - Elder Giant
    When Vrex enters the battlefield, sacrifice it unless it escaped.
    Whenever Vrex, Titan of Life and Death enters the battlefield or attacks, you may return another card from your graveyard to your hand.
    Escape BBGG, Exile 5 other cards from your graveyard.
    6/6

    It would still be fine. You are getting a situational and limited 1/4 of a turn.
    Lastly I added another card rather than a card so that way it can't continually return itself.
    Posted in: Custom Card Creation
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    posted a message on Myriad Storm
    I like it and also think the concept is due to some obscure and honestly unintuitive rules. That said maybe going for the traditional storm build with this slotted in could work better. That way you don't go down to 1 win con. You still have grapeshot and warrens but 1 or 2 of these to also help in matches where shot isn't the best card for the job.
    I see you have kinda done that already, but maybe instead of playing Val you could play Boral or electromancer? I don't think you have to lose the package of Gifts and the flashback card to add in this new card.
    Posted in: Deck Creation (Modern)
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    posted a message on red and white pump spells
    I hope you are playing with the 2/2 bestow hound that makes you attack each turn if able. I forget the name, but is a hound and gives a +2/+2 buff like you are looking for.
    Posted in: Pioneer
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    posted a message on Undying Retribution
    Very thorough. Unfortunately it probably still won't get many responses on this website. Kinda dead and they don't do a whole lot with the decks that aren't too teir. It's a shame honestly. But I hope this does get some comments and hopefully does well in games.
    Posted in: Deck Creation (Modern)
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    posted a message on Song of Creation
    That's not what I'm saying at all. I'm saying to make the deck that works best with the card. Don't dilute existing decks. I don't think the half burn half ramp is the way to go. You do have some good parts of the deck. Just needs to be focused.
    Posted in: Deck Creation (Modern)
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    posted a message on Rhy’s Army: Nature’s Allies
    Why are you using the bad guildmages and not playing the simply best one? The origional rav guildmage can steal games all by itself. 4 mana make a dude. 4 mana pump your whole team.
    Posted in: Deck Creation (Modern)
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    posted a message on Army of Atlantis
    Check the merfolk thread. Merfolk hovers near tiger 2 status currently. Also can look up nikichu on YouTube as a merfolk specialist.
    Posted in: Deck Creation (Modern)
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    posted a message on G/u Kiora, Behemoth Beckoner
    Unless I'm missing something you only have 7 cards that draw off your planeswalker. Is that by design or looking for advise?
    Posted in: Deck Creation (Modern)
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