- Shadowrulz
- Registered User
-
Member for 13 years, 9 months, and 5 days
Last active Thu, Jan, 4 2018 10:42:29
- 0 Followers
- 873 Total Posts
- 3 Thanks
-
Feb 3, 2014Shadowrulz posted a message on Launch Giveaway!I think it may be obvious by my avatar. But, my favorite card is Watchwolf. I started around Original Ravnica and my first deck was the premade Selesnya deck. I lost a lot, but, nearly every game I won during that time, Watchwolf was on the field. On top of that, wolves are already my favorite animal and just added on top of that. My Favorite, and I have started collecting them. So much love for them.Posted in: Announcements
- To post a comment, please login or register a new account.
The flagship seems like a flying Inferno Titan and I'm okay with this. (Can I use as a General? I want a Flagship General)
Rashmi feels like they wanted to bring back cascade without making it broken. (IE the keep going until you get something)
I love that dwarfs are coming back. Just love it.
In terms of playability, I don't think many cards will find their way into modern or elsewhere. But, we'll have to see. After all, I kinda cringed when I saw the energy mechanic. You basically have to play these specific cards to get a specific type of mana to play this other specific set of cards. It seems sloppy besides the Aether Engine.
And as an animal lover, Dat fox. Feels kinda like a Sadbot, but with life over a card. I like it.
And yes, Saheeli is kinda great. Just that +1 is already 4x better than original Chandra.
As for making more clear cmc for low cost creatures going for something along the lines of adding color intensity. So It would look like:
PWLV = (P+T+S+M+L+XL-D-XD)/(CMC+CI)
Color intensity would be half of the colored symbols used to make up the card. A few examples.
Birds of Paradise - (0+1+2+2)/(1+0.5) = 3.33 (or 2.66)
Leatherback Baloth - (4+5)/(3+1.5) = 2
Watchwolf (<3) - (3+3)/(2+1) = 2
Goblin Guide - (2+2+2-1)/(1+0.5) = 3.33
Tarmogoyf (Average) - (5+6)/(2+0.5) = 4.4
Chimney Imp - (1+2+2+1)/(5+0.5) = 1.09
Broodmate Dragon - (4+4+2+4+4+2)/(6+1.5) = 2.67 (Spawn counted as a 4/4 Flyer)
Kalitas, Traitor of Ghet - (3+4+2+5+2) / (4+1) = 3.2
Their requests were
Nonblack - Angel (Do something newer with it)
Nonred - Elephant (Love his Elephants)
Nonred - Elf Wizard
Nonwhite - Human Soldier
Nonblue - Dragon (My own preference)
The rest were because I felt like it.
Azriel, Archangel Prelate 3RGWU
Legendary Creature - Angel
Flying, Vigilance, Haste
When ~ enters the battlefield, reveal the top and bottom card of your library. Then, reveal the top and bottom card of target opponent's library. You may cast up to three cards revealed this way without paying their mana costs.
1WG: Regenerate ~. When ~ regenerates this way, each player may return a card from their graveyard to their hand, chosen at random.
6/6
Drazal, Draconic Overlord 3BRGW
Legendary Creature - Dragon
Flying, Lifelink
When ~ enters the battlefield, goad all creatures.
2BG, T: Return target creature from an opponent's graveyard to the battlefield under your control. It gains haste until the end of turn. At the beginning of the next end step, choose an opponent that does not own that creature. That player gains control of it. If you cannot, sacrifice that creature.
7/7
Stelina, Heiress Unleashed 3UBRG
Legendary Creature - Vampire
Deathtouch
Whenever you cast a creature spell, you may pay 2 life. If you do, return a creature card from your graveyard to your hand.
3BR: Each player sacrifices a creature. Choose one of the sacrificed creatures. Put that creature onto the battlefield under your control. It becomes a vampire in addition to its other types and gains "1U: This creature gains hexproof until the end of turn".
5/6
Crast Mitelam 1UBRG
Legendary Creature - Human Soldier
Hexproof, Double Strike
Whenever ~ attacks, you may reveal an instant or sorcery from your hand. If you do, you may exile that card and cast a copy of it without paying its mana cost.
At the beginning of your upkeep you may put a card from exile that you own on the bottom of your library and shuffle your library.
3/5
Telvrak, Infernal Redeemed 3WUBR
Legendary Creature - Demon
Flying Hexproof
Whenever a land enters the battlefield, you may reveal the bottom card of your library. If it's a creature card, put it into your graveyard. If it's a nonland noncreature card you may cast an instant or sorcery from your graveyard without paying its mana cost. Exile that spell. Then shuffle your library.
1WUBR: Put ~ onto the battlefield. Activate this ability only if ~ is in your graveyard. \
5/5
Ephenar, Grand Archaeologist 2GWUB
Legendary Creature - Elephant Artificer
Trample, Reach
Whenever ~ enters the battlefield, you may search your library for an artifact card and put it into your hand.
GWB, sacrifice an artifact, t: Each opponent loses X life and you gain X life, where X is equal to the converted mana cost of the sacrificed artifact. If it was legendary, each opponent loses X life.
5/7
Ratasha, Elder Histoire 2GWUB
Legendary Creature - Elf Wizard
Whenever a non-creature artifact is put into the graveyard from the battlefield, you may put an artifact or creature from your hand onto the battlefield.
At the beginning of your upkeep, you may sacrifice a creature. If you do, return an artifact from your graveyard to the battlefield.
4/4
Edit: Forgot Stelina's P/T.
No, I understand that, but it can get me Thalia's Lancers, Protector of the Crown, Peacekeeper, Mother of Runes and much much more. Also, Exclusion Ritual seems really fun with this. I'm going to enjoy my shenanigans.
Well then, I guess I know what cards will go well in my non-competitive Bruna, the Fading Light deck. . . Thank you sir.
I understand that if the cards says search for a cards with the same name it works, but, my real question is that some of the cards mentioned in previous comments don't actually say search for a card with the same name. They say search for a copy of this card. Wouldn't that mean that you search for a copy of the actual creature? Or is it that you actually do get to search for any non-legendary creature. . . I'm confused.
4x Arbor Elf
4x Kalonian Tusker
4x Leatherback Baloth
3x Strangleroot Geist
3x Talara's Battalion
1x Thrun, The last troll
Spells 9:
4x Vines of Vastwood
3x Prey Upon
2x Savage Summoning
2x Garruk Wildspeaker
Enchantments 8:
4x Rancor
4x Utopia Sprawl
Artifacts 1:
1x Eldrazi Monument
Land 21:
21x Forest
3x Skylasher
2x Torpor Orb
3x Pithing Needle
2x Spellskite
3x Scavenging Ooze
2x Leyline of Vitality
I may just be stuck in the old ways of doing it, but, I still like the idea of turn 2 Leatherback Baloth or a turn 2 Flashy Uncounterable Talara's Battalion that dodges bolt. But it also opens up possibilities for turn 2 Garruk into a Baloth or simply turn 2 Thrun.
I'm not sure if anyone had mentioned the summoning yet, but I feel it at least could deserve mention as it makes creatures like Tusker and Battalion dodge bolt and quite frankly the only creature it's "bad" on is Strangleroot (who would still be a 3/2 uncounterable haster). But then again, there are other pump spells as well, like hydra. Though, I do play in a heavy Remand meta with a lot of bolt which may be why I like it so much.
And of course the Eldrazi Monument which is just a giant middle finger to whoever you're playing if they have no artifact removal or counterspells (Which so little people have mainboard anyway outside of remand and cryptic). It just gives that force you built up another way of punching through that last bit of late game damage. I mean, I may decide to use Overrun or Triumph of the Hoards but, I think each wide spread pump has merit in it's own right.
And Leyline of Vitality may be an odd choice, but I just feel it'd be good vs burn. Bigger back end on my creatures so they can't burn them, and incremental lifegain so Skullcrack can't hurt quite as bad? I dunno, haven't tried it yet. But I feel it could be worth the side slot.
And lastly, a couple cards I left out of mainboard:
Scooze: Don't get me wrong, I love him. But I also want to try the Battalion so much as well. So he's in side for now because there are so many decks he hoses straight away.
Dryad Militant: When I saw this card released, I got my playset immediately and have not regretted it. But, I don't know quite how stompy they actually are. So I left it out for that reason. And the fact that they don't tap for mana. =\ It's a trade off. Less resiliency for quicker game which I trade back in Savage Summoning.
Dungrove Elder: This guy. I can't really explain properly as to why, but, I HATE HIM. I don't like him at all. I know why he's good. I know why people run him. I understand he can win games. But, I played with Dauntless Dourbark in a treefolk deck and loved him. Why? Because he almost always dropped down as a 5/5 - 6/6 Trampler on turn 3. Where as, I will NEVER get that turn 3 out of Elder. In fact, the way I have the deck working, I want my 3 drop to be on turn 2 as a 4/4, 5/4 Trampler, or 4/5. I will run Witchstalker before I run Elder simply because of my hate for him. My misplaced, undenouncable, undying, hate for him.
That being said, I've made up a list of my own.
4x Birds Of Paradise
4x Treefolk Harbinger
2x Doran, the Siege Tower
4x Leaf-Crowned Elder
4x Bosk Banneret
3x Chameleon Colossus
1x Emrakul, The Aeons Torn
Spells 14:
3x Abrupt Decay
3x Inquisition of Kozilek
2x Duress
3x Path to Exile
3x Congregation at Dawn
3x Descendant's Path
Land 21:
4x Murmuring Bosk
1x Sunpetal Grove
2x Temple Garden
1x Isolated Chapel
2x Godless Shrine
2x Overgrown Tomb
1x Cavern of Souls
1x Woodland Cemetery
4x Verdant Catacombs
1x Swamp
1x Forest
1x Plains
1x Misty Rainforest
Now, this is only an early stage of the deck, but I think it shows kinda what I think would be good here. Though, I'm going to go through some other suggestions as well. As I believe there are some cards that have been overlooked through this process. I'll put them in order of relevance.
Dauntless Dourbark: I know what you're initial reaction would be. He's a beater? We have that already. He can get Path'd, Bladed, and Tapped down. My answer is, So? He's one of the most efficient beaters that green can actually run. Even alone on turn 4 he is a 5/5 (granted all your lands must be forests, which is not hard). Next to a Harbinger or Banneret, he lands as a 6/6 Trampler or bigger and if it's both, a turn 3 6/6 trampler is nothing to sneeze at. He's almost always bolt proof, and a must answer. Even better? His value goes up with game time. Obviously, He's a treefolk so Path and Elder hit him without much trouble, and he's got much more scary behind him then his little brother Dungrove Elder (Who is not very good in this type of deck)
Timber Protector: If you want to stick more to the treefolk tribal part, I can't imagine not including this card. Flipping one off of Descendant's Path or Elder is insanely good. The only lord worth a damn in this type of deck, IMHO. The only problem is if you want to run him, you'll NEED to have those Bosk Bannerets. Hitting him early and then a second one later makes opponents not want to play. It's similar to hitting the Knight lord who's name escapes me while I'm too lazy to look. Not to mention indestructibility on forests as well is not a bad addition to the card as well as it's own 4/6 body which can take down Wall of Omens Deciever Exarch Restoration Angel among others. Problem comes from Doom Blade and Path at that point in the game as that is a big investment to lose to a 1 or 2 cost card. Unless it was Kinship'd in, of course.
Wolf-Skull Shaman: This is a card that you normally wouldn't see outside of a shaman deck, but since this is a shaman deck, I believe he needs consideration. When I played at the GP, the one thing I noticed, was that every time I played this guy, he ate removal. Honestly, it's for a good reason. the value that you can get out of one of these guys in a tribal deck is rather nice, unfortunately I would not run him in conjunction with Dourbark as he is not a treefolk himself. He's a silent powerhouse that spawns a ton of tokens, but he will most likely eat removal. People don't like to go against free creatures with no investment.
Master of the Wild Hunt: This card I'm putting in my consideration list because of it's synergies with Wolf-Skull. It's really nice to get those free creatures every turn and eventually they become a thorn in your opponent's side if the spawners aren't removed. That being said, it's unfortunate this guy is boltable.
Rage Forger: If you are going for the more Shaman tribal part of this, then it wouldn't be terrible to put in their lord albeit red splash. I've seen Rage Forger/Shared Anymosity win games just by being played, despite if they're removed or not. However, this does unfortunately also mean that you'll probably want to switch from Treefolk Harbinger to Flamekin Harbinger and pretty much just remove white entirely as well. It's really a toss up I think, but this card is very aggressive and No-one can ever complain about a persistent lord effect even after death.
I WILL BE BACK LATER TO UPDATE THIS. I AM NOT FINISHED, I SIMPLY HAVE SOMEWHERE I NEED TO BE.
If you owned the first and the two accompanying golems you would get 5 Golems off the first one, then on the second you would get 2 copies on each of your 8 golems. Giving you a total of 4 more precurosrs and 11 Regular ones (Assuming you were smart and targeted the token to get an extra precursor). So if you owned the first golem, you'd get a total of 31 Golems occupying your field at the end.
If you targeted the precursor the second time, then you'd get 3 precursors and 12 regular. Giving you a total of 29.
If you didn't own the precursor, then you would get . . . the same amount because I just realized that it doesn't say golems you own.
In the end you have 31 golems. Unless some of your golems had died along the way. The next time it'd happen, you'd get a total of, 145 Regular golems, and 36 Precursor (Netting 108 more Regular golems). You'd end with a total of 320 Golems.
End result. Either 29 or 31 (-3 if you didn't control the original) for your current scenario. 320 for your next cast. Have fun.