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  • posted a message on [Primer] UR Storm (5/2013 - 7/2014)
    I think Remand as a one or two of may not be a terrible idea. Active Pyromancer Ascension, Manamorphose, and Remand is a combo that lets you get an arbitrarily large storm count. And that is on top of the Grapeshot tricks and reloading cards of Past in Flames into your hand. I have to actually get some better games in, but I'm considering running a lone Remand to just help the deck attack in a different way.
    Posted in: Modern Archives - Proven
  • posted a message on [[Official]] "What Deck Should I Play?"
    I do love my Sisters. I just wanted to try something else, see if maybe a short term budget based decision was lowering my level of fun. I like Hatebears and Pod. I think I'll try the bears out first.

    Geez, Remand never occured to me against Living End. That is just rough.

    Thanks, darksteel88!
    Posted in: Modern Archives
  • posted a message on [[Official]] "What Deck Should I Play?"
    Favorite Playstyle (Aggro, Midrange, Control, Combo): anything other than straight draw-go. I understand that's easy to avoid.
    How Competitive (For Fun, Local Tournament, MTGO, PTQ/GP): it's for fun, my friend and I wanted to taste the coolest decks from different formats.
    Favorite Cards/Colors: I love white, especially when the opponent has to follow my rules (teeg, thalia) and toolbox cards like KotR or Pod.
    Budget: I'm going to test a deck out first. If I like it, however long it takes is ok.
    Staples Owned: I have 4 Pyromancer's Ascension, 2 Snapcaster's, a Knight of the Reliquary, three Thalias, a set of Pods, set of Delvers, a motley assortment of shocks. If you have a great idea that involves none of those cards, don't be scared to say it.

    Unusual request: I have a friend who's always over who is going to try out Living End. I would prefer the matchup to be even, because he will be my most usual opponent and I hate blowout games. (I know it will be even, but I don't want to play Living End because if we get bored we can trade decks.)
    Posted in: Modern Archives
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Harm's Way has a good utility against more aggressive decks, especially ones using burn.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Preordain helps shore up the manabase and makes Snapcaster happen.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Restoration Angel. it does so much in our deck, and due to how deep it is in white, we could possibly wheel Detention Sphere.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Force Spike. Rainforest won't do anything yet, unfortunately, and I believe we missed out on a lot of the lands it would grab already.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Omenspeaker.

    I don't like passing Bribery much, but we don't have a lot to stop Jackal Pups and Goblin Guides.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    I liked Fact or Fiction. Our deck feels like it needs to pull out all the cards it can, and with the right choices, pick a pile turns into draw 5. Snapcaster, Angel of Serenity,and Lark all follow it up with a crushing level of intense synergy.
    Treachery is also a good choice, certainly a more powerful one on the Hoover scale, but the cards in that deck that I have the best experience with get more broken more quickly with Fact or Fiction.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Precursor Golem all the way.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Breeding Pool seems obvious to me. None of the other cards would make my maindeck and splashing green is very much a good idea if we get a few lucky wheels and fixing.
    Posted in: The Cube Forum
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Forbid is an easy choice for me. This pack has only two other cards that could make the final cut- the Hermit and the Chalice.

    we don't need the ramp from Chalice all that much, but we do need more Snapcaster targets. Hermit is a really good card, and would have been a snap pick in the first pack, but we don't have enough fixing to support double green as a splash. The ability to throw two lark targets in the yard is just a bonus, but most of the time I expect this to end up as a cancel, which is acceptable filler until we get something better.
    Posted in: The Cube Forum
  • posted a message on Finding a happy medium between Cancel and Counterspell
    Quote from Crimeo
    Drawless Remand seems too good. Costed the same as a normal bounce spell, but adds denial of ETB as well as avoidance of hexproof/shroud, both of which are almost always advantageous over the drawback of having to decide now.


    nah. countering means if it's cast when you have either no mana up or no more drawless remands, it's safe from being bounced. unsummon will snatch them after they went through summoning sickness or equipped something to it or boosted it up with even more cards.

    Pull to the Ground UR
    Instant
    Counter target spell unless it's controller sacrifices two lands.
    Posted in: Custom Card Creation
  • posted a message on Group Cube Draft IV: Pools posted Post 618
    Enlightened Tutor. It's a close fight though.
    Posted in: The Cube Forum
  • posted a message on Archester Creative! (Currently: ComicalFlop's Art Collection)
    Junk Collector needs P/T.
    Posted in: Custom Set Creation and Discussion
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