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  • posted a message on What guild will you choose at the prerelease?
    Quote from murielwasser
    Orzhov (and the other missing guilds) are in Gatecrash.


    That...is horribly disappointing...

    Then I guess I'll be going for Izzet.
    Posted in: Speculation
  • posted a message on What guild will you choose at the prerelease?
    Orzhov isn't in the poll. I'll either being going with Orzhov or Izzet.
    Posted in: Speculation
  • posted a message on Cards that should be in every cube.
    Recently, I started working on my cube again. It's been such a long time since I put any work into it, I have no idea as to what my cube was going to look like so I decided to start over.

    This thread (I hope) will serve as a guide to myself and future Cubers, the many options as to what cards they should consider adding to their cubes to ensure a diverse and interesting card pool. Let's get started.



    Assuming the would-be Cuber isn't new to Magic itself, only new to Cube, use the template below to choose one card for each of the categories. Exclude P9 and Ante cards! Please include a brief explanation as to why your choices should be considered.


    White
    Black
    Blue
    Red
    Green
    Guild
    "Wedge" or Tri-Color
    Artifact
    Non-Basic Land
    Wild-Card
    You might be wondering what I mean by wild-card. This is whatever card you want it to be. It could be something you like to include for wacky shenannigans or just some huge power-plays. Whatever! It can even be an Un-card.

    Now, using that template, I'll give an example.

    White-Day of Judgement/Wrath of God Good sweeper. Keeps aggro under control.
    Black-Exhume Helps out reanimator stratigies.
    Blue-Cryptic Command Many modes allow for flexibily in control decks.
    Red-Fireblast Overall good burn spell.
    Green-Birds of Paradise Color-fixes, is cheap and can chump block if needed.
    Guild-Blightning Discard + burn.
    "Wedge" or Tri-Color-Sphinx of the Steel Wind Good beater with lots of bonuses.
    Artifact-Darksteel Ingot More color-fixing and hard to deal with.
    Non-Basic Land-Maze of Ith Can, in most cases, stop an opponents big beater.
    Wild-Card-Who/What/When/Where/Why Pretty self-explanitory.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [Primer/Deck] Hulk Combo
    I made a BubbleHulk thread months ago, here. You're missing Footsteps of the Goryo, which is another way to cheat Hulk into play. Thoughtseize or another discard spell also should be included to stop disruption or toss Hulk in the bin for Footsteps. Also, I noticed no City of Brass. As a final thought, Gitaxian Probe seems like it could fit. Helps dig for pieces for free along with checking out what your opponent might have so you can grab it with Duress, etc.
    Posted in: Modern Archives
  • posted a message on [ISD] The Baseless Reprint Speculation Thread
    Dread Return would be pretty cool. lord of the undead would be pretty awesome too.
    Posted in: Speculation
  • posted a message on "Pet" creatures
    Rayne, Academy Chancellor. If this lovely lady is even looked at, she gives me things to lay the hurt on ya for checkin' her out.
    Posted in: Commander (EDH)
  • posted a message on U/W Enchantress Control
    I'm going to main deck Abolisher. He makes you're spells un-counterable (on your turn of course) and let's you attack without being hindered by removal. I can see him being in a scepter-chant deck in legacy or modern.
    Posted in: Standard Archives
  • posted a message on U/W Enchantress Control
    Quote from pandafarmer
    Well that's the thing Kira... people obviously believe that this kind of a deck will work, and we just all want to be sure that it's going to be the best possible version to bring to the table. Suggestions are always good and can be discussed, but if you don't want them to be scrutenized, then you should think about them and give us your reasons why you think they would work so we can see where you're coming from.

    I'm a Legacy Enchantress player and a Enduring Ideal player as well... I would LOVE to see something like this work in T2... but I think G/W with Thrun as the win is the way to push. Splashing red really is not a good path to take for what you need to do.


    I know everyone wants it to be as good as it possibly can, but not everyone is a severely competitive player. I like to build FNM decks frequently, because sadly that's all I can really make it too unless whatever event is within my state, for example I went to the Mid-west Master Series in KC(last month I believe it was). At my local store, we have a few people that buy the best cards and net-deck the best decks (though the build original decks from time to time) and they get SO heated when I beat them with a homebrew deck like my "1940's" Infect. Anyway, I played Mono White Enchantress (again not the best deck ever) a few months back in extended and a few cards I'd like to mention for consideration.

    Guard Duty: Essentially a removal spell.

    Journey to Nowhere: Same as above.

    Narcolepsy: Keeps big baddies like Titans tapped down (yes I know that get at least one activation)
    [CARD]
    Divine Favor[/CARD] Draw some cards, gain some life...maybe worth it.

    [CARD]
    Corrupted Conscience[/CARD]: More control magic, but not sure if infect is the route you wanna go.

    Arrest: Pretty self explanatory.

    Non-Enchantment cards
    [CARD]
    Grand Abolisher[/CARD]: Again I have to suggest him. He's so nice to have around when you need to stick something like angelic destiny.

    Auramancer: No one's mentioned her yet(that I know of) and she's practically begging to be in this.

    Archon of Justice: Maybe a bit too expensive but he's pretty good.


    Again...just suggestions..
    Posted in: Standard Archives
  • posted a message on U/W Enchantress Control
    Quote from pandafarmer
    Personal Sactuary isn't very good. Manabarbs is cute, but the thing with bleed effects is that they won't stop playing spells just because it hurts... they just have to be more efficient about killing you. Abolisher however, is the nuts.


    I never said it was good, just that it's possible to run. Manabarbs isn't meant to get them to stop (at least not immediately) just to slow them down....jeez it's too early for me to deal with people cutting my ideas down already. -__-
    Posted in: Standard Archives
  • posted a message on U/W Enchantress Control
    I just thought about going R\W and you could throw in Manabards and Personal Sanctuary

    Also, I think Grand Abolisher needs to go in here somewhere.
    Posted in: Standard Archives
  • posted a message on U/W Enchantress Control
    I'm really liking the G\W direction.

    Would dungrove elder be ok in here as a potential finisher? Seeing how you might not have nearly as many forests, but just a thought.
    Posted in: Standard Archives
  • posted a message on [M12] Scepter, Crown, and Throne of Empires [Complete]
    Quote from Tanion
    if the crown or the other pieces die does the mind control end?


    I don't think so....not entirely sure though. What would happen if you activate the mind control ability and one of the other pieces bites the dust before it resolves? Does it change back to it's original ability?
    Posted in: The Rumor Mill
  • posted a message on [M12] Scepter, Crown, and Throne of Empires [Complete]
    I'm gonna guess that the Throne gives a 4\4 angel, as others have also guessed. I'm really liking these pieces, I just hope we get a good enabler or something.
    Posted in: The Rumor Mill
  • posted a message on "1940's" [black/white] Infect
    Quote from Nuclearsunburn
    Like : Plague Stinger, Lost Leonin, the win from nowhere Precursor Golem / Tainted Strike combo (though it's probably bad)
    Dislike : Corpse Cur (so slow!) Necropede (personal choice, I like Flensermite and a 4th Plague Stinger more) Ichor Rats (okay you probably already know what that should be lol) Priests of Norn (eh...maybe if Twisted Image was in an Esper list haha) , Mycosynth Wellspring...care to explain that one for us? ( like, why isn't it Plague Myr!)

    Definitely run 4 Mutagenic Growths, that card is amazing with any kind of infect. Overall I like the list, I'm not sure how competetive it actually is, but it's quirky and it appeals to me.



    Precursor + Tainted Strike only won me one game, other than that I mainly used him as a temporary wall againest weenie decks. Corpse Cur is nice to recur an Ichor Rats to get in for a (almost always) guaranteed poison counter. And ya, it was supposed to be Crusader. Not too many people want to swing into Priest and he can poke for a few poison here or there. Twisted Image would be pretty funny though. Wellspring....well with no Marsh Flats laying around I had to rely on other means of mana-fixing (Terramorphic\Evolving Wilds, Wellspring, Sphere of the Suns) I decided no to Sphere as it comes in tapped which is definetly not what I want. As for the 4th Mutagenic Growth and Plague Stinger...I had no extra and I forgot to buy\borrow them before we started. Redface

    Competitive? Probably only at an FNM level, but I'm fine with that.
    Posted in: Standard Archives
  • posted a message on BG Infect (Needs LOTS of work)
    Phyrexian Swarmlord is more of a midrange finisher. If you're going for blistering speed, they should be nice and dead before you get anywhere near 6 mana.

    UG infect has unblockablity to push poison counters through with some counter magic for backup.

    GW Infect is probably the fastest of the infect decks and it has sufficient pump and protection from incoming removal.

    The BW infect list I used last friday is more midrange i'd have to say.

    Your deck can be fast but without counter magic or only Apostle's Blessing and Vines of Vastwood as the only protection, you want a decent removal package to clear the way.

    My suggestions:
    -2 Phyrexian Swarmlord, -2 lashwrithe, -2 livewire lash, -2 Mortarpod, -1 Contagion Engine, -2 BSZ, -1 Virulent Swipe, -3 Dismember

    +1 Phyrexian Crusader, +4 Vines of Vastwood, +2 Apostle's Blessing, +4 Groundswell, +2 Go for the Throat, +1 Doom Blade
    Posted in: Standard Archives
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