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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
It looks like you have a fair number of pretty decent white mana cards, so including some of those could be good, and if you go for a duel colour deck, either blue or red(if you go tri colour, white + blue, green, or red could be good)
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Why not White/Blue/Black? White/Blue/Red seems like it would make most sense for a tricolor deck, since those are the three I've got most of, but I've got more Black than I do Green... :smallconfused:
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
because a misread the colours of them:smallredface:
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Thanatos 51-50
So, are there any awesome decklists out thre whcih make copius use of Guttersnipe and/or Lobber Crew? Because both of those cards are amazing.
If Boros is at all burn heavy (which it should be, because Boros), I can quite easily see those two finding their way into top-tier decklists to support the playstyle.
I'm not the only one really hoping Lightning Helix is reprinted, am I?
I've seen Guttersnipe used in some Epic Experiment piles and some RDW builds. It's not a bad card but I think there are better options.
I really should make a non-RDW deck for T2 but I don't really play it enough to justify the price-tag. :smallannoyed:
Should I try some sort of RG or UR pile instead of RB RDW (splashing Ultimate Price and Hellhole Flailer with Duress/Rakdos Charm in the SB)? The format isn't fun for RDW even if I have Magma Pillar and/or Annihilating Fire to counter geralf's messenger/thagtrusk/whatnot.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Just got back from a PTQ. Did my best ever, with a 6-2 record. I didn't make Top 8 (I ended up in 14th--you ended up needing at least a 6-1-1 record to make it to Top 8, and one of the guys with that record actually didn't make it), but I still got 9 booster packs as a prize on top of the 6 booster packs you got for being in the tournament. Not a bad deal.
I actually think I put together a pretty good deck:
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7 Mountain
8 Swamp
1 Rakdos Guildgate
1 Civic Saber
1 Pithing Needle
1 Rakdos Keyrune
2 Catacomb slug
1 Cremate
1 Drainpipe Vermin
1 Grim Rousabout
1 Mind Rot
3 Stab Wound
1 Thrill-Kill Assassin
1 Ultimate Price
1 Dreadbore
1 Hellhole Flailer
1 Rakdos Guildmage
1 Blsitercoil Weird
1 Lobber Crew
2 Splatter Thug
1 Street Spasm
2 Traitorous Instinct
For anyone curious, the pool was:Spoiler
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1 Rakdos Guildgate
1 Civic Saber
1 Pithing Needle
1 Rakdos Keyrune
2 Catacomb Slug
1 Cremate
1 Drainpipe Vermin
1 Grim Rousabout
1 Mind Rot
3 Stab Wound
1 Thrill-Kill Assassin
1 Ultimate Price
1 Dreadbore
1 Hellhole Flailer
1 Rakdos Guildmage
1 Blsitercoil Weird
1 Lobber Crew
2 Splatter Thug
1 Street Spasm
3 Traitorous Instinct
1 Deviant Glee
1 Cobblebrute
2 Survey the Wreckage
1 Batterhorn
1 Skull Rend
1 Rogue's Passage
1 Launch Party
1 Assassin's Strike
1 Isperia, Supreme Judge
1 Izzet Charm
1 New Prahv Guildmage
1 Treasured Find
2 Trestle Troll
1 Vassal Soul
1 Chronic Flooding
1 Inaction Injunction
1 Inspiration
1 Mizzium Skin
1 Runewing
1 Soulsworn Spirit
1 Syncopate
1 Tower Drake
1 Voidwielder
1 Azorius Justiciar
1 Concordia Pegasus
3 Eyes in the Skies
1 Fencing Ace
2 Knightly Valor
1 Rootborn Defenses
1 Seller of Songbirds
1 Aerial Predation
1 Archweaver
2 Axebane Stag
1 Chorus of Might
1 Dredge Beetle
1 Gatecreeper Vine
1 Korozda Monitor
1 Mana Bloom
1 Savage Surge
2 Towering Indrik
2 Azorius Guildgate
1 Hallowed Fountain
1 Selesnya Guildgate
1 Transguild Promenade
1 Armada Wurm
2 Chemister's Trick
1 Courser's Accord
2 Goblin Electromancer
(Yeah, kind of unsorted, but I didn't want to exert that much effort into putting in what I doubt most people will bother reading. Pretty sure that's everything)
If I could do it again, I'd replace the Pithing Needle and a Catacomb Slug with Deviant Glee and Cobblebrute. Pithing Needle, while rarely a flat-out dead card, was also rarely of actual use. Most of the times when I did get real usage out of it, it was in games I ended up losing anyway. Catacomb Slug did come in handy sometimes, but it shouldn't have been a 2-of while I had Cobblebrute. I never used the Rogue's Passage, and I've been trying to decide if that was a mistake or not...
Overall, though, I think this is a pretty good deck (hey, it went 6-2!), and one of the matches I lost was very close; it was 2-1, and in I believe both of the games I lost, I had my opponent at 1 life and one turn until death. Sigh. On the other hand, the other match I lost was pretty one-sided in their favor.
I think what I like the most about the deck is that it's actually really good without having any cards I could actually classify as "bombs." It's got plenty of good aggressive creatures and the removal to get rid of things that become troublesome (or just get in your way).
Also, a reminder to everyone: Under the current tournament rules, you have to announce all your triggers. I'm not sure about the specifics because I wasn't there right when it happened, but I believe some guy somehow lost a game because he didn't announce one (which he was not happy about at all).
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
That reminds me, I've been trying to remember to ask this;
what are good low mana cards to look for in a draft for RtR?
From what I encountered(and your deck as well) it looks like i was correct about stab wound at least, but I have been wondering if I could have done a little bit better by prioritizing the cards differently.
admittedly it was just a casual tournament, but I have still been wondering which cards would have been good for an aggro deck in the draft format.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Lord Seth
Also, a reminder to everyone: Under the current tournament rules, you have to announce all your triggers. I'm not sure about the specifics because I wasn't there right when it happened, but I believe some guy somehow lost a game because he didn't announce one (which he was not happy about at all).
...at Competitive and Professional REL. If you are playing at FNM (Casual REL), you don't have to and your opponent (and you) are both obligated to remember any mandatory triggers.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
So last night I played my first game of Magic (and many more after), gotta say I love it already! Thanks again for the U/W deck advice I didnt win any games with it as was expected but came surprisingly close :smallsmile:
Ive traded my Blues away with my friend who has supplied with some rather nice Black and Black/White cards, im now playing a B/W aggro deck based around using Vampires with White buffs, protections and healing to overcome the life upkeep that some of the creatures in the deck cost. Playing with this deck I actually started winning!
Deck:
Spoiler
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11x Swamp
11x Plains
1x Caves of Koilos
1x Cloistered Youth/Unholy Fiend
2x Bloodthrone Vampire
2x Vampire Lacerator
1x Stromkirk Patrol
1x Markov Patrician
1x Guul Daz Vampire
1x Vampire Outcasts
1x Gatekeeper of Malakir
1x Pulse Tracker
1x Ruthless Cullblade
1x Vampire Nighthawk
1x Mourning Thrull
1x Seraph of Dawn
1x Serra Angel
1x Chapel Geist
1x Healer of the Pride
1x Ajani Sunstriker
1x Warclamp Mastiff
1x Darien,King of Kjeldor
4x Castigate
1x Paraselene
1x Divine Verdict
1x Pacifism
1x Duress
1x Angels Mercy
1x Defang
1x Zealous Strike
1x Morbid Plunder
1x Urge to Feed
1x Mortify
1x Divine Favour
1x Feast of Blood
1x Demons Horn
1x Shadow Lance
1x Wispersilk Cloak
1x Elixer of Immortality
Its not usable in Standard format im pretty sure but looking to fix that in Feb when the Orzhov deck comes out.
In the mean time im looking to get hold of more Vampires to replace some of the White creatures im using and get some all Vampire buff cards. Any ideas on what would be a good place to look booster or premade deck wise? Same goes for some White Protections/buffs.
Thanks guys! :smallbiggrin:
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Gatecrash guild leader griping:
Spoiler
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Just realized, nice to see they made a 6 CMC guild leader that dies to Mizzium Mortars.:smallannoyed:
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
tgva8889
...at Competitive and Professional REL. If you are playing at FNM (Casual REL), you don't have to and your opponent (and you) are both obligated to remember any mandatory triggers.
You're right, I should have specified that.
Still, at things like PTQs, what I said holds true.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
On Gatecrash spoilers:
Spoiler
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I think that Red/Green/White is going to be seen quite a bit come Gatecrash. Aurelia and Armada Wurm, plus Rancor, sounds like pure nastiness, especially since you'll be swinging twice every time it's your turn.
And on Enter the Infinite:
I remember reading here that someone thought that Omniscence and Enter the Infinite could be a good combo. I agree. If you have an Omniscence and an Enter the Infinite in your hand, you drop the Omniscence, play Enter the Infinite, put a land in your library, drop a Supreme Vedict and then pump out all of your creatures, next turn, bar any Supreme Verdicts, you get to laugh as you counter any spell that tries to take out your creatures with any counter spells you have. Then you get to swing for game. It'll be crazy hard to pull off but...absolute fun :smalltongue:
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
tgva8889
If you are playing at FNM (Casual REL)
It's called "regular REL". Casual REL would not make sense since casual is not a tournament environment, meaning there is no Rules Enforcement Level specified by the tournament rules.
In fact, it is up to the specific playgroup and can range between "none at all" and "death penalty for forgetting to untap" :smallbiggrin:
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Zombimode
It's called "regular REL". Casual REL would not make sense since casual is not a tournament environment, meaning there is no Rules Enforcement Level specified by the tournament rules.
In fact, it is up to the specific playgroup and can range between "none at all" and "death penalty for forgetting to untap" :smallbiggrin:
"Okay, I draw my ca-"
"NO! YOU FORGOT TO UNTAP FIRST!" *stabs other player in the chest with a sword.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
tonberrian
"Okay, I draw my ca-"
"NO! YOU FORGOT TO UNTAP FIRST!" *stabs other player in the chest with a sword.
Hey, that sounds like my Local Meta!
My poor brother, always with the not tapping lands until the spell resolves...
*sniff*
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Zombimode
It's called "regular REL". Casual REL would not make sense since casual is not a tournament environment, meaning there is no Rules Enforcement Level specified by the tournament rules.
In fact, it is up to the specific playgroup and can range between "none at all" and "death penalty for forgetting to untap" :smallbiggrin:
Whoops, my bad. I generally refer to it as "Casual REL." But you are correct, it is Regular REL and I made a mistake. :smallsmile:
And technically, few people follow the actual rules for casting spells:
1) Declare you are casting a spell and put it on the stack.
2) Choose all modes for that spell.
3) Choose all targets for that spell.
4) Pay all costs for that spell.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
tgva8889
Whoops, my bad. I generally refer to it as "Casual REL." But you are correct, it is Regular REL and I made a mistake. :smallsmile:
And technically, few people follow the actual rules for casting spells:
1) Declare you are casting a spell and put it on the stack.
2) Choose all modes for that spell.
3) Choose all targets for that spell.
4) Pay all costs for that spell.
And at which point does one get to technically get to do something in response?
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
tgva8889
And technically, few people follow the actual rules for casting spells:
1) Declare you are casting a spell and put it on the stack.
2) Choose all modes for that spell.
3) Choose all targets for that spell.
4) Pay all costs for that spell.
...except that you can float mana for paying the costs before declaring the spell.
Quote:
Originally Posted by
Mindfreak
And at which point does one get to technically get to do something in response?
For most types of "something", only after step 4. There is one exception; a player can concede during any step. This is the basis for my favorite stump-the-judge question.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Bucky
For most types of "something", only after step 4. There is one exception; a player can concede during any step. This is the basis for my favorite stump-the-judge question.
Elaborate, please?
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Squark
Elaborate, please?
Priority passes after the mana costs have been paid, which is really when you want to take priority, anyway, because if you cast a counterspell before they pay, then you're not hindering the enemy at all.
However, one can concede the game even if they do not have priority, and it is, AFAIK, the ONLY thing that trumps priority.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Thanatos 51-50
Priority passes after the mana costs have been paid, which is really when you want to take priority, anyway, because if you cast a counterspell before they pay, then you're not hindering the enemy at all.
However, one can concede the game even if they do not have priority, and it is, AFAIK, the ONLY thing that trumps priority.
I believe, that as mana abilities are explicitly stated to dodge the stack, you can generate mana without priority. However, don't quote me on that one.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
arguskos
I believe, that as mana abilities are explicitly stated to dodge the stack, you can generate mana without priority. However, don't quote me on that one.
You're correct. To expand on this - a mana ability is any non-targeted activated ability that generates mana, or any triggered ability that triggers on a mana ability.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
IthilanorStPete
You're correct. To expand on this - a mana ability is any non-targeted activated ability that generates mana, or any triggered ability that triggers on a mana ability.
Thought so. I know that it's actually possible to win a game through Split Second via a mana ability (saw it happen once; Guy A had a Blood Artist, some other dude, and a Phyrexian Tower, Guy B had like 30 1/1 tokens and a Last Laugh, Guy C had a Krosan Grip and went for it on the Last Laugh, Guy A used Phyrexian Tower to eat the random dude and laughed as the Blood Artist and Last Laugh murdered Guy C with a Krosan Grip on stack).
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
arguskos
Thought so. I know that it's actually possible to win a game through Split Second via a mana ability (saw it happen once; Guy A had a Blood Artist, some other dude, and a Phyrexian Tower, Guy B had like 30 1/1 tokens and a Last Laugh, Guy C had a Krosan Grip and went for it on the Last Laugh, Guy A used Phyrexian Tower to eat the random dude and laughed as the Blood Artist and Last Laugh murdered Guy C with a Krosan Grip on stack).
Yup, that works. Very nice!
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
In a feature match in some Star City Games Open, a guy tried to Extirpate someone's Punishing Fire, and they responded by tapping Grove of the Burnwillows (mana ability!) to make it return to their hand.
Morph is goofy also, because it doesn't use the stack. So you can respond to Split Second by turning a card face up.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Lord Seth
In a feature match in some Star City Games Open, a guy tried to Extirpate someone's Punishing Fire, and they responded by tapping Grove of the Burnwillows (mana ability!) to make it return to their hand.
Morph is goofy also, because it doesn't use the stack. So you can respond to Split Second by turning a card face up.
Yep! Back when Time Spiral was in standard, Willbender was used a fair bit to redirect split second spells.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
IthilanorStPete
Yep! Back when Time Spiral was in standard, Willbender was used a fair bit to redirect split second spells.
I remember that and how awesome it was. Man, I liked Morph and Split Second. Hell, I just loved Time Spiral. I know they never will, but I really want Time Spiral 2: Electric Boogaloo.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Squark
Elaborate, please?
The stump-the-judge question is some variation on the following:
It's a multiplayer game with 3 remaining players. Player A has a Door to Nothingness, Player B has a Leyline of Sanctity, and Player C has nothing important.
Player A taps lands for 2 mana of each color, and then announces that he is using the Door's ability. Before he announces the target, Player C concedes. Can Player A avoid targetting himself with the Door to Nothingness?
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Side note. I've been pondering going with Rest In Peace instead of Grafdigger's Cage in the sideboard of my Standard deck. It's true that hurts me as it cuts off Moorland Haunt (an appeal to me with Grafdigger's Cage is that it doesn't hurt me at all because Moorland Haunt is all I do with my graveyard), but Rest In Peace can hurt opponents a lot more also. What Rest In Peace does do, however, is cut off Grafdigger's Cage's library shutoff. Are there any cards in Standard that put creatures into play from the library I'm overlooking in which Grafdigger's Cage over Rest In Peace might be relevant?
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
Quote:
Originally Posted by
Bucky
The stump-the-judge question is some variation on the following:
It's a multiplayer game with 3 remaining players. Player A has a
Door to Nothingness, Player B has a
Leyline of Sanctity, and Player C has nothing important.
Player A taps lands for 2 mana of each color, and then announces that he is using the Door's ability. Before he announces the target, Player C concedes. Can Player A avoid targetting himself with the Door to Nothingness?
Huh, that's an interesting dagger. I think Player A's out of luck, but I'm not familiar enough with the intricacies of multiplayer rules to be sure.
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Re: Magic: The Gathering Thread XIV: Instant Annoying, Just Add Hexproof
I can see a couple ways out of it though. If the Door wasn't tapped, a judge could rule that Player A simply floated the mana and hasn't used the ability yet. However, that's a highly suspect ruling. If the Door is tapped to use the ability, that judge could say that either the effect fizzles upon targeting Player B, or Player A is SOL. However, with a non-squirrelly interpretation of the relevant rules, Player A's SOL.