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  1. - Top - End - #1
    Ogre in the Playground
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    Default Magic the Gathering XIX: Heroic- Bump this thread.

    All art by Uncle Festy. Worship him for his god like art skills.
    Also, he takes requests. Sometimes. Usually he bites your head off if he isn't in the 'art' mood.


    Well, hello, hello, hello and good day yto you here at Giant in the Playground! This is the 18th official Magic: the Gathering thread on Giantitp forums!
    This is the place for everything regarding the game - rules questions, your own card creations, decks, reports, rants about recent sets/cards/rules changes, the storyline, favorite cards/colors/sets/characters/pros/articles, the absolute glory/terrible creation that is Elder Dragon Highlander Commander, or any other awesome Magical exploits.
    And definitely don't be shy if you're new to the game or think about starting. We would love to bring more players in, and help you get started!

    On Card Spoilers: Currently as far as I understand most posters here don't mind having the next set of cards spoiled. So we can post them. However if someone request cards to be spoiled we will probably oblige them.

    If you want, you can post decks and have them placed here in a list similar to the one below! Shoot me a PM if you're interested and I don't have my Ivory Mask.

    Note: This is horribly out of date.
    The Deck Gallery:
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    Mirrinus' "Norg'
    Spoiler
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    Creatures:
    4 Cloud Sprite
    4 Spellstutter Sprite
    4 Pestermite
    3 Thieving Sprite
    3 Latchkey Faerie
    4 Ninja of the Deep Hours
    2 Okiba-Gang Shinobi

    Instants:
    4 Mana Leak
    4 Agony Warp
    3 Rend Flesh
    2 Condescend

    Lands:
    4 Terramorphic Expanse
    7 Swamp
    12 Island

    Sideboard:
    2 Mistblade Shinobi
    3 Echoing Truth
    3 Negate
    3 Remove Soul
    4 Peppersmoke

    The basic strategy is to play evasive creatures with nice CIP abilities, then bounce them with ninja to replay them again, gaining tons of card advantage. Save the instant counters for things you can't handle, like high cost spells that Spellstutter Sprite can't hit, or board-wiping spells. The deck has lots of disruption and can usually play pretty aggressively. Nearly every spell can potentially 2-for-1 the opponent, giving me control of the game thanks to my strong card advantage. It's a very cheap deck to build due to being made entirely of commons, yet I find that it's still a solid deck to play in other casual formats as well. Its biggest weaknesses appear to be board-sweeping spells and pingers, so my sideboard is built to accomidate either of those threats. Peppersmoke handles most pingers and can decimate casual aggro decks. Remove Soul is also good against aggro, while Negate is for control decks that have been popular lately. Echoing Truth is to stop pauper storm decks based on Empty the Warrens, and the Mistblade Shinobi is for keeping midrange creature decks off balance.



    Mirrinus' Pauper Mono White Control
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    Deck: Sarutabaruta (or just call it Pauper Mono-W Control)
    Format: MTGO Pauper Classic

    Creatures
    4 Order of Leitbur
    3 Shade of Trokair
    4 Noble Templar

    Instants
    4 Judge Unworthy
    3 Dawn Charm
    3 Holy Light
    4 Fire at Will
    4 Unmake

    Sorceries
    1 Cenn's Enlistment

    Enchantments
    4 Oblivion Ring
    2 Faith's Fetters

    Lands
    20 Plains
    4 Secluded Steppe

    Sideboard
    4 Circle of Protection: Red
    1 Circle of Protection: Black
    4 Kami of Ancient Law
    1 Holy Light
    1 Cenn's Enlistment
    4 Relic of Progenitus

    (Note: the circles of protection were common when printed in 7th edition, so they're legal for pauper.)

    Anyway, I realized that most decks for pauper are creature-heavy, due to the lack of mass removal. So I built a deck designed to crush aggro strategies. I run a wealth of removal spells, some of which can earn card advantage. My creatures are few, but are versatile and are great both early and late game, oftentimes utilizing my excess mana to the fullest. The Kami of Ancient Law in the sideboard is mostly to switch in against creature-light decks as an early beater, or to replace Holy Light against white decks. I figure that if a deck is playing white, it's likely to be playing white enchantment-based removal like Oblivion Ring or Temporal Isolation, so the Kami would be great at keeping my other creatures clear of these answers.

    What I'm still considering, though, is the removal suite. I like Fire at Will for its potential for card advantage, particularly against weenie swarms like Slivers. Unmake is also great simply for the lack of the attack/blocker clause. The Dawn Charms are there mostly for versatility, as I can usually think of a good use for it. I'm not sure if I should be maindecking the Holy Lights, though. So far, they've only been useful against pinger decks, Empty the Warrens, and certain elf builds. However, given that Storm may be one of the best pauper builds, Holy Light affords me with my best chance of trumping Empty the Warrens. But most of all, I'm debating Judge Unworthy. On one hand, having 8 removal spells that require attacking/blocking is kind of restrictive; on the other hand, it's my cheapest removal spell, and my only removal option for turn 2. The Scry is oftentimes a toss-up; getting rid of excess land is great, but I've had instances where I needed to draw another land, but can't put a land on top of my deck with Scry if I want to kill a creature. I guess Temporal Isolation is a possible substitute, but it's pretty lousy in the Silvers matchup, which is perhaps the most common deck played in the pauper casual room as of late.

    I'm still debating whether Relic of Progenitus should be in the sideboard; perhaps I could use more aggro options to switch in against creature-light decks, even though those tend to be fewer in number for this format.


    Mirrinus' Countersliver
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    Deck: Pauper UW Countersliver
    Format: Extended Pauper

    Creatures:
    4 Azorius First-wing
    4 Bant Sureblade
    4 Deft Duelist
    4 Ethercaste Knight
    4 Esper Stormblade

    Artifacts:
    4 Fieldmist Borderpost

    Enchantments:
    4 Temporal Isolation

    Instants:
    4 Mana Tithe
    4 Mana Leak
    3 Remove Soul
    3 Hindering Light

    Lands:
    4 Terramorphic Expanse
    7 Island
    7 Plains

    Countersliver is a classic and effective Magic deck archetype that seeks to win by playing a few cheap, efficient threats to take the early game lead, then using permission and light removal elements to prevent the late-game from coming as you press your advantage. The archetype is named after the original version, which played Crystalline Sliver as its flagship creature.

    Countersliver is a good example of an effective aggro-control deck. Your creatures are weaker than your opponent's best aggro creatures, and your removal and card advantage suite isn't nearly as strong as a dedicated control player's. What you do have, though, is tempo. You have superior early-game creatures to all but the best aggro decks, and you'll be shaving pieces off your opponent's life very quickly while trying to maintain your board advantage. Countersliver especially likes to prey on slower decks. Compare a Countersliver deck to a normal permission control deck. Against a mid-range deck, both are able to stall for several turns with their counterspells. However, while the permission deck is just buying time to play a big finisher, Countersliver will have a guy in play by turn 2, and attacking the opponent relentlessly while stalling for time. In other words, it has a tangible clock in play, which will likely win before the late-game hits.

    Countersliver is normally weak against fast aggro decks with superior creatures. However, my personal build contains a few elements that help that matchup. First is the high number of first-striking creatures. Bant Sureblade and Deft Duelist make formidable blockers, easily dispatching lots of popular aggro creatures with high power but low toughness. Deft Duelist is also impossible to burn out of the way, making it a particularly impressive defender. Of course, both are also rather nasty on offense as well. Another nice card in the aggro matchup is Ethercaste Knight. 3 toughness means it can handle many early-game opposing creatures with ease, and it can lend power to my offense without ever having to tap. My favorite starting plays with this deck involve Esper Stormblade on turn 2, followed by Ethercaste Knight on turn 3 with one land up for Mana Tithe. I get to swing for 4 points of flying starting on turn 3, which can lead to a turn 7 win. With Ethercaste Knight blocking on the ground and a slew of countermagic and removal, I'm likely to win a damage race with just those two creatures.

    The key to playing this deck is to not overextend with your creatures, and to keep mana open for counters available as often as possible, even if you aren't actually holding a counter. Exalted lets you finish games quickly without having to play many additional creatures. I prefer my fliers for attacking while keeping the first strikers back for defense to win the damage race against aggro. Of course, if you have a clear creature advantage, by all means attack en masse! Just be sure to have countermagic on hand in case they drop a big creature or removal spell. The good thing about this deck is that practically every single spell costs just 2 mana or less (I don't count the borderposts, as I usually pay their alternate cost), which means by turn 4 you can feasibly drop another threat and still have Mana Leak or Remove Soul ready. The deck desperately wants to hit UW by turn 2 (an opening hand that can't do this should be mulliganed), but with 4 Terramorphic Expanses and 4 Borderposts, that shouldn't be too hard to do, at least in my testing thus far.

    If you want a sideboard, I would recommend trying out Steel of the Godhead. Against decks light on removal but heavy on aggro, this card is a total beating that almost ensures victory in the damage race. Just keep in mind that you can't enchant your Azorius First-wings or Deft Duelists. In such a matchups where I'd want Steel of the Godhead, such as against aggressive red decks, I'd probably swap out the griffins for Vedalken Outlander.


    Shas'aia Toriia's Orzhov Control
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    Creatures (13)
    4x Divinity of Pride
    4x Graveborn Muse
    2x Shimian Specter
    3x Oriss, Samite Guardian

    Artifacts (1)
    1x Sword of Light and Shadow

    Instants (4)
    4x Mortify

    Planeswalkers (2)
    2x Liliana Vess

    Sorceries (16)
    4x Demonic Tutor
    4x Vindicate (substituting in a couple Oblivion Rings until I can afford a playset)
    4x Gerrard's Verdict
    2x Wrath of God
    2x Damnation

    Land (24)
    4x Godless Shrine
    4x Fetid Heath
    4x Caves of Koilos
    1x Shizo, Death's Storehouse
    1x Eiganjo Castle
    2x Orzhova, Church of Deals
    3x Flagstones of Trokair
    2x Forbidding Watchtower
    2x Swamp
    1x Plains

    To start off with this deck, you want to either strip their hand away with Gerrard's Veridct or search for something good with Demonic Tutor. Once you have Graveborn muse in play, just start accumalating card advantage. If they try to attack, prevent the damage with Oriss, or block with Forbidding Watchtower. Finish off the game with Liliana Vess or Divinity of Pride. Above all, though, don't be afraid to Wrath often. With 4 wrath effects and 6 tutors, you can always get more.

    Lastly, there is a soft lock in this deck. See if you can find what it is.


    MountainKing's UBR Elemental Shenanigans:
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    Creatures:
    Supreme Exemplar x2
    Mulldrifter x3
    Mournwhelk x3
    Shriekmaw x3
    Spitebellows x3
    Inner-Flame Acolyte x3
    Stingscourger x3

    Artifacts:
    Proteus Staff x3
    Cauldron of Souls x3
    Cloudstone Curio x3
    Armillary Sphere x3

    Sorceries:
    Heat Shimmer x2

    Instants:
    Peel from Reality x2
    Turn to Mist x4

    Lands:
    Basic Swamp x6
    Basic Mountain x7
    Basic Island x7

    Sideboard (aka the Experiment Pile):
    Thrumming Stone
    Coalition Relic
    Cruel Ultimatum x3
    River Kelpie x2
    Heat Shimmer
    Mana Echoes x2
    Dawn of the Dead
    Tar Fiend x2
    Footbottom Feast x3

    The basic premise of the deck is to use the triggered come into play or leaves play effects on creatures, repeatedly, in order to bring about an effective soft lock on the game through denial. This is achieved through taking two keywords abilities (Evoke and Persist)... and breaking them soundly over your knee.

    The core of the deck is the interaction between Cauldron of Souls (the only card in the deck that gives creatures Persist) and Elemental creatures with Evoke alternative casting costs. In response to the Evoke's triggered effect, you tap Cauldron of Souls to give the Evoked creature Persist. It leaves play, then returns to play, causing its triggered come into play ability to go on the stack a second time, for no additional mana cost.

    Example: If I evoke a Mulldrifter for 2U, when it comes into play, I draw two cards. Since I paid the Evoke cost, the triggered effect goes on the stack. I give it Persist via Cauldron of Souls, and when it comes into play a second time, I draw two more cards.

    Example 2: The interaction between Spitebellows and Cauldron of Souls is fundamentally the same, except that the creature's ability triggers when it leaves play, rather than comes into play. However, when Persist brings Spitebellows back into play, it has a zero toughness courtesy of its -1/-1 counter from Persist, sending it cheerfully back to the graveyard a second time, allowing for either 12 damage to be done to one creature, or 6 damage to be done to two separate creatures.

    The typical play of the deck leaves it feeling like its ramping a little slowly. Turns 1-5, you'll probably only have played an Armillary Sphere, Cloudstone Curio, Cauldron of Souls, and land. ***NOTE*** This deck likes its mana, and digging up lands with the Armillary Sphere is crucial.

    Once turn 6 hits, however, you'll be causing some serious hurt, having surprisingly rapid, effective tools at your disposal during your turn. Mournwhelk empties your opponent's hand, Shriekmaw and Spitebellows tear down your opponent's creatures, while Stingscourger stalls out their creatures. Supreme Exemplar is the only huge beater in the deck, though clearing the opposing board, casting a Spitebellows (not Evoking), and then giving it +2/+0 and Haste via Inner-Flame Acolyte (if not +4/+0) can give you a suitable beater as well. Otherwise, your damage comes from lightweight, evasive creatures like Shriekmaw and Mulldrifter.

    This deck isn't especially meant to play against terribly competitive players, but it *can* perform against moderately fast decks. The difference is that it moves slightly slower, and loses out on creatures, because instead of holding on to your Evoke creatures, you'll be playing them in to deal with threats on board. I've got a list of cards that I personally intend to use to tinker with the deck even further, but I'll leave the deck *as is* for the purpose of posting it. I want people to be able to tinker with it, and the deck *does* work well in its current form.

    The deck also has a number of specific weaknesses, none of which should be terribly worried about. It's meant to be a fun deck... for you. It won't be fun for them.


    Maho-Tsukai's The Black Plague, a deck for multiplayer
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    Deck:
    Lands:
    3x Cabal Coffers
    1x Urborg, Tomb of Yawgmoth
    20x Swamp

    Creatures:
    2x Pestilence Demon
    4x Stuffy Doll
    4x Cemetary Gate
    4x Reassembling Skeleton

    Enchantments:
    4x Pestilence
    4x Circle of Affliction

    Sorceries/Instants:
    2x Consume Spirit
    4x Diabolic Tutor
    1x Demonic Tutor
    2x Bubbling Muck
    4x Dark Ritual
    1x Culling the Weak

    Description:
    This is one deck that will make you absolutely hated in multiplayer. It's a mono-black deck that focuses on using the combination of Pestilence + Circle of Affliction (set to Black) to lock down the game by wiping the board every turn and kill your opponent(s) all at the same time.

    This deck acts very similar to the old school W/B decks that pared Pestilence with Circle of Protection: Black and Pro Black creatures like White Knight. However, due to the printing of cards like Reassembling Skeleton, Stuffy Doll and Circle of Affliction white this deck no longer needs white to run properly. Mono Black now has enough cards to emulate the white cards that this kind of deck used to rely on and by using only black you have more mana to pour into your main win condition, pestilence

    As for how the deck should be played, it's really a combination of combo and control, leaning heavily towards combo. As stated before, pestilence is your main wincon, as it can burn all players for damage continually. However, to prevent your own death, circle of affliction(set to black) is used in tandem with pestilence, the one life gained offsetting the burn from pestilence, while burning your opponent more in the process. As a result you goal should be to assemble this combo as soon as possible, using your defensively-minded creatures and removal from pestilence itself and twin consume spirits to stall out while you use your various tutors to assemble all the cards you need.

    The real beauty of this deck, though, is that pestilence also hits all creatures, meaning that each time you burn your opponent your also wiping his board clean of threats, essentially locking down any deck that tries to win with creatures. However, pestilence dies when you have no creatures, so you have to play creatures that can survive the enchantment. Cemetery Gate has protection from black. Reassembling Skeleton can revive himself after pestilence wipes him off the board. Stuffy Doll is indestructible....and as mentioned before all of them are strong defensive walls that can stall for time if you don't have a pestilence in play.

    As for the rest of the cards, most of them are devoted to gaining tons of black mana that can be poured into pestilence. One thing this deck tries to do is maximizing Pestilence by providing lots of ways to gain extra mana to pour into it. Dark Ritual is an old standby that's great for this kind of deck while bubbling muck essentially doubles your mana for a turn. This deck features the infamous all-star of black mana gain, Cabal Coffers which can make ridiculous amounts of mana, and Urborg makes this even more ridiculous. Culling the Weak is like a stronger dark ritual with a drawback....that happens to play well with Reassembling Skeleton.

    Consume Spirit provides a "finisher" as well as a way to pad your life from the times you may have had to use pestilence to wipe the board without a circle of affliction to prevent it's self-burn. It can also double as removal in a pinch, too. Also, if you find that you just need something really big and scary to beat face with, Pestilence demon comes ready to serve you, and can double as pestilence #5-6 too.

    The main thing you should remember in this deck is that while the combo is nice, you should not be a slave to it. If you have a pestilence in play but no circle you should not be afraid to wipe the board and eat some damage yourself. Losing a bit of life to end the thread of a creature hoard coming your way is a worthwhile trade, and one that could save your life in the long run.


    Please include lots of info on how to play the deck so that others can partake in the fun that is whatever deck you have destroyed the Multiverse with or help suggest other cards to increase the awesomeness contained in your 60 (or more) cards.
    This list has been maintained by Squark, tgva, Johnny Blade, Shas, and Duos in the past.
    Also, if anyone wants to drop/update any of these decks, let me know.

    previous thread: Magic the Gathering XVIII the II: They're Therosian Numerals Now
    Last edited by Shadow of the Sun; 2014-04-06 at 05:56 AM.
    i am going to make it through this year
    if it kills me
    i am going to make it though this year
    if it kills me

  2. - Top - End - #2
    Ogre in the Playground
     
    GreenSorcererElf

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    i've modified my deck

    it still doesnt have win cards, but if it works properly it shouldnt really need them, but suggestions for potential win cards are always appreciated

    also, i'm trying to think of a sideboard for it, but i can't think of anything to go in there
    Last edited by Somensjev; 2014-04-06 at 07:20 AM.
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    First of all: Isochron Scepter. Put it in. If you have Isochron scepter, you have infinite fog.
    Second: Colors. Currently, you have a 3 color deck made to fog people to outlive them. If the other colors aren't allowing you to win, it only really needs to be mono green.
    Third: Variety. There are many different fog cards. If you make the deck right, you end up with different fogs for different situations. Examples: Spore cloud: Yes it costs more to play, but it counts as if you fogged for 2 turns. (not modern) Terrifying presence: If you add a couple creatures with death touch, this is very useful.
    Fourth: Win cards. Here are some cards that could win the game for this deck. Note: All my suggestions were originally for a mono green deck. Verdant Force, Jade Mage, Howl of the Night Pack: You fog for long enough and you have a giant army. Sphinx-Bone Wand: Fog enough, kill your opponent. Millstone: Mill your opponent. I would suggest better mill cards than this one though. If you make your deck mono green, make sure the mill cards are colorless.
    Last edited by Duck999; 2014-04-06 at 07:56 AM. Reason: Wrong Link
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    Quote Originally Posted by TFT on quicktopic
    Oh no, Duck999 is a mason.

    How can I possibly suspect you of being a wolf now? :(

    :P
    Quote Originally Posted by Legato Endless View Post
    Duck: Mason. A really shifty mason, but a confirmed role nonetheless.

    Slii: Slii is town. He looks better than Duck even with that mason claim.

  4. - Top - End - #4
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    OldWizardGuy

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Would it be possible to make a cheap, but not useless deck using only the latest core set and with as few rares as possible?

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Very possible.

    Spoilers!:
    Keranos, Iroas, Kruphix, and Pharika. All expected and predicted, not only by me. Athreos, not so much.
    Personally, I like Kruphix's and Keranos' art more.
    Avatar made by Bradakhan| Other avatars.
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    Quote Originally Posted by TFT on quicktopic
    Oh no, Duck999 is a mason.

    How can I possibly suspect you of being a wolf now? :(

    :P
    Quote Originally Posted by Legato Endless View Post
    Duck: Mason. A really shifty mason, but a confirmed role nonetheless.

    Slii: Slii is town. He looks better than Duck even with that mason claim.

  6. - Top - End - #6
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    Loreweaver15's Avatar

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Zach J. View Post
    Would it be possible to make a cheap, but not useless deck using only the latest core set and with as few rares as possible?
    That depends what you want to use it for. Casual? Sure, I'll take a look at what's available. For your local Friday Night Magic events? Nope.
    3DS Friend Code: 3067-5674-0852. Currently running: Emerald.

    Latias, Groudon, Rayquaza, Kyogre promised to JustPlayItLoud for a shiny Gastly, Gulpin, Frogadier, and Dedenne. Regirock, Regice, Registeel up for grabs.

    Spoiler: Living Shinydex Progress 31/718 Newest Shiny: Buneary
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    OldWizardGuy

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Loreweaver15 View Post
    That depends what you want to use it for. Casual? Sure, I'll take a look at what's available. For your local Friday Night Magic events? Nope.
    I only play Casual. Sorry, I should have specified in my original post. I really like the look of the re-release of Nightmare and I always wanted to own a playset back when I started playing so I was hoping to use that if possible. Not sure what to do with the rest of the deck though...
    Last edited by Zach J.; 2014-04-06 at 11:11 AM.

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Zach J. View Post
    I only play Casual. Sorry, I should have specified in my original post. I really like the look of the re-release of Nightmare and I always wanted to own a playset back when I started playing so I was hoping to use that if possible. Not sure what to do with the rest of the deck though...
    Okay, so, I'll build you a mono-black deck around a playset of Nightmare and no other rares, and see what we get :)

    EDIT: YOUR DECK! Couldn't help but slip in a Lili, though.
    Last edited by Loreweaver15; 2014-04-06 at 11:26 AM.
    3DS Friend Code: 3067-5674-0852. Currently running: Emerald.

    Latias, Groudon, Rayquaza, Kyogre promised to JustPlayItLoud for a shiny Gastly, Gulpin, Frogadier, and Dedenne. Regirock, Regice, Registeel up for grabs.

    Spoiler: Living Shinydex Progress 31/718 Newest Shiny: Buneary
    Show
    Gen I: 9/151
    Gen II: 6/100
    Gen III: 7/135
    Gen IV: 3/107
    Gen V: 3/156
    Gen VI: 2/69


    Come visit World's Finest Gaming on Tumblr or Facebook or even our Youtube channel and watch me stream!

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    OldWizardGuy

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Loreweaver15 View Post
    Okay, so, I'll build you a mono-black deck around a playset of Nightmare and no other rares, and see what we get :)

    EDIT: YOUR DECK! Couldn't help but slip in a Lili, though.
    Very nice. Thank you. :)

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    I tend to do that when I'm bored:
    Grab random cards, no specificness, and make a deck. That is why I went around look for deck ideas to build.
    Related: Lore, do you have an estimation of when we could play with our decks we made with those sets.
    Avatar made by Bradakhan| Other avatars.
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    Quote Originally Posted by TFT on quicktopic
    Oh no, Duck999 is a mason.

    How can I possibly suspect you of being a wolf now? :(

    :P
    Quote Originally Posted by Legato Endless View Post
    Duck: Mason. A really shifty mason, but a confirmed role nonetheless.

    Slii: Slii is town. He looks better than Duck even with that mason claim.

  11. - Top - End - #11
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Duck999 View Post
    I tend to do that when I'm bored:
    Grab random cards, no specificness, and make a deck. That is why I went around look for deck ideas to build.
    Related: Lore, do you have an estimation of when we could play with our decks we made with those sets.
    No idea. I'll try to dig them up this week and get back to you. It's been a hectic coupla months :/
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Loreweaver15 View Post
    No idea. I'll try to dig them up this week and get back to you. It's been a hectic coupla months :/


    I have a whole bunch of virtual decks I made on Decked. Hydras, 5 color, etc. They all work better than I expected.
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    Quote Originally Posted by TFT on quicktopic
    Oh no, Duck999 is a mason.

    How can I possibly suspect you of being a wolf now? :(

    :P
    Quote Originally Posted by Legato Endless View Post
    Duck: Mason. A really shifty mason, but a confirmed role nonetheless.

    Slii: Slii is town. He looks better than Duck even with that mason claim.

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Duck999 View Post
    Fourth: Win cards.
    The win cards in turbo fog is the turbo part, you run things like Howling mine and Rites of Flourshing to ensure you draw your fogs, and just use those to mill your opponent out. You can add in things like Jace Berlen/Memory Adapt to speed up the milling while also helping you find Fogs.
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Also, you can go over 60 cards to make sure you outlive.

    So does spoiler season count as started?
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    Quote Originally Posted by TFT on quicktopic
    Oh no, Duck999 is a mason.

    How can I possibly suspect you of being a wolf now? :(

    :P
    Quote Originally Posted by Legato Endless View Post
    Duck: Mason. A really shifty mason, but a confirmed role nonetheless.

    Slii: Slii is town. He looks better than Duck even with that mason claim.

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Duck999 View Post
    First of all: Isochron Scepter. Put it in. If you have Isochron scepter, you have infinite fog.
    Second: Colors. Currently, you have a 3 color deck made to fog people to outlive them. If the other colors aren't allowing you to win, it only really needs to be mono green.
    Third: Variety. There are many different fog cards. If you make the deck right, you end up with different fogs for different situations. Examples: Spore cloud: Yes it costs more to play, but it counts as if you fogged for 2 turns. (not modern) Terrifying presence: If you add a couple creatures with death touch, this is very useful.
    Fourth: Win cards. Here are some cards that could win the game for this deck. Note: All my suggestions were originally for a mono green deck. Verdant Force, Jade Mage, Howl of the Night Pack: You fog for long enough and you have a giant army. Sphinx-Bone Wand: Fog enough, kill your opponent. Millstone: Mill your opponent. I would suggest better mill cards than this one though. If you make your deck mono green, make sure the mill cards are colorless.
    i designed this deck to go against a monogreen elf deck that runs 4 naturalizes, and 4 bramblecrushes
    that's why i haven't included isochron scepter
    i used three colours so i could grab more variety

    blue: two planeswalkers, two instant speed inconveniences for my opponents, and a card that sends my grave to my library
    green: the fog itself, other fog effects, rites of flourishing
    white: a couple a fog effects, a fog-creature, a fog-like planeswalker, boardwipes, and a boardwipe-creature
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    NOOOOOOOO, MY THREAD-NAMING STREAK!

    Also, since unseenmage dropped the ball on it, I have officially begun work on Infinitecombos.dec/edh/notutors. I'll post a list When It's ReadyTM.
    Last edited by Sith_Happens; 2014-04-06 at 11:59 PM.
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Mmm, new thread smell. Although i did like sith's name better this is also good.
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    People kept asking for a new thread, sound I found the first name I could spot.
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Sith_Happens View Post
    NOOOOOOOO, MY THREAD-NAMING STREAK!

    Also, since unseenmage dropped the ball on it, I have officially begun work on Infinitecombos.dec/edh/notutors. I'll post a list When It's ReadyTM.

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Progress on getting my entire Modern deck signed is...progressing.

    My main deck was WBG (until they banned Deathrite Shaman) so I'm just going to pretend that never happened for the sake of this project.

    Am definitely getting 4 of the 8 fetchlands signed, should be able to get paths signed, wish I could get my other 4 fetches signed, but I can't get a response from the artist.

    Of course, Abrupt Decays are never getting signed since Svetlin Velinov lives in Bulgaria and thst just won't happen.

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Mystic Muse View Post
    Progress on getting my entire Modern deck signed is...progressing.

    My main deck was WBG (until they banned Deathrite Shaman) so I'm just going to pretend that never happened for the sake of this project.

    Am definitely getting 4 of the 8 fetchlands signed, should be able to get paths signed, wish I could get my other 4 fetches signed, but I can't get a response from the artist.

    Of course, Abrupt Decays are never getting signed since Svetlin Velinov lives in Bulgaria and thst just won't happen.
    wait, are you getting all your cards signed by the people who did their art?
    that's awesome

    update: i added a sideboard to my turbofog deck, and i'm trying to think of a win card, but they're escaping me, i want something unexpected
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    I have this deck made mainly for casual. As of now, it has proxys, but I am working on fixing that. It is made with many creatures to be sacrificed. The deck already has cards like Blood Artist, Mortivore, Mortician Beetle, Quest for the Gravelord, and Measure of Wickedness for win cards. Does anyone have any other win suggestions?
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    Quote Originally Posted by TFT on quicktopic
    Oh no, Duck999 is a mason.

    How can I possibly suspect you of being a wolf now? :(

    :P
    Quote Originally Posted by Legato Endless View Post
    Duck: Mason. A really shifty mason, but a confirmed role nonetheless.

    Slii: Slii is town. He looks better than Duck even with that mason claim.

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Hardcast Emrakul. Nothing tells the other guy he screwed up by hardcasting an Eldrazi.

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Seatbelt View Post
    Hardcast Emrakul. Nothing tells the other guy he screwed up by hardcasting an Eldrazi.
    Fog, Fog, Fog, Fog, 11 turns later... EMRAKUL!!!!!!
    Bet ya didn't see that one coming.
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    Quote Originally Posted by TFT on quicktopic
    Oh no, Duck999 is a mason.

    How can I possibly suspect you of being a wolf now? :(

    :P
    Quote Originally Posted by Legato Endless View Post
    Duck: Mason. A really shifty mason, but a confirmed role nonetheless.

    Slii: Slii is town. He looks better than Duck even with that mason claim.

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by duck999 View Post
    fog, fog, fog, fog, 11 turns later... Emrakul!!!!!!
    Bet ya didn't see that one coming.
    you dastardly dastard
    this was completely unpreventable
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by Seatbelt View Post
    Hardcast Emrakul. Nothing tells the other guy he screwed up by hardcasting an Eldrazi.
    Quote Originally Posted by Duck999 View Post
    Fog, Fog, Fog, Fog, 11 turns later... EMRAKUL!!!!!!
    Bet ya didn't see that one coming.
    Quote Originally Posted by Loreweaver15 View Post
    you dastardly dastard
    this was completely unpreventable
    the deck can now do this

    also, are the swords of __ and ___ good? i was looking at them and thought they were good, but you all know what kinds of cards i think are good
    Last edited by Somensjev; 2014-04-07 at 07:26 AM.
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by chaotic stupid View Post
    also, are the swords of __ and ___ good? i was looking at them and thought they were good, but you all know what kinds of cards i think are good
    YES. Yes they are good. Surprisingly so in the case of War&Peace, or Feast&Famine.
    Quote Originally Posted by Zap Dynamic View Post
    I want to create a world that is full of possibility, and one of the best ways to handle it is by creating a bunch of stories that haven't yet been finished.
    Quote Originally Posted by Grey_Wolf_c View Post
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by chaotic stupid View Post
    the deck can now do this

    also, are the swords of __ and ___ good? i was looking at them and thought they were good, but you all know what kinds of cards i think are good
    They are generally considered the best equipment in the game not named Umezawa's Jitte or Batterskull.
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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Holy cow, has anyone seen Iroas, God of Victory? It was the Reddit spoiler card.

    2WR

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    Default Re: Magic the Gathering XIX: Heroic- Bump this thread.

    Quote Originally Posted by RaggedAngel View Post
    Holy cow, has anyone seen Iroas, God of Victory? It was the Reddit spoiler card.

    2WR

    Devotion 7 to be a creature, Indestructible.

    Creatures you control can only be blocked by 2 or more creatures.

    Prevent all damage to attacking creatures you control.

    7/4
    Tajic says hi.

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    Last edited by Landis963; 2014-04-07 at 10:04 AM.
    Quote Originally Posted by Zap Dynamic View Post
    I want to create a world that is full of possibility, and one of the best ways to handle it is by creating a bunch of stories that haven't yet been finished.
    Quote Originally Posted by Grey_Wolf_c View Post
    At this point, however, I'm thinking way too hard about the practical problems of running a battle royale school for Russian assassins, so I think I'll leave it there.
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