Results 271 to 300 of 1504
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2016-04-23, 10:45 PM (ISO 8601)
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- Oct 2012
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- Tharggy, on Tellene
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Re: Magic the Gathering XXII: Where Puns Go to Die
Well you could build a deck around sacrificing artifacts. Ulvenwald Mysteries lets you use their effect and get a 1/1 White Human Soldier Token, so you could also do a bunch of Innistrad Human shenanigans.
Ya, thats all i got right now. Artifacts arent my strong suit.
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2016-04-24, 02:42 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
Does this seem balanced for a planeswalker's abilities?
1UBR
+2: Up to one target creature gets -2/-2 until end of turn or remove 2 loyalty counters from up to one other target planeswalker.
-3: Return target permanent to its owner's hand. Its controller discards a card.
-7: Deal 3 damage to target opponent and each creature he or she controls. That player sacrifices a creature or planeswalker and discards two cards.
Loyalty 4Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-24, 02:50 AM (ISO 8601)
- Join Date
- Jan 2010
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Yeah no. This reads -2: Remove small thing, -3: Remove large thing, -7: Never bother using, really. (Mostly because the damage doesn't cause death until after the ability resolves, so they'll sacrifice something that would have died anyways most of the time.)
Sorin Markov was balanced around being 6 mana and killing 2/2s only. This is significantly cheaper and has far better removal capacity.
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2016-04-24, 06:18 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
Second try:
+2: Each opponent loses 2 life and you gain 2 life.
-3: Return target permanent to its owner's hand. Its controller discards a card.
-7: Deal 3 damage to each creature target opponent controls. That player sacrifices a non-creature permanent. Draw two cards.
Same cost and loyalty.Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-24, 08:17 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
It needs to cost more, at only 4 mana that thing is a steal. Though the Round 2 powers are significantly better from a balance perspective.
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2016-04-24, 10:29 AM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
A similarly costed planeswalker, Ajani Goldmane, has this as a +1 ability... without the life loss component. Ob Nixilis, a 5-mana planeswalker, has the same ability but with half the effect. This ability is too strong for a 4 mana planeswalker.
-3: Return target permanent to its owner's hand. Its controller discards a card.
-7: Deal 3 damage to each creature target opponent controls. That player sacrifices a non-creature permanent. Draw two cards.The gnomes once had many mines, but now they have gnome ore.
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2016-04-24, 10:35 AM (ISO 8601)
- Join Date
- Nov 2005
- Location
- Canada
Re: Magic the Gathering XXII: Where Puns Go to Die
I occasionally listen to the Commanderin' Podcast, and they just did a great deck tech on a Riku deck that spawns clues and uses them to get enough artifacts on the board to win with Hellkite Tyrant (You win at upkeep if the Tyrant is on the board and you control 20 artifacts).
http://www.commanderinmtg.com/2016/0...g-podcast.html
Decklist: http://deckstats.net/decks/35612/464...ned-apr8-16-c-
It's actually a deck I want to build.
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2016-04-24, 06:26 PM (ISO 8601)
- Join Date
- Nov 2013
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Abzan colors could possibly do something, unfortunately none of the Abzan color commanders really work with the theme, the best one I would go with is Karbador, Ghost Chieftain.
With the Colors you get Bygone Bishiop and Tireless Tracker, lots of little creatures to trigger the Bygone Bishiop with, and the black lets you get things like Glaze Fiend, and Disciple of the Vault.
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2016-04-24, 07:54 PM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
Third try:
2UBR
+2: Each opponent loses 2 life and you gain 2 life.
-4: Return target permanent to its owner's hand. Its controller discards a card.
-10: Deal 5 damage to each creature each opponent controls. Each opponent sacrifices a non-creature permanent. Draw three cards.
Loyalty 5Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-24, 08:11 PM (ISO 8601)
- Join Date
- Aug 2011
- Gender
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2016-04-24, 10:10 PM (ISO 8601)
- Join Date
- Jul 2010
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Weird (and probably terrible) Modern deck idea:
Spoiler
4 Cryptolith Rite
4 Springleaf Drum
4 Memnite
4 Ornithopter
4 Nest Invader
4 Kozilek's Predator
2 Anger
2 Mass Hysteria
3 Vessal of Nascency
4 Commune with the Gods
4 Beck//Call
2 To Arms!
2 Emrakul, the Aeons Torn/Overrun/finisher of choice
17 Lands
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2016-04-24, 10:25 PM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
There has to be a better way of doing this; it looks much clunkier than an Elf build that replaces Cryptolith Rite with Heritage Druid and the remaining creatures with Elf synergy cards.
If you want to stick with the non-Elf version, though, you don't have a critical mass of creatures and tokens for Beck. You could cheat a bit with Cloudstone Curio, though, which has the side effect of giving you easy access to infinite Scions (with Hysteria+Rite out, alternate between Ornithopter and Nest Invader).
Also, cut the Drums; they don't seem to be doing anything.Last edited by Bucky; 2016-04-24 at 10:32 PM.
The gnomes once had many mines, but now they have gnome ore.
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2016-04-24, 10:28 PM (ISO 8601)
- Join Date
- Jul 2010
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
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2016-04-24, 10:32 PM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
You could always use it to TQ with Patrol Signaler; that sort of exponential token-generation gets out of hand very quickly. Even Thopter-Sword doesn't get to tap its Thopters to make more Thopters.
Last edited by Bucky; 2016-04-24 at 10:36 PM.
The gnomes once had many mines, but now they have gnome ore.
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2016-04-24, 10:39 PM (ISO 8601)
- Join Date
- May 2013
- Location
- Gainesville, GA
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
So, thoughts on the PT, anyone? What about the changes made? Is modern gonna do what legacy did, and suffer horribly? Will it pull through?
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2016-04-24, 11:36 PM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
Is there a more efficient way to get +5/+5 from General Tazri on turn 5 than this?
1: Game Trail, Blisterpod
2: Choked Estuary, Skyrider Elf
3: Island, Kalastria Healer, sacrifice scion, Reckless Bushwhacker
4: Plains, General Tazri
5: Mountain, +5/+5
I thought it would be easier, but there isn't a 1 drop ally outside of white and I thought there was a red one.
Edit: Just noticed Tazri's a five-drop, not four. Oops.Last edited by Dhavaer; 2016-04-25 at 07:53 AM.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-24, 11:41 PM (ISO 8601)
- Join Date
- Aug 2011
- Gender
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2016-04-25, 02:35 AM (ISO 8601)
- Join Date
- Nov 2013
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Re: Magic the Gathering XXII: Where Puns Go to Die
Luis Scott Vargas seemed to have discovered a way to use it this weekend at the PT.
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2016-04-26, 05:33 AM (ISO 8601)
- Join Date
- Nov 2012
- Location
- 東京
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Re: Magic the Gathering XXII: Where Puns Go to Die
Now, I'm terrible at deckbuilding. Especially in standard. But I whipped up something that's actually doing pretty well for me. I wanted some opinions on it.
Spoiler: The Floor is Lava4 x Molten Vortex
4 x Magmatic Insight
4 x Day's Undoing
4 x Highland Lake
4 x Island
40 x Mountain
Eh? Eh?
"Flash is fast, Flash is cool. Francois c'est pas, flashe non due."
Seventh Doctor avatar by the too-nice-for-his-own-good Professor Gnoll!
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2016-04-26, 06:54 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Denmark
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I am unsure about Magmatic Insight. It doesn't give you more cards for your Vortex and you can't keep a hand with only that and hope to draw into a vortex or undoing. I guess it basically allows you to run 56 cards, so it's possibly okay. I think you should do some testing with and without it to figure out what is best.
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2016-04-26, 07:32 AM (ISO 8601)
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- Nov 2012
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- 東京
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Re: Magic the Gathering XXII: Where Puns Go to Die
I threw those in after some testing, actually. Like you said, I break even even at the worst and I need to draw into Day's Undoing since it reloads the chamber, as it were. So even if I don't draw Day's Undoing, I'm at least two turns closer to it. I break even, either way, and I'd rather give up those mountains for a shot at drawing into Day's Undoing.
The idea is to mulligan into a hand that has both Day's Undoing and Molten Vortex (though no lower than four). From there I'm mostly guaranteed it, excepting lifegain.
"Flash is fast, Flash is cool. Francois c'est pas, flashe non due."
Seventh Doctor avatar by the too-nice-for-his-own-good Professor Gnoll!
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2016-04-26, 12:49 PM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
I would 3/1 or 3/2 split between Magmatic Insight and Tormenting Voice for the option to discard Insight, or an extra Vortex to Voice.
Last edited by Bucky; 2016-04-26 at 12:51 PM.
The gnomes once had many mines, but now they have gnome ore.
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2016-04-26, 09:17 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
- NJ, USA
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Hey guys. I'm just getting into M:tG for the first time in many years. I used to play in local tournaments but quit during Ice Age.
Anyway, I did some searching and thought this blue and red deck built around a card called Kiln Fiend was really cool. Then I found that card was no longer legal in Standard play.
Here's the deck I came up with based off the idea I liked. It's based around quick creatures and pumping them up with instants and sorceries. Most of the creatures inherently get bonuses when an instant or sorcery is cast, making these swarms of attacks even more powerful. I also have a lot of cheap cards to help me draw more cards.
Land (21)
4x Highland Lake
4x Wandering Fumarole
4x Shivan Reef
2x Island
7x Mountain
Creature (19)
4x Abbot of Keral Keep
4x Elusive Spellfist
4x Insolent Neonate
4x Stormchaser Mage
3x Zada, Hedron Grinder
Instant (16)
4x Expedite
4x Titan's Strength
4x Rush of Adrenaline
4x Sure Strike
Sorcery (4)
4x Slip Through Space
Please let me know what you think, and what I can do to improve the deck.
I'm already wondering if I have enough land. I'm also wondering if I should add some minor burn spells, a counter spell, a couple of Jori-En, Ruin Divers.
TIALast edited by Klorox; 2016-04-28 at 11:17 AM.
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2016-04-27, 04:01 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
I played with a deck very much like that before rotation. The loss of Swiftspear and Treasure Cruise really hurt it - it's much, much slower and speed was the main thing it had going for it. On the other hand, my previous arguments against Abbot and Jori En is that they were too slow, so maybe there's room for a more robust version.
I think you want to drop Zada for Jori En; she's not bad but a bit expensive. Evolving Wilds is generally better than Highland Lake because it can thin your deck. Brute Strength is probably better than Sure Strike in this deck but you might want to leave it in the sideboard and get some Dispels - instant speed removal can blow you out terribly. Negate would be nice in the sideboard against Stasis Snare.
Edit: Magmatic Insight and/or Tormenting Voice are also probably better than Anticipate.Last edited by Dhavaer; 2016-04-27 at 04:17 AM.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-27, 05:10 AM (ISO 8601)
- Join Date
- Mar 2011
- Location
- Where wheels have wings
Re: Magic the Gathering XXII: Where Puns Go to Die
After looking around for some ideas, I found a deck list that had a lot of the parts I was looking for and made some changes to make it my own. Here it is:
Spoiler: Naya Superfriends (Yay)!
Land
1 x Canopy Vista
3 x Cinder Glade
4 x Evolving Wilds
4 x Forest
1 x Fortified Village
1 x Game Trail
1 x Mountain
4 x Needle Spires
4 x Plains
2 x Westvale Abbey
Creatures
3 x Hangarback Walker
4 x Sylvan Advocate
Planeswalkers
2 x Arlinn Kord
2 x Chandra, Flamecaller
3 x Gideon, Ally of Zendikar
2 x Nahiri, the Harbinger
3 x Nissa, Voice of Zendikar
Instant
4 x Atarka's Command
Sorcery
1 x Angelic Purge
4 x Declaration in Stone
Enchantment
3 x Oath of Chandra
4 x Oath of Nissa
I've only played eight games but it has done well. I'm not sure about the sideboard given my local meta. I know I need something like Tears of Varakut and Radiant Flames for anything White and Dromoka's Command or Disenchant for all of the Demonic Pact going around.
Anyway, feedback and insights are most welcome since you folk know what you're talking about.Demonlobster.com because we both know that you know that I know that you like fun!
The most intense eight seconds of your life, for real.
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2016-04-27, 07:11 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
I make deck: Sign of the Watching Wyvern. Four anthems, four lords, more removal than I'd anticipated and Avacyn. I was thinking of putting some Ongoing Investigations in, but I couldn't fit them unless I took out the last two Negates.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2016-04-29, 08:38 AM (ISO 8601)
- Join Date
- Nov 2012
- Location
- 東京
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
To follow up from an earlier post, I now understand EDH. I whipped up an Athreos deck and now I'm having a whale of a time.
I regret my ignorance.
"Flash is fast, Flash is cool. Francois c'est pas, flashe non due."
Seventh Doctor avatar by the too-nice-for-his-own-good Professor Gnoll!
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2016-04-29, 09:56 AM (ISO 8601)
- Join Date
- Apr 2013
- Location
- Middle of nowhere USA.
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
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2016-04-29, 11:08 AM (ISO 8601)
- Join Date
- Nov 2012
- Location
- 東京
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
"Flash is fast, Flash is cool. Francois c'est pas, flashe non due."
Seventh Doctor avatar by the too-nice-for-his-own-good Professor Gnoll!
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2016-05-01, 01:46 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Ok, so im finally getting around to designing my Demon EDH deck, and while im not sure what General im gonna use i have a basic card list ready.
Spoiler: Deck List
Commander (1)
Drana Liberator of Malakir or Shirei, Shinzo's Caretaker
Creature (47)
1 Abhorrent Overlord
1 Abyssal Gatekeeper
1 Abyssal Specter
1 Bloodgift Demon
1 Daggerclaw Imp
1 Demonlord of Ashmouth
1 Demon of Deaths Gate
1 Dusk Imp
1 Eater of Hope
1 Fallen Angel
1 Harvester of Souls
1 Kuro, Pitlord
1 Lord of the Pit
1 Reiver Demon
30 ShadowBorn Apostle
1 Soot Imp
1 Souldrinker
1 Stinkweed Imp
Sorcery (7)
1 Barter in Blood
1 Consume Spirit
1 Corrupt
1 Cruel Edict
1 Demonic Tutor
1 Duress
1 Promise of Power
Instant (2)
1 Dark Banishing
1 Dark Ritual
Artifact (2)
1 Demon's Horn
1 Whip of Erebos
Enchantment (4)
1 Breeding Pit
1 Edge of Divinity
1 Oni Possession
1 Unholy Strength
Land (37)
1 Barren Moor
1 Reliquary Tower
35 Swamp
So my current ideas for commanders are either Drana or Shirei. Drana gets the big things bigger but Shirei lets me recycle my Apostles. Im also open to other Commanders