Results 631 to 660 of 1504
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2016-07-18, 12:00 AM (ISO 8601)
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- Nov 2008
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2016-07-18, 01:28 AM (ISO 8601)
- Join Date
- Oct 2010
- Gender
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2016-07-18, 05:54 AM (ISO 8601)
- Join Date
- Dec 2006
- Location
- Dancin' away
- Gender
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2016-07-18, 06:55 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
Prerelease haul:
Nahiri's Wrath
Hanweir Battlements (Promo)
Stromkirk Condemned
2x Oath of Liliana (1 Promo)
2x Docent of Perfection (1 foil)
Emrakul, the Promised End
2x Sigarda's Aid
The Gitrog Monster
Collective Brutality (Promo)
Bedlam Reveller
Spell Queller
Tamiyo, Field Researcher
2x Anguished Unmaking (1 foil)
3x Gisela, the Broken Blade (!!!)
Permeating Mass (Promo)
2x Elder Deep-Fiend
2x Niblis of Frost (1 foil)
Thalia, Heretic Cathar (actually 2, but I traded one for a Radiant Flames and a Purphoros)
Mind's Dilation (foil, looks really sweet)
Eldritch Evolution
Collective Defiance
Bruna, the Fading Light
Plus a bunch of less exciting stuff.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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2016-07-18, 03:49 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Denmark
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Got Emrakul in an UB zombies prerelease deck. I only went 3-3 but it was really fun to play. Emmy was often cast for 9 or 8 and she just won games. Only game where I cast Emmy and didn't win was the one where I milled out myself a turn too early. Needless to say it was a silly deck.
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2016-07-19, 03:59 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
Mana curve? Izzet burn don't need no mana curve! I'm thinking Rakdos or Grixis might be better, though, at least once I get some Kolaghan's Commands.
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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2016-07-19, 08:26 AM (ISO 8601)
- Join Date
- Nov 2015
Re: Magic the Gathering XXII: Where Puns Go to Die
Trying to put together a GW humans deck with an equipment theme. Lots of cards I think would be good in it, but need help culling it down to 60...
http://tappedout.net/mtg-decks/order-of-the-heron/
Any thoughts? Having particular trouble with which 1-drop(s?) to keep. Also trying to stay away from DTK/Origins *cough*CoCo*cough*Last edited by Adderbane; 2016-07-19 at 08:29 AM.
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2016-07-21, 06:26 AM (ISO 8601)
- Join Date
- May 2013
- Location
- Gainesville, GA
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Re: Magic the Gathering XXII: Where Puns Go to Die
So just got Duels off of steam, and some of the opponent's decks in Chandra's story are ridiculous. The first one just had ALL of the artificers that brought friends along from Origins, One had scooze, the final one has Invisible Stalker, Dungeon Geists, Tidebinder Mage (vs mono-red, remember), Remand, and Memory Lapse. Chandra's deck has a Young Pyro or two, and not much else.
Last edited by Svata; 2016-07-21 at 06:42 AM.
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2016-07-22, 11:21 AM (ISO 8601)
- Join Date
- Sep 2011
Re: Magic the Gathering XXII: Where Puns Go to Die
Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
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2016-07-22, 01:02 PM (ISO 8601)
- Join Date
- Mar 2013
- Location
- Elsewhere
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Hmm. What would people think of these lands?
Spoiler: Esper SanctumEsper Sanctum
Land-Island-R
~ enters the battlefield tapped unless you sacrifice an artifact
T: Add W or B to your mana pool
Spoiler: Bant PalaceBant Palace
Land-Plains-R
~ enters the battlefield tapped unless you control two or more non-artifact creatures.
T: Add U or G to your mana pool.
Spoiler: Naya TreehomeNaya Treehome
Land-Forest-R
~ enters the battlefield tapped unless you control a creature with power four or greater
T: Add W or R to your mana pool.
Spoiler: Jund CanyonJund Canyon
Land-Mountain-R
~ enters the battlefield tapped unless you sacrifice a creature
T: Add B or G to your mana pool.
Spoiler: Grixis NecropolisGrixis Necropolis
Land-Swamp-R
~ enters the battlefield tapped unless you have five or more cards in your graveyard.
T: Add U or R to your mana pool.
EDIT: Edited for clarity and rarity.Last edited by Ionbound; 2016-07-22 at 02:10 PM.
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2016-07-22, 02:03 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I'm wary, as they're purely better tap lands. Three colors per land AND a way to get them usable on the first turn? Yes please. Worst case scenario they provide better color fixing than tap lands, best case scenario several of them don't even have a cost associated with them.
Further, they're also basic lands, meaning you can get them into play with things like Evolving Wilds and bypass the whole problem.
Jund and Esper aren't as appealing due to the sacrifice trigger, but I'm sure there's a way to make that beneficial.Last edited by Djinn_in_Tonic; 2016-07-22 at 02:05 PM.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2016-07-22, 02:05 PM (ISO 8601)
- Join Date
- Mar 2013
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- Elsewhere
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Re: Magic the Gathering XXII: Where Puns Go to Die
I mean, in my fantasy world, they'd be printed in the same slot that Shocks/Fetches/Whatever Else take up in normal sets, so they should be better than vanilla taplands. This is mostly meant to be an exploration in fetchable lands for three-color decks that are on a slightly lower power level than shock lands, not a replacement for common/uncommon taps.
Also, not basic lands. Just because they have a single land typing doesn't make them basics. There's a specific supertype to flag those.Last edited by Ionbound; 2016-07-22 at 02:06 PM.
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2016-07-22, 02:10 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Ah. That helps a bit.
I'm still wary about making them count as other land types though -- if they're going to be fetch-capable they're better than any existing tri-color lane (to my knowledge -- the Sac Lands, Wedge Lands, and Shard Lands are all non-typed, and the Lairs mandate a return no matter how it enters play), and that's a concern.
If you need them to work with fetches, they need a "comes into play" downside other than being tapped, I think. Currently they're just straight-up the best tri-land cycle yet.
Also, "Tap Lands" is a term that includes the Shock Lands, and is the same spot in a set you're talking about: http://mtgsalvation.gamepedia.com/TaplandsLast edited by Djinn_in_Tonic; 2016-07-22 at 02:11 PM.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2016-07-22, 05:58 PM (ISO 8601)
- Join Date
- Jan 2006
- Location
- The Middle of Nowhere
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Those lands seem too much better than the tri-lands. The biggest problem would be that a constructed format featuring those lands either has to not care about the fact that they have basic land types at all, which negates the purpose of printing them I would think, or it would necessarily be one where people can probably generate whatever colors of mana they want as long as they're willing to be a little bit slow. Or not even that slow, as sometimes those lands will be untapped incidentally.
You should definitely make sure the untap conditions are balanced; the Jund land has a much harsher untap condition than any of the others. To be realistic, while I understand that you went for flavor, all of them should really have the same untap condition and should probably not be plane specific, as dual lands are the sort of thing that you would want to be reprintable on another plane if such a thing were necessary.
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2016-07-22, 06:07 PM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
The only land that's remotely on the level of those is Murmuring Bosk, which costs pain for the secondary colors.
Grixis Necropolis would likely see substantial Legacy play. It probably comes in untapped after a couple of fetches and cantrips. It's a fetchable but Choke-proof blue source that also isn't vulnerable to Islandwalk, so it might be run even in decks with no red spells. And there are plenty of decks that it fits into.Last edited by Bucky; 2016-07-22 at 06:18 PM.
The gnomes once had many mines, but now they have gnome ore.
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2016-07-26, 09:10 AM (ISO 8601)
- Join Date
- May 2010
- Location
- Where there be dragons
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Alright, new deck building thoughts. How would you guys build an equipment-based Werewolf deck?
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2016-07-26, 09:38 AM (ISO 8601)
- Join Date
- Mar 2009
Re: Magic the Gathering XXII: Where Puns Go to Die
What format? That affects pretty much...everything.
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2016-07-26, 09:40 AM (ISO 8601)
- Join Date
- May 2010
- Location
- Where there be dragons
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Well, the deck I'm building is for casual kitchen table, but for the purposes of the discussion let's say Modern.
EDIT: Really, the main thing I want to know is what ratio of creature/equipment/other non-creature spells you'd want in the deck, and what kind of equipment best synergizes with Werewolves. (Aside from Neglected Heirloom/Ashmouth Blade)Last edited by One Tin Soldier; 2016-07-26 at 11:07 AM.
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2016-07-26, 02:06 PM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
I assume you want to pay equip costs instead of casting spells and pass the turn to flip your wolves? That's an awkward gameplan, because it banks on your creature surviving for so long. If you go this route, you might want equipment like Swiftfoot Boots to protect them the turn they're deployed. Aside from that, you should just use generally solid equipment, and not more than ~10 of them because the all equipment hand is bad.
On the other hand, I don't see a benefit for heavy equipment werewolves that's better than, say, a Flash build.Last edited by Bucky; 2016-07-26 at 02:07 PM.
The gnomes once had many mines, but now they have gnome ore.
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2016-07-27, 05:53 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Im thinking of making an EDH deck heavily featuring Ferocious (and as such a fair number of big beasts) and i plan on using Progenitus as the Commander. So any tips on how to use him?
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2016-07-27, 06:33 PM (ISO 8601)
- Join Date
- Mar 2009
Re: Magic the Gathering XXII: Where Puns Go to Die
That depends on your budget, and what exactly you have in mind. You're going to need a lot of ways to either cheat him out (Omniscience, Dream halls), or lots of things that add one mana of any color to your mana pool.
Do you have a list of things you want to put in? That would help me determine what direction to go.
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2016-07-27, 08:38 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Ok this is my list of stuff. Nothing except the dragons are locked in.
Spoiler: Kaiju Fight
Commander: Progenetus (need to buy)
Creatures
1 Ainok Guide
1 Atarka Beastbreaker
1 Avatar of the Resolute
1 Citadel Castellan
1 Dragon Master Outcast
1 Dragon Scarred Bear
1 Dragonlord Dromoka
1 Enduring Scalelord
1 Frontier Mastadon
1 Foe Razer Regent
1 Heir of the Wilds
1 Hellkite Overlord
1 Flameblast Dragon
1 Lifespring Druid
1 Mindscour Dragon
1 Sabertooth Outrider
1 Scaleguard Sentinel
1 Shivan Dragon
1 Skithiryx, the Blight Dragon (need to buy)
1 Stampeding Elf herd
1 Terra Stomper
1 Thing in the Ice
1 Voracious Dragon
1 Whisperer of the Wilds
Sorcery
1 Bathe in Dragonfire
1 Dragon Fodder
1 Displacement Wave
1 Earthen Arms
1 Incremental Growth
1 Macabre Waltz
1 Nissa's Pilgrimage
Instants
1 Cancel
1 Deny Existence
1 Disdainful Stroke
1 Dispel
1 Dragonscale Boon
1 Feat of Resistance
1 Inspiring Call
1 Naturalize
1 Negate
1 Outnumber
1 Pulse of Murasa
1 Ravaging Blaze
1 Supplant Form
1 Titanic Growth
1 War Flare
1 Wild Slash
Enchantments
1 Dead Weight
1 Goblin Slide
1 Market Festival
1 Oakenform
1 Pacifism
Lands (only specifying non basics)
1 Blighted Woodland
1 Crumbling Vestige
1 Evolving Wilds
1 Rakdos Carnarium
1 Rugged Highlands
1 Transguild Promenade
1 Twilight Mire
1 Unknown Shores
Total: 63
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2016-07-27, 10:08 PM (ISO 8601)
- Join Date
- May 2013
- Location
- Gainesville, GA
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Recommendations- Cultivate/Kodama's Reach, Explosive Vegetation, Darksteel Ingot, Toxic Deluge. Swap Lifespring Druid for either Birds Of Paradise or Sylvan Caryatid.
Last edited by Svata; 2016-07-27 at 10:11 PM.
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2016-07-28, 05:38 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
I make deck: The Envy of Angels. Basically made out of my Sealed/Draft chaff - yes, all those Giselas and Brunas. I want to get rid of the Slayers (I have no auras and equipment doesn't die often), but I'm not sure what to replace them with. Maybe Arashin Foremosts?
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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2016-07-29, 08:34 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I have another deck idea! (i have lots of these, ok? ) For the shiggles i decided to go and look through the Kamigawa block, and now i want to make a Konda EDH deck. So heres the deck.
Spoiler: Warning, i put very little thought into this
Commander Konda, Lord of Eiganjo
Creatures
1 Araba Mothrider
1 Bushi Tenderfoot
1 Descendant of Kiyomaro
1 Devoted Retainer
1 Eight-and-a-Half Tails
1 Hand of Honor
1 Indebted Samurai
1 Inner Chamber Guard
1 Isamaru Hound of Kondo
1 Kentaro the Smiling Cat
1 Kitsune Blademaster
1 Kitsune Dawnblade
1 Kitsune Healer
1 Konda's Hatamoto
1 Masako the Humorless
1 Michiko Konda, Truth Seeker
1 Mothrider Samurai
1 Myojin of Cleansing Fire
1 Nagao, Bound by Honor
1 Opal Eye, Konda's Yojimbo
1 Pious Kitsune
1 Rune Tail, Kitsune Ascendant
1 Samurai Enforcers
1 Sensei Golden Tail
1 Silverstorm Samurai
1 Takeno Samurai General
1 Yosei the Morning Star
Enchantments
1 Cage of Hands
1 Entangler
1 Pacifism
Instants
1 Blessed Breath
1 Call to Glory
1 Day of Destiny
1 Etheral Haze
1 Hail of Arrows
1 Hold the Line
1 Holy Day
Sorcery
1 Final Judgement
1 Wrath of God
Artifacts
1 General's Kabuto
1 Konda's Banner
1 Imi Statue
1 Journeyer's Kite
1 Junkyo Bell
1 Nemesis Mask
1 No-Dachi
1 Oathkeeper, Takeno's Daisho
1 O-Naginata
1 Shell of the Last Kappa
1 Tatsumasa the Dragons Fang
1 That Which was Taken
1 Uzemawas Jitte
Land
30 Plains
Total 83 cards
Why yes, i did just go down the Kamigawa block and grab every samurai and neat looking equipment, why do you ask? Being serious now this deck still has 19 cards that i can pump into it and i realize this deck is gonna need some help, mostly cuz its made up of 95% Kamigawa cards.Last edited by Blackhawk748; 2016-08-02 at 10:03 AM.
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2016-07-31, 06:17 AM (ISO 8601)
- Join Date
- Nov 2013
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
The problem with Konda as a Samurai General is that he does not buff Samurai.
He fits best in a deck with lots of Boardwipes and stuff to dump onto him to make him a bigger threat.
My suggestion would Be Nemesis Mask and Entangler as well as an effect that gives you hexproof.
That way you can't be attack..must be blocked and can't be targeted. Go for the really long game.
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2016-07-31, 10:17 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- Tharggy, on Tellene
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Last edited by Blackhawk748; 2016-07-31 at 10:20 AM.
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2016-08-02, 01:35 PM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
I'm brewing this list for a rather unusual format:
Spoiler: ManlandAffinity
4 Blinkmoth Nexus
4 Inkmoth Nexus
4 Mutavault
4 Mishra's Factory
4 Dryad Arbor
4 Zoetic Caverns
4 Dread Statuary
4 Gargoyle Castle
4 Westvale Abbey
4 Foundry of the Consuls
4 Spawning Bed
4 Westvale Abbey
4 Stalking Stones
4 Memnite
4 Frogmite
4 Welding Jar
4 Street Wraith
I'm unhappy with Welding Jar (too many manlands aren't artifacts), Street Wraith (too much life drain) and Spawning Bed (too expensive) in the current list, and could maybe use a non-Affinity colorless threat in place of Frogmite. Any thoughts?The gnomes once had many mines, but now they have gnome ore.
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2016-08-02, 01:57 PM (ISO 8601)
- Join Date
- Jan 2010
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
You appear to have 8 Westvale Abbeys. Also, not enough Summer Bloom, Explore, Exploration or similar. Chromatic Star and Chromatic Sphere can cover the Green mana for when Dryad Arbor is unavailable, and cantrip nicely for Street Wraith. The extra land should also help with Spawning Bed's costs, too.
Oh, and perhaps Life From the Loam or Splendid Reclamation. Especially Life from the Loam, if you run Treetop Village to complement Dryad Arbor.
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2016-08-02, 02:15 PM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
I cut the extra Westvale Abbies. And a count showed I was still at 64, so the Welding Jars went too.
With regards to green acceleration, I'm currently mono-colorless for consistency and I can't see a way to splash green in this list without losing that consistency.
Replacing 1-2 Street Wraiths with Chromatic Star or Mishra's Bauble might be feasible, if I had a reason to.
And again, I've replaced enough Artifacts that Frogmite will often cost 3+. Is there a better spell to run in that slot?The gnomes once had many mines, but now they have gnome ore.