Results 781 to 810 of 1504
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2016-10-27, 12:58 PM (ISO 8601)
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- Aug 2011
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Re: Magic the Gathering XXII: Where Puns Go to Die
I don't think we need to put everything in spoiler tags, it's just considerate to put images in tags since they can eat up screen real estate.
Anyways overall I'm really excited about C16, however I'm very disapointed in Ludevic; I really feel he could be way more in alignment with the character.
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2016-10-27, 07:43 PM (ISO 8601)
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- Mar 2013
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- Elsewhere
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2016-10-28, 07:30 AM (ISO 8601)
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- Nov 2013
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2016-10-28, 10:19 AM (ISO 8601)
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- Sep 2011
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- Midwestern United States
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Re: Magic the Gathering XXII: Where Puns Go to Die
Custom avatar by me - based on my Half-Orc Eldritch Knight, Keth d'Lordran
Spoiler
Tabletop RPGs
Started with D&D 3.5, these days I mostly play 5E and occationally Call of C'thulu. Currently running two D&D 5E games over roll20
Magic: the Gathering
Started with Return to Ravnica/Innistrad. I'll draft every once in a while but EDH is my favorite format by far.
Decks: Lord Windgrace, Neyith of the Dire Hunt, Rielle the Everwise
Other Geeky Hobbies
Ridley/Lucina main SSBU
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2016-10-28, 12:06 PM (ISO 8601)
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- Mar 2013
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- Elsewhere
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Re: Magic the Gathering XXII: Where Puns Go to Die
...I did not know that was a card that existed. As for Triumph of the Hordes, I kinda have a secondary tokens theme, and giving all my 1/1 soldiers and 2/2 knights infect is a big deal.
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2016-10-31, 12:23 PM (ISO 8601)
- Join Date
- Apr 2012
Re: Magic the Gathering XXII: Where Puns Go to Die
So I've been playing around with R/G Land Hate, and a question about priority and the like came up. I'm not sure I understand all the rules myself about it and figured I'd ask.
I control a Sakhura Tribe Elder and cast Anger of the Gods. I do not sac my Elder and pass priority to my opponent.
My opponent passes priority back to me.
Can I still sac my Elder, or does the Anger immediately resolve. If I do sac my Elder at this point, does my opponent get another opportunity to potentially counter my spell?Avatar courtesy of Ceika.
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2016-10-31, 12:32 PM (ISO 8601)
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- Mar 2013
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- Elsewhere
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Re: Magic the Gathering XXII: Where Puns Go to Die
Once you pass priority, unless someone does something else, you do not get it back before the spell resolves. If you regain priority to sacrifice Sakura-Tribe Elder, then they would get another chance to counter Anger.
Last edited by Ionbound; 2016-10-31 at 12:33 PM.
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2016-10-31, 01:05 PM (ISO 8601)
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- Aug 2011
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Re: Magic the Gathering XXII: Where Puns Go to Die
Yes you have to hold priority to sac Sakura Tribe Elder in response to your Anger of the Gods
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2016-11-04, 04:46 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Denmark
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2016-11-08, 05:04 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- in the playground.
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I never really liked "Group Hug" decks, but I put my own spin on things. I think a more political play-style works better with Kynaios and Tiro, but any advice on cards I should run or cut? I cut Zedruu since there isn't a whole lot I'd be giving away but I know there are a lot of (not so) symmetrical effects that I could be running.
Hmm, perhaps some equipment for your infecters? Umezawa's Jitte would be great with Atraxa's proliferate. I went with the more over-played route with my atraxa build and did Superfriends. If I were you, I'd throw in a Magistrate's Scepter and a Coalition Relic; they both work wonders with her.Last edited by Lhurgyof; 2016-11-08 at 05:11 PM.
Originally Posted by Hans
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2016-11-08, 11:23 PM (ISO 8601)
- Join Date
- Mar 2014
Re: Magic the Gathering XXII: Where Puns Go to Die
So, do people care about the frontier format? Basically Modern Modern. All the sets after M15 are legal.
If people do care about Frontier, would they mind helping me with this brew? Trying to build a not green creature less control deck around Myth Realized. At the moment I have pretty much a highlander deck of things that I think would be good in the final deck... but I really do need to just cut out cards until I have a coherent deck I suspect. Don't really have a sideboard yet.
Also the land base is kinda slapped together. Advice on that would also be very much appreciated.
Spoiler
Enchantments
4 Myth Realized <- Rapidly builds into a giant fatty. Buff with walkers and clear a path.
1 Oath of Chandra <- Burn that also is basically free damage with walkers... which I should have out.
Artifact
1 Dynavolt Tower<- Free bolt every 2.5 spells.
Planeswalkers
1 Saheeli Rai<- Mainly to clone big myths in the endgame.
1 Chandra, Torch of Defiance<- Don't really know... seems like nice?
1 Nahiri, the Harbinger<- Feeds cruise? Punishes attackers? Considering cutting.
1 Dovin Baan<- card draw, and also low level defense. Considering cutting.
1 Narset Transcendent<-Hits 2/3 on card draw. Also rebound is nice?
1 Ajani Steadfast<- Surprisingly great. LL, V, & FS are nice keywords.
1 Sorin, Grim Nemesis<- Card draw engine that can execute other walkers.
Instants
1 Lightning Axe<- Long time favorite spell. Meant to power a madness sub theme.
1 Dispel<- Hits a lot of annoying things.
1 Select for Inspection<- Bounce is good?
1 Stubborn Denial<- Myth protection.
1 Turn Aside<- I like this effect.
1 Temur Battle Rage<- Suprise your dead with a myth.
1 Lightning Strike<- Seems to be a staple?
1 Disdainful Stroke<- Good?
1 Negate<- Good?
1 Valorous Stance<- Removal+protection?
1 Feat of Resistance<- Myth coverage?
1 Fiery Temper<- Madness sub theme.
1 Take Inventory<- Supposed to be running 4. Discard a couple then cheap draw.
1 Kolaghan's Command<- Really nice?
1 Anguished Unmaking<- Not quite Vindicate?
1 Crackling Doom<- Good removal?
1 Ojutai's Command<- UW bone to ash? Pauper tought me this is fiarly close to cryptic.
1 Silumgar's Command<- Sexy?
1 Murderous Cut<- 1 mana murder?
Sorceries
1 Collective Brutality<- Madness sub theme.
1 Murderous Compulsion<- Madness sub theme.
1 Declaration in Stone<- format staple?
1 Alms of the Vein<- Madness sub theme.
1 Painful Truths<- draw 3 for 3.
1 Crux of Fate<- Board wipe.
1 Treasure Cruise<- ancestral visions.
1 Shred Sanity<- Get back something and a Madness card, discard madness card, profit.
Lands
2 Mountain
2 Swamp
1 Polluted Delta
3 Mystic Monastery
1 Urborg, Tomb of Yawgmoth
1 Bloodstained Mire
4 Island
1 Sunken Hollow
2 Flooded Strand
1 Prairie Stream
2 Plains
2 Nomad Outpost
Last edited by LordDavenport; 2016-11-09 at 12:56 AM.
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2016-11-09, 07:38 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- in the playground.
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Originally Posted by Hans
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2016-11-09, 11:27 PM (ISO 8601)
- Join Date
- Oct 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
You seem pretty all over the place here. When making a new deck you need to pick 1-2 goals to accomplish. So here we have Myth Realized, which is a card which has several properties.
1. It is only a creature when you pay for it to be.
2. It gets stronger when you cast lots of spells.
3. It is a white card.
All of these traits means it works well with Thing in the Ice and UWX control. So now the question is whether to play Esper (UWB) or Patriot/Jeskai (UWR). Playing B gets you delve, R gets you burn spells. Delve and Thing in the Ice have no synergy, so I am going to focus on patriot.
4 Myth Realized
3 Thing in the Ice
3 treasure cruise
1 dig through time
4 Valorous Stance
4 Lightning Strike
2 negate
3 condescend
4 Nahiri, the Harbinger
1 New Emrakul
x Crackling Doom
X Anger of the gods/End hostilities (2 each maybe?)
4 Mystic Monastery
4 Temple of Triumph
2 Temple of Epiphany
4 Shivan Reef
2 Battlefield Forge
4 Flooded Strand
2 Plains
2 Island
So here the deck has three bombs, Myth, Thing in the Ice, and Nahiri. They can all work together without tripping each other up, and Nahiri can cast your lone Emrakul if you need to go big. Lots of burn and counterspells to keep you alive while myth and thing grow, and enormous card draw. Nahiri combos hard with your card draw, filling the grave while letting you filter your deck.
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2016-11-10, 11:41 AM (ISO 8601)
- Join Date
- Mar 2014
Re: Magic the Gathering XXII: Where Puns Go to Die
Fair points. I was a bit destrcated by all the 4 color decks floating around the format.
Questions/comments in Bold
4 Myth Realized
3 Thing in the Ice
3 treasure cruise
1 dig through time
4 Valorous Stance
4 Lightning Strike
2 negate Dispel is better for counter spell wars, and Stubborn denial feels better for creature protection.
3 condescend ... Why? just for the any target counter spell? I don't even think it is legal in the format...
4 Nahiri, the Harbinger
1 New Emrakul
x Crackling Doom Is black... ?
X Anger of the gods/End hostilities (2 each maybe?) The in format card is radiant Flames. Theros was pre M15.
4 Mystic Monastery
4 Temple of Triumph Not legal
2 Temple of Epiphany Not Legal
4 Shivan Reef
2 Battlefield Forge
4 Flooded Strand
2 Plains
2 Island
So here the deck has three bombs, Myth, Thing in the Ice, and Nahiri. They can all work together without tripping each other up, and Nahiri can cast your lone Emrakul if you need to go big. Lots of burn and counterspells to keep you alive while myth and thing grow, and enormous card draw. Nahiri combos hard with your card draw, filling the grave while letting you filter your deck.Last edited by LordDavenport; 2016-11-10 at 11:42 AM.
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2016-11-10, 02:51 PM (ISO 8601)
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- Oct 2010
- Gender
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2016-11-10, 03:49 PM (ISO 8601)
- Join Date
- Mar 2014
Re: Magic the Gathering XXII: Where Puns Go to Die
Conclude is apparently not a card according to gatherer.
Biggest issue I saw after playing it once, is it has no great ways to deal with resolved planeswalkers, besides punching them. Also this deck plays more like a combo deck then anything else. Stall the board, then TII clears a path for damage=opponents remaining life. I am amused that emrakul+TII=20 damage by themselves.
Also, radiant flames slotted in nicely to replace anger.
For the dual lands, I tried the new Kaladesh lands. They seem pretty great, good early game while the mid late game mana delay is less of an issue.
What I am currently trying:
Spoiler
Enchantments:
4 Myth Realized
Creatures:
3 Thing in the Ice
1 Emrakul, the Promised End
Planeswalkers:
4 Nahiri, the Harbinger
Sorceries:
3 Treasure Cruise
3 Radiant Flames
1 End Hostilities
Instants:
1 Dig Through Time
4 Valorous Stance
4 Lightning Strike
1 Dispel
2 Stubborn Denial
1 Ojutai's Command
2 Disdainful Stroke
2 Declaration in Stone
Lands:
2 Plains
2 Island
4 Flooded Strand
2 Battlefield Forge
4 Shivan Reef
4 Mystic Monastery
2 Inspiring Vantage
2 Spirebluff Canal
2 Mountain
Sideboard:
2 Negate
2 Disdainful Stroke
1 End Hostilities
1 Radiant flames
2 Ceremonious Rejection
1 Dispel
2 Summary Dismissal
2 Select for Inspection
1 Drag Under
1 Sorrin, Grim Nemisis
Side board is a bit throw together.
What about running fiery Temper? It synergies with Nahiri really well... Also with myth and TiI.
Also a 1 of torrential gear hulk as a secondary Nahiri target that is also just good to hard cast.
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2016-11-10, 04:09 PM (ISO 8601)
- Join Date
- Oct 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
Since I can't seem to think today. Exclude.
Fiery temper seems okay, I just worry about putting in too many situational cards. Torrential Gearhulk is a great card, but it is anti-synergistic with Treasure Cruise which is one of the best cards ever printed. Up to you how you want to balance those.
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2016-11-10, 05:24 PM (ISO 8601)
- Join Date
- Mar 2014
Re: Magic the Gathering XXII: Where Puns Go to Die
Yep, I had forgotten about CMC 3 Bone to Ash. Sadly it is invasion and commander 2014, which isn't in frontier. Frontier is just the mainstream expasions after M15, namely Khans block, BFZ block, Return to inistrad block, Kaldesh, and origins. That is basically what Ojetais command is for, along with recurring TiI. Though it also allows you to just recur a TiI while also drawing a card. Chose two spells are just the best.
Yeah, that is why I wouldn't run more then 1 gearhulk. Just would be nice to have another choice besides emmy, so Nafiri can ult if I already hit emmy.
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2016-11-10, 05:30 PM (ISO 8601)
- Join Date
- Oct 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
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2016-11-10, 05:32 PM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic the Gathering XXII: Where Puns Go to Die
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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2016-11-10, 05:34 PM (ISO 8601)
- Join Date
- Mar 2014
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2016-11-10, 06:27 PM (ISO 8601)
- Join Date
- Oct 2010
- Gender
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2016-11-13, 08:49 AM (ISO 8601)
- Join Date
- May 2015
Re: Magic the Gathering XXII: Where Puns Go to Die
So, I am trying to put together a modern deck, but for both budget reasons and a desire to play something cool and new, I am brewing my own deck. The wonky manabase is because those are the fetches I own. The deck is an aristocrats deck, trying to abuse blood artist, sacrifice outlets and generat value by doing so from cards ala mortician beetle and skirsdag high priest. I am just looking for any general advice you guys may have. The hope is that I can make it competitive, even if not tier 1. Due to not owning many modern staples, I haven't tested it against other decks yet, so any thoughts on match ups and especially the sideboard would be greatly appreciated.
Thanks!
The deck can be found here
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2016-11-13, 12:01 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Lima, Peru
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Well, you've got raise the alarm for blockers, or secure the wastes if you want something thats viable later-on. There are always uses for celestial flare or inmolating glare. Impeccable timing can stop a creature if its small enough, and valorous stance does double duty removing big targets or protecting your myth realized (which is an awful wincon btw as it has no evasion, no way to protect itself, and can be chumpblocked to pointlesness).
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2016-11-13, 03:33 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
It looks a little strange -- I'm not sure the Red is worth it for just Mogg War Marshal and Falkenrath Aristocrat, especially because you have a high number of non-human creatures.
You have a TON of sacrifice abilities, but I think you might also benefit from some tighter focus.
Personally (and I'm not a Modern expert), I'd probably cut the Red entirely and aim to use Blood Artist and Zulaport Cutthroat for a human-based Sacrifice deck.
This gets you access to Champion of the Parish, which gets bigger when you play Humans, and Unruly Mob, which gets bigger when creatures die. You can pick up Falkenrath Torturer for a sacrifice outlet and a discount Falkenrath Aristocrat without having to dip red. Elder Cathar is a human that can power up your other creatures when it dies, which is something you could use -- most of your sacrifices don't trigger long-term benefits, which is a problem.
Gather the Townsfolk lasts flashback, but it does creature human tokens, which is nice for a deck with some of these cards. You could also then (with a two-color base instead of 3) put in great sacrifice cards like Grave Pact (for lasting board control) or Angel of Glory's Rise (which can bring all your humans back on the field).
In short, you have a lot of sacrifice effects, but most of them only gain you a minor boost for a turn. If you want a sacrifice-heavy deck you should double-down on value, so that when you sacrifice creatures you actually GAIN momentum rather than losing it.
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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2016-11-14, 05:39 PM (ISO 8601)
- Join Date
- May 2015
Re: Magic the Gathering XXII: Where Puns Go to Die
I see what you mean, but to me, the main draw to the Falkenrath aristocrat is a combination of larger size, haste, and the ability to defend itself. However it does die to path, which merits consideration. I see the point about short term value only as well, but I think it may win fast enough that maybe that is ok. The fourth mortician beetle seems to be good, as well as a couple more high priests, maybe for cutting the marshals? I still like the Falkenrath Aristocrats, but then red is more of a splash. Do you think this might be better?
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2016-11-15, 01:24 AM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
I'm still skeptical -- I'm just not sure about your early winning power, as a lot of your sacrifice outlets aren't the strongest for closing out the game.
Cartel Aristocrat is fine, but it's basically just a 2-damage swing or a blocker, so it only gets you a little presence. Falkenrath Aristocrat is fine, but easy to remove, and you're running only 9 humans, 4 of which you'd prefer to keep alive. You have nothing that can pump itself up other than Mortician Beetle, and that can take a while to get going, so you don't really have board control OR raw combat power for much of the game.
I'd recommend going a bit back to the board and determining what you want the focus to be -- it seems like you're building three separate sacrifice decks (if not more) into a single deck, and it's weaker as a result.Last edited by Djinn_in_Tonic; 2016-11-15 at 01:33 AM.
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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2016-11-19, 12:02 AM (ISO 8601)
- Join Date
- Jul 2011
Re: Magic the Gathering XXII: Where Puns Go to Die
Idea: A combo deck... disguised as a Group Hug deck!
I use braces (also known as "curly brackets") to indicate sarcasm. If there are none present, I probably believe what I am saying; should it turn out to be inaccurate trivia, please tell me rather than trying to play along with an apparent joke I don't know I'm making.
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2016-11-19, 12:34 PM (ISO 8601)
- Join Date
- Sep 2015
- Location
- Orlando
Re: Magic the Gathering XXII: Where Puns Go to Die
So, after being out of the game for a while, I picked up some boosters and I'm staring down the barrel of a relatively poor deck. It's made out of what cards I pulled. I know it's not the greatest, but I'm looking for some pointers on how to work it up a bit better.
Yes, I am aware that Saheeli is redundant in this deck.
The prefferred theme is "urban primitive."
Spoiler
4 Thriving Turtle
1 Inventor's Apprentice
2 Longtusk Cub
2 Sage of Shaila's Claim
1 Pia Nalaar
3 Whirler Virtuoso
3 Empyreal Voyager
1 Electrostatic Pummeler
1 Aethersquall Ancient
1 Saheeli Rai
2 Glimmer of Genius
2 Explosive Vegetation
2 Confiscation Coup
1 Saheeli's Artistry
2 Sky Skiff
2 Era of Innovation
2 Fog
4 Reckless Fireweaver
1 Aetherworks Marvel
6 Island
4 Mountain
6 Forest
2 Aether Hub
2 Swiftwater Cliffs
2 Thornwood Falls
2 Rugger Highlands
"Scary magical hoodoo and technology are the same thing, their difference is merely cultural context" - Clarke, paraphrased
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2016-11-19, 02:25 PM (ISO 8601)
- Join Date
- Jan 2008
Re: Magic the Gathering XXII: Where Puns Go to Die