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  1. - Top - End - #781
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    Default 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.

  2. - Top - End - #782
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die


  3. - Top - End - #783
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by firedaemon33 View Post
    No become immense? OR Crovax?

  4. - Top - End - #784
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by firedaemon33 View Post
    No LUX CANNON?!? also I don't think triumph of the hordes does very much in youre deck since almost everything already has infect. Otherwise, the deck looks like a monster!
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    Started with Return to Ravnica/Innistrad. I'll draft every once in a while but EDH is my favorite format by far.
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  5. - Top - End - #785
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    Default 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.

  6. - Top - End - #786
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    Default 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.

  7. - Top - End - #787
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    Default 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.

  8. - Top - End - #788
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    Default 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

  9. - Top - End - #789
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by firedaemon33 View Post
    Why neither Glistener Elf, Ichorclaw Myr, Inkmoth Nexus nor Rancor are in the deck only the gods may know.
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  10. - Top - End - #790
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    Default 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.

    Quote Originally Posted by firedaemon33 View Post
    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.
    Quote Originally Posted by Hans
    Not again...

  11. - Top - End - #791
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    Default 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
    Show

    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.

  12. - Top - End - #792
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by LordDavenport View Post
    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
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    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

    Personally I've never heard of the format. Except for a few key cards, it appears your running singleton? I'd try to cut back to the essentials of the deck and add more copies, so that the deck is more consistent.
    Quote Originally Posted by Hans
    Not again...

  13. - Top - End - #793
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by LordDavenport View Post
    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
    Show

    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
    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.
    Last edited by Tvtyrant; 2016-11-09 at 11:29 PM.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  14. - Top - End - #794
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Tvtyrant View Post
    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.
    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.
    I will try this.
    Last edited by LordDavenport; 2016-11-10 at 11:42 AM.

  15. - Top - End - #795
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    I got condescend mixed up with conclude, which I think is amazing mod gane card advantage.

    Also I forgot that Theros was just before Frontier, but otherwise I think the list is solid.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  16. - Top - End - #796
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Tvtyrant View Post
    I got condescend mixed up with conclude, which I think is amazing mod gane card advantage.

    Also I forgot that Theros was just before Frontier, but otherwise I think the list is solid.
    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
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    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.

  17. - Top - End - #797
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    Default 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.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  18. - Top - End - #798
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    Default 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.

  19. - Top - End - #799
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by LordDavenport View Post
    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.
    Ouch. Bone to Ash is way, way worse. That one mana makes a world of difference.

    How does the deck work in testing against aggro? I have been working on UWR control and found R aggro hard to beat.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Tvtyrant View Post
    Since I can't seem to think today. Exclude.
    That's definitely not in Frontier; the only time it was printed in a non-supplementary set was Invasion.
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

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    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
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    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Tvtyrant View Post
    Ouch. Bone to Ash is way, way worse. That one mana makes a world of difference.

    How does the deck work in testing against aggro? I have been working on UWR control and found R aggro hard to beat.
    Have done like 2 matches with it so far. I expect radiant flames is the only real hope. That and early TiI acting as actually just a wall.
    I need to do more testing.

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by LordDavenport View Post
    Have done like 2 matches with it so far. I expect radiant flames is the only real hope. That and early TiI acting as actually just a wall.
    I need to do more testing.
    Myth might be up for killing off enemy creatures turns 3-4, Frontier should be a fairly slow format for a while.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

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    Default 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
    Last edited by Elandris Kajar; 2016-11-13 at 09:01 AM.
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    Wouldn't a half-elf/half-orc be a Fork?
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    And besides, it's a ludicrous way of breaking the game by twisting rules beyond all recognition. Kobolds have to be involved in there somewhere.

  24. - Top - End - #804
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    LansXero's Avatar

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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by LordDavenport View Post
    Have done like 2 matches with it so far. I expect radiant flames is the only real hope. That and early TiI acting as actually just a wall.
    I need to do more testing.
    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).

  25. - Top - End - #805
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Elandris Kajar View Post
    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
    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.

  26. - Top - End - #806
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Djinn_in_Tonic View Post
    Critique
    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?
    Spoiler: Quotes!!
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    Quote Originally Posted by Saintheart View Post
    Wouldn't a half-elf/half-orc be a Fork?
    Quote Originally Posted by Chronos View Post
    And besides, it's a ludicrous way of breaking the game by twisting rules beyond all recognition. Kobolds have to be involved in there somewhere.

  27. - Top - End - #807
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by Elandris Kajar View Post
    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?
    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.

  28. - Top - End - #808
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Idea: A combo deck... disguised as a Group Hug deck!
    Spoiler: Vanity quotes
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    Quote Originally Posted by Strigon View Post
    Wow.
    That took a very sudden turn for the dark.

    I salute you.
    Quote Originally Posted by AuthorGirl View Post
    I wish it was possible to upvote here.

    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.

  29. - Top - End - #809
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    Default 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."

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    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

  30. - Top - End - #810
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    Default Re: Magic the Gathering XXII: Where Puns Go to Die

    Quote Originally Posted by enderlord99 View Post
    Idea: A combo deck... disguised as a Group Hug deck!
    So... Zedruu the Greathearted?
    Avatar by Crimmy

    Zeal's Tier System for PrC's
    Zeal's Expanded Alignment System
    Zeal's "Creative" Build Requests
    Bubs the Commoner
    Zeal's "Minimum-Intervention" balance fix
    Feat Point System fix (in progress)

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    Quote Originally Posted by JadePhoenix View Post
    sonofzeal, you're like a megazord of awesome and win.
    Quote Originally Posted by Doc Roc View Post
    SonOfZeal, it is a great joy to see that your Kung-Fu remains undiminished in this, the twilight of an age. May the Great Wheel be kind to you, planeswalker.

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