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2017-08-30, 01:45 PM (ISO 8601)
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- Dec 2015
Re: Magic the Gathering XXII: Where Puns Go to Die
One of the more popular decks in standard is three color energy (red, blue and green is known as RUG (Black gets to be abbreviated as B, so Blue is U) or Temur, after the R/U/G faction from Kahns of Tarkir) but it is taking advantage of the trio of Servant of the Conduit, Attune with Aether and Aether Hub along side a bunch of other cards that care about energy.
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2017-08-30, 01:51 PM (ISO 8601)
- Join Date
- Dec 2015
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2017-08-31, 07:41 PM (ISO 8601)
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- Dec 2015
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- Yokohama, Japan
Re: Magic the Gathering XXII: Where Puns Go to Die
Well, I so far only plan to play with IRL friends, so I think I might not play Magic Online. The format itself does seem very interesting, as well as the deck itself, though. Thanks!
I do love these sorts of synergetic cards, but I assume it's difficult to throw these into a Grixis deck when there's so much Green? That gimmick does seem fun, so after trying Grixis I might try that out too as well. Thanks~
BTW, I plan to create an Eldrazi deck in addition to Nicol Bolas.dek. Probably Modern, because I plan to use the Urza lands for lamp strategies. I really am interested in playing big, scary monsters (I've played other card games in the past, but almost all my decks revolved around heavy trump cards), and the Eldrazi bosses seem really appealing to me, both in terms of effects and their flavor/illustration.Extended Signature: Homebrew StuffSpoiler: Avatar
^ Fantastic avatar made by Professor Gnoll. Yaya Tokaz, from the manga "Kukul and Nagi". ^
Unlimited Blade Works: The Guide to the Ultimate Paladin/Sorcerer Multiclass
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2017-08-31, 08:25 PM (ISO 8601)
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- Jan 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
In standard, that deck was Eldrazi Green; Joroga Treespeaker, Overgrown Battlement, and Primeval Titan were the main ramp engine for the deck, with a bit of Summoning Trap and Green Sun's Zenith to ramp better. In Modern, that deck is R/G Tron, with Sylvan Scrying, Expedition Map, and Urzatron to assemble all the pieces by turn 4, using Chromatic Star/Chromatic Sphere and Grove of the Burnwillows to get colored mana, and Ancient Stirrings to dig up the missing pieces, whether they're lands or big threats.
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2017-09-01, 11:36 AM (ISO 8601)
- Join Date
- Jan 2016
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- To the cosmos, nearby you
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Re: Magic the Gathering XXII: Where Puns Go to Die
I've created a deck that might actually maybe work? I haven't tested it yet, but it feels somewhat viable. Here's a link (mtggoldfish) to the list. My game plan is to use Amulet of Vigor with fast land strategies (Summer Bloom et al) to get a bunch of lands on the battlefield quickly, which we can sac to Scapeshift to get lots of Urza lands and hardcast Emrakul, the Aeons Torn. In theory, we can hardcast her on turn three. It's complicated, but it's possible.
Spoiler: The dreamTurn one exile Simian Spirit Guide, play Amulet of Vigor. Drop a Gruul Turf, float GR and pick it back up. Play Summer Bloom, then drop two Forests and a Gruul Turf, picking up a Forest, and play Rites of Flourishing. Pass.
EOT:
Battlefield: Forest, Gruul Turf, Amulet of Vigor, Rites of Flourishing
Exile: Simian Spirit Guide
Graveyard: Summer Bloom
Hand: Forest
Turn two draw two cards, playing two Forests. Pass.
EOT:
Battlefield: Forest, Forest, Forest, Gruul Turf, Amulet of Vigor, Rites of Flourishing
Exile: SSG
Graveyard: Bloom
Hand: Forest
Turn three draw two cards, drop a Forest, tap out (MP: G G G G GR), drop Scapeshift (MP: GR). Sacrifice everything, search for 3 Urza's Tower, one Urza's Mine, and one Urza's Power Plant. Tap out again (MP: 13GR) and cast Emrakul. Her cast trigger resolves, pass the turn to yourself.
EOT:
Battlefield: Urza's Tower, Urza's Tower, Urza's Tower, Urza's Mine, Urza's Power Plant, Amulet of Vigor, Rites of Flourishing, Emrakul, the Aeons Torn
Exile: SSG
Graveyard, Bloom, Forest, Forest, Forest, Forest, Turf, Scapeshift
Hand: Hellbent
It's fairly resilient, and as far as I can tell has decent matchups against midrangey decks. I'm worried I'm overlooking something in the sideboard, though, so if advice can be given there I'm all for it. Creeping Corrosion, maybe?LGBTitP
Proudly Founded Team 2
"Everyone starts off making garbage.
If you finally make something halfway
decent, it'll be the best day of your life."
— Nehra, inventor_________________
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2017-09-01, 11:41 AM (ISO 8601)
- Join Date
- Mar 2009
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2017-09-01, 12:00 PM (ISO 8601)
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- Jan 2016
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- To the cosmos, nearby you
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
LGBTitP
Proudly Founded Team 2
"Everyone starts off making garbage.
If you finally make something halfway
decent, it'll be the best day of your life."
— Nehra, inventor_________________
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2017-09-01, 01:07 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- City of Culture TM
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Re: Magic the Gathering XXII: Where Puns Go to Die
I've been playing MTG for a yearish now. This is the current edition of my EDH deck.
any opinions?Quotes
Spoiler
Originally Posted by DJ SagaraOriginally Posted by Fox Mulder
Avatar by Kaariane.
Murdered by Furthur Maths.
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2017-09-01, 02:44 PM (ISO 8601)
- Join Date
- Apr 2008
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- USA
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Hard to give opinions on a broken link.
ze/zir | she/her
Omnia Vincit Amor
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2017-09-01, 02:56 PM (ISO 8601)
- Join Date
- Jun 2009
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- City of Culture TM
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Re: Magic the Gathering XXII: Where Puns Go to Die
what? OOooh Fixed the link, apparantly I forgot to set it to public.
Quotes
Spoiler
Originally Posted by DJ SagaraOriginally Posted by Fox Mulder
Avatar by Kaariane.
Murdered by Furthur Maths.
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2017-09-02, 12:14 AM (ISO 8601)
- Join Date
- Oct 2010
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Re: Magic the Gathering XXII: Where Puns Go to Die
1. What is your budget? Always put this in.
Biggest questions I have are why are you using those particular counterspells and why you aren't running more control magic effects? In multiplayer having better, more expensive counterspells is better than 1-2 mana ones you are going to have difficulty getting value out of, and other people will just give you critters.
List of better counterspells:
Spoilerhttp://gatherer.wizards.com/Pages/Ca...verseid=423698
http://gatherer.wizards.com/Pages/Ca...verseid=382255
http://gatherer.wizards.com/Pages/Ca...verseid=429870
http://gatherer.wizards.com/Pages/Ca...verseid=129022
http://gatherer.wizards.com/Pages/Ca...verseid=417625
http://gatherer.wizards.com/Pages/Ca...verseid=416865
http://gatherer.wizards.com/Pages/Ca...verseid=407571
http://gatherer.wizards.com/Pages/Ca...verseid=430668
Also what does your party say about infinite combos or extra turns?
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2017-09-02, 02:03 AM (ISO 8601)
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- Jun 2009
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- City of Culture TM
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Re: Magic the Gathering XXII: Where Puns Go to Die
Ahh sorry, it's an extra 100-150 USD on top of the current list, the budget that is. Main reason I'm running the 2-1 mana counterspells is because I don't want to have to leave 4 mana open to protect my wincon or stop someone from going off. They're okay with infinite combos. Essentially I'm not running Mother May I, I'm running, "Can I win this turn and what stops me from doing so?"
Last edited by The_Admiral; 2017-09-02 at 02:31 AM.
Quotes
Spoiler
Originally Posted by DJ SagaraOriginally Posted by Fox Mulder
Avatar by Kaariane.
Murdered by Furthur Maths.
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2017-09-02, 02:19 AM (ISO 8601)
- Join Date
- May 2013
- Location
- Gainesville, GA
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Re: Magic the Gathering XXII: Where Puns Go to Die
Disdainful Stroke and Stubborn Denial can be very useful in Commander.
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2017-09-02, 02:26 AM (ISO 8601)
- Join Date
- Jul 2005
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- WI, USA
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2017-09-02, 03:01 AM (ISO 8601)
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- Jun 2009
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- City of Culture TM
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2017-09-02, 07:43 AM (ISO 8601)
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- May 2013
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- The Incipisphere
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2017-09-02, 08:03 PM (ISO 8601)
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- Jan 2006
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- The Middle of Nowhere
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Re: Magic the Gathering XXII: Where Puns Go to Die
The best way to counter combos is the social contract. Discuss with your friends the type of game you want to play. Then if they disagree with your assessment, you have a few options. You can either try to convince them (good luck), you can overcompensate and play to the meta they "say" they want (by playing some ludicrous and "totally fair" combo deck), you can find a new group entirely, or you can just accept that this is the life you live and you won't get to play the Commander you want.
I've seriously considered making a "you don't get to have fun deck" to help explain to people why I don't like certain aspects of Commander. I'm not sure if it would work, but sometimes I just hate people.
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2017-09-02, 10:57 PM (ISO 8601)
- Join Date
- Jun 2009
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- City of Culture TM
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Re: Magic the Gathering XXII: Where Puns Go to Die
Quotes
Spoiler
Originally Posted by DJ SagaraOriginally Posted by Fox Mulder
Avatar by Kaariane.
Murdered by Furthur Maths.
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2017-09-03, 02:39 AM (ISO 8601)
- Join Date
- Jan 2006
- Location
- The Middle of Nowhere
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Re: Magic the Gathering XXII: Where Puns Go to Die
I certainly wouldn't be playing in that meta, so I can't offer any actual constructive advice besides "you should just be trying to combo off on turn 3 every game because that's trivial, even through disruption for some decks." Commander is an easily broken format, if people are going to try to play the best things you may as well break it in half as hard as possible.
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2017-09-05, 01:29 PM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
Green in Ixalan
Spoiler...looks very sad. It doesn't get much color fixing or ramp, while UBR does. And the next-best ramp after Treasures is in transform artifacts.Last edited by Bucky; 2017-09-05 at 01:32 PM.
The gnomes once had many mines, but now they have gnome ore.
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2017-09-05, 01:36 PM (ISO 8601)
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- Jun 2009
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- City of Culture TM
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2017-09-06, 02:59 AM (ISO 8601)
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- May 2009
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Re: Magic the Gathering XXII: Where Puns Go to Die
Green has a ton of dinosaurs with high mana costs. I'd be very surprised if there weren't a reasonable number of decent ramp cards.
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2017-09-06, 07:30 PM (ISO 8601)
- Join Date
- Mar 2013
Re: Magic the Gathering XXII: Where Puns Go to Die
Got bored and checked the Magic website...huh. Next set features a Hearthstone mechanic, the return of raid, and action word "get a land on your hand or a +1/+1 with the possible cost of a card." That scared me before the "multiple Jaces" thing appeared. Oh man, that'll turn some folk in their graves...
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2017-09-07, 12:11 AM (ISO 8601)
- Join Date
- Nov 2008
Re: Magic the Gathering XXII: Where Puns Go to Die
As if Doubling Season planeswalker decks needed an easier way to go infinite
The gnomes once had many mines, but now they have gnome ore.
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2017-09-07, 12:43 AM (ISO 8601)
- Join Date
- Dec 2006
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- Dancin' away
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Re: Magic the Gathering XXII: Where Puns Go to Die
Since I generally prefer to pretend Heathstone exists, what is the "Hearthstone mechanic"?
Also Doubling Season decks are just sort of generically bad in the first place; having infinite Jaces doesn't make them any better. I just want to do it against one of my friends, who despises Jace.i am going to make it through this year
if it kills me
i am going to make it though this year
if it kills me
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2017-09-07, 12:57 AM (ISO 8601)
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- Aug 2008
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Re: Magic the Gathering XXII: Where Puns Go to Die
I guess it's Enrage, but given the huge engine differences between Magic and Hearthstone, Enrage in Magic is much more flexible and interesting than in Hearthstone, which can only passively buff minions that have damage on them (and damage doesn't go away at end of turn). In Magic you can do things like damage other creatures and target things.
The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.
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2017-09-07, 01:35 AM (ISO 8601)
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- Jan 2006
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- The Middle of Nowhere
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Re: Magic the Gathering XXII: Where Puns Go to Die
It's mostly funny that Jace makes infinite Jaces with Doubling Season, which means you just have several million Jaces. Also probably some illusions afterwards, but still, a million Jaces.
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2017-09-07, 03:17 AM (ISO 8601)
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- May 2009
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Re: Magic the Gathering XXII: Where Puns Go to Die
Let's be honest, if you have Doubling Season you probably have better things to be going infinite with than new Jace. After all, it's not like we are lacking in planeswalkers that do absurd things with doubling season, and this Jace gives your opponent a whole turn before he actually kills them. Jace AoT is where it's at.
They actually talked about Jace being a polarising character recently. The basic idea was this:
- If you like Jace, you're happy - this set's story is about Jace.
- If you don't like Jace, you're happy - Jace is having an awful time.
The first story article on the site has gone up, incidentally, and actually wasn't bad, in my opinion. Here's hoping Jace becomes a bit less smug as a result, which seems like a plausible outcome.
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2017-09-07, 03:34 AM (ISO 8601)
- Join Date
- Dec 2006
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- Dancin' away
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Re: Magic the Gathering XXII: Where Puns Go to Die
I'm hoping that we'll see less focus on the main 5 planeswalkers since they got stomped on by Big Daddy Bolas.
...admittedly, going straight into a Jace block after Bolas laid the smackdown causes a small amount of bile for me, but I'm okay since everything else in the set is sweet, what with the pirates, dinosaurs, and a bunch of good reprints.
I am sad that it's been confirmed that we're not getting any Vampirates, though.Last edited by Shadow of the Sun; 2017-09-07 at 03:49 AM.
i am going to make it through this year
if it kills me
i am going to make it though this year
if it kills me
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2017-09-07, 04:04 AM (ISO 8601)
- Join Date
- May 2013
- Location
- Gainesville, GA
- Gender
Re: Magic the Gathering XXII: Where Puns Go to Die
Last edited by Svata; 2017-09-07 at 04:05 AM.