Saturday, June 27, 2009

Goblins got a boost!

Seige-Gang Commander is back.
Not much else added in the way of tribal synergy for goblins.
Except Goblin Chieftain! This guy is WAY too good!
Forgot my previous post about reanimator. I'm playing GOBLINS!!!!

Challenge of the Week: Goldenglow Moth


















It is an old card. It is an awful 0/1 creature with some decent up-side (gain 4 life, woo hoo) but lots of downside: essentially a defender (no power) that dies after one block (1 toughness). The only way this card could be good on its own is if your opponent is also playing it, and then you can take turns swinging into each others moths, gaining 4 life without your turd dying.

So the supporting cast is everything for this card.

So this challenge should either include the current standard format(tenth, lorwyn and shards) or the next standard format (lorwyn, shards and M10).

I've got some ideas, but they are bad, as you might expect...

BGW reanimator?

Sign in Blood -- BB Target player draws two cards and loses 2 life
Rise from the Grave -- B4 Put target creature card in a graveyard into play under your control. That creature is black and is a zombie in addition to its other types.
Cemetery Reaper -- other zombies get +1/+1. B2, tap: exile creature card in a graveyard, put a 2/2 zombie token creature into play.

So I'm thinking add some putrid leech, and some saproling production (necrogenesis, verdant force maybe?) and some mana rampage, maybe splash some white for o-ring, path to exile, and some big white creatures to reincarnate. Wrath of God in the board.

So I'm thinking BWG reanimator + tokens. I haven't really played alara reborn at all, and only slightly played the shards block at all, so i'm not sure what kind of help i'm getting from there. But reanimator is fun, and rise from the grave digs my opponents graveyard for goodies, too. Could be a good time.

If I go mana ramp I could play big creatures or I could look into land destruction. If I go land destruction R makes more sense than W. And RBG ramp isn't new and exciting. I want to come up with something that doesn't look like a typcial net deck.

Friday, June 26, 2009

Post m10 R/W winsauce

4x Figure of Destiny --- will need to be replaced when zildikar or whatever comes out
4x White Knight
4x Sigiled Paladin
3x Baneslayer Angel

4x Lightning Bolt
4x Harms Way
2x Banefire
4x Path to Exile
3x O. Ring

3x Ajani Vengeant
2x Elspeth

--------------------
Baneslayer Angel

Creature - Angel
Flying, first strike, lifelink, protection from Demons and from Dragons
Some angels protect the meek and innocent. Others seek out and smite evil wherever it lurks.
Illus. Greg Staples #4/249 5/5

Thursday, June 18, 2009

What I want to Build post m10

4x Figure of Destiny
4x Ball Lightning
4x Shard Volley
4x Lightning Bolt
4x Flame Javelin
4x Boggart Ram-Gang
4x Volcanic Fallout
4x Countryside Crusher
3x Banefire
3x Murderous Redcap


4x Ghitu Encampment
18x Mountains

Wednesday, June 10, 2009

Rules Changes for M10

http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/42a&dcmp=ilc-mtgrss#62567

Most of these rules Changes are fine, I'm even going to give you guys a brief synopsis of everyone of them:

1) in play zone is now called the battlefield, while this is going to take a lot of getting used to, it is better for the game.

2) playing spells will now be called casting instead. again better for the game

3) there will be an additional removed from game zone. it will be known as "exile" an exiled card is not eligible to be targeted by cards such as glittering wish and other cards that refer to cards not in the game. meh- not really sure about what I think of this one.

4) players mulligan simultaneously. This one is fine because players still choose whether or not to mull the first time in order, but each mulligan (to 6 or to 5 etc,) happens simultaneously.

5)There is now a beginning of the end step (which also means that End of turn step is now called end step) this now mirrors beginning of upkeep step and will eventually remove the problems associated with at end of turn v. until end of turn.

6)Mana Burn does not exist - ok whatever

7) Mana pools empty at the end of every step now. no more floating mana from upkeep to draw step or from attackers to blackers steps. ok whatever. the loss of the upkeep to draw step kinda sucks, but it was so seldomly needed that whatever.

8)Tokens are now owned by the person who's control they entered the "battelfield" under. meh. whatever.

9)COMBAT DAMAGE DOES NOT USE THE STACK!!!!! THIS MAKES ME SAD ENOUGH TO GO ONTO CRUISE CONTROL. SEAN, IT SHOULD UPSET YOU TOO. WHAT KILLING MY HUSK IM GOING TO SAC MY... OH SHIT TOO LATE.. WHAT YOU BLOCK MY MOGG FANATIC?? WELL i FLING HIM AT YOUR... OH SHIT TOO LATE.

Combat Damage not using the stack also changes the way blocking, deathtouch, and lifelink operate. suxxorz