Here is the updated version. This deck is pretty stinking fun. Deus is a great card. I can't figure out how I never noticed how good he is until now, which is too bad because I would have rocked him at FNM if I had only known. The Hellkite is pretty much the best combat trick wizards of the coast has ever printed. It's a four for one pretty much every time. Plus it clears away some little turns to ensure my deus gets in his 6 damage.
Sarkhan Vol got added. FoD did not. That may be a mistake on my part.
4x Llanwar Elves
4x Lightning Bolt
4x Rampant Growth
4x Lash Out
4x Farhaven Elf
3x Garruk
3x Sarkhan Vol
4x Primal Command
4x Deus of Calamity
3x Bogardan Hellkite
23 lands
Sideboard
4x Guttural Response
3x Murderous Redcap
4x Volcanic Fallout
4x Spellbreaker Behemoth
Wednesday, July 15, 2009
Wednesday, July 08, 2009
RWG, updated. Kind of.
So I'm thinking of trying to keep a current standard deck without having to buy a bunch of new cards. My RWG deck still has some punch, I think. It is full of good cards. I haven't used it in a standard tournament in about six months. It might be a little behind in the times, especially with the pain lands going out. So I've been looking over the decklist. I haven't decided on one slot, but I feel pretty good about the rest of it. What do you all think?
4x w/r figure of destiny
3x g birds of paradise
4x 1g elvish visionary
4x 1g bloom tender
4x rgw naya charm
4x rgw wooly thoctar
3x 2gg garruk wildspeaker
3x 2rw ajani vengeant
2x 2rg sarkhan vol
2x 2ww elspeth, knight-errant
3x 3rgw realm razor
lands
4x jungle shrine
4x rootbound crag
4x sunpetal grove
4x reflecting pool
2x fire-lit thicket
2x rugged prarie
2x forest
1x mountain
1x plains
sideboard
3x 1gw dauntless escort
4x 2w oblivion ring
4x 2gg chamaleon colussus
4x gw qasali pridemage
So I'm not completely set on Elvish Visionary. I've tried to carefully consider everything that costs one or two mana in the current standard build (trying to avoid lorwyn, since it won't be in much longer) and here is the short list I've come up with.
creatures:
1g elvish visionary
g noble hierarch
gr naya hushblade
gr rip-clan crasher
1r sparkmage apprentice
g wild nacatl
rw ceradon yearling
gr jund hackblade
removal:
wr sangrite backlash
w path to exile
combat tricks:
gr colossal might
w harms way
card advantage:
r/g fossil find
gw reborn hope
interesting:
w silence
Creatures seem to be the immediate need and most glaring lack in this current decklist. I have lots of great cards, and not a lot of creatures. Card advantage is a big lack, also. That's why I decided on the elvish visionary. But what about something weird like Silence, or Fossil Find, both interesting choices for 1 mana. Harms Way and Colossal Might are both good, but I fear they aren't great in this deck because I don't automatically have creatures to play every turn, so I'm afraid I'll be holding a colossal might and not have any creatures to play it on. On the other hand, giving my wooly thoctar trample, and pumping his toughness and strength to keep him alive, that could be useful. But I'm thinking not useful enough. I need something good, really good. And after lack of creatures in my decklist is lack of removal. That is fine, since hopefully I'll mana ramp into my combo and kill my opponent before they can get out any win conditions. But that is a best case scenario.
That all gets me back to Card Advantage to enable the combo (elvish visionary) and creatures to help my planeswalkers, or REMOVAL, so my topdeck sarkhan vol doesn't die the next turn. Which means I need Path to Exile main deck.
So there it is. I'm pretty much going to have to decide between path or visionary, and I don't know what the right choice is.
Thoughts? Maybe you have a better more perfect card in mind? Am I even right to think the maindeck is otherwise a solid foundation?
******
(edit, drok's suggested decklist) Just to get this on the front page:
Creatures:
4x figure of destiny
4x Bloom Tender
4x Wooly Thoctar
3x Realm Razor
Planeswalkers:
3x Garruk, Wildspeaker
3x Ajani Vengeant
2x Sarkhan Vol
2x Elspeth, Knight Errant
Spells:
4x Lightning Bolt
4x Path to Exile
3x Martial Coup
Lands:
4x Rootbound Crag
4x Sunpetal Grove
4x Reflecting Pool
4x Forest
4x Plains
3x Mountains
4x w/r figure of destiny
3x g birds of paradise
4x 1g elvish visionary
4x 1g bloom tender
4x rgw naya charm
4x rgw wooly thoctar
3x 2gg garruk wildspeaker
3x 2rw ajani vengeant
2x 2rg sarkhan vol
2x 2ww elspeth, knight-errant
3x 3rgw realm razor
lands
4x jungle shrine
4x rootbound crag
4x sunpetal grove
4x reflecting pool
2x fire-lit thicket
2x rugged prarie
2x forest
1x mountain
1x plains
sideboard
3x 1gw dauntless escort
4x 2w oblivion ring
4x 2gg chamaleon colussus
4x gw qasali pridemage
So I'm not completely set on Elvish Visionary. I've tried to carefully consider everything that costs one or two mana in the current standard build (trying to avoid lorwyn, since it won't be in much longer) and here is the short list I've come up with.
creatures:
1g elvish visionary
g noble hierarch
gr naya hushblade
gr rip-clan crasher
1r sparkmage apprentice
g wild nacatl
rw ceradon yearling
gr jund hackblade
removal:
wr sangrite backlash
w path to exile
combat tricks:
gr colossal might
w harms way
card advantage:
r/g fossil find
gw reborn hope
interesting:
w silence
Creatures seem to be the immediate need and most glaring lack in this current decklist. I have lots of great cards, and not a lot of creatures. Card advantage is a big lack, also. That's why I decided on the elvish visionary. But what about something weird like Silence, or Fossil Find, both interesting choices for 1 mana. Harms Way and Colossal Might are both good, but I fear they aren't great in this deck because I don't automatically have creatures to play every turn, so I'm afraid I'll be holding a colossal might and not have any creatures to play it on. On the other hand, giving my wooly thoctar trample, and pumping his toughness and strength to keep him alive, that could be useful. But I'm thinking not useful enough. I need something good, really good. And after lack of creatures in my decklist is lack of removal. That is fine, since hopefully I'll mana ramp into my combo and kill my opponent before they can get out any win conditions. But that is a best case scenario.
That all gets me back to Card Advantage to enable the combo (elvish visionary) and creatures to help my planeswalkers, or REMOVAL, so my topdeck sarkhan vol doesn't die the next turn. Which means I need Path to Exile main deck.
So there it is. I'm pretty much going to have to decide between path or visionary, and I don't know what the right choice is.
Thoughts? Maybe you have a better more perfect card in mind? Am I even right to think the maindeck is otherwise a solid foundation?
******
(edit, drok's suggested decklist) Just to get this on the front page:
Creatures:
4x figure of destiny
4x Bloom Tender
4x Wooly Thoctar
3x Realm Razor
Planeswalkers:
3x Garruk, Wildspeaker
3x Ajani Vengeant
2x Sarkhan Vol
2x Elspeth, Knight Errant
Spells:
4x Lightning Bolt
4x Path to Exile
3x Martial Coup
Lands:
4x Rootbound Crag
4x Sunpetal Grove
4x Reflecting Pool
4x Forest
4x Plains
3x Mountains
Tuesday, July 07, 2009
Challenge of the Week: Protean Hydra
Protean Hydra XG
Creature - Hydra Mythic Rare
Protean Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the end step.
Illus. Jim Murray 0/0
I figure there are a couple of ways to try to abuse this guy. After about four seconds of careful consideration, I decided mana ramp to go with mana ramp and (edited) clear the board with lots of board clearers............and a couple of reckless planeswalkers, Chandra Nalaar and Sarkhan Vol.
And I have combat tricks! Jund Charm gives my boy 2 extra counters to get removed!
Volcanic Fallout and Lavalanche can't really be considered combat tricks, but it can be considered da bomb. Hopefully these will work like Prized Unicorn by clearing out the blockers, but not actually suck. Like Prized Unicorn.
Chandra can be a win condition by herself, but she also makes my hydra a little bigger in the process, or helps get extra damage so a fallout can take care of business.
Sarkhan doesn't quite fit the synergy of what's happening here with the hydra, so I gave him a goblin assault. Plus, he's a game winner.
The Hellkite is cool because I can do it at flash speed. I'm pretty sure I can wait until the hydra's ability goes to the stack at the beginning of the end step, flash in a hellkite removing creatures and hitting my own hydra a couple times, then add some counters. Right? Plus this guy is a finisher.
Thirnax is a beast, and banefire is yet another finisher.
4x Rampant Growth
4x Jund Charm
4x Farhaven Elf
4x Volcanic Fallout
4x Sprouting Thirnax
4x Protean Hyrda
2x Sarkhan Vol
3x Chandra Nalaar
2x Bogardan Hellkite
2x Banefire
3x Lavalanche
4x Dragonskull Summit
4x Rootbound Crag
9x Forest
5x Mountain
2x Swamp
Creature - Hydra Mythic Rare
Protean Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the end step.
Illus. Jim Murray 0/0
I figure there are a couple of ways to try to abuse this guy. After about four seconds of careful consideration, I decided mana ramp to go with mana ramp and (edited) clear the board with lots of board clearers............and a couple of reckless planeswalkers, Chandra Nalaar and Sarkhan Vol.
And I have combat tricks! Jund Charm gives my boy 2 extra counters to get removed!
Volcanic Fallout and Lavalanche can't really be considered combat tricks, but it can be considered da bomb. Hopefully these will work like Prized Unicorn by clearing out the blockers, but not actually suck. Like Prized Unicorn.
Chandra can be a win condition by herself, but she also makes my hydra a little bigger in the process, or helps get extra damage so a fallout can take care of business.
Sarkhan doesn't quite fit the synergy of what's happening here with the hydra, so I gave him a goblin assault. Plus, he's a game winner.
The Hellkite is cool because I can do it at flash speed. I'm pretty sure I can wait until the hydra's ability goes to the stack at the beginning of the end step, flash in a hellkite removing creatures and hitting my own hydra a couple times, then add some counters. Right? Plus this guy is a finisher.
Thirnax is a beast, and banefire is yet another finisher.
4x Rampant Growth
4x Jund Charm
4x Farhaven Elf
4x Volcanic Fallout
4x Sprouting Thirnax
4x Protean Hyrda
2x Sarkhan Vol
3x Chandra Nalaar
2x Bogardan Hellkite
2x Banefire
3x Lavalanche
4x Dragonskull Summit
4x Rootbound Crag
9x Forest
5x Mountain
2x Swamp
Wednesday, July 01, 2009
too bad story circle went out
4x goldenglow moth
3x mesa enchantress
2x dawnfluke
4x harm's way
4x inquisitor's snare
1x cradle of vitality
1x sigil of the empty throne
4x holy strength
4x honor of the pure
2x indestructability
3x elspeth, knight-errant
3x ajani goldmane
So the idea is to get down some awful creature like goldglow moth, then keep playing bad spells in an effort to stay alive long enough to get elspeth and/or ajani out. With ajani your creatures can have vigilance, and elspeth means they will never get to kill your moth.
Dawnfluke is in there because it is the only creature I would draft AFTER goldenglow moth, so i figured if it didn't make it into this decklist, it would never be in any deck at all. Plus, it adds to the fun of beating people down with bad cards.
Now if i had only built this deck a year ago, i could have had ajani and elspeth AND story circle, which would have been fun mono-white fog. But alas, it isn't a M10 card...
Tell me this isn't the worst deck you've ever seen?
3x mesa enchantress
2x dawnfluke
4x harm's way
4x inquisitor's snare
1x cradle of vitality
1x sigil of the empty throne
4x holy strength
4x honor of the pure
2x indestructability
3x elspeth, knight-errant
3x ajani goldmane
So the idea is to get down some awful creature like goldglow moth, then keep playing bad spells in an effort to stay alive long enough to get elspeth and/or ajani out. With ajani your creatures can have vigilance, and elspeth means they will never get to kill your moth.
Dawnfluke is in there because it is the only creature I would draft AFTER goldenglow moth, so i figured if it didn't make it into this decklist, it would never be in any deck at all. Plus, it adds to the fun of beating people down with bad cards.
Now if i had only built this deck a year ago, i could have had ajani and elspeth AND story circle, which would have been fun mono-white fog. But alas, it isn't a M10 card...
Tell me this isn't the worst deck you've ever seen?
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!!!!
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.
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
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
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
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
Saturday, April 25, 2009
Borderposts wtfpwn in limited
RE:Title.
honestly, thats what you need to know about Alara Reborn
They may be as good in standard.
Turn 1) I have 2 borderposts (uw and ub). 1 Island, and 1 swamp.
I play swamp, tap and bounce for UB post. - I have U or B tapped
Turn 2) I play swamp bounce for UW Post - I have (B or U) availab;le and U or W tapped
Turn 3) I play Swamp ( have enough for UBW UUB BBU BBW and any 2CC combination)
Turn 4) play Island and have C. Command available,
Late game I can tap a basic land, bounce the same land too play a borderpost and then play the land again and have it availanle. Its JUST like a CITPT land as far as a deck with basic lands are concerned.
Also...
I have 2 Terminates, yay.
honestly, thats what you need to know about Alara Reborn
They may be as good in standard.
Turn 1) I have 2 borderposts (uw and ub). 1 Island, and 1 swamp.
I play swamp, tap and bounce for UB post. - I have U or B tapped
Turn 2) I play swamp bounce for UW Post - I have (B or U) availab;le and U or W tapped
Turn 3) I play Swamp ( have enough for UBW UUB BBU BBW and any 2CC combination)
Turn 4) play Island and have C. Command available,
Late game I can tap a basic land, bounce the same land too play a borderpost and then play the land again and have it availanle. Its JUST like a CITPT land as far as a deck with basic lands are concerned.
Also...
I have 2 Terminates, yay.
Thursday, April 23, 2009
Rule regarding cascade
I was curious, I looked it up figured I'd post the info for you guys as well..
When the cards are returned to the bottom of the library, neither player knows the order of those cards.
http://forums.gleemax.com/showpost.php?p=18414245&postcount=4
When the cards are returned to the bottom of the library, neither player knows the order of those cards.
http://forums.gleemax.com/showpost.php?p=18414245&postcount=4
Wednesday, April 22, 2009
Question
Cloven Casting
5UR
Enchantment
Whenever you play a multicolored instant or sorcery, you may pay . If you do, copy that spell. You may choose new targets for the copy.
#86/145
Despite the fact that this card is bad due to it being over-costed (which it should be for casual multiplayer purposes.) will modes chosen stick?
Basically Can I play a command and choose more than 2 modes?
5UR
Enchantment
Whenever you play a multicolored instant or sorcery, you may pay . If you do, copy that spell. You may choose new targets for the copy.
#86/145
Despite the fact that this card is bad due to it being over-costed (which it should be for casual multiplayer purposes.) will modes chosen stick?
Basically Can I play a command and choose more than 2 modes?
I can Has Finkel?
Mask of Riddles
UB
Artifact - Equipment
Equipped creature has fear.
Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip
UB
Artifact - Equipment
Equipped creature has fear.
Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip
Who needs Fulminator Mage?
Anathemancer
1BR
Creature - Zombie Wizard
When Anathemancer comes into play, it deals damage to target player equal to the number of nonbasic lands that player controls.
Unearth 5BR
2/2
1BR
Creature - Zombie Wizard
When Anathemancer comes into play, it deals damage to target player equal to the number of nonbasic lands that player controls.
Unearth 5BR
2/2
Tuesday, April 21, 2009
Big Slow Whitemane Lion
Mistwalker Behemoth*
1GU
Creature - Beast
When Mistwalker Behemoth comes into play, return a creature you control to its owner's hand.
5/6
1GU
Creature - Beast
When Mistwalker Behemoth comes into play, return a creature you control to its owner's hand.
5/6
I just want to swing with a Double Striking Chameleon Colossus
4x Kitchen Finks
3x Rafiq the Many
4x Chameleon Colossus
4x Mulldrifter
4x Path to Exile
4x Wrath of God
4x Cryptic Command
4x Bant Charm
2x Primal Command
2x Elspeth
2x Garruk
4x Seaside Citadel
4x Flodded Grove
4x Mystic Gate
2x Adarkar Wastes
2x Brushland
4x Reflecting Pool
2x Island
1x Plains
1x Forest
3x Rafiq the Many
4x Chameleon Colossus
4x Mulldrifter
4x Path to Exile
4x Wrath of God
4x Cryptic Command
4x Bant Charm
2x Primal Command
2x Elspeth
2x Garruk
4x Seaside Citadel
4x Flodded Grove
4x Mystic Gate
2x Adarkar Wastes
2x Brushland
4x Reflecting Pool
2x Island
1x Plains
1x Forest
Monday, April 20, 2009
'K Wha'?
I guess this card would be playable in any UR or Grixis build over Cancel but still!
Double Cancel*
UUR
Instant
Counter up to two target spells.
Double Cancel*
UUR
Instant
Counter up to two target spells.
Thursday, April 16, 2009
Needs Moar N00bstick
THE GAME*
3bg
Creature - Elemental Mythic Rare
THE GAME's power and toughness are each equal to the number of cards in all graveyards.
THE GAME THE GAME THE GAME THE GAME THE GAME THE GAME THE GAME THE GAME
Illus. Izzy #91/145 */*
3bg
Creature - Elemental Mythic Rare
THE GAME's power and toughness are each equal to the number of cards in all graveyards.
THE GAME THE GAME THE GAME THE GAME THE GAME THE GAME THE GAME THE GAME
Illus. Izzy #91/145 */*
Wednesday, April 15, 2009
Maralen Lock Toolbox
3 Maralen of the Mornsong
2 Mindlock Orb
4 Tezzeret the seeker
4 Esperzoa
1 Ethersworn Adjudicator
1 Scepter of Fugue
1 Loxodon Warhammer
1 Master Transmuter
1 Sculpting Steel
1 Courier's Capsule
3 Executioner's Capsule
4 Etherium Sculptor
4 Mind Stone
4 Cryptic Command
4 Countersquall
22 Mostly blue lands. Some black & white in there too I think.
Transmuter & Esperzoa bounce the Orb for tutor abuse on my turn.
Maralen + Card Draw...
Mindlock Orb + Tutors...
this one smells like a winner to me.
2 Mindlock Orb
4 Tezzeret the seeker
4 Esperzoa
1 Ethersworn Adjudicator
1 Scepter of Fugue
1 Loxodon Warhammer
1 Master Transmuter
1 Sculpting Steel
1 Courier's Capsule
3 Executioner's Capsule
4 Etherium Sculptor
4 Mind Stone
4 Cryptic Command
4 Countersquall
22 Mostly blue lands. Some black & white in there too I think.
Transmuter & Esperzoa bounce the Orb for tutor abuse on my turn.
Maralen + Card Draw...
Mindlock Orb + Tutors...
this one smells like a winner to me.
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