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Magic: The Gathering |OT|

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When [this] enters the battlefield, choose a creature type.

[T] : Add (1) to your mana pool.
[T] : Add one mana of any color to your mana pool. Spend this mana only to cast a creature of the chosen type and the creature cannot be countered.

Thanks for clearing it up.
 
Snapcaster's value might go down because of that land.

*Edit
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Somberwald Sage (Rare) -
Creature - Human Druid
T: Add three mana of any one colour to your mana pool. Spend this mana only to cast creature spells.
0/1

Flavour text is roughly translated as "You can face any kind of danger, if all of Nature comes to your help."

This and CoC = lulz @ counters.
 
Having to play around counters is infinitely more interesting than a card that blanks them. Fun cards are interactive, this is the opposite.
The G/U one is really cool, although not sure it can do much in standard with current manabases

Meh, I just hate dissipate because it exiles the card.
 
I can't believe it keeps creatures from being countered. Wizards is trolling. I'm happy though, fuck blue.




Isn't delver a lot better also? Snapcaster and delver both can't be countered now.

I have never seen a delver get countered, and the reason the WRR - Delver matchup isn't a steamroll is the ~7 counterspells delver will have against it postboard (3-4 flashfreeze, 3-4 mana leak.)
 
Common
Forma fantasmal – 1U
Sorcery
Up to two target creatures are unblockable this turn.
Frío mutilador – 2U
Instant
Tap target creature. It doesn’t untap during its controller’s next untap step.
Draw a card.
Uncommon
Geist encadenado – 2U
Creature – Spirit
Flying.
At the beginning of your upkeep, sacrifice this unless you pay 1 for each other creature you control.
3/4
Common
Aprendiz de alquimista – 1U
Creature – Human wizard
Sacrifice this: draw a card.
1/1
Common
Reunir los componentes – 3U
Sorcery
Draw three cards, then put on card from your hand on the bottom of your library.

Uncommon
Empujar al vacío – 3U
Sorcery
Return up to two target creatures to their owners’ hands.
 
Cavern of Souls is fantastic. I need 10. A playset for legacy and one for each EDH deck.
 
I can't believe that cave is real.

So good. Blue needed a kick in the shin.

I've been playing with a variation of your curse deck (splash blue for desperate ravings and forbidden alchemy) and it's a ton of fun :D

My friend almost rage quit our mtgo match after I got misfortune on him on turn 5.

On topic: Fuck blue.
 
I've been playing with a variation of your curse deck (splash blue for desperate ravings and forbidden alchemy) and it's a ton of fun :D

My friend almost rage quit our mtgo match after I got misfortune on him on turn 5.

On topic: Fuck blue.

Awesome! :D Glad you like it. I'd love to see your deck list sometime. Here's what I'm working with right now...

CURSE WORDS
64 Cards

4 Creatures
Bitterheart Witch x4

38 Spells
Devil's Play x4
Tragic Slip x4
Curse of the Pierced Heart x4
Incinerate x4
Tribute to Hunger x4
Curse of Bloodletting x2
Curse of Death's Hold x4
Curse of Misfortunes x4
Curse of Thirst x4

26 Land
Dragonskull Summit x4
Mountain x11
Swamp x11

Haven't playtested it. I'll likely drop a misfortune or two and maybe one or two removal spells to splash blue, and I like your choices. Just need to take it for a spin without a few times before I can get a good idea of what it needs.
 
I would put in more Bloodletting over Misfortune and Thirst, because they stack multiplicatively. although you're already having a hard enough time cutting stuff.

Maybe one or two less Devil's Play. It's an alternate win con, isn't it? You don't need 4 of those, especially since they have flashback.
 
Bloodletting + Devil's Play is an alternate win, yeah...managed to hit it a couple times thus far. I'm reluctant to put in more bloodletting since it's much easier to get it on the table via the witch or misfortune for free.

Misfortune and Thirst will probably both need to come down.
 
Gaining life in Magic is pointless in 98% of cases. While your wasting a spell trying to bring your life up a few ticks, your opponent is just applying more pressure. Life total is irrelevant. It's like playing with Fog, unless it's a part of a larger effect or ability, you have wasted a valuable spot in your deck with a life gain or fog card.
 
Awesome! :D Glad you like it. I'd love to see your deck list sometime. Here's what I'm working with right now...



Haven't playtested it. I'll likely drop a misfortune or two and maybe one or two removal spells to splash blue, and I like your choices. Just need to take it for a spin without a few times before I can get a good idea of what it needs.

Here's what I've got:

Instant (12)

2x Incinerate
2x Forbidden Alchemy
2x Tribute to Hunger
2x Desperate Ravings
4x Tragic Slip

Sorcery (5)

3x Whipflare
2x Devil's Play

Enchantment (14)

2x Curse of Death's Hold
4x Curse of the Pierced Heart
3x Curse of Thirst
3x Curse of Bloodletting
2x Curse of Misfortunes

Creature (4)

4x Bitterheart Witch

Land (25)

9x Mountain
8x Swamp
2x Drowned Catacomb
4x Dragonskull Summit
2x Sulfur Falls

--

I was actually having trouble finding situations to use Incinerate and Devil's Play in, though Devil's Play can definitely be a great way to deal damage when you've got nothing else to do with your mana. Whipflare and Tribute to Hunger work amazingly together, I can't remember who suggested it, but it's definitely great. Black Sun's Zenith could also go great for removal in this deck, and like Whipflare and Tribute, can nuke your own Bitterheart if it's that late in the game.

Might need more blue in there, also. Oh and I was thinking about cutting Curse of Bloodletting down to 2, since - unless I'm wrong - the only benefit of having more than one is that Thirst will be doing more damage.
 
Gaining life in Magic is pointless in 98% of cases. While your wasting a spell trying to bring your life up a few ticks, your opponent is just applying more pressure. Life total is irrelevant. It's like playing with Fog, unless it's a part of a larger effect or ability, you have wasted a valuable spot in your deck with a life gain or fog card.

Life gain can be very potent as a rider, but that's about it. Pure lifegain is almost never worth playing.
 
All credit to Haly for Tribute and Whipflare, definitely. Haven't gotten the latter one in there but it's high on my list.

Might need more blue in there, also. Oh and I was thinking about cutting Curse of Bloodletting down to 2, since - unless I'm wrong - the only benefit of having more than one is that Thirst will be doing more damage.

Yeah, that's correct.

edit: no it isn't. Post #8742.
 
Gaining life in Magic is pointless in 98% of cases. While your wasting a spell trying to bring your life up a few ticks, your opponent is just applying more pressure. Life total is irrelevant. It's like playing with Fog, unless it's a part of a larger effect or ability, you have wasted a valuable spot in your deck with a life gain or fog card.

Depends on what you are playing against.
Lifegain of any sort is one of the biggest hoses against RDW.
 
Might need more blue in there, also. Oh and I was thinking about cutting Curse of Bloodletting down to 2, since - unless I'm wrong - the only benefit of having more than one is that Thirst will be doing more damage.
Bloodletting stacks with itself.
Gatherer said:
If more than one Curse of Bloodletting enchants the same player, damage dealt to that player will double for each one (two of them will end up multiplying the damage by four, three of them by eight, and four of them by sixteen).
http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=227091

One Pierced Heart + 2 Bloodlettings = 4 damage a turn.
Two Pierced Heart + 2 Bloodlettings = 8 damage a turn.
2 Bloodlettings + Devil's Play for 6 = 20 damage
 
Ideally you want to have one bloodletting in your hand, then get your bitterheart witch killed off so you can tutor up Curse of Misfortune. Get a Death's Hold on your first turn to try to stabilize if necessary, otherwise get a Bloodletting and then play your own.
 
And here I was all set to rock U/R Delver, but seeing that land means I'll either go Boros tokens, or go back to my mono-Red roots.

And yeah, Lifelink is an incredible asset against aggro or RDW but rarely helpful on its own (though I've always wanted to build a casual deck around cards like Test of Endurance and Felidar Sovereign).
 
Got it back down to 60 but haven't attempted that blue splash yet
Quick and dirty:
Bitterheart Witch x4
Devil's Play x2
Tragic Slip x4
Curse of the Pierced Heart x4
Incinerate x2
Whipflare x3
Tribute to Hunger x3
Curse of Bloodletting x4
Curse of Death's Hold x4
Curse of Misfortunes x3
Curse of Thirst x2
Dragonskull Summit x4
Mountain x10
Swamp x11

Might switch Misfortunes and Thirst back to 2 and 3, respectively. Thirst x2 feels like too few.
 
Ideally you want to have one bloodletting in your hand, then get your bitterheart witch killed off so you can tutor up Curse of Misfortune. Get a Death's Hold on your first turn to try to stabilize if necessary, otherwise get a Bloodletting and then play your own.

Wow, I had no idea :O This changes everything.

What would I do without you?

Bloodletting stacks with itself.

http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=227091

One Pierced Heart + 2 Bloodlettings = 4 damage a turn.
Two Pierced Heart + 2 Bloodlettings = 8 damage a turn.
2 Bloodlettings + Devil's Play for 6 = 20 damage

All credit to Haly for Tribute and Whipflare, definitely. Haven't gotten the latter one in there but it's high on my list.



Yeah, that's correct.

edit: no it isn't. Post #8742.

Damn! That's crazy!

Haha.

This is such a fun deck after turn 5.
 
Another wave :

Toque fantasmal – 1U Uncommon
Enchantment – Aura
Enchant creature.
Enchanted creature has “Whenever this creature attacks, you may tap or untap target permanent”.

Arrancar de la realidad – 1U Common
Instant
Return target creature you control and target creature you don’t control to their owners’ hands.

Vanguardia gryff – 4U Common
Creature – Human knight
Flying.
When this enters the battlefield, draw a card.
3/2

Intención maliciosa – 1R Common
Enchantment – Aura
Enchant creature.
Enchanted creature has “T: Target creature can’t block this turn”.

Apuesta peligrosa – 1R Common
Instant
Discard your hand, then draw two cards.

Rebelión de techadores – 2R Common
Sorcery
Put three 1/1 red Human creature tokens with haste onto the battlefield. Sacrifice those tokens at the beginnig of the next end step.
 
Red wave:


Destreza del relámpago – 2R Uncommon
Enchantment – Aura
Enchant creature.
Enchanted creature has haste and “T: This creature deals 1 damage to target creature or player”.

Cátaro ferviente – 2R Common
Creature – Human knight
Haste.
When this enters the battlefield, target creature can’t block this turn.
2/1

Diablo abrasador – 1R Common
Creature – Devil
2R: this deals 1 damage to target player.
1/1

Lanzamiento doble – 1R Rare
Enchantment – Aura
Enchant creature.
Enchanted creature has “R,T: copy target instant or sorcery you control. You may choose new targets for the copy”.

Máscara de fuego – R Common
Enchantment – Aura
Enchant creature.
Enchanted creature gets +1-1 and attacks each turn if able.

Herederos de Stromkirk – 2RR Common
Creature – Vampire
Intimidate
Whenever this deals damage to a player, put a +1+1 counter on it.
2/2

Velocidad asombrosa – 1R Common
Instant
Target creature gets +3+0 and gains haste until end of turn.

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Gaining life in Magic is pointless in 98% of cases. While your wasting a spell trying to bring your life up a few ticks, your opponent is just applying more pressure. Life total is irrelevant. It's like playing with Fog, unless it's a part of a larger effect or ability, you have wasted a valuable spot in your deck with a life gain or fog card.

If I was writing a book on deck building for new players. I'd start with this paragraph.
 
Love this wolf

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Creature - Wolf Warrior GG1
Flash.
1g: regenerate
3/3


Interesting Vampire:
Porteador de los muertos – 3B Common
Creature – Vampire
When this dies, return target creature with converted mana cost 2 or less from your graveyard to the battlefield.
 
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