divisionbyzorro
Member
I voted for land when it was first revealed. dealwithit.gif
Any kind of biomancer centric deck gets blown out by sweepers, sad but true.
Just another reason to play eggs.
Any kind of biomancer centric deck gets blown out by sweepers, sad but true.
Splash white for Rootborn Defenses?
Call it Bantomancer?
Creatures x18
4x Crypt Ghast
4x Grisselbrand
4x Thragtusk
4x Restoration Angel
2x Acidic Slime
Spells x 16
4x Heartless Summoning
2x Sign in Blood
4x Victim of Night (some kind of creature kill I guess)
4x Mutilate
2x Tragic Slip (maybe?)
Land x
4x Godless Shrine
4x Overgrown Cemetery
x Swamp
x Forest
x Plains
Sideboard x15
4x Unburial Rites
4x Grizzly Salvage
4x Mulch
3x Creature kill replacement, maybe Ultimate Price
It's already playing white.
So I've been toying with an idea in my head for a long, long time now, where a deck would sideboard out a few key cards and change its composition completely. I know a deck did this in modern (Splinter Twin to Storm) but I was trying to figure it out before they did it. They just got there first lol
Anyway, here's my first attempt at this. Perhaps you guys can tell me why this wouldn't work, or how to make it work. Or maybe someone can sleeve it up on MODO and lemme know how it does? I would like to go from a Heartless Summoning deck to a Reanimator style deck, or maybe vice versa if that works better. Here's my shell:
My thoughts are get them ready for some wacky Heartless build, and then they remove the graveyard hate and you capitalize. I figure side out the Crypt Ghasts and Heartless Summonings for Unburial Rites and Grizzly Salvage for the game two switch up. Mulch can come in for stuff that feels useless in a matchup.
I'm not sure if Victim of Night is better than Ultimate Price or even (shudder) Murder. I don't know about much, really, it's an experimental shell. This is why I need to sign up for MODO myself lol
Looks sort of similar to Travis Woo's Midnight Run deck.
The Miami Heat won their 20th consecutive game, beating the Philadelphia 76ers, 98-94, on the road. "Twenty in a row, that's a perfect game in Magic: The Gathering, am I right?" asked Heat forward Shane Battier after the game. "If only someone on this team would play with me. I have a sweet black/blue deck I want to try out. I tried to teach Chris Andersen how to play, but he kept folding up the cards and throwing them at me while yelling, 'Cacaw!' It was disappointing."
A day or 2 old, but still awesome. The second pro athlete to come out of the magic closet!
http://www.grantland.com/blog/the-t...ut-last-night-wes-welkers-feeling-a-mile-high
So Regeneration.....how exactly does it work? If my opponent uses Supreme Verdict and I use golgari charm will all my creatures survive? What about if they uses a tragic slip or if in combat i put them up against a creature that should kill it?
Im trying to figure out if the charm is worth running over devour flesh/murder/ultimate price.
Regeneration specifically saves your creature from lethal damage (from combat or a burn spell) and from cards that say "destroy". It will not save your guy from getting reduced to 0 toughness by a Tragic Slip, you being forced to sacrificed it, or getting exiled (or myriad other things).
So yeah, it will save them from Supreme Verdict and combat. But you need to regenerate your creature before it would die since it puts a "shield" on it for the rest of the turn that saves the creature from one instance of dying.
Can I regen in response to a verdict or during combat before damage is assigned?
So Regeneration.....how exactly does it work? If my opponent uses Supreme Verdict and I use golgari charm will all my creatures survive? What about if they uses a tragic slip or if in combat i put them up against a creature that should kill it?
Im trying to figure out if the charm is worth running over devour flesh/murder/ultimate price.
The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.
Can I regen in response to a verdict or during combat before damage is assigned?
I remember when regeneration used to be relevant, and "can't be regenerated" was actually a desired afterclause in kill spells.
How times have changed.
Isn't it nicer from a design standpoint to use -X/-X spells instead so you don't have to print that extra sentence that isn't relevant most of the time?
Isn't it nicer from a design standpoint to use -X/-X spells instead so you don't have to print that extra sentence that isn't relevant most of the time?
"Target nonblack creature gets +0/-X where X is its toughness." sounds awful.
"Tap: This dude is indestructible until end of turn" does make more sense intuitively to me
Haven't they killed the latter in an attempt to achieve the former? Then again, there hasn't really been a relevant regenerator since Thrun.
I wonder though, if something like Falkenrath Aristocrat's temporary indestructibility isn't a more elegant means of regeneration.
I guess Persist and Undying are both one shot regenerations, of a sort.
Something like:
G: Revitalize THIS. (If THIS entered the graveyard this turn, put it into play tapped.)
Do you have to tap a regenerated creature? Most don't say to tap it after paying the regent cost
Do you have to tap a regenerated creature? Most don't say to tap it after paying the regent cost
Ah, I forgot the memory thing. I like your version though.The thing is that ability isn't properly worded, rules-wise. Cards have no memory of having switched zones, so you can't make it trigger like that... your best bet would be a triggered ability along the lines of:
Revitalize G (When this creature dies, you may pay its Revitalize cost. If you do, return it to the battlefield tapped)
Actually, a mechanic like that would probably be more interesting, since you could print it on creatures with some enters-the-battlefield effects (even if they'd be small-ish ones).
Having it as a keyworded trigger ability would be pretty good. That way you could even emulate "regenerate target creature" effects by doing something like "Target creature gains Revitalize 0".
I'm pretty sure they do. It shouldn't be any different from Faith's Reward; though cards like that all say "put there" or "put into", so it would probably be "{G}: Revitalize ~. (Return ~ from your graveyard to the battlefield tapped if it was put there from the battlefield this turn.)", or something like that, in fancy Magic wording.The thing is that ability isn't properly worded, rules-wise. Cards have no memory of having switched zones, so you can't make it trigger like that...
6. All of the damage is assigned, at once, no matter how much toughness he actually has. The only exception to this would be trampling I believe.Can someone explain to me some Boros Reckoner stuff?
1. If I block a 6/6 creature with boros reckoner, can I do 6 damage back or just 3 (or more if its toughness was buffed)?
You will be able to deal 5 damage to something as well, this is what makes Boros Reckoner + Blasphemous Act such a deadly combo.3. What about non combat damage? Say a spell that does 5 damage to target creature?
Can someone explain to me some Boros Reckoner stuff?
1. If I block a 6/6 creature with boros reckoner, can I do 6 damage back or just 3 (or more if its toughness was buffed)?
2. If I make the reckoner indestructible, will that allow me to do the full 6 damage if the first case is a no?
3. What about non combat damage? Say a spell that does 5 damage to target creature?
6. All of the damage is assigned, at once, no matter how much toughness he actually has. The only exception to this would be trampling I believe.
You will be able to deal 5 damage to something as well, this is what makes Boros Reckoner + Blasphemous Act such a deadly combo.
Can someone explain to me some Boros Reckoner stuff?
1. If I block a 6/6 creature with boros reckoner, can I do 6 damage back or just 3 (or more if its toughness was buffed)?
2. If I make the reckoner indestructible, will that allow me to do the full 6 damage if the first case is a no?
3. What about non combat damage? Say a spell that does 5 damage to target creature?
Regarding combat damage: Typically, in 1v1 combat both creatures deal their power's worth of damage to the other creature. If I have a 20/20 hydra and you block with a reckoner, you may have reckoner deal 20 damage to target creature or player.
If trample is involved, the way damage works is that the attacking creature assigns lethal damage to all blockers, then the rest to player.
Example 1: 6/6 trample attacks, you block with Reckoner. During combat, the owner of the 6/6 chooses to assign 3 damage to Reckoner (lethal) and the remaining 3 power to you, the player. In this case, you can only do 3 damage back.
Example 2: 6/6 trample deathtouch attacks, you block with Reckoner. During combat, the owner of the 6/6 chooses to assign 1 damage to Reckoner (lethal) and the remaining 6 power to you, the player. In this case, you can only do 1 damage back.
Thanks, that brings up a new question however. What about just deathtouch. Say a 2/2 deathtouch creature? Without trample it would still do the full 2 damage to the Reckoner correct?
EDIT: Way late on the reckoner stuff.
^ Yes deathtouch does full damage, unless it's deathtouch/trample.
Yup. They adjusted that with Magic 2011 so it'd play like it "felt" it should.Wait. Does Deathtouch + Trample mean it only registers 1 and the rest carries over, or is it normal