Angry Grimace
Two cannibals are eating a clown. One turns to the other and says "does something taste funny to you?"
Where the blue mythics at
+
Non-infnite combo that might be okay in cube.
what aboutNon-infnite combo that might be okay in cube.
Well, shit. I didn't think it had been that long, but it is about 13 years since I last played with actual cards.
I had to read up the rules on regeneration after playing Magic Duels Origins and being like, "Why did my guy go to the graveyard? Why didn't it let me regenerate him?" Damn kids with their fancy new rules.
Damage isn't going on the stack anymore, so that may be where the confusion lies.
Can't you regenerate right at the end of declare blockers?
If you end that Knight of the Reliquary combo with a Sejiri Steppe or a Soaring Seacliff, you could insta-win. The question is whether or not the Retreat is a good enough card by itself to warrant an inclusion. Untapping your mana dorks is no joke either; I have to imagine that testing some sort of Bant midrange deck would be worth it.
It's too bad Bring to Light doesn't get enchantments.
Swing with your Steppe Lynx for 20. Or cast Emrakul off of Lotus Cobra.
My first Magic deck was made of Homelands cards.w-why?
had to be the first set they ever played with right?
If you end that Knight of the Reliquary combo with a Sejiri Steppe or a Soaring Seacliff, you could insta-win. The question is whether or not the Retreat is a good enough card by itself to warrant an inclusion. Untapping your mana dorks is no joke either; I have to imagine that testing some sort of Bant midrange deck would be worth it.
It's too bad Bring to Light doesn't get enchantments.
Bring to Light for Idyllic Tutor for Retreat to Coralhelm =V Or Kruphix's Insight.
Rogue's Passage makes a lot of sense as the finisher, or the classic Kessig Wolf Run (although I imagine you play three colors, not all the colors, unless you're getting cute and playing with something like Zur). Sejiri Steppe still seems like a useful way to tutor up protection for the Knight.
You definitely want to keep it simple and keep the deck's core midrange plan. One of the problems of putting it in a CoCo shell is that you're either trimming removal/disruption or you're just making your CoCos less consistent. So what spells do you play alongside CoCo and Retreat? Path (almost certainly)? Stubborn Denial (maybe)?
There's a lot of value in being able to play a Knight on turn three and just win on turn 4, and you don't need much else to go right to make that work. If your turn 4 land is a fetchland, you can fetch at any time to untap the Knight to go get a Sejiri Steppe to protect himself (even during combat).
wonder if this kind of deck could make room for lotus cobra? probably not to keep removal options in , but a man can dream.
Possibly.
Knight + Retreat doesn't actually need much help to win, aside from the lands in your deck. Its biggest weakness is the fact that you only get one shot at it (well, technically future Knights will be gigantic, so it's probably OK). So having a Lotus Cobra on the field during the combo turn doesn't actually increase your chances of winning all that much.
So instead, you have to ask if Lotus Cobra helps during the games that you don't combo off, and I actually think the answer is no. I don't think you're making a big mana deck. Even though Lotus Cobra and Knight both love fetchlands, I don't think you need the additional mana. I think you will play mana-producing creatures, but you'll lean towards mana dorks like Noble Hierarch and Birds of Paradise to help you in the games where you have Retreat but don't have Knight.
Sejiri Steppe to avoid blocks and you can avoid removal by playing the Sejiri Steppe in the removal color, see if they respond to the Steppe trigger, and use the ability again to get a different Sejiri Steppe if they do?
They kind of went from "lands matter" to "lands are the only thing that matter" with this set, eh?
Retreat does almost nothing by itself doe
Wow.
T1 Mana Dork
T2 Reliquery
T3 Coralhelm
Start chain untapping your shit to play all your lands cards and then boom, right in the kisser.
You'd run 4 temple gardens, some Breeding pools, some Hallowed Fountains, maybe a Stomping Grounds. You'd have to give it protection somehow...
Okay it's too vulnerable to disruption but really I'd play it just for funsies.
When do you ever want to draw lands in Modern past like turn five? It doesn't even work that well with fetches.Scry is a thing
People keep saying it's vulnerable to disruption, but the difference between this and Splinter Twin (or something of that ilk) is that you only get one-for-one'd with removal, and the next Knight represents a lethal threat as well.
The real question is how can the deck function when it draws Retreat but doesn't draw Knight.
People keep saying it's vulnerable to disruption, but the difference between this and Splinter Twin (or something of that ilk) is that you only get one-for-one'd with removal, and the next Knight represents a lethal threat as well.
The real question is how does the deck function when it draws Retreat but doesn't draw Knight. How does it function when it draws multiple Retreats?
Ahaha I love how an uncommon blue enchantment is like the first card we've seen that has people reflexively brewing
Don't you have to, like, preemptively regenerate now ?
I think by the time of their fight the mending had already happened, it was only 1000 years ago and we're past that now for "how long its been since Time Spiral"
Plus the whole "old/new planeswalker" think is something Wizards doesn't really want to acknowledge
Yes, nowadays regeneration is a "shield" that saves your creature the next time it would die. You have to do it in advance.
It's actually supposed to have only been around 100 years.
Kessig Wolf Run was a good one that was already brought up. There's any number of mana sinks you can figure out in modern.Not to mention anything that you might do with the extra mana you generated along the way
Or play dispelKeep a fetchland on the battlefield and/or start your combo with Sandstone Bridge to give the Knight vigilance so it can attack with protection ready in response. Also, don't go off if you can't win.
Can't you regenerate right at the end of declare blockers?
I think this deck just plays like a regular value Bant deck with Knight of the Reliquary (which is already good enough for modern to begin with) and a Twin-like instant combo.
I think this deck just plays like a regular value Bant deck with Knight of the Reliquary (which is already good enough for modern to begin with) and a Twin-like instant combo.
Retreat to Coralhelm is actually extremely good as a general proposition because you can Scry to dig for Knight of the Reliquary or tap down blockers to get in beats with Tarmogoyf, Knight of the Reliquary, etc.Absolutely. That's why I keep asking what happens when you draw Retreat but not Knight. Can you still value them out with those kinds of draws?
Knight + Retreat: Instawin.
Knight w/o Retreat: Still good.
Retreat w/o Knight: ??
Is scenario 1 good enough to make up for scenario 3? Or is scenario 3 really not that bad? Can you structure the deck in such a way that you still get enough value off of Retreat to make it worth it?
Absolutely. That's why I keep asking what happens when you draw Retreat but not Knight. Can you still value them out with those kinds of draws?
Knight + Retreat: Instawin.
Knight w/o Retreat: Still good.
Retreat w/o Knight: ??
Is scenario 1 good enough to make up for scenario 3? Or is scenario 3 really not that bad? Can you structure the deck in such a way that you still get enough value off of Retreat to make it worth it?
Absolutely. That's why I keep asking what happens when you draw Retreat but not Knight. Can you still value them out with those kinds of draws?
Knight + Retreat: Instawin.
Knight w/o Retreat: Still good.
Retreat w/o Knight: ??
Is scenario 1 good enough to make up for scenario 3? Or is scenario 3 really not that bad? Can you structure the deck in such a way that you still get enough value off of Retreat to make it worth it?