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I'm thinking of making a standard token/knights deck around Elspeth Tirel. I'm not sure if I want to go mono white, red/white (dd/shatter for removal, concussive bolt and rally the forces for a swarm attack, act of treason for the lulz), or green/white (canopy cover, naturalize, regrowth, overrun and mana ramp from elves). Here's what I've got:

Wurmcoil Engines
Signal Pests
Knights out the ass (basically all the standard knights in multiples)
Sun Titans
White defensive staples (pacifism, arrest, revoke existence, condemn, dispense justice... more that I can't remember)
Some of the power up spells (Marshall's call thanks to the WW pack, True Conviction, Honor of the Pure)
Day of Judgment (only 1)
Myrsmiths
Spells that create tokens (master's call, soldier tokens spell)
Memnites?

I could make an ally deck as well, but it seems silly to do that when I've got Elspeth. My win con is essentially her wiping the board and then attacking with my remaining tokens. Maybe I splash blue for control, I dunno, but I'm lacking in basically every non-standard land (I have duals/manlands here and there, but no more than 1 of each). It seems the most productive to go pure white.

Maybe throw in an Indomitable Archangel or two, which I'd have to buy. Thoughts?
 
Takuan said:
I'm thinking of making a standard token/knights deck around Elspeth Tirel. I'm not sure if I want to go mono white, red/white (dd/shatter for removal, concussive bolt and rally the forces for a swarm attack, act of treason for the lulz), or green/white (canopy cover, naturalize, regrowth, overrun and mana ramp from elves). Here's what I've got:

Wurmcoil Engines
Signal Pests
Knights out the ass (basically all the standard knights in multiples)
Sun Titans
White defensive staples (pacifism, arrest, revoke existence, condemn, dispense justice... more that I can't remember)
Some of the power up spells (Marshall's call thanks to the WW pack, True Conviction, Honor of the Pure)
Day of Judgment (only 1)
Myrsmiths
Spells that create tokens (master's call, soldier tokens spell)
Memnites?

I could make an ally deck as well, but it seems silly to do that when I've got Elspeth. My win con is essentially her wiping the board and then attacking with my remaining tokens. Maybe I splash blue for control, I dunno, but I'm lacking in basically every non-standard land (I have duals/manlands here and there, but no more than 1 of each). It seems the most productive to go pure white.

Maybe throw in an Indomitable Archangel or two, which I'd have to buy. Thoughts?

I can tell you that I have a knight deck that has no huge creatures and nothing that costs more than 4 mana because if I haven't won the game in 5 turns the deck isn't working.
Typically this is how it goes
turn one: student of warfare
turn two: level up to 3/3 first strike and swing
turn three: knight exemplar to make student a 4/4 indestructible, or a honor of the pure and save one mana for a condemn if the opponent has dropped a creature. Swing for 4
turn 4: armored ascension, student is a 8/8 flyer, swing for either 8 or 12
turn 5: game over.

So if you are going for straight white, I'd leave out the knights and focus on cards that will help your tokens since you seem to be aiming for games that last longer than 5 or 6 turns. If you splash red, make sure to add raid bombardment which will make your tokens much more dangerous. The only knights I might recommend are hero of bladehold (which makes two tokens whenever it attacks).
 
Student of Warfare, Myrran Crusader, Knight Exemplar, White Knight, Hero of Blade Hold.
Honor of the Pure. Mix in Elspeth, some sky knights, and some removal.
Sideboard some Pacify, some brave the elements and maybe some Ratchet Bomb or something else (won't bother you if you are indestructable, day of judgement will only kill the exemplar and leave everything else alive and leave you free to attack or if you have two exemplars everything you have is indestructable)
 
Hex said:
Student of Warfare, Myrran Crusader, Knight Exemplar, White Knight, Hero of Blade Hold.
Honor of the Pure. Mix in Elspeth, some sky knights, and some removal.
Sideboard some Pacify, some brave the elements and maybe some Ratchet Bomb or something else (won't bother you if you are indestructable, day of judgement will only kill the exemplar and leave everything else alive and leave you free to attack or if you have two exemplars everything you have is indestructable)

That is essentially my deck with a few differences

4Xstudents of warfare
4Xknight exemplar
4Xarmored ascension
4Xwhite knights
3Xmirran crusader
2Xhero of bladehold
3Xleonin skyhunter
3XAccorder paladin
4Xcondemn
4Xpacify
3Xhonor of the pure

I've been thinking about adding a Day of judgement or some more creature removal like excommunicate or just rearranging the numbers I already have. The bladeholds, as neat as they are, haven't been very useful for me so far. I might just add another crusader and another skyhunter or paladin instead.
 
siddx said:
That is essentially my deck with a few differences

4Xstudents of warfare
4Xknight exemplar
4Xarmored ascension
4Xwhite knights
3Xmirran crusader
2Xhero of bladehold
3Xleonin skyhunter
3XAccorder paladin
4Xcondemn
4Xpacify
3Xhonor of the pure

I've been thinking about adding a Day of judgement or some more creature removal like excommunicate or just rearranging the numbers I already have. The bladeholds, as neat as they are, haven't been very useful for me so far. I might just add another crusader and another skyhunter or paladin instead.

The version of this that I built for my GF uses the tokens from the Hero to pay for the two Eldrazi Monuments that are in there also and pretty much just fodder aside from that.
Kabira Vindicator is something that I also toyed with.

Splashing black for Doom Blades, Go for the Throats and Phryexian Crusader is appealing too if you have the duals or fetch lands
 
Hex said:
Student of Warfare, Myrran Crusader, Knight Exemplar, White Knight, Hero of Blade Hold.
Honor of the Pure. Mix in Elspeth, some sky knights, and some removal.
Sideboard some Pacify, some brave the elements and maybe some Ratchet Bomb or something else (won't bother you if you are indestructable, day of judgement will only kill the exemplar and leave everything else alive and leave you free to attack or if you have two exemplars everything you have is indestructable)
I have no Students of Warfare and only 1 promo Hero of Bladehold. No Ratchet Bombs, but I have the Day of Judgment. Probably have Brave the Elements, but no more than a few.

Doesn't look like I can make a formidable standard deck with what I have :|
 
Hex said:
The version of this that I built for my GF uses the tokens from the Hero to pay for the two Eldrazi Monuments that are in there also and pretty much just fodder aside from that.
Kabira Vindicator is something that I also toyed with.

Splashing black for Doom Blades, Go for the Throats and Phryexian Crusader is appealing too if you have the duals or fetch lands

When I first built the deck I had it as a black/white deck but after I switched to straight white it moved so much faster I just stuck with it.
 
siddx said:
When I first built the deck I had it as a black/white deck but after I switched to straight white it moved so much faster I just stuck with it.
Yeah, the main problem is the double white, double black in all of the Knights.
It makes cross pollination as it were a bit rough and there really is not a card that makes it worth it out there yet.
 
Hex said:
Yeah, the main problem is the double white, double black in all of the Knights.
It makes cross pollination as it were a bit rough and there really is not a card that makes it worth it out there yet.

So far it's actually managed to beat a few of my friend's legacy decks so I take that as a good sign. Although if their decks manage to get their combos off it has no chance. Turn 2 emarkul is pretty much game over.
I'll probably add some journey to nowhere's now that I think about it, being able to exile emarkul or other big guys would be quite useful.
 
siddx said:
So far it's actually managed to beat a few of my friend's legacy decks so I take that as a good sign. Although if their decks manage to get their combos off it has no chance. Turn 2 emarkul is pretty much game over.
I'll probably add some journey to nowhere's now that I think about it, being able to exile emarkul or other big guys would be quite useful.

Unfortunately Emrakul is protection from all colored spells.
Brittle Effigy oddly enough is your best bet to remove him.
Mystifying Maze will stop him from hitting you, but does not help with the annihilate.
 
Hex said:
Unfortunately Emrakul is protection from all colored spells.
Brittle Effigy oddly enough is your best bet to remove him.
Mystifying Maze will stop him from hitting you, but does not help with the annihilate.

Doesn't apply to journey since it's effect targets when it comes into play, and at that point it is a permanent and not a spell anymore.
Same thing with O-ring.
 
I've got a question with asceticism. It says "Creatures you control can't be the target of spells or abilities your opponents control". If my creature blocks or is blocked by a creature with infect will my creature gain poison counters? Or would it not since the infect ability would be targeting it?

Edit: Actually it should since it's just dealing damage in -1/-1 counters instead of normal damage right?
 
siddx said:
Doesn't apply to journey since it's effect targets when it comes into play, and at that point it is a permanent and not a spell anymore.
Same thing with O-ring.

Two separate steps.

For example, if you play Journey and and in response I play Brave the Elements white in response to your casting, you would have to target one of your own creatues.
Now, if I played Brave in response to the targeting the spell would fizzle.
 
Zaraki_Kenpachi said:
I've got a question with asceticism. It says "Creatures you control can't be the target of spells or abilities your opponents control". If my creature blocks or is blocked by a creature with infect will my creature gain poison counters? Or would it not since the infect ability would be targeting it?

They would still get the counters, as it is not a targeted ability.
 
Hex said:
Two separate steps.

For example, if you play Journey and and in response I play Brave the Elements white in response to your casting, you would have to target one of your own creatues.
Now, if I played Brave in response to the targeting the spell would fizzle.

From the official ruling

# 6/15/2010: Emrakul may be affected by colored spells that don't target it or deal damage to it, including those that cause it to become blocked. Abilities of colored permanents (such as Journey to Nowhere) may target it. Auras may be moved onto it by abilities or by colored spells that don't target it (such as Aura Graft).
 
siddx said:
From the official ruling

# 6/15/2010: Emrakul may be affected by colored spells that don't target it or deal damage to it, including those that cause it to become blocked. Abilities of colored permanents (such as Journey to Nowhere) may target it. Auras may be moved onto it by abilities or by colored spells that don't target it (such as Aura Graft).


Interesting, I am going to throw it out to a judge and see what they have to say.
You are right, it directly mentions it but it goes against every logical rule and every known ruling that I have seen on JtN.


Ah ok, it has been clarified to me...sort of.

It is no longer a spell when the targeting takes place.
JtN is a two part resolution, that part I knew.
You cast it and it hits the board , and then you select the target of the second part as an ability.
 
Hex said:
The version of this that I built for my GF uses the tokens from the Hero to pay for the two Eldrazi Monuments that are in there also and pretty much just fodder aside from that.
Kabira Vindicator is something that I also toyed with.

Splashing black for Doom Blades, Go for the Throats and Phryexian Crusader is appealing too if you have the duals or fetch lands


Maybe a red/white knight deck.
Hero of Oxid Ridge is a beast and you can rain down alot of burn.
 
Hex said:
Maybe a red/white knight deck.
Hero of Oxid Ridge is a beast and you can rain down alot of burn.

On Game Day I played a red/white knight deck. It ended up beating my infect deck since I couldn't get a G to save my life and couldn't get any black cards. The deck was actually kind of slow.

I'm sure you could make one work.

And back to Game day, I'm so sick of playing Jace. For some reason everytime I've gone to FNM or played in a standard tournament I end up playing a crappy ass Jace deck.

Also saw a Shape Anew/Blightsteel deck go. Pretty much just a Jace deck with Shape Anew/Blightsteel and Master's Call. He ended up taking second.
 
noquarter said:
On Game Day I played a red/white knight deck. It ended up beating my infect deck since I couldn't get a G to save my life and couldn't get any black cards. The deck was actually kind of slow.

I'm sure you could make one work.

And back to Game day, I'm so sick of playing Jace. For some reason everytime I've gone to FNM or played in a standard tournament I end up playing a crappy ass Jace deck.

Also saw a Shape Anew/Blightsteel deck go. Pretty much just a Jace deck with Shape Anew/Blightsteel and Master's Call. He ended up taking second.

Shape Anew/Blightsteel is awesome once it connects. Totally screws you usually if you can't get the combo.
 
Hex said:
You can use summoning trap too

Hmmm, I wonder how a blue/green deck like that would work instead of just a monoblue... Interesting...

Right now guy I know that built one did precursor golem+shape anew = Brightsteel collossus.
 
There's a PTQ here Saturday. I can't decide whether to run Pyromancer Ascension or RDW. What do you guys think?
 
Akim said:
There's a PTQ here Saturday. I can't decide whether to run Pyromancer Ascension or RDW. What do you guys think?

There's a PTQ near me in Boston this weekend that I'm considering going to. I've played Jund at the last few, but the mana base is total shit most of the time for me. If I play, I'll probably play RDW.
 
Is there a general class that's good for beginners or is it still a matter of preference? Also, I heard you can play it online. How does that work as far as buying deck goes?
 
y2dvd said:
Is there a general class that's good for beginners or is it still a matter of preference? Also, I heard you can play it online. How does that work as far as buying deck goes?
It's a matter of playstyle. I like all the colours, but I've always been partial to creatures more than any other spells.

Regarding MTGO, you register for $10 (gets you an M11 booster, two tickets, a Duels of the Planeswalkers deck, and 300-some additional cards). You should be able to create a deck to start with on those cards alone. You can buy additional boosters with money, or off venders for "tickets", the MTGO currency used for event entries, trading with human players, etc. I believe the cheapest way to go about building a deck is to buy tickets in bulk and trade for boosters/singles rather than buying packs directly from Wizards.

I'm curious about jumping in, but I'm waiting for March 11 announcement about @ PAX East about a "new game", which I sincerely hope is a backwards-compatible update to MTGO that uses the DOTP engine.
 
Zaraki_Kenpachi said:
Wish I could find Terra Stompers somewhere. :(
They'll re-stock at the troll sooner than later. Can't beat less than 50 cents each. I think I picked up 3 at 79 cents.
 
Takuan said:
They'll re-stock at the troll sooner than later. Can't beat less than 50 cents each. I think I picked up 3 at 79 cents.

Ya, I need more of that and Khalni Hydra for my deck. I wish I would have it for standard tournament on friday.
 
Zaraki_Kenpachi said:
Ya, I need more of that and Khalni Hydra for my deck. I wish I would have it for standard tournament on friday.
I want more Khalni hydras, too! I was hoping they'd go down a bit in price, but they seem to be holding steady at about $4/each. I should probably do some trading.

Someone on MTG Salvation picked up a Deckbuilder's Toolkit 2.0 and confirmed that the included boosters are 2x M11, 1 SOM, and 1 MBS. So, the latest block.

Edit: I just checked Troll and they've risen to $4.99. Damn. I really should've picked up a couple more when they were at $2.99.
 
Is there a deck to build around Frost Titan? I don't care for the card but I keep drawing it when I buy boosters so I figure I should do something with it?
 
I used to play competitive standard, extended and limited then I realized that I enjoy having electricity and eating more than one top ramen meal a day. Nowadays I've been maintaining a Cube that's up to 750 cards and it's the only way I play MTG. I HIGHLY recommend it to people that enjoy playing magic but get sick of the 4 set a year rotation.
 
By the way, in the spirit of passing on the love this thread has shown me, if there are any lurkers interested in getting into the game but don't want to pay for a ton of cards, PM me. I'm more than happy to hook some cats up.

PAY IT FORWARD
- Tap (2) Regain 3 life. Draw a card.
 
Zaraki_Kenpachi said:
Is there a deck to build around Frost Titan? I don't care for the card but I keep drawing it when I buy boosters so I figure I should do something with it?

It is used in white black control alot, some people swear by them but I was never interested enough to pick any up.
 
I'm planning on organizing my endless stacks of commons and uncommons and was writing down certain cards to remember to separate from the others because of the value/usefulness and figured I might as well copy paste it in here for anybody who is new to magic and might want to know what commons and uncommons they might want to look out for.
I only did more recent stuff though as I ran out of patience lol

ZENDIKAR

Commons

Journey To Nowhere : Being able to exile a creature for two is good as is, but add to it that you can exile emrakul with it and it’s a must have in type 2.

Spell Pierce : counter for one blue? yes please. It only counters a non creature spell but still, great value.

Spreading Seas : Some argue this is the best common in the last two blocks. Nice dual land you got there, lets make it a useless island and i’ll draw a card.

Burst Lightning : Decent burn spell, 2 damage for one, and can be kicked for more. Burn always gets play unless it really sucks.

Into the Roil : Being able to bounce a permanent is always nice, as is the ability to draw a card with the kicker

Khalni Heart Expedition : Land acceleration is always good, this one is seeing a decent amount of play

Vines of Vastwood : first turn drop a creature, second turn use vines to attack for 5 fucking damage.


Adventuring Gear
Cancel
Disfigure
Expedition Map
Goblin Bushwhacker
Grim Discovery
Gruul Draz Vampire
Harrow
Kabira Crossroads
Kor Outfitter
Kor Sanctifiers
Kor Skyfisher
Nissa’s Chosen
Ondu Cleric
Plated Geopede
Steppe Lynx
Vampire Lacerator
Zektar Shrine Expedition


Uncommons

Gatekeeper of Malakir : 3 black gets you a 2/2 that always forces your opponent to sac a creature. Amazing value, should be in almost every single mono black deck.

Hedron Crab : mill decks don’t get much love but this should be a strong contender in any mill deck. Drop it on turn one and let it help you mill, or use it as a chump blocker while you cast up those glimpse the unthinkables.

Vampire Hexmage : Thats a nice planeswalker, im gonna just go ahead and kill it now for two mana. Or maybe i’ll drop a dark depths and get myself a 20/20 flying on turn two (or one with a dark ritual.)

Vampire Nighthawk : 2/3 flying deathtouch lifelink for three mana...a rare right? No? WTF.


WORLDWAKE

Commons

Explore : Extra land drop plus card draw

Nature’s Claim : I never like giving an opponent life...but being able to destroy an artifact or enchantment for one green is a good value.

Arbor Elf
Bojuka Bog
Dispel
Groundswell
Halimar Depths
Halimar Excavator
Join the Ranks
Khalni Garden
Pilgrims eye
Rest for the Weary
Searing Blaze
Sejiri Steppe


Uncommons

Everflowing Chalice : Being an artifact is great considering the current block. Being a zero drop even better. But also being able to be used as a mana accelerator? Great card.
Loam Lion : Falling out of popularity but still a good card in green/white decks. Easy to have a 2/3 by turn two.


ELDRAZI

Common
Deprive : Counter for 2 is great, having to bounce a land card not so much, but it can work well for combos.

Evolving Wilds : Essential in any deck with 3 or more mana.

Kiln Fiend : Turn 2 drop him out, turn 3 cast three instants, including the one that gives him double strike. Hit for 20 damage.

Ancient Stirrings
Aura Gnarlid
Brood Birthing
Flame Slash
Growth Spasm
Hand of Emrakul
Lone Missionary
Naturalize
Nest Invader
Overgrown Battlement
Prophetic Prism
Sea Gate Oracle
See Beyond
Soul’s Attendent
Spawning Breath
Staggershock


Uncommons
Inquisition of Kozilek : Turn 1 discard is always great. You can completely trip up someone’s gameplan by plucking a stoneforge mystic, sword, squadron hawk, or a counterspell etc... out of their hand.

Joraga Treespeaker : Mana acceleration decks love this guy. The deck I use him in, if I have him in my opening hand I drop him turn one, level him up turn two, and then use him to drop an elf or two. Turn three use six mana for a summoning trap, drop emrakul or another big ugly, and there you go

Wall of Omens : I see a lot of argument about this guy. 0/4 blocker is decent, being able to draw a card off it is great. But some people seem to think it’s not enough.


SCARS

Grasp of Darkness : Two mana for a kill in a most cases, great value. Plus can kill indestructible creatures.

Perilous Myr : Go ahead block my little 1/1, that way I can ping you for two or kill one of your creatures. This guy is a must have in drafting.

Tumble Magnet : I have seen this card win games in drafts.

Copperhorn Scout
Galvanic Blast
Glimmerpost
Glint Hawk
Ichorclaw Myr
Kuldotha Rebirth
Nihil Spellbomb
Plague Stinger
Revoke Existance
Steady Progress
Stoic Rebuttal

Uncommons
Arc Trail : Versatile burn, pop two small creatures or give your opponent some as well.

Memnite : 1/1 for 0? Uh, yes i’ll take it.

Myr Galvanizer : Key to infinite mana combo, but useful as hell in many situations


BESIEGED

Common

Ardent Recruit
Divine Offering
Flensermite
Fuel for the Cause
Master’s Call
Myr Sire
Phryesis
Rot Wolf
Shriekhorn
Steel Sabatoge
Viridian Emissary
Virulant Wound

Uncommon

Go for the Throat
Goblin Wardriver
Sphere of the Sun
Signal Pest



SHARDS OF ALARA

Common

Blightning : I’ve seen opponents gets visibly angry after being hit with one of these.

Oblivion Ring : With all the stuff that can bounce creatures and permanents back from the graveyard, being able to exile a permanent is a great ability.

Relic of Progenitus : Graveyard removal is good, but there are other cards that do it better. They key to this one is the ability to remove all graveyards from the game, great for multiplayer.


Uncommon

Rhox War Monk : 3/4 for 3 mana with lifelink is a great value. Offset slightly by it being three different mana types.

Sprouting Thrinax : Again, 3 mana is a good value for this card even if it’s three different mana. The ability for it to becomes 3 1/1’s makes it a good early game creature, making killing it not as attractive for your opponent.


CONFLUX

Uncommon

Countersquall : counter is good, opponent losing 2 life is a bonus
Hellspark Elemental : A staple in many decks, it’s a mini ball lightning that can come back from the dead.

Path to Exile : extremely cheap exile ability. It’s drawback (opponent gets a land card) is only really bad again certain decks. And you can always use it on your own creature if you desperately need a land.

Volcanic Fallout : anything that can’t be countered is great. And knowing you can ace all your opponents little creatures without worrying about them pulling a counter out of their ass is wonderful.


ALARA REBORN

Commons

Terminate : Fantastic creature kill, as it can ill both black creatures and artifacts, and they can’t be regenerated.

Uncommon

Bloodbraid Elf : Some have argued this is one of the best uncommons ever printed. A 3/2 with haste is decent, but the cascade ability pushes it over the edge.

Mind Funeral : Good mill cards are rare, and appreciated. This one can devastate certain legacy decks.

Wall of Denial : Walls are one of lesser appreciated creatures in Magic, but as far as walls go, very few can match up to this one. 0/8, defender, flying, and shroud for 3?

Thopter Foundry : used with sword of the meek for a pretty decent combo.


TIME SPIRAL

Commons

Empty The Warrens : The storm ability gives this one potential to flood the battlefield

Gemhide Sliver : Only noobs play sliver, but as it stands this one is a must have in any sliver deck.

Rift Bolt : 3 damage for 3? shitty. Three damage for one with a one turn delay? Much better. Still not great though, just good.


Uncommons

Dread Return : bouncing creatures from the graveyard directly to play is always good and a key for many nasty combos. This one is a little expensive however it does allow you to get it back, albeit for a hefty price.

Harmonic Sliver : another must have for sliver decks

Krosan Grip : Split second is one of the very best abilities in recent magic imo. This card would be vastly overpriced without it but as it stands, it is fantastic, especially against any deck stocked with counters.

Paradox Haze : Potential is amazing, but finding that potential is the issue.

Smallpox : In the right deck this is a very nasty card to drop on turn 2


PLANAR CHAOS

Common

Dash Hopes : A black colored counter is very rare, which is why despite it’s steep cost, this one see’s play.

Essence Warden : Finally this ability is where it belongs, with a color that can pump out mass creatures.

Simian Spirit Guide : Used in a few red decks to draw up a ton of mana turn one in order to drop something nasty.


Uncommon

Big Game Hunter : Creature kill is always good, this one see’s play in a lot of black EDH decks.

Blood Knight : A nice compliment to the White and Black knights. Wish they would have given him pro blue though.

Harmonize : Draw 3 cards is a great ability, and add in the casting cost and this is a great card.

Rebuff the Wicked : A white counterspell? Fuck yes.


FUTURE SIGHT


Commons
Virulent Sliver : With infect being big now, this has some use, not amazing, but has potential

Thornweald Archer : Reach + Deathtouch for 2 is a great value.


Uncommons

Dryad Arbor : An interesting card. A 1/1 for free is always nice, although it replaces your land drop for the turn. Can still make green mana though which is useful.

Narcomoeba : Another card that can excellent in the right deck with the right combo.

Snake Cult Initiation : Another card that has become useful with infect

Spin Into Myth : I have used this card to completely fuck over someone’s EDH deck.

Street Wraith : Being able to draw a card first turn is nice, even if it costs you two life

Sword of the Meek : used with the aforementioned Thopter Foundry

Tolaria West : Can be used to search out other lands or 0 drop cards. I use one in an EDH deck to look for spellbook.

Utopia Mycon : Another card that is so so in most situations but with the right deck can be very useful.


LORWYN

Commons

Mulldrifter : Card draw is always appreciated

Ponder : One of the very best commons ever printed in my opinion. Draw a card for one is good enough, but being able to chose which of the top three to draw, awesome.

Spellstutter Sprint : A cheap counter when played in a faerie deck, and you get a creature too

Uncommon

Burrenton Forge-Tender : Will make an opponent playing a mono red deck very miserable

Cloudgoat Ranger : Token creation is always usefull

Crib Swap : Seen it used in certain combos to great affect

Elvish Harbinger : Used in quite a few elf decks

Elvish Promenade : seen this card make things very very ugly

Imperious Perfect : another nasty elf card, one of the very best in fact

Jagged Scar Archer : Yet another great elf card

Knight of Meadowgrain : One of the best knights ever made, 2/2 lifelink first strike for 2.

Merrow Reejerey : A key card in any fish (merfolk) deck.

Shriekmaw : A nice card in that it can kill a creature for two, or do the same plus get you a 3/2 with fear for 5

Silvergill Adept : Another key fish deck card.

Treefolk Harbinger : Land search (or creature) for one, plus a chump blocker.

Wizened Cenn : Saw good play in Kithkin decks


MORNINGTIDE

Common

Deglamer : A nice artifact/enchantment removal spell, its ability to put into the library can be either amazing or terrible depending on the deck.

Negate : another counter, always good to have

Shard Volley : It’s drawback is severe, but can be useful in the right deck

Stonybrook Banneret : I have one that in a Wizard EDH deck that is extremely useful


Uncommon

Bramblewood Paragon : creatures that pump up other creatures are always useful. This one also gives the trample.

Heritage Druid : Used in a legacy elf deck that can hardcast emrakul or something else large and scary on turn 2.
Warren Weirding : Make an opponent sac a creature is extremely useful. Thats a nice indestructible creature or creature with shroud you got there, how about you sacrifice it. Or it can be used to split your little goblin into two if you need to.


SHADOWMOOR

Common

Devoted Druid : Extra mana is always appreciated. It’s second ability can be abused in the right deck.

Manamorphose : essentially a free card draw. As a bonus, it’s a mana fixer.


Uncommon

Armored Ascension : Can be nasty in mono white decks.

Beseech the Queen : A pretty decent tutor spell

Bogart Ram Gang : Wither and Haste makes this creature downright nasty

Cursecatcher : a creature that is a constant reminder to your opponent that his shit can get countered. Being so cheap means you can trip up your opponents game plan from turn one. GREAT card

Drove of Elves : Expensive for an elf, but can be absolutely nasty and very hard to kill

Firespout : A fantastic board wiper

Flame Javelin : 3 red mana for 4 damage is a decent burn spell, that it can be played for colorless is nice as well.

Guttural Response : Once again, a counter is always nice, being limited to blue isn’t a huge deficiency in that you’d likely be using this as a counter counter.

Kitchen Finks : One of the most valuable uncommons, I don’t think it’s amazing, but it’s certainly a very very good card.

Spectral Procession : A fairly cheap token creator


EVENTIDE

Commons
Nettle Sentinel : Another key card in the legacy elf deck

Unmake : another wonderful exile card, able to be used in both black and white decks


Uncommons

Gilder Bairn : Useful for it’s ability to add tokens to permanents

Quillspike : a nice anti-infect card



M11

Commons

Cultivate
Doom Blade
Duress
Lightning Bolt
Llanowar Elves
Mana Leak
Preordain
Sign in Blood
Squadron Hawk


Uncommon

Condemn
Crystal Ball
Deathmark
Diabolic Tutor
Elite Vanguard
Elixir of Immortality
Ember Hauler
Flashfreeze
Jace’s Ingenuity
Lilliana’s Caress
Ornithopter
Pyroclasm
Relentless Rats
 
siddx said:
Journey To Nowhere : Being able to exile a creature for two is good as is, but add to it that you can exile emrakul with it and it’s a must have in type 2.



Spell Pierce : counter for one blue? yes please. It only counters a non creature spell but still, great value.

Spreading Seas : Some argue this is the best common in the last two blocks. Nice dual land you got there, lets make it a useless island and i’ll draw a card.

This card continues to earn it's place, especially with things like duals and Inkmoth Nexus


Khalni Heart Expedition : Land acceleration is always good, this one is seeing a decent amount of play

This is a staple in any landfall or ramp deck

Vines of Vastwood : first turn drop a creature, second turn use vines to attack for 5 fucking damage.






Hedron Crab : mill decks don’t get much love but this should be a strong contender in any mill deck. Drop it on turn one and let it help you mill, or use it as a chump blocker while you cast up those glimpse the unthinkables.

Love this card so much, nobody in my meta believed in it until they were on the receiving end.

Vampire Hexmage : Thats a nice planeswalker, im gonna just go ahead and kill it now for two mana. Or maybe i’ll drop a dark depths and get myself a 20/20 flying on turn two (or one with a dark ritual.)

Great card in so many ways

Vampire Nighthawk : 2/3 flying deathtouch lifelink for three mana...a rare right? No? WTF.

Best black creature in a long long time


Everflowing Chalice : Being an artifact is great considering the current block. Being a zero drop even better. But also being able to be used as a mana accelerator? Great card.
Loam Lion : Falling out of popularity but still a good card in green/white decks. Easy to have a 2/3 by turn two.

A staple in Tezzeret decks and Forgemaster decks, really hope it gets put in M12



Inquisition of Kozilek : Turn 1 discard is always great. You can completely trip up someone’s gameplan by plucking a stoneforge mystic, sword, squadron hawk, or a counterspell etc... out of their hand.

I am not a total believer in this, I like Duress better but it is a good second

Joraga Treespeaker : Mana acceleration decks love this guy. The deck I use him in, if I have him in my opening hand I drop him turn one, level him up turn two, and then use him to drop an elf or two. Turn three use six mana for a summoning trap, drop emrakul or another big ugly, and there you go

Really can not say enough how good this is and how important it is to my elf deck

Wall of Omens : I see a lot of argument about this guy. 0/4 blocker is decent, being able to draw a card off it is great. But some people seem to think it’s not enough.



Grasp of Darkness : Two mana for a kill in a most cases, great value. Plus can kill indestructible creatures.

Was my sideboard go to against black before Go for the Throat, now not so much a factor.

Perilous Myr : Go ahead block my little 1/1, that way I can ping you for two or kill one of your creatures. This guy is a must have in drafting.

Tumble Magnet : I have seen this card win games in drafts.

This card is seeing more and more use in control and Tezzeret decks, as well as Proliferate type decks


All very good stuff
 
Got 2 Worldwake fat packs. Long story short, first was absolutely worthless, but the second yielded Jace, 2 Stoneforge Mystics and a Celestial Colonnade. I'm pleased.

Wondering if I should try my hand again and gamble on another fattie yielding yet another Jace. Probably shouldn't. I wouldn't mind trading Jace for some Tezzerets, but as I see it Tezz isn't going to go anywhere but down in value.
 
Split 1st in a draft tonight. Got 3 packs of besieged (was only an 11 person draft). I got Thrun and Blightsteel. Solid night.
 
I went 2-1 last night in Legacy playing Junk. I lost round 1 to Zoo (I would have rolled him game 3, but I never drew a green source to finish him off). Round 2 I played Affinity. Game 1 he had small dudes and a ravager. I chumped the ravager with my Goyf and then STP'ed it after combat (I didnt want him switching over the counters and getting me lower in life), untapped and played and popped Pernicious Deed for 1 to wipe his entire board. Game 2 I boarded in a 3rd Deed and Diabolic Edicts and he couldnt keep a creature after I stabilized. Round 3 I played against my friend who was borrowing my merfolk deck. I won in 3, but he's still learning what to keep.

I think I'm down to choosing either Junk or merfolk for GP Providence at this point. I'm comfortable with both, and they each fit my playstyle. I can build almost any deck in the format though, so my options are open.
 
Takuan said:
Got 2 Worldwake fat packs. Long story short, first was absolutely worthless, but the second yielded Jace, 2 Stoneforge Mystics and a Celestial Colonnade. I'm pleased.

Wondering if I should try my hand again and gamble on another fattie yielding yet another Jace. Probably shouldn't. I wouldn't mind trading Jace for some Tezzerets, but as I see it Tezz isn't going to go anywhere but down in value.

Fat pack of the gods, holy shit. Thats like a 150 dollar fat pack.
 
I was watching this week's Fairly Legal (pretty disposable, I don't necessarily recommend it beyond the incredibly good looking lead) and Kate's assistant Leo was playing Magic on the computer. Just a little bit of trivia.
 
An-Det said:
I think I'm down to choosing either Junk or merfolk for GP Providence at this point. I'm comfortable with both, and they each fit my playstyle. I can build almost any deck in the format though, so my options are open.

I like Junk as a metagame choice right now over Merfolk. I feel it's better positioned against the slower combo decks that are gaining traction and offers good board control against red/blue control decks that will be in full force to fight the tribal strategies. Merfolk is just too much a known quantity and has some really bad matchups for this large a tournament. You're also vulnerable to a lot of silver bullet responses in Merfolk.

In something like a GP, your best bet going deep is to have a lot of 60/40 and 40/60 matches instead of some 80/20 and 20/80s.
 
This is the deck I've been using online. It's a mono white deck with a heavy life gain focus to fuel several creatures, along with a secondary combo based on Sun Titan and Eldrazi Monument.

4x Soul's Attendant
4x Serra Ascendant
2x Basilisk Collar
4x Ajani Pridemate
4x Wall of Omens
2x Divine Offering
1x Roc Egg
2x Kemba's Skyguard
2x Survival Cache
2x Solemn Offering
2x Safe Passage
2x Ajani Goldmane
2x Baneslayer Angel
2x Elspeth Tirel
2x Eldrazi Monument
2x Sun Titan
1x Felidar Sovereign

15x Plains
4x Kabira Crossroads
1x Emeria, the Sky Ruin

I've had mixed results with it. Any suggestions? One thing I'm seeing a lot more of now is infect decks with that first strike protection from white creature. I could previously handle infect decks if I could get a Baneslayer Angel or an Ajani Pridemate out with enough life gain in my hand to counter the poison counters, but my deck has no defense against this creature.
 
Fragamemnon said:
I like Junk as a metagame choice right now over Merfolk. I feel it's better positioned against the slower combo decks that are gaining traction and offers good board control against red/blue control decks that will be in full force to fight the tribal strategies. Merfolk is just too much a known quantity and has some really bad matchups for this large a tournament. You're also vulnerable to a lot of silver bullet responses in Merfolk.

In something like a GP, your best bet going deep is to have a lot of 60/40 and 40/60 matches instead of some 80/20 and 20/80s.

I agree, it has been a solid choice so far for me. I've been focusing on these two decks for a while now, so I figure no matter what way the metagame develops as we get closer to Providence I'll be ready and comfortable with my deck, be it with Junk or Merfolk. If the GP were tomorrow, I'd likely go with Junk for the current meta.
 
Hey guys, a quick question: Do Wal-Marts tend to get new products in day one? I want to try and get one of the new tool kits on Friday but Wal-Mart is the only store around me that carries Magic products. Anybody know?
 
Just came in to say that I LOATHE the MTGO shuffler.

My opponent missed his 2nd land drop then drew 4 in a row. I kept a 2 land hand, and didn't draw another land all game. :(

MBS/SOM/SOM drafts are awesome.
 
Glix said:
Just came in to say that I LOATHE the MTGO shuffler.
Do you honestly think they're incapable of writing some code to randomize the cards? Perhaps you're just used to mana weaving.
 
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