• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Magic: the Gathering |OT11| Amonkhet - Have you ever had decks with a Pharaoh?

Status
Not open for further replies.

y2dvd

Member
490vzSh.png


shieeeeeeeeeeeeeeeeeeeeeeeeeeeeet

Survives your own Kozilek's Return, and against Constrictor, this is the lulz.
 

Ashodin

Member
R/U is looking good for this set in general.

With Soul-Scar Mage + Skyship Plunderer, you can keep the -1/-1 counters coming.

Survives your own Kozilek's Return, and against Constrictor, this is the lulz.

yeah it totally gets around Kozilek's Return lmao
 

Santiako

Member
4 Monastery Swiftspear
4 Soul-Scar Mage
4 Hasty Flying Prowess dude
4 Delver

Add bolts, mutagenic growths or gutshots, some draw, some bounce and you got a stew going.
 

Tunoku

Member
4 Monastery Swiftspear
4 Soul-Scar Mage
4 Hasty Flying Prowess dude
4 Delver

Add bolts, mutagenic growths or gutshots, some draw, some bounce and you got a stew going.

Eh, you don't really need Stormchaser Mage, right? He's OK, but 12 one drops and 28-30 spells sounds way nicer.
 

Tunoku

Member
Magma spray? Fuck yeah it is.

No, I mean the one-drop dude:

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Shooting down the Finks with it out doesn't trigger persist.
 
No, I mean the one-drop dude:

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Shooting down the Finks with it out doesn't trigger persist.

Are you sure? I could be wrong, but the mage's ability is a replacement effect. The Finks would die next time state-based actions are check and would die with -1/-1 counters on it, shutting down Persist.

EDIT: Misread, my bad, carry on.
 

Ashodin

Member
Turn 1 Soul-Scar Mage
Turn 2 Shock, Consuming Fervor, 6 damage
Turn 3 ???
Turn 4 Win

oh shit Onward to Victory works REAL good with Soul-Scar's Prowess
 

Wulfric

Member
Oh dear, things are starting to kick into high gear aren't they?

Let's see:
Gideon
Soul-Scar Mage
Hapatra
Magma Spray

Limited seems like it'll be interesting to say the least.
 

Ashodin

Member
The fact we haven't seen the Black, White, or Green gods leads me to believe they're stupid good.

Excuse me, Oketra, Rhonas, and Bontu.

Thinking of upgrades to my deck... and there's not much that fit into what I'm doing currently. I'd have to rebuild it from the ground up in a different style, I think.
 

Daedardus

Member
but you'll have to attack at least 2 more times to make up the damage lost and it opens you up to be blown out by removal.

So what do people actually do when the opponent has a threat out? "Oh no don't waste your removal on that game winning creature, it'll set you back a card and mana and makes you vulnerable for more."
 

Rafy

Member
I really like what I am seeing today. I'll definitely be drafting this set at least once a week, if not twice.
 

Ashodin

Member
damn someone just made a good comment on reddit about the enchantment being great for threaten effects. Steal something, hit them hard, sac it.

Kari Zev's Expertise, Hazoret's Favor, Fling? Something could be there.
 
So what do people actually do when the opponent has a threat out? "Oh no don't waste your removal on that game winning creature, it'll set you back a card and mana and makes you vulnerable for more."
Burn does play path but generally start topdecking burn. The scenario where you have to make that kind of play can come up but I don't think it's worth the card slot because of it. At best you could replace a Lavamancer if that's still being played.

Gurmag angler also seems like a bad example given the kind of cards decks playing it have access to.
 
A 3 damage burn spell lets it beat a 5/5 in combat. I just picked a 3 damage spell and a 5/5 - you're getting way too hung up in specifics. The card is very powerful - obviously what kind of impact it makes remains to be seen.
 

Tunoku

Member
The card has Modern potential but I don't think it's an instant staple for Burn decks. I really hope there's enough support around this card to make a playable Standard aggro deck. Or maybe it slots in some kind of UR spells shell.
 

Supast4r

Junior Member
I'm specifically down on esper. Not any combinations of its colours. I'd argue Unlicensed Disintegration is stronger than Fatal Push in standard. It's easier to cast in a triple colour deck than murder as well. UW was not a control deck when it ruled the world.

wedges are advantaged by the lands available alone and among the shard I feel like if CopyCat sticks around you'd rather be grixis than esper.

oh I was comparing it to Swiftspear.
Again WE HAVENT SEEN THE ENTIRE SET YET. So bashing on a deck archetype literally makes no sense when there are power cards in the shard.
 

Firemind

Member
What damage lost? You spent 3 damage off a burn spell in hand to get here but in the counterfactual you don't have damage on the board, you have a useless guy who gets eaten by a fish.
Goblin Guide/Monastery Swiftspear will have already done its job by then. If you can't finish it off with burn then play more burn? Haste is pretty undervalued by you lot. It's a worse topdeck than burn but it's still better than non-haste dudes.
 

Santiako

Member
Goblin Guide/Monastery Swiftspear will have already done its job by then. If you can't finish it off with burn then play more burn? Haste is pretty undervalued by you lot. It's a worse topdeck than burn but it's still better than non-haste dudes.

No one is arguing that is is better than Guide or Swiftspear in burn. Just this is a very good card that will find a home in some aggressive deck.
 
Soul-Scar Mage is by far the best card I've seen from the set so far. Well, it's easily my favorite at least.

I'm still not quite sold on the sets constructed impact yet, but I might be coming around. Limited is looking like it might not quite be White>>>>>>All the other colors as much as I had feared. Sealed looks like it might just be that though.

I also feel that people are underestimating the Red God a little. It's possibly a very good aggressive finisher. New Gideon is absolutely obnoxious, but at least a little more interesting mechanically than AoZ. Lilli is okay. She's a decent walker for standard I guess. We're due for another efficiently costed Nissa now in this set, so I'm interested in what she'll do.

If we see a Hero's Downfall reprint I might change my tune on disliking this set. Maybe a very pushed Aftermath card might have the effect on one of it's sides.
 

red13th

Member
So, Magic GAF. A long while ago I saw this thread on MTGSalvation about a pretty cool idea of five 108 card cubes each themed over a shard that could be combined into a 540 card cube. Each minicube would have three guilds with a theme and the same guild would have a different theme when in another guild (so, for instance, Dimir in Grixis would be graveyard control, and in Esper would be artifact midrange).

I was excited by the idea and the moment I read it I felt like trying to design those cubes. However, it was nightmarish to find nice themes that could be decently supported, plus Tarkir is way better than Alara anyway and I wanted to make Tarkir cubes too, so it would get even worse. :p

Skip to Modern Masters 2017. It came out and had sort of a shards theme and a very cube-ish feel like all Masters sets do, so I was reminded me of this project. Thinking of how they do Masters sets, especially downshifting cards in rarity to fit the themes, made me realise that breaking singleton would allow these cubes to actually support themes, which I found exceedingly hard on my first attempt unless you went for very generic themes which made the whole thing very bland.
Since I'm a cube structural freak, I came up with an idea to have rarities in each minicube. "Common" cards would show up in 3 copies each, "Uncommon" cards would have 2 copies each and "Rares" and "Mythics" would be a single copy each. I quote because a "common" card doesn't have to be an actual common card; for instance, Bant has an aura theme so I have donwshifted Kor Spiritwalker to common in order to push it. In fact, SEVERAL "common" and "uncommon" cards are actual rares!

Each shard and wedge (yes I went ahead and made TEN cubes, Tarkir rocks) would have:

  • 20 commons (x3): 5 per colour, 1 per guild, 3 lands/artifacts/tricolour
  • 17 uncommons (x2): 3 per colour, 2 per guild, 2 lands/artifacts/tricolour
  • 11 rares (x1): 2 per colour, 1 per guild, 2 lands/artifacts/tricolour
  • 3 mythic rares (x1): don't fit the colour distribution (these are basically three cards I want to add to the minicube outside of the structure)
For a total of 108 cards each. Two minicubes currently break this structure (Esper has 1 less coloured card at common and uncommon to fit 3 more common and 3 more uncommon artifacts, and Naya has 1 less coloured card at common to fit 3 common equipment-matter cards) but as a rule that's how they go. Also, I consider hybrids/off colour flashback as guild cards, so Lingering Souls is an Orzhov card in Mardu and Murderous Redcap is a Rakdos card in Jund.

Deviating a bit from the original idea, I'm designing these cubes to be played as sealed. In fact I'm calling them "bant sealed cube", "esper sealed cube" etc. You could mix them together and draft I suppose, and some inter-cube synergies do exist (like Grixis and Sultai both are very graveyard based, Jeskai has a minor vehicle theme that fits Esper's all out artifact insanity and so on) but that's not what I'm designing them for.
My current idea is having each player pick a minicube and create a sealed pool with 4 packs of 15 cards - a total of 60 cards out of 108, so each pool would have a bit more than half the cube's total amount of cards. I had to make the pools smaller to actually have variance, since a regular 90 card pool would have almost every single card in the cube.
Also, the minicubes don't have mana fixing in them, just business cards. I thought of each shard/wedge having a separate section of fixers that players would get a 5 random cards in a "lands booster pack" (so the total pool for each player would actually be 65 cards). I haven't given this much thought yet but my preliminary idea right now is having this section be composed of 3 Evolving Wilds, 2 of each guild gainland (from KTK/EMA), and 1 of each triland, shockland and fetchland (total of 16 cards). I don't want guaranteed premium fixing and automatic free splashing, but I'm not sure how to do it. Additionally, Evolving Wilds could be swapped in each shard for more fitting cards, such as one of each artifact land in Esper, or one of each Onslaught cycling land in Abzan (it has a small Loam theme, with Life from the Loam at "common", Knight of the Reliquary at "uncommon" etc). Certainly an area that deserves more thought that I've given.
(also, each minicube would have only basics from their own shard/wedge which is by far the COOLEST thing about this project IMO, I love choosing basics for cubes!!)

I've already "designed" most of the cubes but I'm looking for help in detecting oversights and heck, suggestions for card swaps and stuff. I'm aiming for a slightly lower power level, so no cards that completely warp the game around them like Jace TMS, Liliana, Jitte or Skullclamp, and no broken fast mana. Also, non-foil modern-frame only (idk maybe foils, but preferably non-foils).

Hmm this ended up longer than I thought it would. I'll be sharing my lists soon in case anyone wants to go over them. No idea when I'll be able to afford a 1080 cube + duals, so yeah... this is kind of a long term project. Pretty fun though :D
 

bigkrev

Member
So I finally had the opportunity to draft my box this evening. Wish I hadn't.

Liliana, Tarmogoyf, Cavern, FOIL Scalding Tarn, regular Scalding Tarn

Granted most of the rest was chaff (no other fetchlands, no Path, 2 Fiery Justice as rares, ect), but that's about as perfect a Box as one could hope for
 
So the new KMC sleeves are awful. Like, I don't know what they did to screw them up, but after seeing Tolarian Community College's recent video regrading them I decided to test my Sleeves I bought at GP Van 2016 vs 2017.

Supposedly the new ultra Pros are actually really good though.
 

Yeef

Member
So the new KMC sleeves are awful. Like, I don't know what they did to screw them up, but after seeing Tolarian Community College's recent video regrading them I decided to test my Sleeves I bought at GP Van 2016 vs 2017.

Supposedly the new ultra Pros are actually really good though.
The ultra pro eclipse sleeves are pretty great. I got some last week to test them out. They shuffle really well, the colors are very vivid (at least the blue ones) and they don't even have the holo stamp thing any more.
 
Maybe I can revive my extremely rude Curse of Misfortunes EDH deck. There's nothing quite so exciting as guaranteeing that both yourself and one other player will definitely lose in multiplayer.
 
Status
Not open for further replies.
Top Bottom