1,026

(1 replies, posted in Reddit MTG Trades)

So I have two of the FNM foil promo Lingering Souls that I'm not in any need of.  Best I'm finding around is that they're valued around $8-9 each.

Here's my wishlist: http://deckbox.org/sets/129549

Obviously nobody has any of the RTR stuff to trade just yet, but there should be plenty to figure out an offer from on there.  Please read my profile regarding the valuing of junk rares/penny cards.  Outside of that, make me an offer and we can figure something out.

Note: I'd likely give priority to an offer that includes 1x Jarad, Golgari Lich Lord (duel decks version).

Happy pre-release everyone!

1,027

(12 replies, posted in Decks and Deckbuilding)

So here's the third, and last, deck for the time being

http://deckbox.org/sets/234844

I'm trying to figure out some good maneuvers using Selesnya, populate, and token building - but among the three this one is still very much a work in progess.

I'm open to thoughts as I'm not very familiar with token generating in this context.

Some basic thoughts about the combos the deck works around:

Obviously this is about some MAJOR token generating. But to get there, you need a bit of ramping via Arbor Elf and Avacyn's Pilgrim. These help you move to the costs to generate the tokens.

Almost all tokens generated are soldiers (as you'll note) with them coming from Captain of the Watch and Captain's Call. These then pair with Parallel Lives and Growing Ranks to help balloon the number of tokens. Pair that with the populate mechanic present in Rootbound Defenses, Trostani, Selesnya's Voice, and Wayfaring Temple. Since almost everything is a solider, they get bonuses from both Intangible Virtue and Captain of the Watch.

If you need flyers, not a problem Angel of Serenity provides a nice blocker butMoonsilver Spear can be equipped onto any token to provide angel tokens. Further, Requiem Angel offers spirit tokens for every non-spirit that dies (which is pretty much everything in the deck). They'll think twice about that board clear if she's on the battlefield, as you would then just have a fleet of spirit tokens.

Need a big creature? They come in several forms via Crusader of Odric (also a soldier so he'll get vigilance) and Wayfaring Temple which both grow with each added token entering the battlefield.

Removal comes in the form of Oblivion Ring, Selesnya Charm, and Angel of Serenity.

Additional draws come from Mentor of the Meek being triggered by pretty much every token that comes into play. At some point you would likely be using more mana drawing than playing more creatures.

Bombs? Sure, why not. Ajani, Caller of the Pride could dump a TON of tokens on the battlefield at once. Activating Grove of the Guardian will give you some major hitters with those 8/8 tokens (that will double with Parallel Lives and you can happily populate). Lastly, Seance lets you make a token of any of the creatures that die which might go away, but if you populate that token, the populated version does NOT go away. Nor would tokens generated as a product of it coming in, i.e. Captain of the Watch.

Anyway, clearly there's a LOT of pieces moving here and I think the deck will be quite flexible, but having not played tokens in standard constructed I'm definitely open to suggestions. To some degree I could see where I can ween this deck down a bit to make it more focused.

1,028

(8 replies, posted in Decks and Deckbuilding)

I introduce my second post-RTR FNM deck...

http://deckbox.org/sets/234842

The plays here, as I see them, are to setup the majority of the spells using Goblin Electromancer. Reducing the cost of instants and sorceries really opens up a lot of options, allowing you to actually untap two lands with Rewind, rock Negate/Essence Scatter/or even Searing Spear for one each. Two electromancers also provide Ghostly Flicker for free (if you target the Island you tapped) or even can make the overcharge cost of Mizzium Mortars easier, at two red for a one point hit.

But there's more, as this deck has an infinite combo. Well, 2x Goblin Electromancer, when paired with Talrand, Sky Summoner, Ghostly Flicker, and Archaeomancer equals infinite drakes. Once all the creatures are on the board, you flicker the Archaeomancer and the Island you used to cast it. The spell resolves, producing a drake and going to the graveyard. Then Archaeomancerand the Island return to play, so the ETB from the Archaeomancer can target the Ghostly Flicker to bring it back into your hand. The Island re-enters play untapped, so you simply cast the flicker again, and get another drake. Rinse, repeat.

Jace, Architect of Thought is here to help slow the enemy down with his +1, draw some cards with his -2, and potentially, if need be, provide an instant win with his ultimate and Worldfire.  I would use his ultimate, cast Worldfire from my deck, and any creature from theirs after the fire resolves.  Then I swing for one damage (could be next turn, who cares) and that's the game ladies and gents.

I could see this being 1) a lot of fun to play, 2) really cool if you pull off the combo explained above. I'm thinking an alternate win con could come from Guttersnipe - which makes the Ghostly Flicker combo above an instant win.

All thoughts are appreciated.

1,029

(1 replies, posted in Decks and Deckbuilding)

So I was getting tired of seeing everyone's "post-RTR Golgari deck" that translates into them just dumping all the leaked G/B cards at that time onto a page. C'mon guys, there are a LOT of good pieces that will fit together with what's already out there, right?

Thus, I decided to take a shot at my first of three possible post-RTR FNM decks.

http://deckbox.org/sets/234843

The basic idea here is to drop a LOT of +1/+1 counters as quickly as possible and then run the opponent over. The real winner comes from pairing undying and Corpsejack Menace, who I would argue is the best Golgari card - thankfully who is getting little love.  Mikaeus the Unhallowed is best buddies with the Corpsejack, to the extent even John Madden and all the Tinactin in the world couldn't get rid of that fungus (gross, I know).

Wins can come in a variety of ways ranging from Jarad, Golgari Lich Lord sacking to wipe the enemy out, to Vraska the Unseen stealing a win (highly unlikely!), to a HUGE Primordial Hydra letting loose (or any big creature for that matter).

The real fun starts if the game extends long enough to see Death's Presence hit the battlefield (another bomb that nobody is looking at).  With the menaces on the board, I can sack creatures or otherwise swing with complete abandon, as even if you kill my creatures, another one will receive (at least) 2x the lost one's power in counters.  Pair that with Jarad and you only would have to drop one or two creatures for the win.  I also like that Jarad will let me get around Pacifism on my hydras.  Who said you needed to attack to win?

There's obviously a LOT of play here, but I'm game to hear your thoughts.

1,030

(1 replies, posted in Decks and Deckbuilding)

If you're looking for an alternate sac outlet and card draw, why not kill both birds with one stone in Altar's Reap?

1,031

(4 replies, posted in Decks and Deckbuilding)

A few thoughts here.

First, I don't know that this would really be all that viable without a way to force add counters to Azor's Elocutors.  You could easily have it to four counters and someone casts Unsummon - there went all your stalling spells for nothing.  Similarly, as it loses counters for each source that deals damage, they could easily cast a burn spells to drop a counter here or there.  If more than one creature gets through, you're done.

To that end, I think the deck that makes them run will either be more control based with a LOT of creature removal or use the crap out of the detain mechanic.  Given that there are only so many sources of detain, I'm thinking control is the better option.  But then again, this is the beauty of rotation, right?  Nobody knows what will and will not work just yet.

Third, is there an alternate win con here?  What if they see what you're doing in game one and then just wait to cast Murder on the Elocutors?  Then what?

Anyway, more specifically, I would drop Divine Verdict in favor of Oblivion Ring - it costs one less, doesn't have to wait for them to attack, and proves more versatile against other possible threats.  Detention Sphere needs to be 4x.  That'll be pricey, but it takes care of all their tokens or something else dangerous easily.  Syncopate really isn't what it's cracked up to be.  It might exile their spell if you counter it, BUT, it requires you to keep a lot of land free.  I'd drop it to 2x and the New Prahv Guildmage to make room to up Azorius Charm to 4x as the ability to unsummon their creature AND take away their next card draw will be paramount.  That and it telegraphs what they will be playing so you can use Judge's Familiar, Syncopate, Cancel, and Dissipate more effectively.

Definitely a neat idea and I wish you the best of luck with it.

On a side note, this could splash red and take advantage of Goblin Electromancer to make things like the overload cost on Cyclonic Rift much easier to work with.

1,032

(73 replies, posted in Decks and Deckbuilding)

Oops.  Congrats on the playset of Woodland Cemetery as those are apparently worth their weight in gold these days.

I look forward to how it goes.

1,033

(2 replies, posted in Decks and Deckbuilding)

I'll second imsully on the G/W deck.  You have it pretty well configured that it's going to be spitting a LOT of mana at you.  The question then becomes, what to do with said mana.  There are countless big angels in white to run with and green certainly never disappoints with some of the wurms and whatnot they have.  For the time being this will work, but you'll likely want to look into picking up a few large angels (Serra Angel/Archangel/Requiem Angel/or Avacyn, Angel of Hope) or just creatures (Craterhoof Behemoth maybe so you could rush them - that or even something as simple as Duskdale Wurm or Moldgraf Monstrosity to ensure all those lands go to something productive).

For the B/R deck, I think it's still lacking focus.  Look at the 1x cards and try to imagine the scenarios where you would play them to be effective.  For example, Kindled Fury - definitely a sneaky card in sealed, but you only have one of them and it's not likely to be a big deal breaker, especially when you're sitting on 2x Vampiric Fury (which also raises the question, why is Slaughter Cry even in here if Vampiric Fury accomplishes the same goal but better (it's ALL vampires you control) for one less mana?  I'd focus on getting one deck running nicely before diving off into 3-5 others as this can get pretty pricey rather quickly, especially if you're looking at making things competitive at FNMs (a key example, Woodland Cemetery just went from $5 to $12 in about two weeks and you can't order them fast enough - all because people want to play Golgari in RTR).

1,034

(6 replies, posted in Decks and Deckbuilding)

There is potential here, but you would need to pick up a few cards to make it effective.  In my, admittedly limited, experience, milling an opponent is REALLY hard to pull off as you've essentially tripled your workload (needing to force 60 cards out rather than do 20 damage).  The zombie angle is interesting and could be pulled off...

A few cards you're going to want:

Ghostly Flicker - this is SICK when paired with Geralf's Mindcrusher, especially after he's come back in with his undying.  Not only would it remove the +1/+1 counter, but that's another 5 cards for them to lose.  You could also pair this with Conjurer's Closet as a more consistent way of getting his ETB effect.

You really need more Geralf's Mindcrusher and Undead Alchemist.

Endless Ranks of the Dead - since I'm guessing you're going for casual, and not competitive play, this is a BEAST of a card.  With 2x in play you double the number of zombies you're sitting on each upkeep.

Diregraf Captain - you have two in there, and I would say to add two more.  He adds an entirely new way to win the game.  Not only are all your zombies bigger, but if they do die, you get to do 1 damage to them anyway.

Grimgrin, Corpse-Born - this guy is all sorts of fun in this sort of a scenario.  You sack the mindcrusher to him, it gets a counter, he gets a counter, you flicker the mindcrusher and repeat.

Trepanation Blade - not one that really gets considered for most mill decks, but this has the potential to be a monster.  Equip one of your zombies (who really cares whether it survives or not) and swing away.  It can cause someone to drop a LOT in a single swing.

I would definitely work to get another Mind Sculpt and if possible Jace, Memory Adept (I know PWs are hard to come by, but man, he puts a clock on the game the minute you play him down with his 0 ability).

A few added thoughts - I would definitely say to dump Zombie Goliath - whether you put in Walking Corpse or Diregraf Ghoul either one is more likely to see the battlefield and be influential, especially in the early game. 

I can actually see where your instants will almost all be worthwhile here (who would've thought Vile Rebirth could work for someone). 

Personally, I'm a fan of Moan of the Unhallowed far more than Reap the Seagraf (you get two zombies for one more and then can flash it back to get two more zombies for only two more mana than flashing back Reap - so to do it by cost that's 11 mana for four zombies, or just four mana for two zombies, compared to eight mana for two zombies, or three for just one).  I would try to pick that up to 3-4x there.

Mystic Retrieval really doesn't help you here.  You can't flash it back, so it's just four to get one spell back, which you could easily do with Archaeomancer while also getting a chump blocker.  But more so to the point, what do you envision needing to pull back out of the graveyard?

Demonmail Hauberk - Why is this in here?  If you're looking to power up some creatures, why not use Tricks of the Trade or Mark of the Vampire?  Neither has seen much play in constructed, but they're game winners in sealed format competition.  Make a zombie unblockable or give it lifelink?  Sure.  If you have the Alchemist out and hit it with Tricks of the Trade that's a guaranteed six cards they're losing each turn.

Curse of Oblivion - this doesn't really do you much good.  If you want to exile their graveyard, you could hit that for free with Tormod's Crypt - but by my estimation you want them to have their graveyard so you can cast Vile Rebirth.

Anyway, that's a lot of food for thought... I hope it helps (on a side note if you post those other two decks on the forums here I can give you help on those as well - in addition to the rest of the community, I promise they won't bite... well... not hard at least).

1,035

(8 replies, posted in Reddit MTG Trades)

I'd be interested in anywhere from 2-4x of Jarad depending on what you want for them.

What do you value the Woodland Cemeteries at?

1,037

(2 replies, posted in Decks and Deckbuilding)

Very cool.  Talk about a board-wipe deterrent.

1,038

(2 replies, posted in Decks and Deckbuilding)

If you were to have Requiem Angel and say 4-5 non-spirit tokens on the battlefield and then cast Planar Cleansing would you get 5-6 spirits after all is said and done?  This strikes me as though it would work in the same fashion as how Blood Artist is being used for board clears these days.

If so, why not run a deck around making totally inconsequential tokens and then wipe the board to give yourself the MAJOR advantage with spirits while they have nothing?

1,039

(6 replies, posted in Decks and Deckbuilding)

Thanks for the feedback guys.

First off, I'm not going the route of anything rotating as next week is an M13 draft at my LGS and then rotation is the next weekend, meaning there isn't much point in picking up any Beast Within or anything like that.  Additionally, I wasn't getting too discouraged by losing, as I'd rather play an original idea and get destroyed than use the SAME crap everyone else is playing.  I was discouraged to see the exact same three decks deck make up the entirety of the group sad.

That aside, I actually have to chuckle to some degree as I know at least imsully gave comments to the opposite of what's now being said about both decks.  But I digress, I'm thinking the G/R likely isn't worth running outside of casual as it really requires a near perfect draw to be powerful.  In this cases it certainly does work well (an 8/8 flyer on turn 3 is never a bad thing), but beyond those, I really need to figure out a secondary win-con or something. 

To the debate between Increasing Savagery and Blessings of Nature I'm firmly rooted in the savagery camp - you pay four for five counters and you KNOW it will cost four.  Blessings is a hit/miss card.  You pull it for the miracle and it rocks, but otherwise, it's one more for one fewer counter (and you can't flash it back).  Given that I'll likely be moving to G/B counter ramping with Corpsejack Menace in about two weeks I've spent a lot of time thinking about it.

For the G/W angels - it really is aimed to ramping for the angels.  The only token generator is Thraben Doomsayer who is there to provide  a) chump blockers or b) a guaranteed hit for Mentor of the Meek to help draw and c) a guarantee that you will have humans for Angelic Overseer.  To that end, I'm tempted to drop Descendants' Path for more mentors and possibly Nearheath Pilgrim to keep the player alive until the angels start dropping.  I'm resistant to the Rancor love fest for this deck because it's designed to ramp up to big flyers to begin with.  And, as you said imsully, you drop a Gisela, Blade of Goldnight and the majority of games are done.  The biggest problem I have here is that most the adjustments I'm looking at are in white, which knocks the balance even further away from green.  But ideally you want to have green on turn one for the pilgrims.  Perhaps some Nightshade Peddler to deter them from attacking or something.

For the delver debate - I can see where Dryad Militant will be in the sideboard for almost EVERY non-delver deck to reduce the threats of flashback - which would sort of kill your Burning Vengeance deck imsully.  I don't see delver dropping off a ton, but I think that the guilds are going to pull enough players to different color combos that we MIGHT see something original here and there.  I can say that Azorius is sitting on some SICK cards and yet almost nobody I've seen is talking about the guild... go figure.  Detention Sphere alone is almost reason enough to play that guild.

1,040

(2 replies, posted in Decks and Deckbuilding)

With 4x Ponder and zero creature defense, I'd also say to throw in Devastation Tide.  Seems like an interesting proposition[mtg][/mtg].  I'd just be hesitant without at least 4x Fog Bank to cover your backside.

1,041

(2 replies, posted in Decks and Deckbuilding)

As far as whether you've "sold out" or not, there's nothing wrong with playing sought after cards if you pulled them (hell, it'd be daft not to).  I really look at this from the "could I net deck this?" standard, and, I don't know that you're going to see many tri-color decks in standard until AFTER RTR hits, so to that end, nah, I don't think you've sold out here.  The simple fact I don't see either Delver of Secrets or Snapcaster Mage in here means you're good in my book (I saw roughly 1/3 of the decks at FNM the other night playing them).

Now for the deck itself, I think you would want some added removal in whatever form you can manage.  In my own experience from this past week's games, if they dump a Phyrexian Obliterator or something else huge on the field, outside of a bonfire or Oblivion Ring what's the play?  I'd up the O-rings to 4x, and have 4x Pacifism or even Terminus in the sideboard in the event something worse happens.  I wouldn't be afraid to go down to 22 lands as you have 4x Avacyn's Pilgrim which may as well be a land.  You could use those spots for the added removal.

Two concerns: 1) What about those damned delvers?  Outside of the angels, which strike me as your later game plays, you don't really have much in the way of flying defense.  It sucks that you have to plan for them, but that is the reality of the current standard meta.  2) I'm not seeing any sort of draw assistance to help you cycle through the deck.  To that end I would recommend 2x Mentor of the Meek - if I was able to take anything good out of last week's FNM, it was that this guy is a BEAST, especially when you have a lot of creatures with power 2 or less (which you certainly do).

Anyway, I hope that helps.

1,042

(6 replies, posted in Decks and Deckbuilding)

So I made it to my first constructed standard FNM last night with my gf.  I was playing my R/G Slumbering Dragon deck (Heroin Hero) and my gf was playing G/W angels (It's in Da Bible).  Here are the links to the decks:

Heroin Hero: http://deckbox.org/sets/199066

It's in Da Bible!: http://deckbox.org/sets/215062

Rather than make a post that's 3,000 words long, you can read round-by-round explanations for how both decks played at the following links:

Heroin Hero - http://tappedout.net/mtg-decks/heroin-hero/

It's in Da Bible!: http://tappedout.net/mtg-decks/its-in-da-bible/

Some general thoughts - As I'm sure you'll see in the notes on Tappedout, I wasn't pleased by both how many net-decked players there were and how heavily they seemed to be relying on Mirrodin block cards.  But I wanted to get some thoughts from the rest of the group regarding my experiences.  Namely, is the world of standard about to be that much "better" for those of us who started after Mirrodin once rotation hits?  Aside from the thoughts I offered on the Tappedout pages, does anyone have any suggestions?  Or should I just wait to see what else hits in RTR and try to re-evaluate things then?

As always, any input is greatly appreciated.

1,043

(5 replies, posted in General Discussion)

I know that when I got back into the game about 6 months ago I unloaded all my duals from revised.  Sure, they're cool to have, but unless you're going to drop the cash for 4x of each to be competitive in legacy that's a $60-100 card that you can only use in casual games.  Thus, I'd trade it.

1,044

(24 replies, posted in Site Discussion)

and now wbuywigs

You can see the person's last login date if you go to their profile page and hover your cursor over the little person symbol next to their name.

For the searching, I would imagine it's being improved, but that's up to Sebi when the next version hits.

1,046

(24 replies, posted in Site Discussion)

annnnd uelindburgmargi

1,047

(16 replies, posted in Decks and Deckbuilding)

Alright, having just looked at your inventory, you're sitting on enough multiples of a LOT of really quality commons/uncommons that could power a solid deck.  Personally, if I were you, I would try to figure out what you want to go for and then I'd unload that Snapcaster Mage from your inventory as people will give their first born child for one - meaning you can likely pull a significant number of rares to piece together 1 or 2 less expensive decks.

I would scrap the idea of a mono-colored deck entirely.  I don't see enough quality pieces in just one color to take that route, but if you were to go for a two colored deck, your options are plentiful.

One option would be to go black-red (which will be the Rakdos guild in RTR - you'll get hooked up with good cards).
You're sitting on 3x Vampire Nighthawk, 4x Demonic Taskmaster (who would pair with those 4x Krenko's Commands quite well), 4x Murder (always a good sign), 4x Heirs of Stromkirk and 3x Stromkirk Captain to name a few.  That's already the basis for a pretty solid R/B vampire build.

Another would be to go white-green (which will be the Selesnya guild in RTR - another good option).
There you're sitting on some quality angels (Restoration Angel, Seraph of Dawn, Voice of the Provinces) and some other good token generator spells (Midnight Haunting and even one Lingering Souls) in white.  Those would all be a good start given the populate mechanic coming up.  In green you're sitting on 4x Arbor Elf, 4x Borderland Ranger and 3x Avacyn's Pilgrim for ramping.  You also have a wealth of other treasures in Elvish Visionary (which pairs BEAUTIFULLY with Roaring Primadox), Titanic Growth (which pairs nicely with Prey Upon), and Pathbreaker Wurm (which is underrated but can be a definite game winner, especially if you bond it with something nice).

In blue you're sitting on 4x Talrand's Invocation, 4x Stormbound Geist, 3x Mind Sculpt... lots of possibilities here to pair with red (for Izzet).

You're really sitting on a LOT of the pieces you would need to build a pretty good deck.  My suggestion would be to pick one of the color combos that will be represented by a guild in RTR so you can pull greater value when the set hits.  Then pick a few combos and run with them.  We'll help you flesh out the details once you get the framework of a deck put together, but it all hinges on how you like to play, what your style is, etc etc.  But, everything else aside, dual color is the way to go given what you have.

1,048

(16 replies, posted in Decks and Deckbuilding)

I'll take a look at the decks in a moment and will work to give you specific feedback on one or two.

But to your question about testing the decks, you can do a LOT on this site via the "Tools" tab (I guess it's a tab) in the upper right of the page when you're looking at a deck.  Click on the "Statistics" link and it will load up a new page that displays a wealth of information ranging from a simulated opening hand (and first six draws) to a graphical breakdown of your mana curve (also separated by color) to the optimal number of each land you should be running.

To this end, I normally piece a deck together and then will simulate 10-20 hands and try to imagine how the first few turns would play out given the draws.  Do you mulligan a lot?  Are you getting land screwed?  Can you consistently play cards from your opening hand or are you always waiting to draw something?  What are your win conditions that you hope to achieve?  How often do you draw a combo in your opening hand or pull it in the first six draws? These are the sorts of questions to ask at this point  - strategic decisions come later.  After all, in the constructed format, most games are pretty well in hand by the 6th or 7th turn (if not sooner).

Once you can get it moving smoothly, then start to consider how to protect your creatures versus removal or how likely you are to face a certain deck.  Begin to think about the combos your opponents are likely to play and how those affect what you're doing, etc.

At the end of the day, you can always download Cockatrice and "play" your deck against other decks you can build based off of what you see posted online (I think you can also do this sort of testing on TappedOut).  Then, if you're liking your results, it's time to piece it together and playtest the deck.  This is really where you will learn the most and ultimately where you either make or break a deck.

I'll give you feedback on the decks shortly but just let us know if you have more questions.  Good luck.

1,049

(24 replies, posted in Site Discussion)

and nogdentimm

1,050

(73 replies, posted in Decks and Deckbuilding)

I look at Vraska as being a total 1x of in a Golgari deck because, who knows, you might get lucky.  If nothing else it gives you one more possible way to win (however unlikely it may be).  But you can tell everyone is all pumped about her, Woodland Cemetery has more than doubled in price in the last week or so since she was leaked.

I'm also not seeing all the excitement about Slitherhead.  Best case scenario he's a chump blocker and a Hunger of the Howlpack (mind you, the non-morbid version).  I'd rather put hungers into a deck with the full knowledge that Golgari operate on creatures dying regularly.  Combine that with Corpsejack Menace and, well, that's +6/+6 for one mana.

Or, more importantly, I think undying is the elephant in the room that somehow all the kids at TappedOut are forgetting.  If you double the counters, why not roll with that?  Give all your creatures an extra life and power them up significantly when they die?  Yes please.  Even sacking a Strangleroot Geist with Jarad can count for five of the opponent's life without a Menace on the board.

Anyway, all that whatnot aside, are there other thoughts on the deck?  I don't know that it will hold up once RTR drops (not that it would before hand wink ).  I'd say if you want to run it Null, give it a shot and let us know how we all did.