1,126

(6 replies, posted in Decks and Deckbuilding)

Feldon's Cane would be one option.  Others include Elixir of Immortality (there's some of that lifegain for the mega hurricane) - or if you have Library of Leng, Reliquary Tower, or Venser's Journal you can totally rock Creeping Renaissance to get all your creatures back.

1,127

(1 replies, posted in Decks and Deckbuilding)

Wild Growth is always lots of fun.  Garruk's Companion is another double green mana symbol critter.  I'm not remembering a lot more at the moment but I'm sure there are some good enchantments and whatnot to run with too.

1,128

(6 replies, posted in Decks and Deckbuilding)

Intriguing concept... but I don't really see where all the mana you're generating is going.  Perhaps Primal Surge should be in there?

I'd put 4x Elvish Archdruid in this deck before you go any further.  As most of the other druids are elves, they'll get the bonuses, while you manage to create that much more mana.  Which brings me to another gem that might be worthwhile, Omnath, Locus of Mana.  Not only will he get huge when you generate all that mana, but you can include Bear Umbra and other effects to untap mana and it will snowball (note that you'll want Rancor or something to give him trample so he doesn't get chumped).

Then I guess the only other question is where all that other mana is going.  I'd definitely say to look for some big X effect artifacts, as green really doesn't have much in the way of X cost spells worth a crap.

For the flying defense, given that you're looking at Legacy, you have a lot of options open.  Silklash Spider if you like the newer, repeating flyer death.  Spidersilk Armor is a good way to make all your creatures have reach.  Gravity Well can also be good fun.  The other option would be to put Hurricane in there, leaving the only question as: How you gain life to survive the storm?

To be honest, I wouldn't worry about land destruction all that much.  With the druids you will be making a TON of mana, even with only a few lands.  Plus, land destruction is rather slow (normally not much until turn three or later), meaning you will likely have a board advantage to run with at that point.  I'm also thinking that you might want some means to play additional lands on each turn, Rites of Flourishing, Explore, Gaea's Touch, Fastbond, Exploration, etc.  Then the problem is even further alleviated.

Countermagic... the easiest solution is Cavern of Souls as cliche as it might be at this point.  Autumn's Veil could also work in a pinch.

One last point, I think you would benefit from some sort of draw mechanic to help speed the process.  Specifically, Well of Knowledge could be epic, as you can draw 3-4-5 or more cards per turn if you have the mana to spare.

1,129

(2 replies, posted in General Discussion)

Thanks again.  Like I said, my brain just shorted out.

Sebi, you can delete this thread if you like.

1,130

(2 replies, posted in General Discussion)

I'm having a brain fart this evening.  How do you change the price options to display the Low or High TGCPlayer values as opposed to the Averages?

Thanks!

1,131

(7 replies, posted in General Discussion)

If you're looking for slower, with fewer repeated cards, definitely go EDH.  I have several friends who will only play that format.

I would likely exchange one Invisible Stalker for another Jace's Phantasm and would make sure to fit 2x more Mana Leak, but otherwise, yeah, this looks like a solid mill deck.  Now whether that would actually win games at FNM, that I couldn't tell you.  But it would be worth a shot.

I wanted to bump this one as I came across a few ideas that I think will help it flow more smoothly.

To be specific, I've dropped one Bond Beetle, increased to 3x Elvish Visionary, put in 3x Borderland Ranger to ensure I don't get mana f'ed (and they work nicely with Roaring Primadox), dropped Flames of the Firebrand in exchange for Searing Spear (it's an instant and costs one less), dropped to 1x Curse of the Nightly Hunt and added 3x Guise of Fire (as it can serve as both small scale removal and force their vulnerable creatures to attack), added 2x Rancor to ensure that the Slumbering Dragons won't get chumped once they wake up, threw in a Triumph of Ferocity as the dragons will keep growing, so hopefully it will help me draw more.

I'm liking it better for the time being as I'm not forced to just mulligan until I get a Slumbering Dragon with the current makeup.  In one simulated hand I even ended up with a 7/6 trample BOP by turn three.

I think that's all.  Thoughts as she now stands?

1,134

(7 replies, posted in General Discussion)

"Mythic Rares" would be much better if there were only like 10,000 of them printed or something, because the so-called "Mythics" come at a rate of at least 1-2, and in some cases more like 4-6, per box.

I'm also down on creatures getting so big... it was such a big deal when Ice Kraken was an 11/11, now, look at how easy it is to drop Primordial Hydra, wait two turns, and he's bigger than 20/20.  Where's the drawback?  Leviathan needed you to sack islands just to untap the thing... I mean c'mon.

I'll agree that the power-nine are all older cards and that the first disgusting combo was Black Lotus + Channel + Fireball.  But outside of that, I don't remember hearing about as many turn three or four kills in the olden days as you do now.

1,135

(7 replies, posted in General Discussion)

I used to play pre-Tempest and remember when getting a 4/4 on the battlefield was a big deal and putting an Unholy Strength on an Erg Raiders was a nasty combo.  The amount of +1/+1 effects that are around these days are CRAZY.

Nevermind the number of infinite combos that are around now.  I still remember when the first infinite mana loop with Enduring Renewal, zero cost creatures (typically Kobolds or Ornithopters) and Ashnod's Altar came together, so to see someone pull one off with only two cards now, c'mon.

BUT, I have to commend Wizards for coming up with the different formats to prevent you from having to run into this sort of problem that often.  Quality competitive standard decks will likely kill your completely casual vintage/legacy decks, but if you put even a little bit of money into the older decks, you will walk all over the standard one all day, every day.

1,136

(8 replies, posted in Reddit MTG Trades)

Same here.  Not in tradelist, but in inventory.

1,137

(15 replies, posted in Decks and Deckbuilding)

I can see what you're saying now about the two draw options.  Runechanter's Pike might work, but I almost feel like for the four mana you're paying to drop and equip it, you could score a few added spells that will net more drakes.

Also, my bad for hijacking your thread.  But I figure this is a good route to go with Talrand, if we can get it figured out (as there are currently only three decks on Deckbox that contain both Talrand and Krenko, and you and I currently have two of them).

1,138

(15 replies, posted in Decks and Deckbuilding)

That's definitely an option.  But I didn't like paying two to just get one card... the flashback is nice... I dunno

1,139

(15 replies, posted in Decks and Deckbuilding)

Here's what I came up with in just a few minutes... if you want I can open up a new thread for it, but given that we're marching down this road here, I figured it would make sense.

http://deckbox.org/sets/211627

There are lots of sorceries and instants, a fair number of ways to replenish an emptied hand, and a fair number of ways to burn the opponent and/or his or her creatures, not to mention some counterspell items put in for flavor. 

The creature offense comes via both Krenko and Talrand, but in a pinch you could sub in Burn at the Stake or some various items from the sideboard.  Charmbreaker Devils are really just one more bomb, although I'd wager most people wouldn't think them to be one.

I'll admit I haven't playtested, but I can see where this might would work.  Give it a whirl, I'm open to thoughts, etc.

1,140

(15 replies, posted in Decks and Deckbuilding)

Hrm... well, like I said, it'll be a pain to get the balance right, but I still think there's potential here.  That and it should get some support in RTR given that Izzet is among the first five guilds to be in the block.

Perhaps I'll piece something together in the next few days and will see what it can do on Cockatrice.

1,141

(15 replies, posted in Decks and Deckbuilding)

Good eye Null... but you'd still score five drakes, not six.

1,142

(15 replies, posted in Decks and Deckbuilding)

Burn at the Stake would rock in a straight goblin deck, but I don't know how useful it would be here.  Ideally the goblins will serve one of two purposes, either a) they help you overrun the enemy or b) they're just a TON of chump blockers.  The real offense here would come via the drakes from Talrand, as a flock of 2/2 flyers can get nasty pretty quickly.

A few quick thoughts. 

First, Chandra, the Firebrand would be perfect with Talrand, while also giving you some added punch here.  To be honest, I'd make her the top of the mana curve. 

Second, I know the four spot is already pretty full, but Talrand's Invocation would work wonders too.  Even 2x of them, with Talrand out, that's four for three 2/2 flyers.  Much less if you use Chandra to copy it, then you're looking at six drakes in one turn for only four mana. 

Third, I can see where the Goblin Chieftains fit for the time being, but I'd actually likely drop 1-2 of them for Arms Dealer as those won't definitely help your attack as much, but they are more versatile in terms of clearing the way for your flyers. 

Fourth, I'd also exchange Mental Misstep for Vapor Snag or Unsummon.  Perhaps even something like Claustrophobia could make its way in here, as they might as well be full blown removal spells.

Fifth, I'm still on board with Favorable Winds or until rotation Adaptive Automaton - some means to pump all the drakes to help make them more dangerous (if only you could find a way to work in a touch of white for Intangible Virtue).  The chieftains do that to some degree, but I like to think of the goblins as being expendible more so than the drakes - Goblin Grenades?

Lastly, god I can't believe I'm saying this, but I can see where Snapcasters or some other spell retrieval would be ideal here.  The last thing you want is to run out of spells.  Archaeomancer is the obvious choice, but that's just further crowding the four spot.  Perhaps some sort of draw mechanic and Elixir of Immortality?

1,143

(7 replies, posted in Decks and Deckbuilding)

I'm surprised to hear that more people weren't running crazy elf ramp decks.  When they chose to reprint Elven Archdruid I had to chuckle, as he's just SICK if you can pair him with anything really expensive.  I run a casual elf deck that uses them to drop a big Stream of Life followed by a big Hurricane.  I guess the problem there being that green is lacking in X cost spells.  But you could easily fit Sands of Delirium in there for a totally different twist, as you could go about your business and in the event you get slowed down, well, just mill them for 10-20 cards per turn.

For the infect stuff, imsully has hit on most of the points I'd go after pretty well.  I was terrified of infect when I started playing again like 6 months ago, but have realized that it really isn't as dangerous as you'd think.  It would likely be much more effective to just put together an unblockable deck and run from there.  You could easily put in a variety of useful cards if you start thinking unblockable, with Trepanation Blade, Runechanter's Pike, anything with lifelink, even Cathedral of War (why not get a few extra exalted damage out of the unblockable guy?).

OR, again as imsully was going with, you can try for a more artifact centric deck, as this appears to be split in two directions here, with one hand wanting to work around unblockables and infect, with the other wanting to do cool stuff with artifacts.  Elbrus, the Binding Blade has always struck me as a cool card, but one that you're likely going to do way too much work for the benefit (a CMC of eight once you manage to get it equipped, then you need to get it through to transform, and then it needs to survive another turn to be able to lay waste - in a game of three mana Murder or one mana Tragic Slip/Vapor Snag that strikes me as a LOT of things needing to go right).  Props to you if you can get it to work, I wish I could be more help, but I'm just starting to turn my eyes to standard myself, and having not made it out to an FNM yet, I don't really know what you'll need to do to get it rolling down this path - maybe splicers and Tempered Steel?  Yeah, I don't know there...

1,144

(15 replies, posted in Decks and Deckbuilding)

I've been kicking around ideas for a Talrand deck (even though I don't even have any of them wink ).  But I was thinking just pure Izzet style R/B to be able to capitalize when RTR comes out.  Talrand + lots of burn and counter spells + Reverberate/Increasing Vengeance + Chandra, the Firebrand.  You'd just be dropping firebombs and controlling the board, drop Talrand and BAM we're talking LOTS of drakes.

I even had a thought about Archaeomancer + Ghostly Flicker and was trying to find some awesome ETB effect that would be able to provide the mana to do it infinitely - as you would play Arch, flicker him and (insert cool ETB card here), get the ghostly flicker back, rinse, repeat.  Each one would give you more drakes.

I also like the idea of Charmbreaker Devils in there as another game winner, either by bringing back all the burning or just pumping it.  But then again, Deadeye Navigator with said Archaeomancer would let you get all those spells back as you please at a cost of two mana per (which isn't bad if you want those Mana Leaks or Talrand's Invocations back wink ).

In any event, you'd want to rock at least 2x Favorable Winds to ensure the drakes get at least big enough to face off with angels.  You would also need some means to protect sir Talrand, as you KNOW he will be a prime target the second he hits the battlefield.  Whether that comes in the form of flickering, counterspells, or hexproof equipment, I don't know, but I do know you would need some protection there (Elgaud Shieldmate anyone?)

I would be hesitant to bring green in as I've always thought two-color decks work better than three and outside of ramping, there isn't much reason to even bring green in there.

Now there is the possibility of pairing both Talrand AND Krenko in the same deck.  It would be a beast to get the balance right, but man, could you imagine the flood of goblin and drake tokens?

As you've said, this is screaming for Goblin Chieftain and Goblin KingGoblin Caves is another good option for pumping up their toughness (it would be sad to see all those goblins thwarted by a single Circle of Flame).

Why include Battle Hymn?  The beauty of most goblins is that they're CHEAP.  If you're really looking for mana ramping for red, Geosurge and Infernal Plunge would be much more helpful early on.  Battle Hymn would rock if you have X cost burn spells (Bonfire of the Damned, Fireball, Disintegrate, etc.) to let loose later in the game.  Otherwise, by the time you're sitting on enough creatures to really get a lot out of it, you likely don't need it.

You definitely need more Arms Dealers, as those will give them another target to worry about, as they provide you with spot creature removal (even big ones).

Goblin Chirurgeon, Mons's Goblin Raiders, Goblin Tinkerer, and Mogg Flunkies could all be replaced with more useful goblins.  Goblin Balloon Brigade is just one option that comes to mind.  In any case, these are the cards you'll drop for either those other ramp spells, more burn spells, or the lords mentioned above.

If you're going to have 50,000 goblin tokens, why not include 2x Burn at the Stake?  Those give you a NASTY removal spell that can also win the game for you.

Lastly, in my experience, Coat of Arms could be a good option here, but keep in mind that it can backfire.  Coat gives that bonus to ALL creatures that share a creature type, whether they're yours OR your opponent's.  This means that if they're sitting on a few flyers (a noticeable weakness here), if they share a creature type, you put the Coat down and they could easily get the best of you.  As an alternative, since you're going legacy, would be to rock something like Door of Destinies.  You simply name "Goblin" and watch the counters add up.

OR, if you wanted to splash white, you could include some fun cards like Cathars' Crusade for pumping your goblins while also protecting yourself a bit with Safe Passage or things of that like.

It's a good start, but sadly, if you ever hope to play in a legacy tourney and be competitive, you'll need to drop a lot more cash on this.  Honestly, it would be easier to make the deck standard and perhaps do well at some FNMs.

1,146

(4 replies, posted in Decks and Deckbuilding)

It's certainly good to see Stuffy Doll making a comeback.

The first question would be: What format are you aiming for?  The obvious option would be standard, but that limits a LOT of the options for the doll.  Perhaps the most effective combo I've seen for the doll is Pariah, but it's not standard legal sad.

I'm liking Inquisitor's Flail with the doll and when paired with Lure could prove devastating; however, unless they make a Lure equivalent in RTR, it'll rotate soon.

For Fling, keep in mind that being indestructible will not prevent the doll from dying if you sacrifice it.

I'm also not really seeing where Vexing Devil does much more than just give you another neat creature here.  Leave them for now, but I can see where you would benefit from including something different.

My best suggestion would be to hone in on the combos you already have by adding a lot of ramping.  Since you're including green in the deck, there's no reason not to ramp enough to spring the Doll on turn two or three.  Otherwise you'll be sitting on a deck whose combos really don't kick in until turn five or six, which would get you killed before you really get things going in most constructed tourneys (or so I've gathered). 

My only other thought is to include a lot of board clearing spells that will "hurt" the doll while taking apart their board presence.  Rolling Temblor is just one option but Pyroclasm and a few others are out there (but again, many will be rotating out soon, if not already).

1,147

(14 replies, posted in Site Discussion)

$134 k?  Sounds like someone has an incentive to go ahead and sell the collection wink

1,148

(14 replies, posted in Site Discussion)

There are a LOT of cards that this has happened to as of late, it's not just Lightning Bolt.

1,149

(5 replies, posted in Reddit MTG Trades)

Yeah, I almost crapped my pants when I saw REGULAR Nicol Bolas (not the planeswalker variety) is over $6... but if you click onto the TGCPlayer page, the prices are alright.  Best anyone can figure is that somehow a bunch of them were skewed upwards or there was some strange glitch... just be careful and check those prices!

1,150

(8 replies, posted in Reddit MTG Trades)

I have all of them shy of the Power Surge and Wheel of Fortune if you want to set something up.  All revised of course.