Kazzong

394 Decks, 3,488 Comments, 884 Reputation

ah!!! I get it!!! hence the phantom steed and the elves. very cool.

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Posted 30 December 2021 at 19:16 in reply to #645637 on Wild Hunt

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no problem. glad I could assist. :)
as for the deck itself, I know pretty much nothing about the Witcher series, so I really couldn't say anything there. but I do like the idea, and the execution seems pretty solid.

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Posted 30 December 2021 at 19:01 in reply to #645637 on Wild Hunt

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interesting, but I would suggest you swap [[manaforce mace]] for something like [[haunted plate mail]], [[lashwrithe]], [[sword of kaldra]], or [[vulshok battlegear]]. all around the same cost, but will either give you a bigger buff, or a more consistent buff.

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Posted 30 December 2021 at 17:21 as a comment on Wild Hunt

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how about [[splinter]]?

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Posted 30 December 2021 at 16:49 as a comment on Re-vamped Green Liquimetal

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I find it funny that the children of the night deck cannot have child of night in it. :)

that being said, seen this deck several times on ladder. solid ladder climbing deck.

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Posted 29 December 2021 at 01:49 as a comment on Children of the Night

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You can get it out with the amulet from your hand, but not the graveyard.

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Posted 22 December 2021 at 20:35 in reply to #645593 on illegal and prohibited

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I think the removal of the shufflers was a good idea since you are not using any instants for recursion.

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Posted 22 December 2021 at 16:59 as a comment on The "Screw You" Deck

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The creatures you have that shuffle themselves back into the library will never stay in the graveyard long enough for your reanimation spells to hit them, because they are sorceries instead of instants. If you ran something like makeshift mannequin or Goryo's vengeance, you could get them. But as it stands infinite gyre will never be reanimated by this deck.

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Posted 22 December 2021 at 16:59 as a comment on illegal and prohibited

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agreed. I think that the issue is [[blightsteel colossus]] and [[progenitus]] just are not good reanimation targets, and you need instant speed recursion for the eldrazi, which this deck does not have. nothing against [[animate dead]], it is a great card... but doesn't actually work here. unless... there is some weird stack manipulation you can do with holding priority and casting [[entomb]] with [[animate dead]] unresolved on the stack? but I don't think that works either because you need a legal target to cast the spell, not just to resolve the spell. so that doesn't work either.

this deck simply does not work as a reanimator deck. needs instant speed recursion spells OR needs leyline of anticipation to give everything pseudo-flash.

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Posted 17 December 2021 at 16:29 in reply to #645496 on The "Screw You" Deck

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Yes and no.

For progenitus and blight steel... Yes, because it says "instead", these creatures never actually hit the graveyard at all before shuffling back in. For the Eldrazi, it isn't a replacement effect, and the creature does enter the graveyard, so if you have an instant such as Goryo's vengeance or Makeshift Mannequin you can get the creature from the graveyard before the trigger resolves, and it won't be shuffled in.

Actually there have been very strong decks in legacy and/or vintage that did this. Busting out eldrazi or grisalbrand on turn 2 with it.

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Posted 17 December 2021 at 14:25 in reply to #645496 on The "Screw You" Deck

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I would say you could swap out a few islands for Sea gate restoration// Sea gate , Reborn. draws cards equal to number of cards in your hand, and then gives you no max hand size without the downside of having a creature that could get removed, AND it is a land on the back side with Sea Gate, Reborn if you need it.

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Posted 17 December 2021 at 01:12 as a comment on Infinite Hand

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Lol... I like it!

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Posted 13 December 2021 at 21:10 in reply to #645484 on training deck

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funny enough, when I learned to play we were usually listening to Enya. so now whenever I hear Enya, I think of magic. Wild Child in particular makes me think of [[Child of Night]]... because... reasons, aitwas a favorite card of mine early on, (I drastically overvalued lifelink), and there were a couple in my first deck.

as for good mulligan-ing, that isn't a bad idea. although I think it is a harder concept to teach than with a single deck. perhaps a pseudo format instead, which allows them to see their opponent's hand when deciding. to get them comfortable with understanding what kind of cards are good to keep early game, and which ones are not.

oh and mtgremy is hilarious. my favorites of his are I've Played Everything and Sounds of silence.

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Posted 13 December 2021 at 19:15 in reply to #645484 on training deck

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Is this a commander/EDH deck? if so, where is the commander?

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Posted 13 December 2021 at 18:52 as a comment on elfes co

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indeed. flexibility is excellent. [[Forsake the Worldly]] is nice. I also like [[Invoke the Divine]], but I think the cycling on Forsake is generally better than the life gain. for my purposes the exile vs destruction is a non issue. so it would come down to the cycling vs the 4 life.

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Posted 13 December 2021 at 16:37 in reply to #481534 on training deck

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@ Muktol
I will check the gamenight printing of [[Aerial Responder]]. I like having the reminder text for this deck. could also put in some [[Evolving Wilds]], for mana fixing. not sure I want the dual lands, but they are certainly a reasonable suggestion.

@Wickeddarkman
you are spot on. that is exactly why I have [[Griffin Sentinel]] in here. good early blocker, can be good on offense with [[Dark Favor]], and the diversity in casting costs to teach about tapping mana sources (strictly lands in this case) properly, and making sure you know what you can and cannot cast etc...

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Posted 13 December 2021 at 16:11 in reply to #645484 on training deck

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Not a bad idea to have artifact and enchantment hate.although the caliber of decks this faces usually don't have any back breaking artifact or enchantment cards, they do have a few they are around the same level of annoying as enslave, so it wouldn't be unwarranted.

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Posted 13 December 2021 at 03:02 in reply to #481534 on training deck

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OK, hear me out. I could see dragon hoard being good here.
I know 3 MV mana rocks are bad... But... I think the free card draw really helps in the late game. But that's just my opinion.

Also curious if Rhythm of the Wild would fit well here.

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Posted 07 December 2021 at 05:17 as a comment on Dragon Tribal

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I suppose they may have changed the rules to make them more arena friendly. But in the decade or so I have been playing, that particular rule had always been that way, at least as far as I can remember. But certainly if you have a loop that can be done with an optional step and can stop at any time, that can be shortcut with no issues. In paper at least. On arena... Sadly no shortcuts exist and you are required to go through every step of every loop in your combo to get the desired end state.

I was playing on arena couple weeks ago, and I was using an infinite mill combo deck against a deck (and I see this way too often and it irritates me to no end) that had almost 300 cards in it. Keeping in mind battle of wits isn't on arena...
I pulled off my combo, which mills 4 cards per loop, and instead of scooping because they had no way of stopping me, they just let the time run out and I lost due to time because I couldn't mill their entire deck before my four 30 second extensions ran out. Super frustrating.

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Posted 03 December 2021 at 14:34 in reply to #645402 on Pitiless plundering

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I am aware the 0 costs will die as a result of being a 0/0. in fact that was the whole point of the deck at first: to have my tokens simply die and trigger plunderer infinitely. the issue is that I cannot stop the loop created by the tokens to cast Bitter Ordeal because it is a sorcery if they are 0/0, because the stack will never be empty of plunderer triggers. If plunderer was a "may" ability, then I could choose not to create another treasure, but I cannot.

I think the rules have changed since you last checked. 713 discusses substitute cards.
rules for ending the game are now found in 104, and mandatory loops resulting in a draw specifically in 104.4B

there is a rule for shortcuts, where not every step in the loop is mandatory, and each player can agree that the loop happens X times, but the rules do not allow this for loops with only mandatory steps. in this case the loop has all mandatory steps if my artifacts are all 0/0, so even though I could attempt to shortcut it, I have no way of stopping the loop at the agreed point. a draw would ensue.

if plunderer said may create a token, I could shortcut and be totally fine because I could stop it from creating new tokens when the trigger occurs. initially I thought it did. I was incorrect. :(

so depending on what my board state is, I need:

an artist or disciple
a plunderer
march
creature to start loop

OR
anthem creature
plunderer
march
creature to start loop
elixir
bitter ordeal in hand OR artist OR disciple in play

I win in both those situations.

but if I have
plunderer
march
creature to start loop

that results in a mandatory loop and a draw.

essentially, the game would end in an immediate draw when march hits the battlefield with just a plunderer and a 0 cost artifact. have to have a way prevent the loop from being mandatory, or already have the life drain creatures out.

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Posted 03 December 2021 at 02:15 in reply to #645402 on Pitiless plundering

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