KnightoftheHokeyPokey

67 Decks, 2,598 Comments, 630 Reputation

You sir, get a like for that comment.

What was that overpowered golgari elf shaman? Oh right - Deathrite Shaman.

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Posted 15 October 2014 at 00:15 in reply to #511176 on Modern Dredge Gate

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I'm coming too! (Cue infernal spawn of infernal spawn of evil!)

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Posted 15 October 2014 at 00:08 in reply to #509256 on Aristocrat Format Challenge

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Just imagine the knight being blasted Into the Maw of Hell by a Shivan Meteor and taking a Lightning Bolt to the face , all when your opponent has a Furnace of Wrath out, but dancing the hokey pokey and somehow coming out in perfect health after the smoke and rubble clears.

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Posted 15 October 2014 at 00:02 in reply to #510592 on 3 + 3 + 3 + 3 + 3 + 3 + 3 = 21

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Excellent design for a new player. The mana curve looks good, the synergy is great, and you even tailored your lands to the mana symbol occurrences. I enjoy the powerful creatures you put in here. Aside from Archangel of Thune, I feel Serra Ascendant and Voracious Wurm are excellent choices.


That being said ... wizards has brought us all manner of fun new toys in the latest expansion. I'm really talking about our abzan friends.

Now, in case you were wondering, our old blue-green simic friends used to abuse the heck out of counters. Plaxcaster Frogling, Zamek Guildmage, Crowned Ceratok, etc. But these new Azban cards look like so much fun:

http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[+1/+1]+[counter]&format=+[%22Standard%22]&color=+[W]

Anyway, I would add some more lifegain spells. Like Rest for the Weary. I wish you the best of luck!

P.S. Totally abuse those +1/+1 counters. My vote goes to Ainok Bond-Kin.

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Posted 14 October 2014 at 23:54 as a comment on Lifelink

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Bwuah? Why dud you never let us know? :)

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Posted 14 October 2014 at 23:40 in reply to #511272 on Budget Decks: Healin' Feelin'

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I dance the hokey pokey. Your argument is invalid.

P.S. 2/2 and first strike for WW is nothing to sneeze at. That wimpy damage prevention ability is arguably superior to protection from a single color, like White Knight or Silver Knight.

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Posted 14 October 2014 at 23:38 in reply to #510592 on 3 + 3 + 3 + 3 + 3 + 3 + 3 = 21

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I'll just go burn a chair or two ... aggravate.

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Posted 14 October 2014 at 03:46 in reply to #511057 on Sleeper Agent's Act of Treason

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You're on fire!

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Posted 14 October 2014 at 03:43 in reply to #510592 on 3 + 3 + 3 + 3 + 3 + 3 + 3 = 21

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Fog Bank and Cathedral Membrane are pretty awesome.

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Posted 14 October 2014 at 01:43 in reply to #511057 on Sleeper Agent's Act of Treason

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That's not encouraging.

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Posted 14 October 2014 at 01:42 in reply to #510781 on Counter Play

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Wow ... that looks like it would hurt.

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Posted 14 October 2014 at 01:04 in reply to #511057 on Sleeper Agent's Act of Treason

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That's a great description.

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Posted 14 October 2014 at 01:00 in reply to #511057 on Sleeper Agent's Act of Treason

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What was that free online magic playing thingamagig?

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Posted 14 October 2014 at 00:53 in reply to #510781 on Counter Play

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Dude ... wall of souls is awesome. It's like fautless dead or whatever.

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Posted 14 October 2014 at 00:06 in reply to #511057 on Sleeper Agent's Act of Treason

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I'm totally building a second version of this deck ... Simic style. Graft and chloroplast manipulator are going to have so much fun. Add that to the fact that Simic loves counters. Of both sorts.

I hereby challenge your sleeper agent deck to a duel!

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Posted 14 October 2014 at 00:02 in reply to #510781 on Counter Play

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Chloroplast Manipulator - go!

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Posted 13 October 2014 at 22:48 in reply to #510781 on Counter Play

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Yes! This makes leech bonder substantially less powerful when facing simic.

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Posted 13 October 2014 at 22:40 in reply to #510781 on Counter Play

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You very much should. Presently they are little more than a hindrance.

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Posted 13 October 2014 at 22:20 in reply to #511057 on Sleeper Agent's Act of Treason

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Persist is free to trigger over and over if the -1/-1 counter is removed. Giving a creature that enters the battlefield a +1/+1 counter effectively removes that counter.

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Posted 13 October 2014 at 22:17 in reply to #510781 on Counter Play

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If you have one +1/+1 counter and one -1/-1 counter, they instantaneously cancel out, leaving the creature in question with no counters. In other words, a creature can't have a combination of +1/+1 counters and -1/-1 counters on it.

This action does not go on the stack or trigger any abilities directly.

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Posted 13 October 2014 at 22:09 in reply to #510781 on Counter Play

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