* Voracious Hatchling: Takes too long to become worthwhile and even then it's just a lifelinker. I'd play Grey Merchant of Asphodel instead. Sure, the lifegain is one-shot, but it also deals considerate amounts of damage. More importantly, you get both as an CIP-effect, so it doesn't matter what happens to him afterwards. Voracious Hatchling will do nothing in most cases because the opponent has enough opportunities to get rid of it before it does any good.Oh and Grey Merchant is a sick, sick combo with Mimic Vat!* Launch the Fleet: I think this is unecessary. You have enough creatures and ways to produce tokens. Moreover, this only works if you have already a good amount of creatures (and it requires them to risk their life in combat). I really think you should replace this with something else, probably removal that doesn't target (your deck, as it is, has problems with hexproofers for example). I especially question the absence of Living Death - since you exile so much, the All Hallow's Eve part of Living Death should be a pretty lopsided affair.* Mortician Beetle: Yeah, it's cute and all but I don't see why you would play something like this as a one-drop over, say, Mother of Runes or Soul Warden.* Pawn of Ulamog: It only triggers if NON-TOKEN creatures die, so I don't think it's worth adding.* Tidehollow Sculler: This is pretty weak! Nothing you play in EDH will stay in play for long (and a toughness 2 artifact creature dies to a million things) so the benefit of it is just slightly more than taking a glimpse at the opponent's hand. My suggested replacement for this is either Sin Collector or Lifebane Zombie if you want hand destruction on a stick. * Cartel Aristocrat: Sure, you have plenty of tokens you can sacrifice but I don't see why it would be worth protecting a silly 2/2 that has no other ability. I don't have a suggestion in the cc2 bracket but for just one mana more you could run Flesh Carver which seems like a natural choice for this deck! And at 4 mana you get Hell's Caretaker (which could also replace Pawn of Ulamog).* I don't like Abhorrent Overlord. Doesn't do enough for what he costs and to be honest, you'd be better off with some utility instead of yet another token producer. List of possible replacements:- Rune-Scarred Demon - Purity- Sheoldred- Reiver DemonOf which I would go with Rune-Scarred. Costs the same as the Overlord, is also 6/6 flying but has a Demonic Tutor instead of more tokens. If you really need more tokens, he can fetch you a token producer, but he can also fetch anything else. And I bet you'll tutor for something else in about 90% of all cases.
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Return to Dust maybe? You can't rely on your Commander either, you know.No Nihil Spellbomb and no Bojuka Bog!? Both are exiling stuff en masse and are basically for free.Creature selection needs a bit of work, I'll be on to that later, it's Steak & Blowjob Day :)
JESSIE is back! Immediatedly invited him because this is the type of guy we need :)
Ah, finally ... this place wasn't the same without you!Meanwhile I got something going on here ... *please* check this out, I need you on board!http://www.mtgvault.com/puschkin/decks/the-deckhelp-alliance/
Marrow-Gnawer of course. It's the only legend in the deck.
MboR, maybe it is you that needs to study a bit the format you pretend to be an expert of. EDH was invented by Judges, something they could play in between games, something easy going and casual. All the rules about EDH, be it the highlander aspect or the rules about needing to focus on a legendary creature, all of this were deliberate choices made to combat the constant competitiveness that judges have to deal with. Yes, there are many people that don't get it and minmax the shit out of the format, that's what people like you do, but that doesn't stop EDH being a casual format from the get-go. Heck, it's called "Elder Dragon Highlander" to this day even though Wizards tries hard to rename it "Commander" since they adopted the format. Also, I strongly recommend once more to read the initial rant part of this deck's description. This deck was specifically made to combat those that drain the fun out off the format. Your rambling and insistence that EDH isn't a casual format is ironic on so many levels ...... BTW, I play Magic since 1994, both casually and on tournament level (premiere league of my country) and have witnessed the birth and progression of EDH. Don't lecture me on what casual means. Instead, check out how the EDH community itself actually defines the format. Here is a short about the philosophy of EDH. http://forum.mtgcommander.net/EDH_Forum/viewtopic.php?f=1&t=12254As for your suggestions: As I said before, the deck is ready to go as it is and I will play it on 19.2.-20.2. I will make adjustments after that basing on the actual games played and the input I got here.
If that'S the case I agree wholeheartedly with Hideous End :)
Okay, I understand you want instant speed spot removal, however, Hideous End? As I understand it, Bloodchief Ascension will get active fast anyway, you are not exactly desperate to put more counters on it. But that means Hideous End is not up to it's game ... you could run good old Terminate instead, one mana cheaper, no restrictions and can kill regenerators. Or, for the same mana, you could run Hero's Downfall. On the other hand it's always nice to give cards a chance that you don't see usually and if this isn't the deck Hideous End was waiting for then there is no hope for that card :P
First off, my group never plays free-for-all. One of the reasons being that you couldn't play a deck like this in FFA - you annoy everyone, so they gang up on you. This deck has multiple cards that paint a bulls-eye on your forehead, so I don't see this working as intended (FFA). In the following I'll just assume that you will play this in a more balanced multiplayer format like Pentagram, team games, french emperor or something along that line.Now, this looks like 2 or 3 decks thrown together, albeit quite well. I love interlocking themes, and any deck that isn't monochromatic, however, you have to be careful. See, this is mainly a Bloodchief Ascension deck, then there is the Nori shenanigans and a finally a milling subtheme (including a endless-mill-combo with Bloodchief). So, we have 3 highly annoying mechanics, all of which hurt opponents in a broad sense and not controlled - and all of that in a deck with virtually no defense and the only lifegain option is one of the most offensive cards (Bloodchief Ascention). Which means, even in a non-FFA format this deck can't help put piss off everybody. It's easy for this deck to accidentally kill players you want to live. That's why I think you would maybe be better off concentrating on either the Ascension or the Norin part and add some elements that keep you alive and make you less of a target. BUT, because that would be boring, I'll try my best to work within the framework as it is, keeping all elements but trying to make it less annoying and more imperishable:* Hellfire Mongrel has to go. It's an unnecessary additional way to piss of players and to attract removal spells, especially considering it has bad synergy with Seizan, Norin, the Shaman and basically the entire deck. My replacement for him: Hanweier Watchkeep. Same casting cost but it's defensive at first and encourages your opponents to play spells which is good for Norin. And, much like the Shaman, if the opponents stop casting stuff, you'll get someting nasty.* Consider Confusion in the Ranks. In fact, when I saw the deck name, I thought Norin + Confusion would be the main theme of the deck. Yes, it's also an annoying combo, however, this one steals creatures and therefore has a defensive element to it. Of course, the big problem is that someone could use it to steal your Bloodchief Ascension, which is one of the reason why you would probably be better off not mixing these two decks, however, as I see it you'll either have Norin going or the Ascension and rarely both together.* Hideous End ... hm, I know it's not targetted, but something like Syphon Flesh would rock in this, given the fact that you have so many cards that trigger when you get creatures!* Why only 2 Mindcranks? Since you mill someone completedly when you have an active Ascension you should probably run 3 or even 4.* Burning Inquiry ... I don't like it. It's quite powerful if you have an active Ascension (but still less potent than Mind Crank) but is next to useless if not outright dangerous if you don't have Ascension ready. I would run Incendiary Command instead: The last option has a similar effect but it also has 3 other options and you can pick 2. Incendiary Command gives you the options, flexibility and defensive capabilities this deck desperately needs. Yes, it costs 5 instead of 1 mana which is a big difference, however, you do not want to cast either spell early on. Burning Inquiry would be players later when you have an active Ascension and by that time you will probably be able to cast the Command. However, you would probably not want to run 4 of them.* 4 Purphoros AND 4 Impact Tremors seems like a little bit on the excessive side on things, espcially considerung you only have 3 Norin to support. I would add a 4th Norin and cut a Tremor or Purphoros to make room.* Considering the nature of this deck, the colours and the general attitude of all of this I can't help but think that this deck screams for the addition of a single Kaervek the Merciless as a kind of supervillain that commands the deck :) Not only because I think Karvek would approve the cruelties this deck delivers, he also fits the theme of punishing players for playing spells. And, unlike all your other damage dealers, you can actually pick the target for damage of his ability which is important for various reasons.
Good suggestion, I didn't know this card, New Phyrexia is one of the few editions I never boosted.A Norin deck, eh? :) I'll have a look.
I was thinking about it, but it's like many other cards, they are useful but in order to play them I have to cut something and that would mean reducing the creature ratio. That's why I run Knights of the White Orchid instead.Anyway, I will play this the weekend 19.2.-21-2. After that I will be able to say more!
Thank you Sir for calling things shit but not making any suggestions. Also thanks for not reading descriptions and/or plain out ignoring the fact that this is my first EDH ever and that this isn't my favourite format. I certainly won't "study" anything before playing a fucking CASUAL format. I'll just try it out and adjust later.
I think we've all been through this. There is a reason why my examples include Prodigal Sorcerors and Icy Manipulators ... because we had these discussions back in the day, too. Only difference: We didn't have the all-knowing internet back then :)
No. As I said, in this case sacing it is part of the COST. You pay costs in advance, much like you tap a land to get the mana. The opponent can't repsond to that with tapping your land with an Icy Manipulator. I mean, they can try, but by the time it resolves, the mana is already in the pool and the land tapped.Here is what happens with Seal of Fire:You have priority. You anncounce that you want to use the Seal and pay the cost, in this case, the cost is sacrificing it (everything LEFT of the ":" is a COST, everything right of the ":" is the EFFECT). The 2 damage of Seal go on the stack. Now the opponent can respond to it. By this time the Seal is already gone and therefore no legal target. They can still respond to the 2 damage, as I said trying to counter it with a Voidslime, or of course trying to prevent the damage, but they cannot destroy the Seal itself because it is already gone. Even if they could, removing the source of an effect doesn't prevent the effect itself. For example, if you you tap a Prodigal Sorcerer (cost) to do 1 damage (effect), then this one damage is on the stack. Killing the Sorceror in response doesn't retroactively remove the damage from the stack.
Hm? Attempt to sac? Sacrificing it is part of the cost, you cannot prevent that with a spell. Once the Seal is in play you would need something like Voidslime to stop the effect.
Jessie, are you back?! Or why is this on top of Unloved?
Who wastes an enchantment kill card on a Seal of Fire that can just be popped in response!? But okay, your call. I would just prefer something more versatile instead of putting all eggs into one basket :)
This deck dies to spot removal. Why any deck hs it's weak spots, spot removal is something veery common. You have 4 cards to tutor for the Master, 4 cards to accelerate him and no less than 8 cards to make sure he can't be blocked - but zero ways to protect him! My recommodation would be Confound but I guess you want to stay Modern, so why not Swiftfoot Boots? Hexproof and haste seems like a dream combination for this guy. I don't like Gut Shot. It's nice and flashy during the turn you want to kill but chances are that you have that one mana anyway or could afford to wait one turn. In all other situations, however, its just a very subpar burn spell. I would run Seal of Fire instead, you can play it early on and pop it during the turn you want to kill but if you need it at any other time it does at least 2. This can make all the difference (toughness 1 and 2 creatures).
Hot page means nothing - in fact, your posts is what keeps this in Hot Page ;)
So you are on a counter-trolling mission? Okay then, have fun.
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