RisenDeep

185 Decks, 330 Comments, 82 Reputation

"In short, everything that's true about legendary permanents will now be true about legendary planeswalkers. Also note that this does not mean legendary planeswalkers can be your Commander unless an ability says so.

Under the new rules, if a player controls more than one legendary planeswalker with the same name, that player chooses one and puts the other into their owner's graveyard."

Source: https://magic.wizards.com/en/articles/archive/feature/ixalan-mechanics

ehm .. nope!

They will still keep one bird as same as they keep one Goblin and you wont be able to kill there permanents when controlling the same permanent (like with phantasmal image), you will simply both control the same "legendary" permanent, be yoursefl able to cast only one Hunted Phantasm and only one Phyrexian Dreadnought

0
Posted 05 December 2017 at 08:05 in reply to #609185 on Legacy LEGENDARY CONTROL DECK

Permalink

I have drawn a dozen hands and muligan each time but dont got to the turn 1 win con and at opponents turn 1 your creature will feed a Lighning Bolt, Fatal Push or Path to Exile before you can do anything

0
Posted 04 December 2017 at 08:40 as a comment on Blistering Rage (Turn 1 win! )

Permalink

(Blood Moon) Which btw also will be a possible kill switch by Liquimetal Coating and any removal spell ;)

Yeah it is so I absolutely want to keep Splinter and Liquimetal Coating combo for at least have some more "Crumble to Dust" that works also for basic lands. A small green part is also necessary for Ancient Grudge's flashback cost so it is worth 8 removals instead of 4. This are the primary reasons to support green while another one is the mana base; Utopia Sprawl is a great enchantment that boosts mana very well but paired with Arbor Elf it will become a turn 2 4 mana drop

T1 Arbor Elf
T2 Utopia Sprawl -> Untap -> 4 Mana to spend (Liquimetal Coating + Ancient Grudge for an instant land drop) or
T2 Utopia Sprawl -> Untap -> 4 Mana to spend (Blood Moon and later Chandra for possible game loss on non-basic heavy decks like Tron or Infect)
T3 Splinter -> possible game loss for basic land heavy decks

Then there are at least one (or two) possible reasons to go for green too; Brown Ouphe is the less important one, it is able to counter abilities from artifacts for {1}{G} {Tap} but the more important option I think is Glissa Sunseeker while I have not found any other card that is capable as continuously removal, she is for simply tap. The backdraw is that her ability depends on my mana pool but as lands do not have a mana cost (so it is zero), she is able to at least destroy further lands, thats why I play her as 1 drop.

I'm not sure about Echoing Ruin because the card works for artifacts only so it is not as powerfull as Splinter is but yeah.

Do you have any detailed suggestions except "I strongly recomend embracing blue more"?

0
Posted 01 December 2017 at 15:08 in reply to #609178 on Land-Hate

Permalink

Why Swan Song instead of Daze?

0
Posted 01 December 2017 at 14:39 as a comment on Legacy LEGENDARY CONTROL DECK

Permalink

I feel Myr Landshaper to expensive to feed a removal so the focus is on Liquimetal Coating. You are true for some deck traversal, I forgot about this and will look where to make room for it.

The situation for Blood Moon may seem correct but I dont think that the 2 drop is touching my gameplay very negative because either I can lockdown my opponents entire mana base with Blood Moon either because it is affecting a very poor mana base like Infect or Tron where when the mana base is down the complete deck is down and I could ping him/her down with Chandra, Saheeli and/or Glissa Sunseeker or it is not worth playing the moon and if situation changes and I decide to get rid of it, I could also kill switch it off with my own cards Liquimetal Coating + some removal.

Same for Crumble to Dust, Modern Meta is full of non-basic lands that I could target with Crumble to Dust while I target the basic ones with Splinter and of course Echoing Ruin when I have multiple Liquimetal Coating on the board.

For blue, yeah it may feel like that this is killing my mana base but and it is a big but, it is necessary for Academy Ruins. Liquimetal Coating is my primary key card to use with the cheap artifact removal spells and Splinter as deck breaker (ever removed all the Islands at once from a Merfolk deck?) so what if and there is in Modern Meta a lot of artifact hate against my key card? Playing Academy Ruins seemed as the only option to keep my deck save from that while I can return Liquimetal Coating from the grave to a point of quick access on my next turn and restart for land removal. It also works for Mizzium Transreliquat while I can't kill an Emrakul, I can copy it.

Anyways feel free to help this getting better, you're welcome :)

0
Posted 01 December 2017 at 11:57 in reply to #609178 on Land-Hate

Permalink

The problem witht hat instant is that you need to play it at well choosen turns while Spreading Seas is a static effect. An alternative could be any of the merfolk creatures that change lands for tap like Tideshaper Mystic or the not so efficient Streambed Aquitects even if they are more removal targeted as those instant card.

However, I see benefits of Mind Bend against Valakut Titan/Scapeshift decks

0
Posted 28 November 2017 at 07:58 as a comment on Merfolk mU 27nov17

Permalink

Playing Nature's Revolt would potentially be the greater risk while playing against such decks you mentioned so going with steady attacks with Hexproof and pump with Ajani is the safer option. Against fast decks, I will propably be still fast enougth to play Planar Outburst for clean whiping the board. Mox Diamond and Nissa force for a rapid mana boost and Riftstone Portal will also generate benefits from fetch lands

0
Posted 23 November 2017 at 22:38 in reply to #608894 on Lands

Permalink

I have played such kind of deck for a long time ago and have some additions. Ajani Goldmane gives each creature you control a +1/+1 counter and vigilance until end of turn but also you get 2 life for each creature you control. Could be worth to think of especially in late game and works well with Spike Tiller.

Waker of the Wilds is a far better replacement for Embodiment of Insight, even if it dosent give vigilance to your lands, it converts them statically instead of once a turn.

Crucible of Worlds is nearly a must off in this deck I think.

When going Legacy (I assume this while Burgeoning and Exploration are not Modern legal) there are plenty of other cards you should consider. Riftstone Portal does, once in a graveyard, convert your lands into dual lands so that they could produce both white and green mana while cards like Zuran Orb help getting them into the grave or discard it with Mox Diamond.

Kor Haven prevents combat damage against huge creatures and Mutavault/Mishra's Factory is a good one mana man-land.

Lifespark Spellbomb and cards like Living Terrain also transform lands into creatures

0
Posted 23 November 2017 at 09:29 as a comment on Attacking lands

Permalink

The idea is based on Arcane Adaptation ok but not thought to the end. Your real value starts when you have Arcane Adaptation on the board because you shuffle to very strong tribals into one deck and maybe have a synergy lock (Merrow Reejerey on the table but only goblin spells in hand, Goblin Guide on the table together with Lord of Atlantis and so on ...), this wont work very well against the one or the other tribe.

Aether Vial should be a 3 drop at least because it is too important to run.

Cryptic Command is a mana heavy semi useless spell that should be replaced for Mana Leak or something similar. When you have to play it on turn 4+ you should have already have win the game or be at least on the go to do so. Remand could also be a possible option.

When playing a tribal fusion deck gobiln/merfolk why not add some Razorfin Hunter? It is both at the same time without cheating a second creature type on it

1
Posted 17 November 2017 at 08:25 as a comment on Goblin / Merfolk Alliance

Permalink

Look at my Merfolk decks, they all play 3+ Cursecatcher main

0
Posted 14 November 2017 at 12:03 in reply to #608556 on UG Tropical Merfolk (Modern)

Permalink

Kumena's Speaker is not worth it to fill that 4 slots from Cursecatcher. Cursecatcher has a higher value for its counter ability

0
Posted 14 November 2017 at 11:05 as a comment on UG Tropical Merfolk (Modern)

Permalink

This sounds realy realy nice. I would for myself add some Cabal Therapie to make it legacy legal so you could disrupt your opponents hand (could also be cast with that (B) open from Dark Ritual) and sacrifice a creature to reuse Cabal Therapie if necessary. Also Chancellor of the Annex could make the deck for its ability that can solve a turn 1 force of Will and maybe helps for turn 2 when opponent didnt play something and Chancellor's ability is still active

0
Posted 14 November 2017 at 11:01 as a comment on False Cure Deck - Turn one can win!!!

Permalink

Sorry, I thought Choke is from Tempest only so it is modern legal

0
Posted 13 November 2017 at 08:00 in reply to #608474 on Pearl Trident Triangle

Permalink

Not standard legal.
Not modern legal.
In legacy/vintage you will feed some Force of Will and non-basic land hate

0
Posted 12 November 2017 at 00:19 as a comment on Pearl Trident Triangle

Permalink

I have seen something like this using Goblin Rabblemaster as constant token spawner keeping it save using Ensnaring Bridge on 1 card and spam tokens on each turn

0
Posted 10 November 2017 at 18:51 as a comment on Red control

Permalink

Then should tag the deck as standard ;)

0
Posted 10 November 2017 at 18:45 in reply to #608412 on Minotaur Deck

Permalink

You could play a little more tribal cards like Felhide Petrifier to have other creatures gain Deathtouch, Kragma Warcaller to raise attack power as same as Rageblood Shaman and Ragemonger to have them cost less

0
Posted 09 November 2017 at 20:36 as a comment on Minotaur Deck

Permalink

If so then you should analyze decks first before going to make by yourself. Look at tournament high placed ones and try to udnerstand how they work and why they put those cards in.

This will help improving your own deck building skills ;)

0
Posted 09 November 2017 at 14:35 in reply to #608392 on My Real Deck

Permalink

Based on Ejs116's comment so we could keep discussions clear;

Nicol Bolas, God-Pharaoh is a very mana expensive card to be used in a control deck so I would focus arround him and base your deck on the old Duels of the Plainswalkers PC Game Deck he was introduced in. I think it was DotP2013 where he was the final boss.

Found a version of his deck here on MTGVault
http://www.mtgvault.com/malchion/decks/nicol-bolass-deck-dotp-2013/

and build my own one as a hornor deck some time ago
http://www.mtgvault.com/risendeep/decks/bolas-tribal/

Gem of Becoming is one of the key cards that fetches your deck for a basic land of each type. A 2 or 3 drop helps drawing lands from your deck and reduces the ammount of lands your draw normally on each of your turns to benefit other cards.

Obelisk of Grixis fits well into Bolas color identity and is worth a 2 or 3 drop.

Slave of Bolas is a good card that not only captures a creature from your opponent but also forces it to be sacrificed when you are done.

Diabolic Tutor could be a 1 or 2 drop as this is your first deck, it is ok to play it.

I also picked Vulshok Refugee from your list as it has protection from red. Most played removal spells are red so it stays alive on the board and cant be affected by red damage like when playing a Pyroclasm board whipe.

What is a pharaoh without a pyramid so Pyramid of the Pantheon (a card I advice very often for budget play) is a good mana pushing card even if it needs to be powered first. As bolas is a very mana costly card, you could use your early turns to power the Pyramid.

Anything else is up to you then.

For other kinds of controld ecks, you should search for Mono Blue Control or Jeskai Control. Key cards are mostly counter spells like Mana Leak and a lot of removal spells like Lightning Bolt or Path to Exile as same as Man-Lands (lands that become creatures for mana) like Celestial Colonade but also creatures like Spell Queller that have additional effects.

I will be honest, most cards in your deck as the vampires or zombies are better placed into tribal decks

0
Posted 09 November 2017 at 14:31 as a comment on My Real Deck

Permalink

I think the main problem you will have is that Braids, Conjurer Adept is a cool card, that stands out of discussion but benefits your opponent first before it can benefit you. He/She then may use it to put Ulamog, It That Betrays, or Worldspine Wurm into play by himself and after that grill her with a Lightning Bolt. Apostle's Blessing may not help you very well here depending on the stack order (opponent plays Bolt, you play Apostle's Blessing and opponent casts Path to Excile in response, Path will resolve before Apostle's Blessing and remove Braids from the game).

There could/should be other ways to bring your board winner into the game without rely on Braids that much. Ramping for mana isnt the total solution here but could help you getting the game.

Alternative ways to play Ulamog, It That Betrays, or Worldspine Wurm could be Proteus Staff, Polymorph or Summoner's Trap like cards or you go for primary focus onto Quicksilver Amulett because it is less impacted by removal spells in opposite to Braids.

You could for example utilize the core of my Goblin Charbelcher deck to modify it to work with Quicksilver Amulett
http://www.mtgvault.com/risendeep/decks/belcher/

However, for a stable mana base with green, I would also play Utopia Sprawl. It enchants a forest to make one additional mana for {G} and I used it in a Proteus Staff deck to get Emrakul/Progenitus out on turn 3 by shifting a token

0
Posted 09 November 2017 at 12:09 as a comment on Modern Braids Budget (help)

Permalink

201-220 of 322 items