[[Artificer's intuition]]Can replace whir of invention and has a nice synergy with the myr.
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I recently did a search on cards that search the deck for artifacts, and it seems like when lantern mill was built, people didn't notice [[artificer's intuition]] it's pretty good at getting the right cards when needed.In games where I played lantern there were often situation where I wanted to speed up the game when opponents "revenge-stall" and being able to diss excessive artifacts to play more codex shredders and pyxises of pandemonium have been many.
I've been hunting a troll that consequently posts list above 60 so you gave me quite the heart attack there :)It was like a terrifying movie ending revelation..."It was mekkakat all along"Whew...That was pretty surreal :)Universe restored...
I'm sorry to tell you that you exhibit trollish behavior...We are trying to build up a community where people behave in an orderly and civilised way.Binge posting is not counting as civilised behaviour.The post https://www.mtgvault.com/wickeddarkman/decks/binge-posting-is-a-sin/Has been created as a post you can link to to spread this message around.
Two sol rings ?
Argh.Forget about the discard creatures and the treasure creatures. They disrupts transmogrify... damn...
When you sack one, the card is freed, but to late to interact.Theres some card that draws you a card and possibly gives a treasure when something dies.Foulmire knight// might also be able to speed up the combo.Theres probably also some good discard costing 3 mana, and you may shock any foretell loving maniac with [[stonerain]] the turn before transmogrifying.I'm involved with cycling at the moment, and [[stir the sands]] might also be usefull.
Perhaps a boros shell with discard creatures like [[Brain maggot]] [[kitesail freebooter]] will be the easiest way of ensuring the combo, then odds are that whatever you transmogrify they will be hard pressed to remove it.
The key is to be able to somehow protect the token/creature that you want to transmogrify.Outline a gameplan.Turn 1, 2 and 3 can be used to create and protect what you want to sacrifice.I think overwhelmed apprentice is good because it can both set up your combo and be transmogrifyed.So turn 1 apprentice, turn 2 protect it, turn 3 search for missing parts, turn 4 combo off.The other part of the key to success is to find the exact creature that will win the game no matter what they do.That usually takes some work. :)I think I saw blinkmoth on a historic search last time I looked for mill tech in historic.
I don't think transmogrify will be a problem, I was once helping a pro friend to break modern with [[polymorph]] and with inkmoth/blinkmoth nexus, mutavault and a few cards like the living weapon that costs one and comes equipped into play on a 0/0, then you hardly need tokens or to kidnap cards with akroan wars.The weakness of transmogrify is that skilled players will target whatever you try to transmogrify and it simply falls appart. Transmogrify costs 1 more than polymorph so it will be much harder to work with.We failed by the way and we worked at it just as hard as I'm working on my RW prison project.If we ever do a rework I think it will be with [[spellskite]]
I like the build, but haven't you typo'd?I think it's the first time ever I've seen you go over 60 in modern :)
In most formats Regrowth is restricted.Just alrun + regrowth alone is ban material, and with unlimited lands linking colors like never before, historic is set to explode...
There's a few spoilers, and tropical island is among them.Historic arena will be like legacy in power level, maybe more.I still haven't seen someone connect 4 regrowth, 4 primal command and 4 alruns epiphany, but that's sort of vintage level+
You never know :) Magic is actually a fantastic solitaire game if you can make yourself go through specific situations with max logic.(Like playing one deck with combo and another with counterspells)
Since it's a card that gives a lategame advantage I'd say 2. If you draw it early you can just pretend to go all in aggro.There is a "recipe" for black decks at the moment, which is very persistent and is also very imitated by the mythic players. It involves 5 cost planeswalkers and blood on the snow, some black gold producers and a pirate or fisherman.It's small enough the be inserted into twocolor decks as long as black is one of the colors.Also the rumors have it that a new jumpstart series will bring modern horizons 1&2 to arena, at least the cards that fi the jumpstart themes.Since mill is in jumpstart 1 it's a relatively safe bet that [[stream of thought]], [[iceberg cancrix]] and [[fractured sanity]] might come to arena.
I'm sorry to tell you that you exhibit trollish behavior...We are trying to build up a community where people behave in an orderly and civilised way.Binge posting is not counting as civilised behaviour.The post https://www.mtgvault.com/wickeddarkman/decks/binge-posting-is-a-sin/Has been created as a post you can link to to spread this message around. More specifically you use duplicate tags on the tagline to become more visible in the tags.
What made you cut it ?And how many did you play ?
By deckbuilders I assume you mean deckbuildingsites :)
If you take a look at the siteMtgmeta.ioThen you can see the meta in a tennis bracket of %One of the most notable thing in the meta is the formation of 50% matchups.Theres is NO deck that does NOT have a 50% matchup.That's the backbone of the meta, older decks tend to form more 50% matchups than other decks. The key is that people on an average prefer to go 50% against some decks, while they go all out war on others.So if you were to sideboard against a bunch of decks, which direction do you sideboard against ?Decks that defeat you 25% of the time, decks that defeat you 50% of the time or decks that defeat you 75% of the time ?This should aid your understanding :)
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