An old trick with lands able to be replayed over and over is to use lands that land destruct.Ramunap excavator will allow you to replay ghost quarter over and over, eventually taking all their lands.This does speed them up for some turns, but then they just lock down.
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What format do you hope to enter ?
Even rare magic will have an influence, think of how new technology is first used by the very rich.Perhaps you can have the equivalent of a magical powerplant. Wizards taking on the roles of unruly scientists who use the powerplant as their own playground, but have to produce serious stuff for their sponsoring king.The key is to think with modern eyes
In paper I Always aim for 12 sources that can produce each mana.That means4 wu dual4 wg dual4 ug dual4 plains4 island4 forestYour sideboard will need to deal with white aggro, red aggro and you will need to deal with combo and control, most likely by using counterspells.
Hmm.How about a red/white deck called "I found nemo"(Could also be jeskai because of the ocean)
No problem :)Recently I've been toying with two projects in this direction.I'm creating a "design devil" which will basically be a bunch of cards with different notes on how to improve something, like a roleplaying adventure.Example:"The devil strike up a shrilly laughter, tears raining from his eyes. Your work seems to have spirit, but it does not hold up to the spirituality of beasts. You need more totemism, and animism. Next time you work with your material, try to incorporate that"Then with enough inspirational notes I can always renew my point of view when I need it.I'm also figuring out ways to give agency to some of my random tables.Imagine if characters in a game were able to influence your reality.Or perhaps even magic characters.How would garruck react to your room or house ?Would he fill the house with trophies and pelts ?Hang up his favorite axe collection on the wall ?Paint tribal sigils on every door to summon his inner beast ?How would jace do it ? Or liliana ?Imagine a random table system where you gave them the means to decorate your room, would they cooperate ? Fight about it? (Who would win?)I'm thinking really hard about creating systems that can take over and make my home into something noone else have decorated before...I'm talking really radical moves here, like having a branch sticking out from the wall with apples on it, or a table built out of beer cans. Getting a glass floor with a giant hamster maze beneath it, stuff like that...Designing structures to think out of the box is the first step. To design structures that alter your way of thinking and keep inspiring you into new more amazing ideas is next level stuff :)Any human is capeable of altering the world, but sometimes we've been beaten so much into conformity that we forget that we are really just as limitless as our imagination.Without odd thoughts, noone would have invented the water mattress.This level of thought can be brought into your roleplaying game as well.If your world has magic, what would your red light districts be like? Would some mage design an elemental house of love? How would each elemental bring you what you wanted ?Imagine how an air elemental could take you out on a really intense flying trip, influence the weather, pelt you with ice, take you through clouds. Blow wind on just the right spots on your body.A fire elemental on the other hand wouldn't tough a costumer, but could flicker with hypnotic images, heat you up into the trance that firedancers can sometimes experience, and make you sweat and dehydrate into an hallucinatory state.The way a water elemental could caress you all over ?The earth elemental will probably be a bit messy on you, but I'd bet you probably never went this way with the elemental magic before...It doesn't end there.Any household experience can be thought upon.Cleaning the dishes ? Water and air elementals.Washing your clothes ? Water and air elemental laundries.If you like this way of thinking, try out Terry pratchett and his discworld. Not only does he offer interesting ways to think about magic, but he also gives you new ways to even think about stuff.
Names in general can be funny.I've worked as a semi-porter on a hospital, and part of the job was collecting the namesigns on the beds, so I got "exposured" to a lot of patient names. I once collected someone called, porn, and even though I managed to find a doris, I never found Nemo :)The names had to be collected and destroyed because the name sign and the names themselves could be used by criminals. The hospital was on the "border" to start using barcodes, because anyone with a phone could perform the crimes without needing to collect the the signs.
Keep an eye out on the white cards. You can write down on a notepad each game you cast them, and each time you don't. It may be your nonwhite cards that hold the deck together.The -1/-1 is something I've known ever since dismember was printed and became relevant in modern.I've followed the release of indestructible gods for a while, noticing what decks regained dismember as tech. I have also been following arena for a little while and was amused to see that it took toski before the meta discovered that white is weak against -1/-1.
Could a tweak of the mana enable valakut and field of the dead ?Nice to see the bounce lands :)
Hey there,Just popping in to say you don't need to clone your old decks to make them visible.Using tags is a much smarter way to get people to view your stuff.I have a series of decks with the decktag: wdm 2018One of them is titled "how to become more visible"If you read it you will get some ideas on how to promote your own stuff.If you build up a neat tag-structure, you can guide people towards it like I just did.A lot of people in here searches for decktags, like if they saw something on the net using a specific card, then they search for that card.Having such a card in your tags will make your deck visible everytime anyone searches for it.When I research I usually go through about 10 decks in here. Sometimes I dig really deep like when I got curious about death&taxes long evolution and read through about half of all the decks in here.Anyways, likes are pretty rare on decks, as comments are a much more wanted valuta.You could use two tagsHall of fame And years, like 2020A tag can be 11 characters longSometimes people use the same tag because they form sort of a club.Search for the decktag: halfdeckAnd click on the older pages to see how many joined that concept.
In the defence of the apprentice I've been playing with sage of Epityr ever since it was released, which is a long time to be loyal to a single card.In the builds where I play sage I play three sage and 2 thoughtseize.I open with thoughtseize if possible to gain information on how I want to stack the deck with the sage.If I cant play thoughtseize I play the sage itself, stacking the deck for mana optimisation, so I can play out the hand as fast as possible.With overwhelming apprentice, you get the information on how you want to stack the deck by observing what you mill from the opponents deck. With scry you decide the order of what you draw, and if you aren't satisfied with the answer you simply throw it all on the bottom and draw whatever is on top. This increases your odds of having a strong early game.In my own games, I aim to block with the sage asap. First attack from my opponent and I block. Why?Because then I get to kolaghan's command it back into my hand, allowing me to stack the deck again, and chomp blocking again. The second ability on kolaghan is usually burn a critter or discard from their hand.The "plan" is to constantly degrade my opponents hand while improving my own.Sage of Epityr demands that I use fetchlands sometimes to remove unneeded cards, but overwhelmed apprentice sort of does the trick without fetchlands, making it perfect as a replacement for sage of Epityr in arena.In your deck, overwhelming apprentice can dig down to the best removal in your deck, pawing a way for dreadhorde arcanist to dig up your discard. With kolaghan's command you then repeat it all again. If you can find a card that boosts arcanist with 2 power it will be nuts.Overwhelming apprentice is also good against combo because it sometimes remove their pieces, and you will know what to dig down towards to disrupt their combo.In my own deck I use:3 sage of Epityr3 kolaghan's command 2 thoughtseize 2 negate1 dispel1 vendilion cliqueThat's all the disruption I need to fight combo and control during game 1.In my own deck I have jorubai murklurker to gain life, if it's playable in arena I can really recommend it.You can see my current design by searching for the decktag: wdm showcase1
And like elves, they sneaked among the trees :)The internet ruined the world.I will never again look at wilderness girls and cookies the same way again :(
Nearghal is a demon that John constantin faces three times in a DC comic.Fearghal can also be read as feargirl, but there was a chance that it was also a reference to nearghal.I've had a past with demonic lore, so I tend to remember demon names...I can name drop most of the beings in call of cthulhu.
I actually don't remember that, but I do remember that the situation caused an article to be written about the tech in mtggoldfish.
I'm not more than 95% sure that you are right, but even if you is, you will still need untapped mana to play both astral drift and uro. And your number of temples can certainly be refined.
I could see the deck go with both the witch, lampad, TE and brindle shoat.
I remember having a lot of builds based on thoughtpicker witch, back when I was trying to beat legacy with commoncards.The witch can be timed with mesmeric fiend so that the fiend takes out a card permanentlyThe witch can lock down the opponent in the same way lantern mill did. If you have a good threat you can just sack stinkweed over and over.
I always take a look at the mana to see if it has symmetry.I have a thumb rule that I've been using ever since merfolk got played first in modern.Use a minimum of 12 mana sources for each color in the deck.Here's what you have...Black: 17Green: 13White: 8In each color you have something costing double mana, so you need to have it like this:Black: 12Green: 12White: 12I suggest that you play with the following mana:4 godless shrine4 overgrown tomb4 temple garden2 swamp4 plains4 forest2 castle LochthwainAlso, if you are losing a lot to indestructible, historic has a number of black spells that give -×/-× and indestructible dies when having 0 toughness.Many are fighting toski that way.
The overall weakness of this, is that you generally need 5 turns to cast a big creature.(Needing 3 tronlands and 2-3 islands)Gilded lotus seems to be a fix at getting things down at turn 6 earliest which won't cut it.You should research how blue tron would get this to work.I remember a time when tron played stuff like chromatic sphere to avoid having to play colored lands."Recently" in my timescale tron started using talismans from ravnica, like talisman of dominance.With chromatic sphere and other similar cards you both thin out the deck and prepare to cast big creatures at a very early point of the game (turn 3 with any 6UU)Talismans are sort of an emergency plan if your tronlands are deactivated.
I remember a time where tron had lightning bolt as a silver bullet against a very specific deck.It's always cool to know the reasoning behind changes.
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