wickeddarkman

112 Decks, 4,559 Comments, 801 Reputation

Wow, I have been looking at your decks for a long time, and thought they would be EDH forever.
Not knowing much about EDH I've been awaiting the day where I would finally be able to give some sort of usefull comment :)

If you played through the arena tutorial you should have gotten two angel of vitality.

I think you should trade at least 2 wildcards into two additional angel of vitality as they seem to be exceptionally strong, and doesn't come from any ordinary boosters.

You can search for them at the card search engine scryfall.

I'm researching a bit into arena, to write some usefull articles for that meta.

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Posted 16 February 2021 at 03:39 as a comment on Standard Clerics

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Believe it or not, but in the oldschool format called 93/94 there is actually a deck using it as it is better than disrupting scepter in that format, so if anyone are wondering why it's price is so high, it's down to being playable in both 93/94 and EDH.

Bitterblossom also creates rogue tokens, so you might want to consider adding it to the theme.

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Posted 16 February 2021 at 03:27 as a comment on Gwendlyn Di Corci Rogues

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You think people work like fungosaur ? :)

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Posted 14 February 2021 at 01:23 in reply to #640122 on Eew control

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+1 like because of the title :)

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Posted 12 February 2021 at 05:46 as a comment on Tibalt's Undead Biker Gang

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Altruism is to sacrifice your self, not to sacrifice others.
I think you might be thinking of doing something for 5he greater good which does help the majority, but is rarely if ever done in an altruistic way :)

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Posted 12 February 2021 at 05:44 in reply to #640122 on Eew control

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Degrading people can lead to the downfall of weak people. How can that become altruistic?

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Posted 11 February 2021 at 22:08 in reply to #640122 on Eew control

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The luck part is true, but I always try to eliminate luck as much as possible.
By playing 12 cascades I'm less vulnerable to discard and counterspells.
I also have a turn 6 emergency plan through summoning trap. I also read about a build that had a lot of eldrazi and got owned by path, which is why I run both emrakul and worldspine wurm.

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Posted 10 February 2021 at 06:03 in reply to #640105 on Tibalt‘s trickery

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I think it's supposed to be a teenage thing.

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Posted 10 February 2021 at 05:57 in reply to #640122 on Eew control

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Yeah, you do seem to visit us at a rare frequency.
There was a bunch of people that got burried, and you were among them.

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Posted 10 February 2021 at 05:54 in reply to #639372 on I Swear I'm Not A Brony!

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Mono color being faster is true enough.
The problem is that if one color has a thousand ways to deal with the game, two colors has 2000 ways to deal with the game. The key aspect to playing one color is to play the cards that are the most difficult to hate, and at the same time hates as many themes as possible.
The knowledge of which cards perform that stunt can only be found by doing a lot of effort, either through research or by playing many many games.

In many cases decks are hating a very specific meta, and if you take the time and build up an archive you will be able to design in new ways by accounting for what worked in the past and why.

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Posted 10 February 2021 at 00:54 in reply to #640181 on Sac, attack, n bring’m back!

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Gond by midnight :)
I get the theme, but...

Why the infect parts ?

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Posted 09 February 2021 at 18:38 as a comment on Gond with the Wind

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I went on and tried out building my own prototype that plays something nasty at turn 3.
I used twelve cascade cards to get it to perform around 80% of the time.

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Posted 09 February 2021 at 07:42 in reply to #640105 on Tibalt‘s trickery

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Again with the degradings ?
It's like you hit a maniodepressive stage and has to put others down when you are at one of the stages.

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Posted 09 February 2021 at 07:39 in reply to #640122 on Eew control

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Saw a variant with 4 violent outburst and 1 trickery out there.
I wonder if 2 trickery and adding a few demonic dread would work even better.

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Posted 09 February 2021 at 01:18 in reply to #640105 on Tibalt‘s trickery

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How about boseiju, who shelters all against counterspells ?

Also, there's a version of the deck out there with 1 trickery and 4 violent outburst.
I guess it's possible to add 1 more trickery and one or two demonic dread. With the 4 violent outburst variant you go of turn 3 but only need 1 keycard. If you draw a hand with the trickery you have to mulligan.

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Posted 09 February 2021 at 01:08 in reply to #640139 on Tibalt's Exploitation

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I know he uses 61 lands to get a certain statistical land/spell ratio that cannot be attained without card 61.
Don't know what the ratio is, but I know player frank karsten has made some past posts about the concept.

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Posted 08 February 2021 at 23:01 in reply to #640140 on Gods go brrr

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Yes, the draw algorithm in arena is rigged to avoid all land manascrew, so it's only consistent in arena.
The same has been demonstrated with zombiehunt, so it's perfect for decks like this.

There are some new decktypes that mulligan in modern until they hit the keycards (in this case trickery and ugins conjurant) and the new decks don't mind mulliganning down to zero as they can still draw into the combo at turn 2 from a 0 hand mulligan. From my time with the glimpse of nature combo I remember reaching close to 70% by a mix of drawcard and mulligans. Tibalt might get close to that by going all in on the mulligan.

If you start with both cards in your hand then there is also the chance that your combo streak ends with you getting to play a tibalts trickery (odds are 3 out of 7 at that) you need to increase the odds of combing into something like emrakul. Otherwise it's all really really inconsistent. Decks like these can be horribly tempting to play, but you are better of with burn and affinity. Speaking of affinity saffron olive at mtggoldfish recently tested out a close to manaless affinity deck that looked fun.

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Posted 08 February 2021 at 18:40 in reply to #640139 on Tibalt's Exploitation

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Yeah, I use that in roleplaying games all the time. I've always been running an open ended world where the players could travel to wherever they wanted. Sometimes I would create a city map of some random cities in advance, and if the players arrived at an unexplored territory I'd use one of those maps and just add a few "local" details to cover up the illusion of having built the place in advance. Sometimes the players would travel long and strange backwards to try to enter an unbuilt area so they could really exploit the place, but I'd usually have some backup prepared. Sometimes there's be a slight slip in the logic of the city and players would ask stuff like why the market place was more or less facing the avalanche side of the mountain where it was built or other strange stuff, and I'd have to wing it and tell stuff like a magical dome protects the marketplace.

The illusion of a choice matters a lot :)
It's probably why we have politicians. We need something to blame when we lose control.

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Posted 08 February 2021 at 17:16 in reply to #640105 on Tibalt‘s trickery

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Yeah, I was officially ranked as the worlds worst registered player back then. It was a little before ice age started and jay Schneider and paul sligh inspired me to start using simulations.

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Posted 08 February 2021 at 17:03 in reply to #640122 on Eew control

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No problem :)
I've also suggested to a number of people that adding 2 simian spirit guide can help killing with the maddening cacophony + fraying sanity combo.
I've suggested that people run less glimpse the unthinkable because it forces the mana into being unstable.

Overall I got lots of comments about mill ;)
It's a pet project for me.

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Posted 08 February 2021 at 01:12 in reply to #639977 on U/B mill returns

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