deck ideas with spoiled M14 engine cards

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So, the next core set comes with two interesting enchantments that can produce very strong creature tokens again and again! Angelic Accord gives you a white 4/4 angel creature token if you have gained four points of life at the end of each turn - should you play single cards like Dega Sanctuary that make you gain four life or should you play multiple cards like Soul's Attendant that make you gain less than four life again and again? Primeval Bounty gives you a green 3/3 beast creature token whenever you play creature spells - maybe we could replay creatures again and again, and we're talking about creatures that can make use of the +1/+1 counters that you gain whenever you play non-creature spells.. Do you have ideas for these decks?

I could always use another angel token in my populate deck


Centaur Healer gets 3
white has some extort
 
"some stones should be left unturned" ~Urlock
Actually, populate decks with Trostani, Selesnya's Voice would love the first card, since you could just populate your angel creature token with exactly four points of toughness..
oh well
 
"some stones should be left unturned" ~Urlock
Don't you ever buy single cards for your favourite decks, for example mythic rares for your populate deck? Do you always build your decks with cards from booster packs?
Apparently, "Magic 2014" features many interesting cards with triggered abilities! ^.^ Here are some cards that might become powerful engine cards of casual decks, do you have ideas on how to make use of them?

Ajani's Chosen - Angelic Accord - Archangel Of Thune - Blightcaster - Path Of Bravery - Primeval Bounty - Strionic Resonator - Xathrid Necromancer - Young Pyromancer
Thinking for the bounty...

Erratic Portal (and in blue Crystal Shard) and a -cost creature would give you the triggers you seek.

Shreeking Drake is a cutie, and both Horned Kavu and Cavern Harpy work for two mana each, but need colours. Still when you've already got the six mana down, two triggers a turn are already quite the power plus they aren't dead cards on their own (assuming you got dorks).

Kudo's if you use Snow Hound. Going aggro using Viashino Sandstalker and that new dragon from AVR is bound to keep 'm busy stabilising until you get your engine going. Though that deck's better off as something slighy, for casual it'll be fun! (In fact I might make it myself now).
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Thank you for your ideas! ^.^ We'll need some other cards that can make use of self-bounce creatures, because we can't really depend on six-mana enchantments, maybe things like Warstorm Surge + Angelic Chorus? I suggested them because creatures like Horned Kavu often have pretty high power + toughness to compensate for their drawback.. Also, which instants + sorceries would you suggest for Primeval Bounty's ability #02, and which creatures could make use of the +1/+1 counters?
I know this is stupid, but I can't wait to turn boars into angels. Mostly for limited, but it's so ridiculous i'll probably have to build a casual deck around the idea.
Well, you could use Angelic Destiny, Baneslayer Angel, Exalted Angel, or Loxodon Warhammer. Why? Because, of course,  what you need when you have 4+ power angels on the board is more 4+ power angels.

edit: forgot Destiny doesn't grant lifelink

edit the 2nd: I would use Cloudstone Curio with the Bounty. Maybe with Cloud of Faeries and some enchantments more than instants/sorcs.
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Awesome. I forgot about WoW.
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Angelic chorus and saltskitter. There's also norin and Hikari to abuse EtB/LtB triggers. Soul warden-esque cards are worth adding, but Healer of the pride seems better, and can have a cat theme with Ajani's chosen. Adding green can give you anurid brushhopper, Trostani, and probably others I can't think of. I think it would be cool to have the brushhopper with kavu lair and any universal pump effect. Using the angelic accord and angelic chorus you can draw enough cards to blink the brushhopper and get a 4/4 angel each turn, which is cool.

Words of worship needs well of lost dreams, or if you're willing to splash blue, Psychic Possession or Consecrated sphinx if you have the money for it. Mind's eye could work too.

Primeval bounty is a little harder to build around. The effects are powerful, but that 6cmc is annoying to get to...unless if you just throw it in a green deck that uses a lot of land fetching. That way you'll get the last two effects, which could be useful with things like forgotten ancient, scute mob, hydras, etc. I like the idea of awakening zone with it, though.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!