If you have Entomb you can use it in place of Buried Alive.
Using a reanimation shell allows you to get Jin into play a lot earlier where it matters allowing you to strip your opponent's hand by turn 3 or 4 and proceeding to lock them out of the game.
Since I'm on the list, I just wanted to post and say that I am indeed following the thread and I've attempted to make lists for several of the requests but so far I haven't managed to come up with anything that wasn't essentially the same as what someone else posted.
Card Text: Flying Haste (This creature can attack and {T} as soon as it comes under your control.) Whenever an opponent is dealt damage by a red instant or sorcery spell you control or by a red planeswalker you control, return Chandra's Phoenix from your graveyard to your hand.
Ooooo! :D Thank you so much, looks like a lot of fun. Is it best to keep angel decks mono white ?
White has the best angels, but adding other colors gives you a couple of neat options like Stoic Angel , Tariel, Reckoner of Souls , or Lightning Angel . It also makes the deck more expensive for the manabase, and possible less consistent.
Actually, I have a tendency to keep the deck monocolored unless I believe the player can afford a decent manabase (read: fetchlands into original duals/Ravnica duals). Heck, even then. While playing monocolored decks does cut you off from multicolored cards, the lack of manabase problems, lower vulnerability to LD, and the ability to run more colorless lands is always a plus, and it almost always outweighs the cost. I will play 3 color decks in legacy if I have a fast clock, and like 1-2 color decks otherwise. That's just me though. Note that I also have an annoying tendency to suggest Comeresque manabases (read: 12-14 lands, 4 Brainstorm , 4 Ponder , 4 Preordain ) much more often than I should. That's just me on mana though.
I am the Twilight Sparkle of The Pony Co. Ponies are the best animals on the planet. A cartoon about them made for little girls is the best show on TV. Join the movement. Rest of sigShow
My initial responses to rules questions are usually just answers. If you want an explanation as to why, say so. Just because it says I'm there, I'm not necessarily there. I leave my browser open so I don't have to reload ~30 tabs. Anyone who wants to text duel me through either PM or chat can just PM me with a format (and a time if playing through chat). I don't play standard.
2. You pay billions of dollars in cards to win. If you like wasting money just to win one game, while you could have saved it to lose a few and end up winning more in the future, then it is fine by me.
what?
do you ceremonially light your deck on fire after a win?
We regret to inform you of Trevor Kidd's untimely demise in an unfortunate accident involving a mysteriously blown breaker box and a photophobic creature of unknown origin at his home near Renton, Washington. We at the Wizards Community apologize for any inconvenience or delay, and assure you we'll be preparing a replacement to assume his duties as soon as we finish warming up the cloning vats.
[02:47:46] It doesn't merely "come out of suspend" - you take the last time counter off, and then suspend triggers and say "now cast that! CAST IT NOOOOOW!" [02:47:49] Because suspend has no indoors voice
[10:11:33] !opalescence [10:11:33] Opalescence {2WW} |Enchantment| Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment. · Reserved,UD-R,Vin,Leg,Cla,USBC [10:11:51] *sigh* [10:12:10] Otecko: Do you have a question about Opalescence? [10:12:17] sure [10:12:23] $10 on humility interaction [10:12:25] :P [10:12:29] :D [10:12:47] humility + opalescence put into play by replenish
You are totally awesome. Thank you so much. I hope you are able to dine in Paradise without kicking the bucket to actually get there, and that every dollar you ever make magically becomes two more.
There are things that prevent you from activating activated abilities, things that increase their cost, and things that counter them, but I don't think anything triggers from them specifically.
There are things that trigger from targeting, so that might be relevant, but I can't think of anything that triggers from targeting a player.
I'm almost positive there's nothing that triggers from damage being prevented.
Here are some first ideas that you're free to comment on before changing the deck: Unbender Tine can be replaced with Thousand-Year Elixir or Magewright's Stone , if you're mostly targeting your creatures with it, and that would allow you to replace the only non-tapping creature in the deck with Merieke Ri Berit to gain control of creatures in a different way than playing them from your opponent's hand! She also has devastating synergy with untapping effects.. Sen Triplets demand too much dedication, and your deck has many other things in mind than producing colored mana not within your colors, and you're forced to not play Coldsteel Heart on your second turn before knowing enough about your opponent's colors! It's also maybe too agressive and offensive for multiplayer games to select an opponent on each upkeep, Merieke Ri Berit together with your other wizards are more passive and then allow you to say: Don't pick on me, otherwise I'll mess with you and gain control of your creatures, ok? But since you think that the deck should focus on them, I'm asking for your opinion first.. By the way, both snow lands that produce only colorless mana are very potent!
Thanks for the reply!
First, I like unbender tine to not only untap my creatures, but lands and artifact mana producers as well, not to mention the fact that I'm using all of my elixirs and stones in a different deck. I am willing to cut coldsteel heart , easily. As for your concern, I actually prefer to play a game where I sit back and respond to whatever my opponents are doing. I like Merieke Ri Berit , that card seems devistatingly good for a control aspect. My goal of how to win is to simply control the game to the point where I can use sen triplets to screw with my opponents' plans as well as use their cards against them. Most of all, I want this deck to be more fun; it is more important than winning, which is why I like sen triplets . I was also thinking about telepathy for some synergy with the triplets and the extra fun of knowing what my opponents are playing.
HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains . Are you making a casual mill deck? Please read.Show
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 scour s 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 x 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[/c], 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 new 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!
: Order, Law, Faith. : Knowledge, Artifice, Control. : Corruption, Death, Self-Interest. : Freedom, Destruction, Victory. : Nature, Growth, Life. : Progressive, but too controlling. : Focused, but short sighted. : Skilled, but hypocritical. : Unified, but without a sense of self. : Cunning, but devious. : Inquisitive, but incautious. : Rational, but impulsive. : Powerful, but spiteful. : Instinctive, but selfish. : Fearless, but reckless.
Alright, how about a deck built around the infamous Chandra's Phoenix who will be coming out in the 2012 set.
Any specific budget? The Phoenix looks quite cool in a Fauna Shaman deck together with a Punishing Fire engine. However, both Grove and Fauna Shaman are moderately expensive.
Helloooo can someone make me a mono-red burn deck? with some good creatures like dragons and stuff! I used to play with a deck which had ball lightnings, lighning bolt, volcanic dragons... Thanks for ur time! Ill buy the cards online when I find the perfect deck :D, for this week I hope!
I just downloaded the game demo for Playstation 3 and want to start playing again with friends!