I'm looking for this deck to be good. Interpret that however you like. I'm farily new to magic, so anything you give me will most likely be better than what I have.
- "Mostly" Phyrexian themed, so Pre-Scars Phyrexian stuff only. (Invasion Block, Urzas Block preferrably, Core sets are ok too, but ONLY Tenth Edition and up.)
This somewhat confuses me. In Scars block the Phyrexians were, hum, Phyrexian. Do you mean to keep the theme tied to the old Phyrexians? Such as monoblack ones without Infect and Proliferate?
I'm fairly certain we could. I, however, have pretty much no experience in EDH, so I'm not up to the task at all. However, someone else most likely is, and if they feel like it, sure, I see no reason not to make an EDH deck. But maybe it would be easier if you specified the General?
I'm looking to make a U/B deck from mostly M12 and some Scars/Besieged/Phyrexia cards. Currently, I have the following that I would like to be in the deck: Spoiler:Show
I'm looking for this deck to be good. Interpret that however you like. I'm farily new to magic, so anything you give me will most likely be better than what I have.
First of all, welcome to the game and to the community! It seems that you want a control deck. Control decks nulify their opponent's threats one after another, with either creature removal, counterspells or some other ways, so that it can survive until the late game and then drop a big card that is hard to answer and win the game with it. The cards you first mentioned make for nice finishers, so I'll go with that.
The deck runs removal, card draw, and the finishers of choice are the demon and the sphinx. Both of them can get the card you need in your hand, and the vengeance is there for being tutored up with the demon if you are close to winning. Foresee makes sure you get your bombs later in the game, but also that you do get them in the late game.
For linking a card to Gatherer without writting the name of said card for readers, use the autocard brackets together with and equal sign and right the name of the real card. Then put the message you want inside the tags, like you would do with autocarding. Like this:
I like storm crow because I really like crows in real life, as an animal, and the card isn't terribly stupid, but packs a good deal of nostalgia and also a chunck of the game's history. So it's perhaps one of the cards I have most affection to, but not because "lol storm crow is bad hurr hurr durr".
Although I do assume you deliberately refer to them (DCI) as The Grand Imperial Convocation of Evil just for the purposes of making them sound like an ancient and terrible conspiracy.
Now, now. 1994 doesn't quite qualify as "ancient".
Oh, it's a brilliant plan. You see, Bolas was travelling through shadowmoor, causing trouble, when he saw a Wickerbough Elder with its stylin' dead scarecrow hat. Now, Bolas being Bolas took the awesome hat and he put it on his head, but even with all his titanic powers of magic he couldn't make it fit. He grabbed some more scarecrows, but then a little kithkin girl asked if he was trying to build a toupee. "BY ALL THE POWERS IN THE MULTIVERSE!" he roared, "I WILL HAVE A HAT WORTHY OF MY GLORY." and so he went through his Dark Lore of Doom (tm) looking for something he could make into a hat that would look as stylish on him as a scarecrow does on a treefolk. He thought about the Phyrexians, but they were covered in goopy oil that would make his nonexistant hair greasy. He Tried out angels for a while but they didn't sit quite right. Then, he looked under "e" (because in the Elder Draconic alphabet, "e" for Eldrazi is right next to "h" for Hat) in his Dark Lore of Doom and saw depictions of the Eldrazi, and all their forms. "THIS SHALL BE MY HAT!" he declared, poking a picture of Emrakul, "AND WITH IT I WILL USHER IN A NEW AGE OF DARKNESS -- ER, I MEAN A NEW AGE OF FASHION!"
And so Nicol Bolas masterminded the release of the Eldrazi.
The last couple days have been roughly every perverse fetish imaginable, but it only got "creepy" when speculation on Mother of Runes's mob affiliation came up?
I like to think up what I consider clever names for my decks, only later to be laughed at by my wife. It kills me a little on the inside, but thats what marriage is about.
Of course, the best use [of tolaria west ] is transmuting for the real Tolaria.
Absolutely. I used to loose to my buddy's Banding deck for ages, it was then that I found out about Tolaria , and I was finally able win my first game.
Browbeat is a card that is an appropriate deck choice when there's no better idea available. "No better idea available" was pretty much the running theme of Odyssey era.
Modern is like playing a new tournament every time : you build a deck, you win with it, don't bother keeping it. Just build another, its key pieces will get banned.
I always find it helpful when im angry to dress up in an owl costume and rub pennies all over my body in front of a full body mirror next to the window.
Dymecoar:
Playing Magic without Blue is like sleeping without any sheets or blankets. You can do it...but why?
Omega137:
Me: "I love the moment when a control deck stabilizes. It feels so... right." Omega137: "I like the life drop part until you get there, it's the MtG variant of bungee jumping"
Zigeif777:
Just do it like Yu-Gi-Oh or monkeys: throw all the crap you got at them and hope it works or else the by-standers (or opponents) just get dirty and pissed.
Normally it's difficult to pick up on your jokes/sarcasm. But this one's pretty much out there. Good progress. You have moved up to Humanoid. You'll be Human in no time.
- "Mostly" Phyrexian themed, so Pre-Scars Phyrexian stuff only. (Invasion Block, Urzas Block preferrably, Core sets are ok too, but ONLY Tenth Edition and up.)
This somewhat confuses me. In Scars block the Phyrexians were, hum, Phyrexian. Do you mean to keep the theme tied to the old Phyrexians? Such as monoblack ones without Infect and Proliferate?
Correct, old Phyrexia. Like I said before it doesn't have to be 100% Phyrexian , just a fair portion.
Saddly Nemata, Grove Guardian and Gaea's Cradle are not only hard to find but would probably be a bit out of my small price range. I might be able to find a heartstone , I know I have one around here somewhere . . . I think.
A friend of mine wants to make an immortal coil deck. The goal of the deck is to give the coil to his opponent and exile their graveyard. He is being a usual...himself, and refuses to take my advice of splashing . His deck, as it is, is /, and he wants to use things like relic of progenitus , bazaar trader , useful cycling cards , among other useless crap.
If anyone can help me figure out a list for him, then I can show it to him and he can stop fussing over it. I would assume that it is a budget deck, for he is broke. Also, it is more for multiplayer games, so I think ways of doing it to multiple players would be best, either by copying or retrieving it back from the graveyard or something like that. If you feel the need to splash , then I don't blame you. That is the only way I can see it working on a consistent basis. If you can do it without splashing , then he will be more inclined to listen to the advice.
Thanks in advance!
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.
A friend of mine wants to make an immortal coil deck. The goal of the deck is to give the coil to his opponent and exile their graveyard. He is being a usual...himself, and refuses to take my advice of splashing . His deck, as it is, is /, and he wants to use things like relic of progenitus , bazaar trader , useful cycling cards , among other useless crap.
If anyone can help me figure out a list for him, then I can show it to him and he can stop fussing over it. I would assume that it is a budget deck, for he is broke. Also, it is more for multiplayer games, so I think ways of doing it to multiple players would be best, either by copying or retrieving it back from the graveyard or something like that. If you feel the need to splash , then I don't blame you. That is the only way I can see it working on a consistent basis. If you can do it without splashing , then he will be more inclined to listen to the advice.
Thanks in advance!
Not wanting to splash U and keeping this R/B makes this somewhat harder as this limits things that allow you to trade with other players. U does this best from what I've seen. The only red cards I see that can do this are Bazaar Trader and possibly, Confusion in the Ranks if there are other artifacts in the field already.
Not wanting to splash U and keeping this R/B makes this somewhat harder as this limits things that allow you to trade with other players. U does this best from what I've seen. The only red cards I see that can do this are Bazaar Trader and possibly, Confusion in the Ranks if there are other artifacts in the field already.
This is basically what I told him.
If you could give a list, of whatever colors, that would be great. Maybe if I show him then he'll decide on using .
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.
Theis, thanks a bunch for the quick reply! I was trying to send this in a pm.. but my internet is down due to a storm so im forced into using my phone.. and my phone is unhappy trying to send a pm.
I will definitely make the recommended changes on the soldier theme, it will work better that way than how I had planned it out.
Do you think the angel deck is relatively playable as is? I made a mistake of not including sunblast angel... I would use 2 of those instead of 2 radiant, archangel. Anything to improve on?
Theis, thanks a bunch for the quick reply! I was trying to send this in a pm.. but my internet is down due to a storm so im forced into using my phone.. and my phone is unhappy trying to send a pm.
I will definitely make the recommended changes on the soldier theme, it will work better that way than how I had planned it out.
Do you think the angel deck is relatively playable as is? I made a mistake of not including sunblast angel... I would use 2 of those instead of 2 radiant, archangel. Anything to improve on? Thanks for all your help!
Happy to help, But be aware that i made the deck with lots of 1 and 2 off's so that when you played the deck you would have to find out what you like the most and discard less useful ideas, you can also try to keep in mind all the cards i listed but didn't use as they are all perfectly playable^^
To be honest i didn't look at the angel deck at all, as when i first got started on the soldier build it was actually quite interesting. But i will give it a go nevertheless.
Oh well, more or less what i expected. As i see it, you have so many cards at the top of the curve that you needed ramp (pearl and incubator) and this makes you vulnerable.
I believe the correct thing would be to make it more controllish. But first a few cards to fit the strategy: Expedition Map to find the ruin, Path to exile /Sword to Plowshares as they are the best spot removal in the game and shines near wrath of god effect, which is another card i would want you to have more of, Scepter of Dominance as a good way to suppress other decks.
I your deck i dislike the amount of top heavy cards (read: big casting cost), your ramping, your removal (because it isn't instant) and the ascention. I like mind stone btw.
It plays a lot fever creatures for much more control (removal and wipes), and eventually it wins from Emeria, the sky ruin.
Trick, hold mana open when you subect and enemy attack as they know you can then just kill their dudes, which means they have to attack with more dudes. That is called overextending, and if they do that then you should punish them with day of judgment.
Building the deck, Oblivion ring is great catch them all card and if you only have two then would advice for picking up two new playsets now that they come in m12, path to exile and sword to plowshares are the best spot removal in the game and even more so in their color and will never decrease in value so just pick them up as an investment, wrath of god and day of judgment are both rather costy and can be swapped for other wrath effects if you don't have the money, Scepter of dominance doesn't cost too much but is good because it can tap lands so if your opponent is mana screwed you can just lock them out of the game.
I'm fairly certain we could. I, however, have pretty much no experience in EDH, so I'm not up to the task at all. However, someone else most likely is, and if they feel like it, sure, I see no reason not to make an EDH deck. But maybe it would be easier if you specified the General?
I certainly wouldn't. EDH decks are a lot of work, and a lot of cards. I can come with generic suggestions and talk about an already existing deck, but no way I make an entirely new one for you.