1x indestructibility? It's a gift for your opponents which have no answers for that card. I have no idea what is the purpose of flickerwisp in this deck.
2x Narcolepsy, 2x Pacifism in my own deck... and sometimes Flickering something on the opponent's board is enough to force a win. Flickerwisp. Is. Awesome.
I only run 1x Indestructibility because I have 1x Three Dreams and 2x Sovereigns of Lost Alara to find it if I happen to need it. I usually don't. I forced it in due to the combo with Pariah.
2x Narcolepsy, 2x Pacifism in my own deck... and sometimes Flickering something on the opponent's board is enough to force a win. Flickerwisp. Is. Awesome.I only run 1x Indestructibility because I have 1x Three Dreams and 2x Sovereigns of Lost Alara
1x indestructibility? It's a gift for your opponents which have no answers for that card. I have no idea what is the purpose of flickerwisp in this deck.
2x Narcolepsy, 2x Pacifism in my own deck... and sometimes Flickering something on the opponent's board is enough to force a win. Flickerwisp. Is. Awesome.
I only run 1x Indestructibility because I have 1x Three Dreams and 2x Sovereigns of Lost Alara to find it if I happen to need it. I usually don't. I forced it in due to the combo with Pariah.
If you run any Auramancer , Totem-Guide Hartebeest or even Sun Titan , the Flickerwisp could be more valuable. But if you only use it as a temporal blocker removal I do not think it is worth the risk of running two WW cards. In most of the time, Your attacking creatures have evasions(fly , unblockable, etc) and in other time, they are extremely large.
2x Narcolepsy, 2x Pacifism in my own deck... and sometimes Flickering something on the opponent's board is enough to force a win. Flickerwisp. Is. Awesome.I only run 1x Indestructibility because I have 1x Three Dreams and 2x Sovereigns of Lost Alara
And if you're scared of the WW cost, it's because you want it T3. That's the wrong way to play this card. It's a nasty spell that leaves behind a 3/1 flying body. This card wins games if you know how to use it.
Other advice is welcome, but Flickerwisp stays. Period.
EDIT: You can move around any of your own benficial enchantments, as well. So many uses for this card...
Flickerwisp temporarily removes permanents, not just creatures; Asceticism . No Mercy . Worship . Honor of th
When I first came across Flickerwisp in this game I didn't think much of it, but then I started watching it pull off some mean or downright nasty tricks. It was certainly enough to leave me wanting to include the card in my own build which I have done, though haven't gotten around to testing it yet.
When I first came across Flickerwisp in this game I didn't think much of it, but then I started watching it pull off some mean or downright nasty tricks. It was certainly enough to leave me wanting to include the c
Okay well, I rarely find myself losing to these "one copy" cards. But nullifying counter cretures is a strong argument. I might try to add wisps in this deck. My build is like below. It basically relies on spiritdancer to recycling cheap auras and press early pressure. Lateron I could reuse them by auramancers and titans.
Okay well, I rarely find myself losing to these "one copy" cards. But nullifying counter cretures is a strong argument. I might try to add wisps in this deck. My build is like below. It basically relies on spiritdancer to recycling cheap auras an
I do respect your flavor on this card, but I do not think this card should alwasy have a spot in this deck. I do not know how many times have you tried this card in game. In my experience, it becomes a dead draw quite often. It cannot save you from a goblin rush, getting overwhelmed by big creatures, getting board swept etc. Flickerwisp's usefulness is limited and reactive, which depends on your opponent's play. If you opponents go Pariah+Indestructibily or worship, it can be the MVP. However, most decks in this game do not rely on these tricks to win the game. Every aura is not a dead draw, once you have spiritdancer. But Flickerwisp is conditional and against decks like AW you wont like to draw it. Many time you are craving for a coronet/empirial armor/stalker/dancer more than a wisp. And there are only two copies, you cannot find them when you really need them, since the tutors in this deck are for aura exclusively. It is a good sideboard card, but there is no sideboard in this game unfortunately.
I do respect your flavor on this card, but I do not think this card should alwasy have a spot in this deck. I do not know how many times have you tried this card in game. In my experience, it becomes a dead draw quite often. It cannot save you fr
T1: island T1: Mountain, Goblin guide T2: plains, pacifism T2: mountain, Goblin Piledriver T3: plains, flickerwhisp; place pacifism on piledriver T3: concedes.
Now I agree that this guy conceded way too early, but one cannot deny that i took all momentum out of goblins opening thanks to that little whisp. Even if his third play was a lord, I would still be in a position to trade.
I just played vs goblins, on the play:T1: island T1: Mountain, Goblin guideT2: plains, pacifism T2: mountain, Goblin PiledriverT3: plains, flickerwhisp; place pacifism on piledriver T3: concedes.Now I agree that this guy conceded way too early, but
The point isn't so much that he conceded, but rather that I took 2 damage instead of 9 (possibly 16) before turn 4 largely thanks to the utility of the wisp.
The point isn't so much that he conceded, but rather that I took 2 damage instead of 9 (possibly 16) before turn 4 largely thanks to the utility of the wisp.
Flickerwisp is a 3/1 flier for 3 mana, its ability is just gravy (delicious gravy) Against decks where it's ability is irrelevant, it's 3/1 flying is typically relevant... Imperial armor? Followed footsteps?
Flickerwisp is a 3/1 flier for 3 mana, its ability is just gravy (delicious gravy) Against decks where it's ability is irrelevant, it's 3/1 flying is typically relevant... Imperial armor? Followed footsteps?
The point isn't so much that he conceded, but rather that I took 2 damage instead of 9 (possibly 16) before turn 4 largely thanks to the utility of the wisp.
You probably mean took 2 instead of 3 (possibly 8). You were still losing this. Next time try turn 2 Kor spiritdancer + turn 3 griffin guide and your opponent's ragequit would be 100% understandable.
You probably mean took 2 instead of 3 (possibly 8). You were still losing this. Next time try turn 2 Kor spiritdancer + turn 3 griffin guide and your opponent's ragequit would be 100% understandable.
Please keep your posts polite, on-topic, and refrain from making personal attacks.You are welcome to disagree with one another but please do so respectfully and constructively.
If you wish to report a post for Code of Conduct violation, click on the Report Post button above the post and this will submit your report to the moderators on duty.
Ive removed content from this thread because baiting is a violation of the Code of Conduct.You can review the Code here: www.wizards.com/Company/About.aspx?x=wz_...Please keep your posts polite, on-topic, and refrain from making personal attacks.Yo
The point isn't so much that he conceded, but rather that I took 2 damage instead of 9 (possibly 16) before turn 4 largely thanks to the utility of the wisp.
If I were you I would have saved the pacifism for the amazing two drops of the goblins(instigator, piledriver). Dropping on the guide and moving later just save you 2 damage. Basically it is a two cards for two cards trade, I cannot see the advantage of using the wisp in this case: one more pacifism or narcolepsy or power 2 creature also makes the play. IMO, a kor spiritdancer with coronet/lifelink/etc is the reason for a goblin player to concede, not the wisp. Building it up as quickly as possible is the key here and Flickerwisp cannot help in this process. It is a great sideboard card which provides the permanent removal this deck lacks, but does not synergize with the core of this deck well.
If I were you I would have saved the pacifism for the amazing two drops of the goblins(instigator, piledriver). Dropping on the guide and moving later just save you 2 damage. Basically it is a two cards for two cards trade, I cannot see the advantag
The point isn't so much that he conceded, but rather that I took 2 damage instead of 9 (possibly 16) before turn 4 largely thanks to the utility of the wisp.
If I were you I would have saved the pacifism for the amazing two drops of the goblins(instigator, piledriver). Dropping on the guide and moving later just save you 2 damage. Basically it is a two cards for two cards trade, I cannot see the advantage of using the wisp in this case: one more pacifism or narcolepsy or power 2 creature also makes the play. IMO, a kor spiritdancer with coronet/lifelink/etc is the reason for a goblin player to concede, not the wisp. Building it up as quickly as possible is the key here and Flickerwisp cannot help in this process. It is a great sideboard card which provides the permanent removal this deck lacks, but does not synergize with the core of this deck well.
I would have to agree with this last statement. It is a nice card and a good trick when needed, but it doesn't fit well in this deck. It always depends on what build you use as well...but this deck has so many nice enchants to do so many things a Flickerwisp just doesn't seem needed.
If I were you I would have saved the pacifism for the amazing two drops of the goblins(instigator, piledriver). Dropping on the guide and moving later just save you 2 damage. Basically it is a two cards for two cards trade, I cannot see the advantag
The point isn't so much that he conceded, but rather that I took 2 damage instead of 9 (possibly 16) before turn 4 largely thanks to the utility of the wisp.
If I were you I would have saved the pacifism for the amazing two drops of the goblins(instigator, piledriver). Dropping on the guide and moving later just save you 2 damage. Basically it is a two cards for two cards trade, I cannot see the advantage of using the wisp in this case: one more pacifism or narcolepsy or power 2 creature also makes the play. IMO, a kor spiritdancer with coronet/lifelink/etc is the reason for a goblin player to concede, not the wisp. Building it up as quickly as possible is the key here and Flickerwisp cannot help in this process. It is a great sideboard card which provides the permanent removal this deck lacks, but does not synergize with the core of this deck well.
I would have to agree with this last statement. It is a nice card and a good trick when needed, but it doesn't fit well in this deck. It always depends on what build you use as well...but this deck has so many nice enchants to do so many things a Flickerwisp just doesn't seem needed.
Flickerwisp lets you move those enchantments around as better targets become available. Flicker a No Mercy to push through some damage and enable a game-ending swing next turn. Flicker Asceticism so you can Pacify that 20/20 Lord of Extinction with trample . Flicker Panoptic Mirror to make your opponent lose the exiled card. Flicker Worship or Elderscale Wurm so you can win the game this turn. I could go on all day. Run both copies.
If I were you I would have saved the pacifism for the amazing two drops of the goblins(instigator, piledriver). Dropping on the guide and moving later just save you 2 damage. Basically it is a two cards for two cards trade, I cannot see the advantag
Or play the Pacifism on your own guy and flicker it directly onto the hexproof, trample 20/20 for style bonus :P
It's a good card, very versatile, but it has no place in my build. I won't start enchanting "bad" targets in hopes of drawing a flicker later on, 2 copies are not showing up reliably enough for that. If it's in my hand early on, I usually wish it was something else, because I need creatures to enchant and a flickerwisp on turn 3 is usually a waste. So most of the time it's sitting in my hand, waiting for that magic moment and eventually gets played out of desperation when I run out of better options.
Or play the Pacifism on your own guy and flicker it directly onto the hexproof, trample 20/20 for style bonus :PIt's a good card, very versatile, but it has no place in my build. I won't start enchanting "bad" targets in hopes of drawing a flicker la
I prefer to play cheaper aura spell like Griffitn guide or Empirial armor on hexproof creature. If the creature are put into the graveyard i can re-play them with the Sun Titan. The cheaper aura can create a fast unblockable behemot with first strike, lifegain ecc.
Or play the Pacifism on your own guy and flicker it directly onto the hexproof, trample 20/20 for style bonus :P
It's a good card, very versatile, but it has no place in my build. I won't start enchanting "bad" targets in hopes of drawing a flicker later on, 2 copies are not showing up reliably enough for that. If it's in my hand early on, I usually wish it was something else, because I need creatures to enchant and a flickerwisp on turn 3 is usually a waste. So most of the time it's sitting in my hand, waiting for that magic moment and eventually gets played out of desperation when I run out of better options.
While you should be able to do that, I believe people have said there is a problem doing this in 2013.
Or play the Pacifism on your own guy and flicker it directly onto the hexproof, trample 20/20 for style bonus :PIt's a good card, very versatile, but it has no place in my build. I won't start enchanting "bad" targets in hopes of drawing a flicker la
Or play the Pacifism on your own guy and flicker it directly onto the hexproof, trample 20/20 for style bonus :P
It's a good card, very versatile, but it has no place in my build. I won't start enchanting "bad" targets in hopes of drawing a flicker later on, 2 copies are not showing up reliably enough for that. If it's in my hand early on, I usually wish it was something else, because I need creatures to enchant and a flickerwisp on turn 3 is usually a waste. So most of the time it's sitting in my hand, waiting for that magic moment and eventually gets played out of desperation when I run out of better options.
Would have to agree with all of this 100%. Could not have said it better myself.
@DeGRa I run a very similar build. I run less of each enchant and more variety of enchants for the 2x Three Dreams . I also only run 1x Sun Titan and 2x Sovereigns of Lost Alara as they are game winners when you need that extra totem armor or a Daybreak Coronet . I also only run 2x Kor Spiritdancer . They are great, but 4 just seems like a bit too much (I use to run 4 forever, then 3 forever, and have settled on 2 a couple weeks ago and have not missed the extra 2 at all). I also run Sigil of the Empty Throne . I basically run like 1 of each enchant, it's great. I leave some out, such as Followed Footsteps and everyone's favorite flash Gift of Granite to name a couple.
Or play the Pacifism on your own guy and flicker it directly onto the hexproof, trample 20/20 for style bonus :PIt's a good card, very versatile, but it has no place in my build. I won't start enchanting "bad" targets in hopes of drawing a flicker la
I haven't seen everyone's build but has anyone tried running as control rather than enchantment deck to ramp Spiritdancer?
There is a lot of strong 3cmc and less creatures/enchantments and the titans play well with them. Also I Followed Footsteps (just in general).
I haven't seen everyone's build but has anyone tried running as control rather than enchantment deck to ramp Spiritdancer?There is a lot of strong 3cmc and less creatures/enchantments and the titans play well with them. Also I
Or play the Pacifism on your own guy and flicker it directly onto the hexproof, trample 20/20 for style bonus :P
It's a good card, very versatile, but it has no place in my build. I won't start enchanting "bad" targets in hopes of drawing a flicker later on, 2 copies are not showing up reliably enough for that. If it's in my hand early on, I usually wish it was something else, because I need creatures to enchant and a flickerwisp on turn 3 is usually a waste. So most of the time it's sitting in my hand, waiting for that magic moment and eventually gets played out of desperation when I run out of better options.
While you should be able to do that, I believe people have said there is a problem doing this in 2013.
Yes, the problem is it just plain doesn't work. It should, we all know that, but in the game of DotP 2013, it still seems to count it as targeting. Strange, since it has no such problem with clone...
Or play the Pacifism on your own guy and flicker it directly onto the hexproof, trample 20/20 for style bonus :PIt's a good card, very versatile, but it has no place in my build. I won't start enchanting "bad" targets in hopes of drawing a flicker la
Until recently I wasn't all that interested in running Aura Servants. It felt clunky with a lot of bad draws and mana problems due to double white or double blue cards. That is until I ran across an archived thread by Nemo who suggested a mono-white build and I was intrigued. I built one and it worked alright but not great. the mana curve was off. So I did some tweaking and splashed in a few single blue cost creatures and this baby runs like a dream. It still might not be perfect but it is pretty awesome. Let me know what you think:
4-Evolving wilds
14-plains
6-islands
4-invisible stalker
4-Kor spiritdancer
1-auramancer
2-flickerwisp
1-Geist of saint traft
1-nomad mythmaker
1-guardian seraph
1-wall of reverence
1-sun Titan
1-gift of granite
1-lifelink
2-daybreak coronet
1-triclopean sight
2-empyrial armor
2-griffin guide
3-indestructibility
1-mammoth umbra
2-pacifism
1-pariah
2-three dreams
2-winds of rath
1-sigil of the empty throne
Almost totally mono white (with only the invisible stalkers and Geist as blue splashes, which gives the deck a smoother mana curve and some hexproof finishers). So if you have been having trouble with your build and can't come up with a fix, try losing the blue and see how it goes. It might give you a solution you otherwise wouldn't have thought of. And if it does, give Nemo some thanks. It was his idea that sparked my own build. And I'd love to hear some feedback on your thoughts/ideas about it. I've only used this build for one night (through campaign and about 20 online 1v1 duels) and while I didn't keep track of exact win/loss totals, I would estimate about a 75% win rate thus far.
Until recently I wasn't all that interested in running Aura Servants. It felt clunky with a lot of bad draws and mana problems due to double white or double blue cards. That is until I ran across an archived thread by Nemo who suggested a mono-white
I run this as a top-heavy deck for a couple of reasons.
First, when you get a god-draw, 3 cards will seal the game. Invisible stalker, empyrial armor, daybreak coronet. Done. You win. Very few decks can stop that. So I include all of the most powerful cheap cards.
The other reason is that there is a vast difference in power between some of the low-mana cards. Empyrial armor vs triclopean sight - I think I know which I will pick.
If you can't draw the right low cmc cards, I would rather not try to make do with the wimpy low CMC cards. A flickerwisp equipped with infiltrator's magemark will not stem the tide of Odric's weenies. Instead, I run pretty much all the high CMC game changers I want. All the high CMC cards have an immediate impact except three dreams, which is just excellent due to its versatility and card advantage.
I have seen some cards that run max pacifism / narcolepsy, and some that go without. Since I have 2x winds of rath and 2x mind control I feel there is less need for the much less versatile 2 mana "removal." Because I have so few multiples, I can usually find one creature to pacify that does not have non-combat abilities, and I am not forced to pacify creatures with useful abilities.
Kudos to Megamaster for getting me started on this build. A few notes:
I run 4 evolving wilds because of relatively high curve, and the mana intensity of empyrial armor and daybreak coronet, the most important early cards. I also worked pretty hard to get a semi-even mana balance. I don't like 12 plains 8 islands because you may not be able to get a stalker on the board. I only run 3x stalkers because they are usually not useful vs aggro. Vs goblins especially I find the spirit dancer vastly superior, get a lifelink enchant on her and swing away.
I have problems with this deck 30% of the time - I either get the wrong colors of mana, no creatures, or no enchantments. Yet my opponents never have this problem. I must have offended the gods of chance.
However, when it works, it is really one of the strongest decks out there. Hexproof plus enchantments is amazing.
I run this as a top-heavy deck for a couple of reasons.First, when you get a god-draw, 3 cards will seal the game. Invisible stalker, empyrial armor, daybreak coronet. Done. You win. Very few decks can stop that. So I include all of the most pow
Here's my most recent creation, re-tooled last week and playing well: "Hakeem928"60 Cards. 24 Lands (8 12; 4 other).A library for Aura Servants (Azorius)Library code: ((((((((~~B4urUk~~Hakeem928~~3AsECSg~~2?lRLgU~~4=jyHgZ~~1=UG5dZ~~2Bpq1Ux~~1?YoR?C~~
I really don't like Mind Control or Guardian Seraph . I used to run the Arbiter , but since I lowered my curve he just wasn't relevant anymore; in your build he seems like he fits.
I thought of going to only 1 Flickerwisp and trying out Wall of Reverence for the lifegain, but my logic was that if I have a beefy creature to gain me some life, I'm probably well ahead anyway. Plus I run 2x Narcolepsy and 2x Pacifism , so the Flickerwisp lets me cast those early and move them later if bigger threats come online.
I also think Three Dreams is awesome, but since you run both Sovereigns , I think it's a bit much.
Just my thoughts.
Notes:Lots of cheap enchantments as 1-ofs because of the awesome tutoring power of 1x Three Dreams and 2x Sovereigns of Lost Alara . Only 3 Invisible Stalker
I run both flickerwisps as they have won many games for me playing against for example Worship, or Elderscale Wurm. They have been invaluable against those cards as this deck has no other enchantment removal and only two creature removal cards (which sweep a lot of your creatures as well as theirs). I don't think it's much of a concession to run both either as a 3 power flapper for 3 isn't bad, even if it only has 1 toughness.
I run both flickerwisps as they have won many games for me playing against for example Worship, or Elderscale Wurm. They have been invaluable against those cards as this deck has no other enchantment removal and only two creature removal cards (which
I run both flickerwisps as they have won many games for me playing against for example Worship, or Elderscale Wurm. They have been invaluable against those cards as this deck has no other enchantment removal and only two creature removal cards (which sweep a lot of your creatures as well as theirs). I don't think it's much of a concession to run both either as a 3 power flapper for 3 isn't bad, even if it only has 1 toughness.
Go back a few pages and you'll see my love for Flickerwisp expressed... I thought about it, then realized the thought was stupid!
Go back a few pages and you'll see my love for Flickerwisp expressed... I thought about it, then realized the thought was stupid! :-p
Hakeem I think your criticism is well-taken. I will remove one of my 5 drops enchants and maybe one three dreams, add sigil and add either flickerwisp or lifelink.
I agree with LiangHu regarding the fleetwing though. The stalker is cheap and unblockable, the Fleetwing costs 2 more for +1/+1.
Hakeem I think your criticism is well-taken. I will remove one of my 5 drops enchants and maybe one three dreams, add sigil and add either flickerwisp or lifelink. I agree with LiangHu regarding the fleetwing though. The stalker is cheap and unblo
I run only 1 of most enchants, except empyrial armor, due to the amount of tutoring in the build. And there's only 1 Geist, so that's not enough to get me to run 2 Griffin Guides. I like the Fleetwings because in defensive games where I'm not hitting my stride, he can block fliers. Three Stalkers is plenty.
Ask yourself how often Daybreak has been a dead card because you couldn't get to play it soon enough. Tutoring it is much more reliable in my experience.
I run only 1 of most enchants, except empyrial armor, due to the amount of tutoring in the build. And there's only 1 Geist, so that's not enough to get me to run 2 Griffin Guides. I like the Fleetwings because in defensive games where I'm not hitting
I run only 1 of most enchants, except empyrial armor, due to the amount of tutoring in the build. And there's only 1 Geist, so that's not enough to get me to run 2 Griffin Guides. I like the Fleetwings because in defensive games where I'm not hitting my stride, he can block fliers. Three Stalkers is plenty.
Ask yourself how often Daybreak has been a dead card because you couldn't get to play it soon enough. Tutoring it is much more reliable in my experience.
This is why I run almost mono-white (with Stalkers and Geist splashing blue) with a low curve. Sidesteps most of these problems...
This is why I run almost mono-white (with Stalkers and Geist splashing blue) with a low curve. Sidesteps most of these problems...
It's not the cost that makes it dead, it's that you can't get an enchanted creature to stick long enough. My deck only requires 1 island to operate and I have 8 plus 4 fetchlands. I didn't examine your build too closely, but there are some good blue enchantments that you may be missing.
It's not the cost that makes it dead, it's that you can't get an enchanted creature to stick long enough. My deck only requires 1 island to operate and I have 8 plus 4 fetchlands. I didn't examine your build too closely, but there are some good blue
I'd also go to 60 cards, and I feel Gift of Granite is pretty bad. If your reasoning is to enable Daybreak Coronet then I don't feel that's compelling enough to warrant its inclusion.
I think Sun Titan outclasses Auramancer in every regard, because you usually won't want to see her until late in the game anyway. 2x Sun Titan feels better to me, especially since the target goes straight to the battlefield, rather than to your hand.
It's not criticism, just advice; do with it what you will.
So my initial thoughts are to drop 2x Indestructibility for 2x Sovereigns of Lost Alara . You can tutor out your copy of Indestructibility with
To be honest i think this deck will lose a lot of games where it casts titan or sovereign. I like the aggressive version that gets there very much like berserker rage. I will have to post my build later.
To be honest i think this deck will lose a lot of games where it casts titan or sovereign. I like the aggressive version that gets there very much like berserker rage. I will have to post my build later.
To be honest i think this deck will lose a lot of games where it casts titan or sovereign. I like the aggressive version that gets there very much like berserker rage. I will have to post my build later.
I could do without the Titans (even though I like them), but all you need is one activation from the Sovereigns and you can get Daybreak Coronet online, or find the other half of your Indestructibility and Pariah combo. Very potent card, I'd suggest giving it a chance.
Just make sure you only swing with one creature!
EDIT: the curve on my build is quite low, so it's not like I'm stalling and waiting for one of the bigger cards; I do often win without them. But they can break stalled games wide open or help you recover from what were hopeless positions. I think there are only 8 cards in the whole deck at 5cmc or higher.
I could do without the Titans (even though I like them), but all you need is one activation from the Sovereigns and you can get Daybreak Coronet
I'd also go to 60 cards, and I feel Gift of Granite is pretty bad. If your reasoning is to enable Daybreak Coronet then I don't feel that's compelling enough to warrant its inclusion.
I think Sun Titan outclasses Auramancer in every regard, because you usually won't want to see her until late in the game anyway. 2x Sun Titan feels better to me, especially since the target goes straight to the battlefield, rather than to your hand.
It's not criticism, just advice; do with it what you will.
I usually playtest to determine how often I become mana screwed to decide if I want to run 60 or 61 cards. Thinking about it now, I don't think I've ever mulled to 6 with this deck... I don't mind 61...
The reason I have left out some of the "good" blue cards, is not because I don't think they are good cards, or couldn't use them. I agree that they would be good additions to the deck. The reason I keep the splashing to a minimum is so that I need no more than 1 blue mana in the entire game, every game. I think that a lot of the benefit I would gain by adding more blue would be mitigated by the mana-screw or colour problems people run into with this deck. I only want 6 blue mana in the deck (which, plus the fetch lands mean I have a 1 in 6 chance to get one). Once I have my 1 blue source, I tutor for white sources even if i already have 5W already, for example. The deck build is still experimental, but I haven't lost a mirror match yet, so it seems to be running well. I never seem to have the problems other people do when running this deck. Mana-screw, or colour problems...
I run gift of granite for the Spiritmancers mainly. get it on for 1 mana, it adds +2/+4 and you draw a card. Daybreaker Coronet is another benefit. It can also protect Stalkers from some sweeps. I like the card. And flash is a bonus. A lot of the time I will use three dreams at 5 mana to get something like Gift of Granite, Daybreaker Coronet and Empyrial Armor or something so I can drop them all on my Spiritmancer and swing. Lets say I have 3 other cards in hand... That is +12/+14, Lifelink, Vigilance for 6 on my next turn... If my dude doesn't get murdered, it's essentially game over. And a good reason for running "Indestructibility" in the deck, so it can't get murdered (unfortunately not exiled, however).
I use "Indestructibility" to protect the Spiritmancers whenever possible. I like to see one in my opening grip. That's why I run so many of them. In utilizing mono-white(ish), a lot of mid-mana creatures are out of my deck, and I lack the large hexproof base the traditional U/W version has. I have to be able to protect the weenies, especially the Spiritmancers or i will get run over. i like Indestructibility in this build in particular, while I would probably not like it in the traditional build.
I don't mind Mammoth Umbra being expensive. My curve is pretty low. If I were to include one other blue card though, it would probably be Eel Umbra. I just don't know if I want to add any more blue or it starts to defeat the purpose of the build...
Im not sure about "Auramancer" yet... hasn't been all that relevant thus far in my build. Then again, neither has Sun Titan. I often don't get far enough in the game to utilize him to full effect, and my graveyard is not often full of anything useful (as I rarely chump, and try to protect and boost my dudes).
those are my thoughts, but again, it's still experimental so i might try changing it up a bit. Seriously though, try the mono-white(ish) idea. It has been a great deck for me.
I usually playtest to determine how often I become mana screwed to decide if I want to run 60 or 61 cards. Thinking about it now, I don't think I've ever mulled to 6 with this deck... I don't mind 61... The reason I have left out some of the "good" b
My issue is without all the small creatures to enchant you end up with a lot of do nothing enchantments. I will have to test sovereign but at the moment my curve tops at 4 with a couple of 5's
My issue is without all the small creatures to enchant you end up with a lot of do nothing enchantments. I will have to test sovereign but at the moment my curve tops at 4 with a couple of 5's
I just played a game where I had a nasty stalker and a flickerwisp but got hit with Damnation . Enter Sun Titan , return the 'wisp and flicker the Titan to get the Stalker back as well. Situational, but fun. I like them.
You have me thinking, though, monk, perhaps the pacifisms and narcolepsies could be cut for some Mimeomancers or something, even Talon Troopers maybe. I don't like how the mimeomancers are so frail to things like pingers/rain of embers/zealous persecution.
I'm in a hurry hence not much auto-carding.
I just played a game where I had a nasty stalker and a flickerwisp but got hit with Damnation . Enter Sun Titan , return the 'wisp and flicker the Titan to get the Stalker back as
My issue is without all the small creatures to enchant you end up with a lot of do nothing enchantments. I will have to test sovereign but at the moment my curve tops at 4 with a couple of 5's
Monk I see why you are saying this, but I don't think that this deck can be built like berserker rage. You can take any creature and slap two collossal might and a berserk on it, and it will be a game-winner.
By contrast, this deck has 9 uber early creatures that really use enchants to their full benefit. The invisible stalkers and geist are impossible for most decks to kill, so your enchantments are guaranteed to stick. The spirit walkers generate card advantage and get hugely pumped if they are enchanted.
Unlike berserker's rage, where you only need one turn with your opponent not using removal to dump all your pumps on a creature, this deck kills much more slowly. If you are enchanting a non-hexproof creature other than auramancer you are very vulnerable to removal or even bounce.
I already use all the 2 drop creatures and two flickerwisps. Lets look at the options at the 3 drop slot, shall we?
Hanna, Ship's navigator: At 1/2 for 3 mana she is underwhelming. She comes from an old set when creatures had lower power and toughness generally. It will cost you a whole 6 mana before she can return a single enchantment. And if you pump her up with protective enchants then you can't attack and use her ability in the same turn.
Talon trooper: A vanilla 2/3 flyer for 3. This is at best a chump blocker against all the decks out there that have pump effects. If its enchanted, you are opening yourself up being 2 for 1ed.
Aven mimeomancer: I already run 2 flickerwisps. Running 4 3/1s is just too vulnerable to burn, especially when this card's ability is pretty marginal.
Auramancer: I can't imagine having auras in the graveyard before turn 4, so if you cast this card then you can re-cast the auras on turn 5. Or you could wait 1 more turn for a sun titan that will do the same thing and comes with a 6/6 body.
Academy researchers: Would be very nice with eldrazi conscription. But that card isn't available. If you run this I think you are required to run the 5 drop auras, as the other auras are underwhelming. If you have a stalker/geist/auramancer to enchant I just can't see using this card's ability.
All in all, only the researchers are attractive - in the event you have a no stalker/geist/auramancer hand, these will allow you to develop some rapid board presence.
Another reason I do not run too many creatures is because of winds of rath. I would rather just have 1-2 enchanted creatures on the board for maximum rath benefit.
So I have reduced my mana curve slightly from my last build, but I am almost resigned to running a slow build. This gives you options - you can go for a fast hand with the best of the best low CMC cards, or go for max mana and drop a game-changing fatty. This build is listed as 45% creatures and 55% spells, but once you subtract the non-aura spells and evolving wilds, it ends up at 58% creatures 42% auras.
Monk I see why you are saying this, but I don't think that this deck can be built like berserker rage. You can take any creature and slap two collossal might and a berserk on it, and it will be a game-winner. By contrast, this deck has 9 uber early
I like it, except for the 23-lands and a lot of important 3-drop spells have in the casting cost. Plus, you have 11 cards at 5cmc+, so I think 24 lands is recommended here.
Don't underestimate Triclopean Sight , either, if put on a Kor Spiritdancer then the vigilance can be a great stalling mechanism. The flash is a nice bonus as a combat trick, as well. It's probably better than Narcolepsy in this build, because you're already running Mind Control .
I like it, except for the 23-lands and a lot of important 3-drop spells have in the casting cost. Plus, you have 11 cards at 5cmc+, so I think 24 lands is recommended here.Don't underestimate Triclopean Sight , eit
Library code: ((((((((~~B4urUk~~Mind the gap AS build~~2AsECSg~~3=jyHgZ~~2=euckk~~2Bpq1Ux~~1?YoR?C~~2?6r?pu~~2?t2Ejc~~1Ali19J~~1=?GPHU~~1AnMEkz~~4?JDdWS~~2?Y63XF~~2BcOqKo~~2BvWm?I~~2BpXwqA~~1=gqxWj~~1?JEQou~~1AlNweJ~~1?fXJMp~~1=0IcmS~~1AgXXAC~~1?LaxgG~~1AU4kBb~~1AH9LXG~~1?Q706V~~1BYFkpS~~1BMi?92~~))))))))
This is my build, and it hasn't changed at all since the second week after the expansion. Bear in mind that it is optomized for 2HG to run with my partners MS build, which should explain some of the stranger choices. That being said, I have NEVER lost a 1v1 game with this build. I've had a whopping 5+ games (but i'm pretty sure less than 10) with it and won them all. Any questions?
"Mind the gap AS build"61 Cards. 24 Lands (10 10; 4 other).A library for Aura Servants (Azorius)Library code: ((((((((~~B4urUk~~Mind the gap AS build~~2AsECSg~~3=jyHgZ~~2=euckk~~2Bpq1Ux~~1?YoR?C~~2?6r?pu~~2?t2Ejc~~1Ali19J~~1=?GPHU~~1AnMEkz~~4?JDdWS~~
Hehe, you already know I tend to name my builds after movies or movie quotes. :P
What do you think of the build? It is one of my top decks, and the build really hasn't changed in forever. I have a reason for every card, and every card has done it's bit for me so far. Cept maybe the auramancer, who is more often than not a roadbump blocker. Even so, useful to have and a decent enough top deck if my auras are all out of commision.
Hehe, you already know I tend to name my builds after movies or movie quotes. :P What do you think of the build? It is one of my top decks, and the build really hasn't changed in forever. I have a reason for every card, and every card has done it's b
The Wall of Reverence has been great for me so far, so I felt very comfortable taking out the Lifelink enchantment. The 6-toughness flying body is nice, too. I put Grand Arbiter Augustin IV back in to disrupt my opponent's tempo, more than to help with my own, but it's a nice bonus; casting Sovereigns of Lost Alara for is great. Ophidian Eye has also been doing some great work for me since the flash virtually guarantees you'll get one card, but with Invisible Stalker it's even more awesome. I haven't seen Followed Footsteps yet, but with Three Dreams it's a virtual 2-of so I'm sure I'll get to it soon.
And another note about Sun Titan , is that at worst he recycles your fetchlands to thin the land from your deck. At best it's great recovery from a sweeper or key removal card that lets you re-establish your position.
Some minor tweaks with notes: "Hakeem928" 60 Cards. 24 Lands (9 11; 4 other). A library for Aura Servants (Azorius) Library code: ((((((((~~B4urUk~~Hakeem928~~4AsECSg~~2?lRLgU~~4=jyHgZ~~1=UG5dZ~~1?YoR?C~~1Ali19J~~1A=?f24~~1Bnt6dS~~1=?GPHU~~1
Hehe, you already know I tend to name my builds after movies or movie quotes. :P
What do you think of the build? It is one of my top decks, and the build really hasn't changed in forever. I have a reason for every card, and every card has done it's bit for me so far. Cept maybe the auramancer, who is more often than not a roadbump blocker. Even so, useful to have and a decent enough top deck if my auras are all out of commision.
I see where you are leaning with your build, and that's one thing I know about this deck is that you have to be very comfortable with your build because Aura decks can be very situational and prone to removals.
Tonight a brilliant imprint on the Mirror by a CW opponent completely stomped me. First imprint Repulse ..... takes out my 2 Spiritdancers. Second imprint Disperse ..... ruins Stalker, Indestructible, Pariah.
So... very situational sometimes, but I must say this 2hg build is second or third to Chandra in my 1v1 play and wins very constantly, and versatility. Grim cut has shown itself very good in both formats, so it may rank in my top 3 1v1 decks soon. Think I posted it already, but here it is anyway.
Hehe, you already know I tend to name my builds after movies or movie quotes. :P What do you think of the build? It is one of my top decks, and the build really hasn't changed in forever. I have a reason for every card, and every card has done it's b
Sorry for doubling but for some reason I can't edit that post above and realized after I had posted it, I have changed my build a bit I believe since I ran this one. Let me check and if I have I'll update my deck post.
Edit: Most definitely changed my deck.
Here is what has to be my final cut as it works so well on all levels. And don't argue with me. It does.
Sorry for doubling but for some reason I can't edit that post above and realized after I had posted it, I have changed my build a bit I believe since I ran this one.Let me check and if I have I'll update my deck post.Edit:Most definitely changed my d
I agree with your earlier statement about the "lot of one ofs" in this deck Hakeem. Three Dreams is an amaizing spell in this deck and lets you tutor an enchant for pretty much any situation at all. I run "one ofs" of nearly every enchant, lol. I do run both Pacifism and Narcolepsy though. I also run every hexproof creature as it really is the entire premise of winning in this deck. Throw enchants on hexproof and procede.
I know people love Flickerwisp in this deck, but I find little need for it. And trust me, I don't need another list of all its uses, I know them already. I just think there are better options. I'm 13-3 atm with my build using no Flickerwisp , so I don't have any plans to include it.
I agree with your earlier statement about the "lot of one ofs" in this deck Hakeem. Three Dreams is an amaizing spell in this deck and lets you tutor an enchant for pretty much any situation at all. I run "one of
I agree with your earlier statement about the "lot of one ofs" in this deck Hakeem. Three Dreams is an amaizing spell in this deck and lets you tutor an enchant for pretty much any situation at all. I run "one ofs" of nearly every enchant, lol. I do run both Pacifism and Narcolepsy though. I also run every hexproof creature as it really is the entire premise of winning in this deck. Throw enchants on hexproof and procede.
I know people love Flickerwisp in this deck, but I find little need for it. And trust me, I don't need another list of all its uses, I know them already. I just think there are better options. I'm 13-3 atm with my build using no Flickerwisp , so I don't have any plans to include it.
I am, but I've voiced my opinion on the matter several pages back. It's not a 3-drop, certainly, it's more like a late-game trick that wins games. With two, I see it a bit too often, but with one I don't see it often enough. Given the relatively poor nature of the competing 3-drop creatures, I think Flickerwisp is an automatic 2-of in the deck.
I have, however, taken out my enchantments that target my opponent's creatures, so its utility value has gone down slightly for my build. Testing will tell if it needs to be replaced, though I doubt it ever will.
I am, but I've voiced my opinion on the matter several pages back. It's not a 3-drop, certainly, it's more like a late-game trick that wins games. With two, I see it a bit too often, but with one I don't see it often enough. Given the relatively poor
Poor nature of competing 3-drops? Mimeomancer is awesome. 3 power flying for 3CMC is decent, just compare it to Skywinder Drake . On top of that it buffs your creatures and has the potential to shrink fatties. I have no doubt it's a better 3-drop for this deck than Flickerwisp.
Poor nature of competing 3-drops? Mimeomancer is awesome. 3 power flying for 3CMC is decent, just compare it to Skywinder Drake . On top of that it buffs your creatures and has the potential to shrink fatties. I hav
I personally don't like the Mimeomancer, and have never felt threatened when seeing it on the other side of the field. It may indeed shrink them, but it also give them evasion.
And Flickerwisp has 3 flying power for 3cmc, but can often win the game the turn it comes in.
@minddrifter and Gegliosch:
Are your builds posted in this thread? If not, I'd like to look at them to see the mix of creatures you are both running. The creature mix seems to be the major difference between the various builds and I respect both of your opinions quite highly.
I personally don't like the Mimeomancer, and have never felt threatened when seeing it on the other side of the field. It may indeed shrink them, but it also give them evasion.And Flickerwisp has 3 flying power for 3cmc, but can often win the game th
Top-heavy and only two Kor Spiritdancer s? You don't find the draw they provide to be enough of an advantage to include them? And do you find 2x Three Dreams and 2x Sovereigns of Lost Alara to be a bit too much, or are you just shooting to maximize your odds of hitting a tutor? And the two 5-cmc totem armor enchantments... you don't find those to be dead draws more often than not? Obviously you are winning with it, so let me know how you feel about these questions.
Top-heavy and only two Kor Spiritdancer s? You don't find the draw they provide to be enough of an advantage to include them? And do you find 2x Three Dreams and 2x Sovereigns
What do you guys think of my build? "Enchanted"61 Cards. 24 Lands (8 12; 4 other).A library for Aura Servants (Azorius)Library code: ((((((((~~B4urUk~~Enchanted~~4AsECSg~~2?lRLgU~~4=jyHgZ~~2=UG5dZ~~2?YoR?C~~1?3B=2j~~1Ali19J~~2A=?f24~~1Bnt6dS~~1=?GPHU
I really like it overall, but we're here to criticize aren't we, lol?
I think 2x Indestructibility is no good, just stick to one copy and tutor it if you need it for your combo. If you've read anything I've posted in this thread, you'll know how I feel about Sovereigns of Lost Alara . Try to make room for it somehow and I promise you won't regret it. This guy has an impact the turn he hits the board, unless an opponent has instant-speed removal and activates it before you declare your attack. If he doesn't, then you get any enchantment from your library onto the battlefield right away. Daybreak Coronet is the go-to target here, or Infiltrator's Magemark if you can swing for lethal with just one creature.
Minor tweaks, I think your build is great. Probably because it's a lot like mine, lol!
I really like it overall, but we're here to criticize aren't we, lol?I think 2x Indestructibility is no good, just stick to one copy and tutor it if you need it for your combo. If you've read anything I've posted i
I agree, it is somewhat top heavy, but there is still a lot of lower costing cards. To explain my choices: First this deck is going to be 50/50(close to it) with creatures/spells(mainly enchants). There is very little room for much of anything basically. So hard cuts have to be made and after experimenting with this deck forever, I found that 2x Kor Spiritdancer was the best option.
At first I did 3x Dancer, 3x Invisible Stalker . Every time I drew a Dancer I was basically going "Damn, I wish that was a Stalker right now." When it comes down to it, Hexproof is what wins in this deck, but the Dancers are still very helpful. You can't RELY on them though, and that is why I use 2. I have been screwed having too many Dancers on more than one occasion.
I have a lot of solid 3 cmc enchants. The 2x Empyrial Armor work amazingly well as well as the 2x Griffin Guide . I will often win games with any number of these, and especially with Daybreak Coronet , before anything else matters. You can't always rely on this though, that is why, as you mentioned, the 2x Three Dreams and 2x Sovereigns of Lost Alara can be so important if you are not getting the draws you need and have just been stalling (which will basically be half the time). This is why I include 2x Pacifism , 2x Narcolepsy , and 2x Winds of Rath , most of which is cheap. Of course endgame you have the 2x Sun Titan that will bring back any number of your very important 3cmc cards.
I think I answered your questions to the best of my ability. If I left something out or confused about something (sometimes I can be a bit confusing, lol) just ask. I will try not to be offended. ;P
Mainly, I feel highly offended! Lol, j/k.I agree, it is somewhat top heavy, but there is still a lot of lower costing cards. To explain my choices: First this deck is going to be 50/50(close to it) with creatures/spells(mainly enchants). There is
I don't know where to find it or if it changed, so here's my current version. "Gegliosch"60 Cards. 24 Lands (10 10; 4 other).A library for Aura Servants (Azorius)Library code: ((((((((~~B4urUk~~Gegliosch~~4AsECSg~~4=jyHgZ~~2Bpq1Ux~~2?YoR?C~~2?6r?pu~~
I have a question. I had an Aven Fleetwing with Indestructibility and Pariah on him. I was at 1 life and the next turn my opponent cast Singe-Mind Ogre on me and I lose the game. Is this because the wording of the Ogre? I didn't take damage, I lost life? A fine line...but either that or the game glitched or I overlooked something else. If anyone can clear this up for me I would really appreciate it. Thanks.
I have a question. I had an Aven Fleetwing with Indestructibility and Pariah on him. I was at 1 life and the next turn my opponent cast
I have a question. I had an Aven Fleetwing with Indestructibility and Pariah on him. I was at 1 life and the next turn my opponent cast Singe-Mind Ogre on me and I lose the game. Is this because the wording of the Ogre? I didn't take damage, I lost life? A fine line...but either that or the game glitched or I overlooked something else. If anyone can clear this up for me I would really appreciate it. Thanks.
It was legit. Loss of life is not damage. I had that happen to me and forgot about it being loss of life myself.
It was legit. Loss of life is not damage. I had that happen to me and forgot about it being loss of life myself.
...Really? It's still an unbeatable combo for majority of the games you'll play. And even if a deck has an answer, they're still not guaranteed to get to it before you finish them off.
...Really? It's still an unbeatable combo for majority of the games you'll play. And even if a deck has an answer, they're still not guaranteed to get to it before you finish them off. Even with its loopholes, Pariah
...Really? It's still an unbeatable combo for majority of the games you'll play. And even if a deck has an answer, they're still not guaranteed to get to it before you finish them off.
With the rise of GM , I think the Pariah + Indestructibility combo is much less viable. It's so situational and "unsafe" that I think playing cards that are good most of the time (unlike Indestructibility) is better. Of course this is coming from a guy that never liked that combo...
On a side note, I don't get Three Dreams . From my games, I often don't need 3 Auras to win. Most of the time I only need to tutor 1 aura to win (either a Daybreak Coronet or a cheap aura to enable Daybreak Coronet ). That's why a value the body of Totem-Guide Hartebeest more than 2 cards that I won't need.
With the rise of GM , I think the Pariah + Indestructibility combo is much less viable. It's so situational and "unsafe" that I think playing cards that are good most of the time
With the rise of GM , I think the Pariah + Indestructibility combo is much less viable. It's so situational and "unsafe" that I think playing cards that are good most of the time (unlike Indestructibility) is better. Of course this is coming from a guy that never liked that combo...
On a side note, I don't get Three Dreams . From my games, I often don't need 3 Auras to win. Most of the time I only need to tutor 1 aura to win (either a Daybreak Coronet or a cheap aura to enable Daybreak Coronet ). That's why a value the body of Totem-Guide Hartebeest more than 2 cards that I won't need.
I was thinking the same about the Hartebeast. I'm reading that many of you are having problems with your creature percentages. This is an obvious fix here. Plus if you are feeling the hurt of aggro, this will at least give you a blocker for a turn unlike the dreams. I don't play much 1v1 so the dreams are fine for me most the time so I run one of each.
I was thinking the same about the Hartebeast. I'm reading that many of you are having problems with your creature percentages. This is an obvious fix here. Plus if you are feeling the hurt of aggro, this will at least give you a blocker for a turn un
With the rise of GM , I think the Pariah + Indestructibility combo is much less viable. It's so situational and "unsafe" that I think playing cards that are good most of the time (unlike Indestructibility) is better. Of course this is coming from a guy that never liked that combo...
On a side note, I don't get Three Dreams . From my games, I often don't need 3 Auras to win. Most of the time I only need to tutor 1 aura to win (either a Daybreak Coronet or a cheap aura to enable Daybreak Coronet ). That's why a value the body of Totem-Guide Hartebeest more than 2 cards that I won't need.
I was thinking the same about the Hartebeast. I'm reading that many of you are having problems with your creature percentages. This is an obvious fix here. Plus if you are feeling the hurt of aggro, this will at least give you a blocker for a turn unlike the dreams. I don't play much 1v1 so the dreams are fine for me most the time so I run one of each.
Those are exactly the 2 reasons that made me include the 'beest in my deck. My creature count was very low and I was already playing only the auras that I wanted. He helped me many times.
I was thinking the same about the Hartebeast. I'm reading that many of you are having problems with your creature percentages. This is an obvious fix here. Plus if you are feeling the hurt of aggro, this will at least give you a blocker for a turn un
I don't run the dreams either. I see the philosophy behind running two dreams and one of each aura, but there are a lot that I want multiple copies of in my deck, and some that I just want none of. If the aura isn't good enough to be in my build without reliable tutors, then why should I give it a spot over multiple copies of a better one? The only tutor I run so far is one copy of the sovreign, if you can call it that. I may swap out the auramancers for the hartebeest's, if i need a tutor, since the auramancers have very little effect, but on the other side of the spectrum, they do help at times when I need my aura back, soo...I may just keep the same build i've used succesfully for months now.
I run the deck as a partner to Tripp's MS build anyway, so what do I care? My creatures are usually not for dealing damage, I run tricks with the aura's I have access to, while we deal the damage together. Invisible pack-mule is the last resort, or a lucky draw, and never one we rely on to win. I would think the build I have would be weaker in 1v1, but it has won all it's games there, and I have only played good players with it, never tested it against a random, so...meh.
I don't run the dreams either. I see the philosophy behind running two dreams and one of each aura, but there are a lot that I want multiple copies of in my deck, and some that I just want none of. If the aura isn't good enough to be in my build with
There's been plenty of games where Three Dreams won the game for me. A Narcolepsy/Pacifism, a Coronet, and Indestruct. Not to mention just because a couple decks have something that can bypass Indestructibility + Pariah isn't enough for me to take the combo out when it works against numerous other decks. I can see maybe running only one with 2 Sovereigns of Lost Alara or the other way around, but I don't think I would cut it out completely. Maybe I should exchange the Lost Alaras with Totem-Guide Heartbeast .
There's been plenty of games where Three Dreams won the game for me. A Narcolepsy/Pacifism, a Coronet, and Indestruct. Not to mention just because a couple decks have something that can bypass Indestructibili
All this talk...all I see everywhere is indestructability + pariah...wanna know a better combo? Indestructability + Followed footsteps. Put this on the right creature, be it a flickerwisp or a sun titan, or any of your enemies bombs, and you have something that must be answered, cannot be stalled out until an answer comes to your hand. With the pariah combo, they can't hurt you but it does nothing to advance your own position. I would rather throw pariah on an annoying creature that's swinging through every turn and save my indestructability for something I want to copy over and over, or my partners dominus. Guess i'm unique eh?
All this talk...all I see everywhere is indestructability + pariah...wanna know a better combo? Indestructability + Followed footsteps. Put this on the right creature, be it a flickerwisp or a sun titan, or any of your enemies bombs, and you have som
There's been plenty of games where Three Dreams won the game for me. A Narcolepsy/Pacifism, a Coronet, and Indestruct. Not to mention just because a couple decks have something that can bypass Indestructibility + Pariah isn't enough for me to take the combo out when it works against numerous other decks. I can see maybe running only one with 2 Sovereigns of Lost Alara or the other way around, but I don't think I would cut it out completely. Maybe I should exchange the Lost Alaras with Totem-Guide Heartbeast .
Don't do this, seriously. If you want the Heartbeest, take out the Dreams, and only them. Sovereigns are just better overall.
Second point is that you have to think not only about how the Dreams won you the game, but how the 3 cards were needed. For, as I said, all I need is a Coronet or something to enable it. A Coronet in a Stalker and you don't need removal.
To finish, I only commented about the combo because of how GM is popular right now and how it can easily break it. But again, I never liked the combo to begin...
Don't do this, seriously. If you want the Heartbeest, take out the Dreams, and only them. Sovereigns are just better overall.Second point is that you have to think not only about how the Dreams won you the game, but how the 3 cards were needed. For,
Free tutor straight to the battlefield vs. to your hand? 4/5 vs. 2/5?
Depends. Can't throw an aura on an opponents creature with the sovreign. Both depend on the situation, and what you need to win. Is it a coronet on your own creature, or is it a footsteps on your opponents game winner?
Depends. Can't throw an aura on an opponents creature with the sovreign. Both depend on the situation, and what you need to win. Is it a coronet on your own creature, or is it a footsteps on your opponents game winner?
Free tutor straight to the battlefield vs. to your hand? 4/5 vs. 2/5?
Depends. Can't throw an aura on an opponents creature with the sovreign. Both depend on the situation, and what you need to win. Is it a coronet on your own creature, or is it a footsteps on your opponents game winner?
Point is, I don't think the Hartebeest should be compared with the Sovereigns, as the Sovereigns are better. It gets your Coronet online this turn, or your Magemark to win the game with a massive Spiritdancer. Like felbatista did, comparing Three Dreams to Hartebeest is more sensible, because you're deciding between three auras that you can't play this turn, or that one key aura and a body.
And put a Footsteps on your own Sovereign and soon you'll tutor every aura in your deck onto that one hexproof creature. Hey, I can dream...
Depends. Can't throw an aura on an opponents creature with the sovreign. Both depend on the situation, and what you need to win. Is it a coronet on your own creature, or is it a footsteps on your opponents game winner?[/quote]Point is, I don't think
Free tutor straight to the battlefield vs. to your hand? 4/5 vs. 2/5?
Depends. Can't throw an aura on an opponents creature with the sovreign. Both depend on the situation, and what you need to win. Is it a coronet on your own creature, or is it a footsteps on your opponents game winner?
Point is, I don't think the Hartebeest should be compared with the Sovereigns, as the Sovereigns are better. It gets your Coronet online this turn, or your Magemark to win the game with a massive Spiritdancer. Like felbatista did, comparing Three Dreams to Hartebeest is more sensible, because you're deciding between three auras that you can't play this turn, or that one key aura and a body.
And put a Footsteps on your own Sovereign and soon you'll tutor every aura in your deck onto that one hexproof creature. Hey, I can dream...
Sovereign is better hands down. Just pointing out another difference, and an important one. I run one sovereign and one titan myself.
Depends. Can't throw an aura on an opponents creature with the sovreign. Both depend on the situation, and what you need to win. Is it a coronet on your own creature, or is it a footsteps on your opponents game winner?[/quote]Point is, I don't think
...Really? It's still an unbeatable combo for majority of the games you'll play. And even if a deck has an answer, they're still not guaranteed to get to it before you finish them off.
There's always a specific scenario like Mirror + Disperse, hell Mirror + anything is hard to combat unless you destroy the mirror. I don't revolve all my decks around one combo in one deck. This discussion has been discussed before, lol.
As far as comparing Severeign, Dreams, and the Totem Beast...I don't see how comparing one is really any different than comparing another. Sovereign costs more, so it takes longer to get going. If I am stuck at 5 mana I would most certainly take Beast or Dreams ahead of Sovereign. So while I agree it may be the superior card, it also has the higher cmc. Perhaps a mix of the three is the way to go (that is what I am trying now).
As far as Followed Footsteps goes, it is situational. If there isn't much worth putting it on it is worthless. It suffers the same drawback of any other enchant, it can be a 2 for 1. Sure, cast it on the opponent's game winner and it isn't bad, but there are better options, most cheaper, when it comes down to it. I don't need an army in this deck, I need a Hexproof with enchants. None of the Hexproofs are really worth putting Followed Footsteps on either. I would much rather use Control Magic to take their best creature than Footsteps when it comes down to it.
I agree that Pariah on a good creature an opponent owns isn't a bad move, but against about half the decks a Pariah + Indestructibility will win you the game. No reason to not use this combo if you know it cannot be beat. If you are playing against a deck where this combo can be easily broken, then both cards can be used for other purposes.
There's always a specific scenario like Mirror + Disperse, hell Mirror + anything is hard to combat unless you destroy the mirror. I don't revolve all my decks around one combo in one deck. This discussion has been discussed before, lol.As far as c
There's always a specific scenario like Mirror + Disperse, hell Mirror + anything is hard to combat unless you destroy the mirror. I don't revolve all my decks around one combo in one deck. This discussion has been discussed before, lol.
As far as comparing Severeign, Dreams, and the Totem Beast...I don't see how comparing one is really any different than comparing another. Sovereign costs more, so it takes longer to get going. If I am stuck at 5 mana I would most certainly take Beast or Dreams ahead of Sovereign. So while I agree it may be the superior card, it also has the higher cmc. Perhaps a mix of the three is the way to go (that is what I am trying now).
As far as Followed Footsteps goes, it is situational. If there isn't much worth putting it on it is worthless. It suffers the same drawback of any other enchant, it can be a 2 for 1. Sure, cast it on the opponent's game winner and it isn't bad, but there are better options, most cheaper, when it comes down to it. I don't need an army in this deck, I need a Hexproof with enchants. None of the Hexproofs are really worth putting Followed Footsteps on either. I would much rather use Control Magic to take their best creature than Footsteps when it comes down to it.
I agree that Pariah on a good creature an opponent owns isn't a bad move, but against about half the decks a Pariah + Indestructibility will win you the game. No reason to not use this combo if you know it cannot be beat. If you are playing against a deck where this combo can be easily broken, then both cards can be used for other purposes.
Sovereign may be 6-cmc, but he affects the board the turn he comes in. You usually can't cast the fetched auras until the next turn, so the net effect is about the same. That is, unless you miss your land drop and cannot play the Sovereign.
I agree with you on Followed Footsteps, I would almost never do it to my own creature. It usually just ends up as a 2-for-1 in your favor with the other guy simply removing his own creature, which isn't bad, but isn't always game-breaking either.
This deck is causing me so much frustration... off to test monk1410's aggro flying build right now.
Sovereign may be 6-cmc, but he affects the board the turn he comes in. You usually can't cast the fetched auras until the next turn, so the net effect is about the same. That is, unless you miss your land drop and cannot play the Sovereign.I agree wi
Sorry monk, but it just wasn't for me. I did win with it, but I didn't enjoy playing it, so that's why I tweaked it back a bit. My 'final' build follows these notes. My main concerns were:
You were running 4x Kor Spiritdancer , but only 13 enchantments overall (two of which require one of the other nine to even be cast at all. And my math is not wrong, because the 2x Pacifism will not enable the Coronet ); I get why you went creature-heavy, and I think that type of build is very viable, but this card was mostly dead for me because I just wasn't able to draw cards from it (and to me that's MUCH more important than the +2/+2 stat). Also, my ravings about Sovereigns of Lost Alara are well-founded, but not in this build due to the paucity of enchantments and the aggro nature of the build. Since every other creature you run is 3-cmc or under (except the Arbiter ), 2x Sun Titan seems better for your build than the Sovereigns . Grand Arbiter Augustin IV was also mostly dead because it seems counter to the aggro plan you're on; your curve is so low that you don't need the cheap spells, and you're so aggressive that you don't need to tap out on turn 4 to only slightly disrupt the opponent. And Gift of Granite is bad, I really don't like it. Having a Stalker survive the occasional Infest isn't compelling enough for me to run it.
Without further ado, my final build. I will retire from this thread and go back to playing other decks:
Sorry monk, but it just wasn't for me. I did win with it, but I didn't enjoy playing it, so that's why I tweaked it back a bit. My 'final' build follows these notes. My main concerns were:You were running 4x Kor Spiritdancer
I love my AS build. If anyone's curious and wants to give it a try, here it is: "NimNams" 60 Cards. 24 Lands (10 10; 4 other). A library for Aura Servants (Azorius) Library code: ((((((((~~B4urUk~~NimNams~~4AsECSg~~4=jyHgZ~~2?YoR?C~~1?6r?pu~
I was just wondering, I had 2 soverigens of lost alara but when I attacked alone, the effect did not go through. Do the effects cancel each other out? I won that turn though, so maybe ending the game was the reason I didn't pull anything out.
I was just wondering, I had 2 soverigens of lost alara but when I attacked alone, the effect did not go through. Do the effects cancel each other out? I won that turn though, so maybe ending the game was the reason I didn't pull anything out.
Were you playing against the mill deck? Perhaps there were simply no legal enchantments left in your library; because they do not cancel out and you should've gotten to choose twice.
Were you playing against the mill deck? Perhaps there were simply no legal enchantments left in your library; because they do not cancel out and you should've gotten to choose twice.
Each of the original decks got 10 additional promo cards
Enjoy!!!!
Hi jackvalenIf you follow this link it will explain how to get extra cards.community.wizards.com/go/thread/view/758... Each of the original decks got 10 additional promo cardsEnjoy!!!!