submitted by /u/PleasantKenobi to r/MTGLegacy [link] [comments]
There was a request for Jacob’s “Anything you can do I can do better” deck from the most recent game knights episode but made budget. So I took a crack at it.
Commanders: [[Ludevic, Necro-Alchemist]] and [[Ikra Shidiqi, the Usurper]]
Goal: As is the goal of Jacob’s deck we want to play our opponents biggest threats, but make them slightly better with our pump effects. Here is a link to Jacob’s episode
Comments: This deck was only possible thanks to /u/Karnblack and his post. I took major inspiration from this list, and adjusted the landbase, added a few different clone effects, and adjusted the ramp. Hopefully everyone likes the deck, and be sure to leave a comment telling me what you like or would change.
Ok, giving it another try then!
Sorry, mate, but your app requests full access to my one drive, and that’s just not happening. Better to go for Dropbox that allows selective access rights, so an app doesn’t need to request such broad permissions.
So, my Paradox Arcum list is below 200€ and can easily stick with a competitive table. Sure, some high price cards are not in there, but that doesn‘t reduce its win rate to below 10%. Some decks need the super expensive rocks to get a shot at winning (…
submitted by /u/myersmc16 to r/Magicdeckbuilding [link] [comments]
/u/bboomslang on What is the one MTG related purchase you’ve always wanted to make, but could never quite justify?
A Timetwister for my Jhoira cEDH deck. It would be fantastic, but 1800€ is just too much.
Hi everyone, Pongo here. Today, I want to talk a bit about some new Protean Hulk technology.
First, let’s review the state of Flash Hulk decks in mid-2018. This isn’t meant to be exhaustive and will necessarily leave quite a few things out for the sake of brevity.
At this time, the majority of Hulk decks either relied on the ‘Breakfast combo’ (a combination of Nomads en-Kor and Cephalid Illusionist allowing you to dump your entire library into the graveyard to assemble another, typically sorcery speed, combo) or else one of a few different Blood Artist combos (a combination of Blood Artist with other creatures permitting their controller to loop sacrificing recursive creatures an arbitrary amount of times). The most well-known decks that used these strategies at the time are Breakfast Hulk proper (which uses its namesake combo and additionally gets Grand Abolisher to protect itself from nearly all forms of interaction), as well as a few different decks (e.g. Hulkweaver, Definitely Not Varolz, etc.) that, broadly speaking, rely on either Karmic Guide or Persist combos with Blood Artist to win.
Both strategies are still widespread in the cEDH meta, are extremely powerful, and serve as something of a reference point for all other Hulk combos. However, neither is without its flaws. Breakfast Hulk’s sorcery speed limitation means that you can’t always take advantage of openings provided by other players fighting each other on the stack over another game-winning threat. Blood Artist lines, by contrast, allow you to win while other spells remain on the stack and on other players’ turns but typically require a second Hulk death trigger which provides opponents a window to disrupt your combo.
Alright, now let’s flashforward (flashback? flash…hulk!? :why:) to about 5 months ago. It was around this time that u/SleepyJackdaw inadvertently brought about one of the most important recent innovations to Flash Hulk technology. By bringing everybody’s attention to the existence of a combined “Breakfast + Blood Artist” loop that provides instant speed wins in a single Protean Hulk death trigger, interest in brewing decks with Flash Hulk was suddenly renewed. Thus, the “Shuffle” pile was born. By combining the ability to take advantage of openings at instant speed, along with the inherent protection of needing only a single Hulk trigger (and an additional layer of protection in Memory’s Journey as the cherry on top) it was said that “The Holy Grail of Hulk piles” was finally discovered. Around this time, myself and many others started brewing a few different decks incorporating this pile.
Here’s where things get interesting: whereas brewers such as u/SirOzzsome and u/synchrobot started exploring the space for Shuffle decks with extra combo pieces enabling efficient Hulk piles to beat any single stax piece or card stuck in hand, u/ShaperSavant and myself—put off by bad experiences drawing into combo pieces and lots of graveyard hate—started exploring decks that aim to maximize card quality by incorporating the smallest amount of combo pieces. This approach incorporated a slot-efficient, synergistic backup line capable of beating even the most oppressive board states and unfortunate draws using Spellseeker and Laboratory Maniac in conjunction with Tainted Pact at the cost of some mana efficiency. Additionally, the extra A+B combo of Lab Man + Tainted Pact combined with the super low cmc of the deck (and no eldrazi titan) meant that the deck could play Ad Nauseam to great effect.
It’s in the spirit of this brew that I then started experimenting with even more extreme approaches to improve the card quality of Flash Hulk while simultaneously enhancing the deck’s ability to play Ad Naus and value Tainted Pact. The obvious step to do this was to try cutting pieces that are mostly dead outside of the combo but are also crucial to not have exiled. This ultimately led to a brew I affectionately dubbed “JUMPMAN” that aimed to get around the fact that it’s impossible to fit a draw effect into a Hulk pile with Lab Man and the Breakfast combo. By milling into Radical Idea and casting it from the graveyard, it was possible to reduce the amount of totally dead combo pieces in the deck to just Lab Man and the Breakfast combo (since Radical Idea can, at minimum, be cycled away). With the only card of importance now being Lab Man, Tainted Pact suddenly became a card that could be played for value. Cutting otherwise useless combo pieces made Ad Naus even better. Four mana to win the game at instant speed is an obvious disadvantage compared to the Shuffle pile, but it was hardly a hurdle in my control and stax-heavy meta (where waiting to cast Flash at the end of a counter war is especially useful) and only mildly inconvenient in racing situations. All those freed up slots got converted into more interaction as well as powerful mana and draw engines to help with grinding against the well-represented midrange decks. In other words, a Flash Hulk deck that is also a midrange Ad Naus (MAN) deck.
Almost immediately after brewing this deck, u/elfric brought an easily overlooked, old card to my attention: Sacred Guide. All the loose strings of my previous experiments suddenly came together; Sacred Hulk was born.
Sacred Guide W Human -- Cleric 1W, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way.
By running no other white cards, Sacred Guide effectively turns into another copy of Tainted Pact for the purposes of exiling our library. Importantly, it only costs 1 mana so it can easily be fit into a Hulk pile alongside Lab Man. This leaves space in the pile for Hapless Researcher for a guaranteed draw. Finally, either Blood Pet or Sylvan Safekeeper can be included in the pile using the last CMC to either discount the win to 3 mana (Flash + activating Sacred Guide for 1UW and sacrificing Blood Pet) or get free protection. The biggest loss is terms of white cards is Silence although Autumn’s Veil does a reasonable impersonation. Eladamri’s Call can be cut for Sylvan Tutor. Finally, losing Enlightened Tutor isn’t so bad as in this shell it mostly a redundant copy of Mana Crypt, Sylvan Library or Mystic Remora.
“But why is this an improvement?” you may ask; the answer lies in the even more elegant layering between the deck’s three pillars: Flash Hulk, Tainted Pact and Ad Nauseam. Compared to JUMPMAN, Sacred Hulk’s Flash Hulk pile can be pulled off for only three mana (again, with no timing restrictions). This puts Sacred Hulk much closer to other Hulk decks in terms of speed and offers a lot of turn 2 and protected turn 3 win potential. Tainted Pact suddenly becomes even more of a viable value play since, like JUMPMAN, we don’t have to worry about exiling much beyond Lab Man while using it. Having the redundant library exiling effect means that we are even more able to play Tainted Pact and not have to worry about recurring it for use later (or about exiling one of two different Breakfast combo pieces). Finally, this redundancy makes Ad Nauseam even more consistent at assembling an A+B combo which, when combined with any cantrip or a Tymna draw, can allow us to win through common Hulk hate such as Grafdigger’s Cage, Rest in Peace, Cursed Totem and Leyline of the Void. The final (and perhaps biggest) appeal of Sacred Hulk is that, compared to other Hulk decks, we have very few dead draws.
Where other decks find drawing into Dread Return, Kozilek, Butcher of Truth or Karmic Guide inconvenient, drawing into Lab Man opens lines where we can use a creature or general-purpose tutor to find either Sacred Guide or Tainted Pact and win from there. Drawing into Sacred Guide opens tutoring Lab Man. Drawing into Tainted Pact is just fine. Basically, drawing into combo pieces is no longer a potential roadblock; an opening hand with one of our combo pieces can be a plan in-and-of-itself. Finally, stax pieces that would force other Hulk decks to scramble for an answer are only mildly inconvenient for us since we can just assemble one of our two card combos that operate through most types of stax.
I hope you enjoyed this trip down memory lane and introduction to some new Hulk shells and technology! If you have any questions or comments (or just want to hang out and chat) don’t hesitate to post here or join us at the Unified Hulk Discord: https://discord.gg/ZaEtFCd
We’re back for another competitive commander game! This week Jim is pretending S2E8 never happened, reprising PST. Will he be able to show off what the deck is actually capable of? You’ll have to watch to find out!
Jim: Paradox Scepter Thrasios (http://tappedout.net/mtg-decks/paradox-scepter-thrasios-1/) deck credit to /u/ShaperSavant and /u/SFRG
Eliot: Tatyova (http://tappedout.net/mtg-decks/tatyova-benthicc-druid-3/)
Jerry: Niv Mizzet Storm (https://tappedout.net/mtg-decks/08-10-18-niv-mizzet-storm/)
Critical Decision Points
In this section we like to call out some of the key decision points of the game. This section contains spoilers. Watch the video before you keep reading!
22:13: Eliot sandbags his [[Cavern of Souls]]. He could have played it from his hand, then used it to make Tatyova uncounterable. Instead, he held onto it because he wanted to draw an extra card off the landfall trigger. Should Eliot have gone for the sure thing or the glory?
33:34: On Jim’s winning turn, he starts digging for an answer to Niv-Mizzet using [[Thrasios, Triton Hero]]. The rate per card here is 6 for the first card (2 to cast Thrasios and 4 to activate), and 4 for each card after that. /u/biopower pointed out yesterday during our exclusive Patreon preview on Discord that Jim could have activated Sensei’s Divining Top’s draw ability, and – holding priority – activate [[Isochron Scepter]] to untap the top and activate it again. This allows me to draw the top and recast it. Rather than paying 4 to dig 2 cards deep, taking this line allows me to dig 3 cards deep for every 5 mana spent, which is a much better rate
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The point is that Thrasios is not just "relatively good". Thrasios is amongst the top tier of cEDH competitive commanders. If your scale puts commanders like that in the bottom rung of whatever scale you apply and puts casual stuff several ru…
I played a game of VivaJava: The Coffee Game: The Dice Game.
submitted by /u/PleasantKenobi to r/magicTCG [link] [comments]
/u/bboomslang on Does anyone know why amazon isn’t stocking the MTG guild kits individually for ravnica allegiance and only as a bundle but they did both for guilds of ravnica?
It’s worse at amazon.de: there are only offers for “random guild kit one of five” – so you don’t even get a guarantee to get what you actually want.
This here. The RC doesn’t ban for cEDH powerlevel issues, it bans for casual play. And he is a really unfun commander, when he is played with wheel effects. Sure, he can be interacted with, but that’s the whole thing: the RC looks at how fun an environment is, or how unfun it can get, when casual decks clash. Same reason why they unbanned Protean Hulk: it’s a fun card actually in casual, and can be handled quite good there, it just turns into a combo beast if you explicitely go for the combos he enables.
Well, at least with cEDH, Kaladesh went completely nuklear. Panharmonicon being the most harmelss in being a central piece of Brago Blink strategies. The Reservoir is the Storm Wincon of choice, Paradox Engine is in many Combo Decks the prime enabler a…
Commander: [[Lord Windgrace]]
Goal: Abuse Landfall triggers to create giant armies and generate insane value
The Beauty of Jund Landfall
I’ve wanted to brew Windgrace for awhile now, figured why not today!
The deck is all about getting lands in to play, into our graveyard, into our hand… basically we are milking every part of a lands life for value.
- Our “Lieutenants” for this deck are [[Omnath, Locus of Rage]] and [[The Gitrong Monster]]. Omnath builds us a gigantic army thats hard to deal with while Gitrog draws us ludicrous numbers of cards.
- [[From the Ashes]] and [[Wave of Vitrol]] may look like non-basic land hate, but in our deck, they are ways to get tons of landfall triggers. With lord windgrace out, if we have 3 non basics in play, we can get 3 basics from our effect then -2 Windgrace for 5 triggers at once, which is conservative. 5 4/4 baloths? 5 5/5 elementals? Seems pretty sweet to me.
- Speaking of baloths, [[Rampaging Baloths]], [[Zendikar’s Roil]], [[Seed the Land]], and [[Sporemound]] are great ways to make lots of creatures from all our landfall triggers.
- [[From Under the Floorboards]] is one of my favorites cards for this deck- we ramp a ton, get Windgrace out, discard FUTF to draw a card, and create a truckload of zombies. Basically a White Sun Zenith.
- These are some cool utility lands in the deck: [[Dakmor Salvage]], [[Drownyard Temple]], [[Geothermal Crevice]], and [[Haunted Fengraf]]. Two of the best lands we can use are [[Myriad Landscape]] and [[Blighted Woodland]], each giving us recurable tools to keep pumping out lands.
- The last few crucial cards are [[Splendid Reclamation]], [[Ramunap Excavator]], [[Mina and Denn, Wildborn]], and [[Borborygmos, Enraged]]. Each is doing super powerful stuff on their own, and once paired with other pieces of the deck can get out of hand quickly.
Nice short deck breakdown today! Any crucial cards I missed? Deck look cool? Do I need more team pump? I think most of the time we just get there with 5/5s and 4/4s, but I could be wrong. Maybe I should have included more of Gitrog’s combos…