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Curse of the Swine
Exile X target creatures. For each creature exiled this way, its controller puts a 2/2 green boar creature token onto the battlefield.
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Curse of the Swine Discussion
6 days ago
I have been having a blast playing Rashmi on magic online recently. My best suggestion is to use elves as your ramp. Getting her in play turn 3 is great, and the way elves synergies work you get even bigger mana later on. Rashmi is an elf so Priest of Titania, Elvish Archdruid, & Elvish Guidance are great, especially when you have all the other 1 cmc mana elves too like Llanowar Elves, etc. Karametra's Acolyte, Curse of the Swine and Restock are other mvps for me. Here's a link to my list for you:
1 week ago
- Hymn of the Wilds (this card sucks in multiplayer. Every deck needs its instants and sorceries)
- Daretti, Ingenious Iconoclast gold cards should fit an archetype or just be good, and this doesnt fit either category
- Ghost Council of Orzhova pretty bad actually
- Figure of Destiny I think your initial impression was right. Lets scrap it
- Magister of Worth white has enough wrath effects
- Tidehollow Strix no comment
- Arlinn Kord Flip I think Xenagos is better based on how the archetypes are shaping up
- Surrak Dragonclaw I think Maelstrom Wanderer fits the archetypes in temur better (spells, gruul beats and whatever simic does)
- Brigid, Hero of Kinsbaile discourages attacks, even against other players, which is bad. If we had included Azorius hard control, stax or tax this card would be fine though
- Gustcloak Savior I dont think it does enough
- Herald of the Host Serra Angel isnt good enough for this format
- Kytheon, Hero of Akros Flip pikers arent good enough in this format, and he sucks as a planeswalker I think
- Crescendo of War too slow
- Dusk / Dawn I think that ultimately there wont be a deck that really benefits from this
- Just a general note about white: we have too many pump effects. Lets cut a couple.
- Broodbirth Viper fine if the cube is lower power level, but its quite high now
- Quickling do we have a deck for this card?
- Serendib Efreet this card doesnt match up well against multiple opponents
- Reverse Engineer too narrow
- Should we include a few more morphs so that stratus dancer is less obvious? Maybe Willbender, Thousand Winds and Kheru Spellsnatcher? At least all these cards kick ass in multiplayer.
- Bloodghast only good in one deck, and even then, it requires some setup. I feel Reassembling Skeleton is a better option for the cube.
- Sly Requisitioner too narrow
- Triskaidekaphobia cute but too shitty
- Dark Confidant I realized this card will probably just kill you.
- Phyrexian Metamorph feel kind of stupid for missing this
- Spellskite maybe this sucks, I dunno
- Curse of the Swine
- Kheru Spellsnatcher
- Thousand Winds
- Kalitas, Traitor of Ghet
- Waste Not
- Innocent Blood
- Bloodchief Ascension
- Gray Merchant of Asphodel
- Reassembling Skeleton
I think our next task will be deciding which are the best 50 or so cards in each color from our pool. that should lay the groundwork for deciding which narrow cards (i.e., archetype-specific) cards we should include. Curious to hear your thoughts on cuts/additions!
2 weeks ago
Also, help yourself and everyone else, and tell us which Niv Mizzet it is: Firemind or Dracogenius?
2 weeks ago
I Love weird tribal beat down decks. This is great! I have some ideas to toss at you... Myr Galvanizer, Xenograft, Sword of the Animist, Lord of Atlantis, Adaptive Automaton, Scion of Oona, Gauntlet of Power, Caged Sun, Curse of the Swine, Riptide Director, Sea Gate Loremaster. Cool deck & Happy gathering!
2 weeks ago
I agree with MagicalHacker. I think Surrak Dragonclaw would be a much better commander to kill off Azami. Green and red both have a lof of 'can't be countered' creatures. Consider Great Sable Stag and Mistcutter Hydra, pro blue and it's gonna hit the table. Also gets you Vexing Shusher and Treetop Village.
Don't forget to look at things like Stranglehold and Ugin's Nexus to negate the extra turns. Consider Boseiju, Who Shelters All to force things like Wrath of God or Curse of the Swine to help negate some of his cards. AEther Flash could help kill his creatures. Banefire for direct damage.
I think you have a lot of options if you don't go for a blue vs blue matchup.
2 weeks ago
Hey Lissie, I saw your video and wanted to share my own experiences. I love these partners and think your deck is good, but still to much focused on Atraxa than Reyhan. My deck Witch-Maw | Khan and Deciple Counter Bonanza! explains what im about to say and more too, but here i go anyway.
For ramp i would add Ordeal of Nylea as it instantly resolves once Reyhan attacks.
Allot of your removal resolves on removing or exiling every creature, which sets you back as well. Possible even further then others since you need to grow back while other just throw big things on the field. But blue actually has allot to solve that! Curse of the Swine, AEtherize and Cyclonic Rift are examples i also use and work very well. Also Living Death is a must as it actually works with Reyhan's trigger to "paste" counters on your reanimated creatures after living death's trigger is finished! Finally Selfless Squire while not removing, prevents and creates counters!
Going on Reyhan can break the legend rule with Mirror Mockery. When enchanting Reyhan, he can now place 3 counters on 2 target creatures every attack as the copy "enters the battlefield with 3 counters". And after this copy "entered play" we have to sacrifice one Reyhan instantly since the Legend rule states we can't have more than one. But this is exactly what we want to avoid that exile effect on mirror mockery.
Now imagine a Rite of Replication and Strionic Resonator on a Corpsejack Menace or a Deepglow Skate ;). And if that was good, imagine the replication on Reyhan with the same explanation as with mirror mockery. But now we have 6 Reyhans. 5 which needs to be sacrificed, all on which 6 Reyhan abilities trigger and they all have 3 counters....... urgh all this math, my brain hurts.
The last issue i usually face with these partners is getting through an opponent. It's big fun having this big 80/80 Ishai but once you tap it, it can get blocked and eh... Which is where i added Jarad, Golgari Lich Lord and Ghoulcaller Gisa. So now we sacrifice Ishai, so something which isn't blocked gets these 79 counters, or we create 79 zombies or we just do 79 lifeloss.. so much alternate wincons!
Have fun on playing! I hope this helps!
2 weeks ago
Hey there! I think there are some ramp cards you should consider that are below the one-dollar mark. Try replacing Pilgrim's Eye and Traveler's Amulet with cards like Commander's Sphere, Darksteel Ingot, etc. This and cared draw are most essential, which blue has a bounty of the latter like Treasure Cruise, Opportunity, and Foresee. Also, there are some cards that are not quite doing enough for what you want in an EDH deck. Consider cutting cards like Magma Jet, Hungry Flames, Izzet Chronarch, Anarchist, etc. and replacing them with other cards that you would want to double with all your copiers such as one great example you have in there, Fireball. For example, Comet Storm would be awesome with this deck style. For removal, consider cards like Reality Shift, Rapid Hybridization, Curse of the Swine, or even Red Sun's Zenith. For retrieval, instead of Feldon's Cane or Elixir of Immortality, consider maybe Spelltwine, Call to Mind, and Pull from the Deep. Rise from the Tides seems like an auto-include as well. Hope this improves your consistency! :)
2 weeks ago
First off, welcome to Magic! :)
You have chosen a good color my friend. Instead of telling you what is right and what is wrong with your deck, I want to instead tell you about evaluating a card's power level.
Firstly, as a blue player, it is your job to keep the game under control. In EDH, that job isn't always easy, and requires you to have a both a lot of resources, and a lot cards in your hand to play with. If you run out of cards in your hand, you have lost control of the game. When a blue player loses control of the game, things get very bad. So when you look at a card and try to determine how good it is for your deck, think about whether or not it helps you keep the game under control and/or keeps your hand stocked with cards.
One of the cards in your deck is a fantastic example: Azami, Lady of Scrolls. She is beautiful. Every turn, she adds another card to your hand. She keeps your hand stocked up, and that makes her good. Your commander also keeps your hand stocked, since it also draws cards.
Check out these cards that have both ends of the spectrum (control and card-draw):
- Dismiss: Counters a spell and draws a card. It's exactly what you're looking for.
- Repulse: Disrupt your opponent's gameplan, and restock your hand with yet another card to play with. Awesome.
- Repeal: Same concept. Great interruption and draws a card.
- Mystic Confluence: Ouch! This costs like $8... but hey. It's always nice to have a goal and to be introduced to higher power-level cards. It gives you some perspective.
- Cryptic Command: Ooooo gurl this card is expensive, but look how strong and magical it is. :D
Something that might take a while to figure out is a very important fact. Drawing cards isn't the only way to gain card advantage. You see, as a blue player, it's okay to go down on the number of cards you're playing with, as long as someone else goes down harder. For example, Curse of the Swine is a very good card. For only one card from you, you get to mop the floor with lots of your opponents' creatures. This is considered card advantage because now you're way ahead of them on sheer number of cards. In commander, the 2/2 pigs are pretty much worthless. Your life total is high enough to make that not matter. If they're really bothering you, you can just use Wash Out, naming green. Wash Out is another example of a really good card that can take control of a game. Cards like those that return a large number of creatures back to their owners' hands can be life savers when the board is starting to look hairy. If you don't want them to assemble their creature again very quickly, you could play a card like Arcane Laboratory. You're a slow deck anyway. It shouldn't bother you too much. However, it really slows down your opponents.
You should also know that when you play cards like Frost Lynx or Chant of the Skifsang, you're only delaying the inevitable. You haven't taken control of the game as we would say. In fact, you're likely still backed into a corner. Wouldn't it be nice to just do something like Rapid Hybridization, Pongify, or Reality Shift? Cards that actually take care of your problems are the ones that will save you from dying.
Another strong type a card is one that continues to do things as time in the game goes on, and the longer they're in play, the more they become worth their mana investment. A fantastic example of this is Talrand, Sky Summoner. While he's not too threatening the turn he comes into play, he can possible take over the game completely after being in play for a while. Another really good example is Crystal Shard. It can return your creatures to your hand that have good "enters the battlefield" effects, and your opponents won't want to tap out completely or else you'll bounce their crap. Rhystic Study is a bit expensive, but very strong. It's exactly the king of card that offers longevity and late-game power because it draws cards over time and keeps your hand full of options. Same with Staff of Nin and Mystic Remora.
In conclusion, think about longevity. Think about drawing cards. Think about cards that hit the battlefield with impact, and cards that give you advantage over time. Be patient. You'll get there.