Farm / Market
Farm Instant Destroy target attacking or blocking creature.
Market Sorcery Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw two cards, then discard two cards.
Farm / Market Discussion
2 months ago
There are a couple of things that i would suggest, however i do not know how "simple" they would be to use for a beginner so if you feel like testing them out but dont fully understand it feel free to ask.
First thing i would suggest is possibly going with Aetherflux Reservoir and Paradoxical Outcome. These cards together with all of your artifacts you have can do amazing and you would be surprised how easily you can get up to that 50 life. This can then be used as an alternate win condition.
another would be to use the Puzzleknots. Since you are using Prophetic Prism and the Cultivator's Caravan, you can have access to any color of mana. with this, you can use the Metalspinner's Puzzleknot for extra card draw. you can also do the same thing with the Implements. Implement of Improvement is a cheap card that give you some life gain and also card draw while Implement of Examination costs a little bit more but also give more card draw instead of life.
i hope these suggestions are at the least a little helpful
2 months ago
I've been building gateway and I think you need to go wider on the CMC slots. Playing Farm / Market and Striped Riverwinder give you 6 and 7 cmc slots, while being cards you realistically only cast for 3 or 1 mana. I would cut out 4x Glint-Sleeve Siphoner 2x Shadow of the Grave and 3x Spell Pierce to the sideboard. add in 4x Farm / Market 4x Striped Riverwinder (or Consign / Oblivion) 1x Vizier of Tumbling Sands.
3 months ago
I agree they are all solid spells. To jump off what the above comment is getting at, spells with multiple modes are going to be very good. Insidious Will is a good example, since it is rarely a dead card because it gives you many choices to pick from. Unsubstantiate is another good one not mentioned yet. Failure / Comply Farm / Market and even things like Sapphire Charm and Piracy Charm are good for the same reason. The more situations the card can be used in the more likely it is you wont be stuck with "dead card".
3 months ago
Thank you for your input!
Farm / Market is a really good addition for the deck, you're right about that.
I've put the Search for Azcanta Flip in the Sideboard with the Settle the Wreckage because they do slow me Game 1. I've added Approach of the Second Sun to the sideboard since it work so well with Azcanta, the Sunken Ruin. It can also be an amazing T7 in Magic Wonderland where you cast Approach, keep priority and cast Failure and return Approach to your hand.
Your ideas have quite help me!.
3 months ago
I like Farm / Market in this deck it accomplishes both things you want to do, clear the board and dig for your finisher.
Censor is less good as the game goes longer, Id cut one
4x Search for Azcanta Flip is too many. starting with two in your opener is a total bummer, 3x at max plus you can potentially draw your finisher and be forced to put it to the bottom of your library. Same for Baral, Chief of Compliance I understand the importance of this card early and being on 24 lands this card comes in clutch for you i'm sure. However I think cutting one is the right call.
splashing red for 4x Harnessed Lightning helps early with small attackers and late for larger ones too, especially when you have sum floating energy from Glimmer of Genius and Aether Meltdown.its easy enough to find colors you need with Spirebluff Canal and Inspiring Vantage.
hope this helps
4 months ago
Typhon_741 you need to find it first, if you already have it in hand than life is going to be easy. Tragic Lesson , Seeker of Insight, Daring Saboteur, and Farm / Market are some of your better options.
I would drop Minister of Inquiries in place of Seeker of Insight since it will let you discard and draw each turn without having to worry about energy, and Sacred Cat could be dropped for Farm / Market.
5 months ago
Friend, i have played a lot of reanimator (mardu is my main) and in my experience Madcap Experiment was not consistent enough. I really hated digging 6 cards just to hit a gear hulk and losing almost 1/3 of my life... it played too much in favor of my opponent. I feel that Strategic Planning depends on the type of reanimator you are running... for example, it is really useful for creature heavy versions, not very good in more controlling types (which i play). I like to have control over what i put in my gy.
With regard to agro and ramunap red... sweepers in side are important for turn 3. I am currently using Sweltering Suns (my version is more red so i can afford the double red most of the time) but there are others for turn 3 as well.
Chart a Course can replace Tormenting Voice but Cathartic Reunion is really strong for anyone running red in their reanimator. Consider, turn 2 chart a course, to discard gift... turn 3 you champion, dump 2 cards (one creature matters for turn 4)... turn 4 Refurbish+God-Pharaoh's Gift+reanimate gearhulk. Seems good! The deck works as intended... but it has little interaction with opponent.
Now consider a turn 2 Cathartic Reunion... dump gift and gearhulk... turn 3 sweeper or really any play, your turn 2 setup turn 4 already instead of needing both turn2 and 3! It really opens up your turn 3 curve spot! Go nut with creativity to keep your opponents off balance before you jam a gearhulk in their face. I like some control here to help clear the way for the turn 4 hulk. And turn 4 plays as normal, refurb gift reanimate gearhulk. The deck works the same, one line of play should seem stronger.
Farm / Market... i love this card for Torrential (im working on a second esper gift that focuses on instant speed spells to showcase torrential) If you were to remove noxious for torrential you could do some interesting things with cards like Farm / Market Tragic Lesson Failed Inspection Baral, Chief of Compliance Lightning Strike Magma Spray etc. food for thought! Red blue spells reanimator splash white?! Could be interesting!(adding it to my list lol)
Anyway, I hope this helps. Feel free to check out my decks for ideas... i mainly run reanimators. Just finished retooling my esper version after protour and only have a few tweaks to make to my Mardu, then back to my control esper gift.
Good luck to ya!
5 months ago
First match, was a red-green dinosaur home-brew deck. It was very easy. He is a friend of mine and I had told him to make it an enrage deck. He didn't listen to me. He has all the good creatures in(Carnage Tyrant Regisaur Alpha etc.), Yet the synergies are non existent.
Second match, was an Approach of the Second Sun deck. First game , I won him with my flyers. I went 2-1 first game was easy for him. I lost the tempo plays and a land drop. As soon as I hit the board with a Sphinx of Magosi , he had already cast one approach and had another one in . He had many removals too. The three mana removals were just perfect for him. (Skywhaler's Shot Farm / Market) . Second game , turn three I already had three creatures on the field and he missed a land drop. He scooped. Last game, it was close. I was attacking with my creatures , trying to make him concede.he then casts an approach. He gains seven life, getting back to 10. Game over I thought. He then conceded, cause she hadn't had any removals in hand AND not another approach. It was weird, buuut I wouldn't care less. I was just happy I beat a 700$ deck with a welcome deck.(he is a dick, that pimps out every deck of his. If it isn't foil, it won't fit in his decks. imagine when a welcome deck 2017 kicks your ass :p )
Third match, was a pain in the ass ramunap red. I knew I would face a deck like this, that's why I have many small creatures. First game , I was blocking with everything I had (if I could) . I mean, those Earthshaker Khenras are nut busting. He dropped two and by turn 4, I was at 10ish. That's when I hit him hard . Turn 4 I hit the field with an Arborback Stomper . I gain 5 life, I pass. Fifth round, he attacks with everything. I block a ragavan token, I kill a khenra with a 3/2 Merfolk Branchwalker and he passes... Turn five, I draw a Nature's Way . Sixth Sense on a flying Stealer of Secrets, swing in for 8, draw two cards. One is a Rabid Bite . I cast it .he now has 1 creature left, while I have 3 on board. He conceded. Second game, she goes 0-60 in no time. I lost and didn't even realise how she got me so fast. Game three, was a fun one. I Mulligan to six. I keep all the possible removal and two small creatures. She gets me to fourteen life, when I start to hit her field. It was over pretty soon.
Last game, I play with a Baral control. I couldn't do shit. Search for Azcanta Flip, in combination with Torrential Gearhulks and River's Rebuke kicked my arse. I would care less though. :) Next time, I will raise the stakes with my sideboard games :D