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Mystic Gate Discussion
1 week ago
So, my thoughts. If I am playing UW I would be either playing control or if you want to stick to tempo I might do something like VOLTRON. So either you are just playing for the long game (which is easy to do in EDH) or you can play the tempo and rely on throwing enchantments on creatures and some equipment. Look at voltron lists on here and see what they are doing.--okay, I forgot what Brago did, the aforementioned stuff is relevant, but stick to blink and utility creatures-- I will give you suggestions for cards in what you are doing. the next message is what to remove
Some Planeswalkers I might Suggest:
This is all I can think of for now.
2 weeks ago
My apologies. I forgot to card-link that land-base list. Here:
1x Ancient Den
1x Fetid Heath
1x Mystic Gate
1x Port Town
1x Sunken Ruins
1x Tainted Isle
1x Watery Grave
2 weeks ago
Ima start with path before I forget them. Some cheaper alternatives would be Sunlance, Journey to Nowhere, Condemn. If I think of others I'll post them. Path is getting reprinted in a couple weeks. So keep an eye on it =P should be cut in half at least.
What exactly do you mean by too much mana by the middle of the deck?
So Ghostly Prison is better specifically because it can come down 2 turns earlier. Sphere of Safety is a finisher of sorts in white control. That's in a deck running 4 Ghostly Prison, Runed Halo, Nevermore. By itself, sphere is just too slow. Which btw, I tried making a version of this with mostly enchantments, but sadly it made Sphinx's Tutelage not work very well. Need those cantrips! Anyway, Ghostly Prison is better in a deck whose win condition is not control, because it keeps you alive long enough to achieve your goal. If you were in a hard control deck, Ghostly Prison would keep you alive to play Sphere of Safety.
So.. Lands. Brace yourself, this is gonna be long.
This is always a rough topic because lands are hands down the largest barrier for entry new players face with this game. Unless you want to play mono colored decks, shock lands (like Hallowed Fountain) just make your deck better. Lands that enter tapped are inherently bad unless they do something game-changing. This is because they will frequently cause you to delay playing something when you need to have it out that turn. Shock lands allow you to make that choice. If you need something you can take 2 damage and get it out. If you don't need it, let it enter tapped. This is where fetch lands come in. Fetch lands (like Flooded Strand) make your shock lands better. This is by allowing you to make the desicion to have your shock land enter tapped or untapped on your opponents turn. So as an example, let's say it's turn 2 and you could play Remand or Thought Scour. If your second land is a shock, you'd have to shock yourself to keep mana for Remand. If you play a fetch, you can wait for your opponent to make the first move. If they don't play anything you care about, you can just fetch at the end of their turn and get your shock land tapped. But if they had played something you don't like, you could fetch right then and there, gotten your shock land, or even a basic land, untapped and countered their spell. It's all about giving yourself more options at any given point in the game. In addition, fetches get more lands out of your deck, increasing the probability that you'll draw cards which will win you the game. And it doesn't matter with your deck, but say you were running a three color deck; we'll say . A Flooded Strand can fetch Breeding Pool, Hallowed Fountain, and Temple Garden. That means a single land gets you any of your 3 colors. Quite the game changer.
Those are the 2 most important kinds of lands in modern. However, you're bound to see others with more specific functions. For instance Mystic Gate is called a filter land. It's pretty bad early on in a game, but not useless. Later in a game it enters untapped without having to shock yourself, so it's great for longer games; thus it fits great into control and tempo decks. The last one that I think is critical to understand is fastlands. fastlands fit into very fast decks and look like Botanical Sanctum. They work best here, because the downside doesn't matter much if you just win before one would enter tapped. Other decks can play them, but usually only 1 or 2. Something like infect will run 4. Also, Google future sight special lands. They're all completely different, but I'm sure you'll see a few of them.
I hope that helps. Hopefully my lands explanation wasn't too long winded. lemme know if you have any other questions! =)
3 weeks ago
Looking at the list I would recommend replacing Mana Leak with Remand because Mana Leak is decent in the early game but in the late game it becomes much easier to play around. Remand on the other hand fits the tempo style of this deck much better and often feels like a Time Walk in the early game. Next I would drop the Favorable Winds for Serum Visions. Favorable Winds is just to slow for this deck and doesn't do enough, Serum Visions on the other hand can greatly fix you draws ensuring your tempo deck performs as a tempo deck.
Also some cards to consider as you develop your deck:--Stony Silence--Silence--Render Silent--Turn Aside--Faerie Conclave--Celestial Colonnade--Cavern of Souls--Ghost Quarter--Glacial Fortress--Mutavault--Mystic Gate--Nimbus Maze--Sphinx's Revelation--Azorius Charm--Snapcaster Mage--Pithing Needle
Some Cards you want to look out for:--Chalice of the Void--Supreme Verdict--Torpor Orb--Anger of the Gods--Essence Scatter--Molten Rain--Stone Rain--Path to Exile--Lightning Bolt--Snapcaster Mage--Engineered Explosives--General RDW, Goblins and 40 Bolt
That's everything off the top of my head, hope it helps.
1 month ago
1 month ago
Just a couple things you could add!
2 months ago
Well I've been testing it in paper recently, and there are a few things that I'd change with your list here. I run 15 lands, but I'm unsure if 15 or 16 is the correct number or not. Regardless, I wouldn't bother using Glimmervoid or Mystic Gate when you have Seachrome Coast available to use. It saves you on life and allows you to keep more 1-land hands then you otherwise could. I'd cut 1 Revival and 1 grapeshot for 2 more equipments since you need a critical level of equips to draw in order to combo off. Also Accorder's Shield is better than Kite Shield, so I'd run those first :)
If you do get around to playing against other decks, let me know how those Pacts work for you. I'd rather not need to get them, but if it turns out they're the best spell to use for protection then I'll bite the bullet and try to pick some up.
3 months ago
So Revenantmike.. if I was you (having fetchlands and shocklands), I would replace the duals with the checklands (ie: Drowned Catacomb) or the painlands (ie: Underground River). Both are budget options really efficient.
My mana base is :
- 4 fetchlands: Flooded Strand, Scalding Tarn, Polluted Delta, Marsh Flats.
- 4 bilands: Tundra, Volcanic Island, Underground Sea, Scrubland.
- 4 shocklands: Hallowed Fountain, Steam Vents, Watery Grave, Godless Shrine.
- 4 filterlands: Mystic Gate, Cascade Bluffs, Sunken Ruins, Fetid Heath.
- 5 rainbowlands: Command Tower, Glimmervoid, City of Brass, Mana Confluence and Reflecting Pool.
Another option (I am considering also) is playing 6 ( and ), or even all 10 fetchlands with 6 shocklands (or duals). But free space is missing in my list.
If you have more room, play some guild signets that make blue and something else. (Blue is our most important color. ie: Dimir Signet, Izzet Signet, Azorius Signet.) Note that Filterlands work very well with the signet by producing 3 colors together.