Catalog9000 Deckling

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I'm assuming Standard, right? How about Fraying Sanity? I picked up a bunch when they were dirt cheap.

October 17, 2017 3:55 p.m.

Said on TheRedMage...

#2

If you're interested in the trade just PM me. It's 2:51pm here in Illinois and I need to get to bed (I work 3rd shift). So I'll reply tomorrow (10/18/17) if you want them.

I just pulled and sleeved them both. So just let me know.

October 17, 2017 3:53 p.m.

I could trade you my Search for Azcanta  Flip and Irrigated Farmland for your Carnage Tyrant if you're interested. I'm not very much into blue, so I have no need for them.

October 17, 2017 3:25 p.m.

One of my favorite Gruul spells is Gruul Charm. Used properly, you either blow past their defenses or blow up their defenses. In my experience / meta, people either run very few flyers or their deck is built to support them. Otherwise, Barrage of Boulders is deceptively nasty and doesn't see a lot of play (Which I honestly have no idea why but hey, keeps prices down right?)

October 17, 2017 3:21 p.m.

Said on Temur Prowess...

#5

Typically, the way you get Prowess decks to work is you cast spells that make them huge, such as Titanic Growth and Brute Strength. Their Prowess adds on top of that. Spells like Slip Through Space also work amazingly well.

I understand you're wanting to go the route of burn and removal, which is nice, but the issue here is that their creatures may be a bit too big for burn to do much of anything and removal is a temporary fix. Sort of like Fog. It's a great card, but it also gives you basically just one extra turn. Unless that's the turn you needed to drop your 7th land or something for your finisher, Fog doesn't really help much.

I'd suggest looking toward spells that pump your guys up so they get stupidly big. Use keywords of Trample and Unblockable, to make them even harder to stop.

Hope I helped :)

October 17, 2017 3:11 p.m.

Said on What Was So ......

#6

Experienced players probably found it as an annoying mechanic and just one more tedious thing to keep track of, while new players who were just learning the mechanics of the game found it overwhelming and often conflicting with preconceived ideas of how the game works.

There's, in my opinion, really three modes of experience among players. Casual, knowledgeable, and professional.

Casual players know the basic phases, that you tap lands to cast spells, and that you basically just announce that you want to do something and people let you do it. You may find someone casting a Lightning Bolt when they feel like it and everyone just assumes it works. These people probably found the Haunt mechanic confusing.

Knowledgeable players understand the stack, the various steps in each phase, how to manipulate their cards to generate the biggest turnout, and are able to recall rules for their defense. For example; If I attack with a creature during my Combat Phase and during my 2nd Main Phase I cast Howl of the Horde, followed by a Reverberate, do you know what happens? Well, Reverberate is copied twice (So three spells are on the stack) and I use all three to target Howl of the Horde. Here's where things get interesting... Howl of the Horde specifically says that it's the next spell which is copied. Reverberate WAS my next spell, so it is copied twice (Plus the original). Since the stack is First-In / Last-Out, this means that my three Reverberates all resolve first. I need to legally target a spell I control, so I target Howl of the Horde, as it has not technically yet resolved (Since Reverberate is on the stack last, it's the first to be checked off the list). This means that I now have three Howl of the Horde, all with their Raid trigger waiting to kick off. I ask my opponent if they respond, they say no, so I cast Lightning Bolt for 27 damage. These types of players have no issue understanding the Haunt mechanic whatsoever.

Professional players can be either Casual or Knowledgeable, and they probably just found it cumbersome because it really held no true place in tournaments. Too much to keep track of, and not worth the resources in card space in a library nor the mana to cast. It simply was not a worth-while nor game-shifting mechanic.

October 12, 2017 2:17 p.m.

Said on Where did your ......

#7

I had an account called MinotaurTheMatador when I first joined 2+ years ago. I chose that name because I absolutely love Minotaur in all mediums and genres (I just think they're awesome mythological creatures) and I tried my hand at a Minotaur-Tribal deck, but I couldn't get it to work. Eventually, my personal card collection grew a bit out of control so I made a second account to catalog my cards. Hence Catalog9000.

Facebook ended up syncing up with this account instead of MTM, so now I just autolog into this one to do my business in.

By the way, I did make that Minotaur tribal deck. Neheb, the Worthy really tied it all together. When Rivals of Ixalan comes out, if we get Angrath as a Planeswalker, I'm making more changes.

October 12, 2017 1:59 p.m.

Said on Dino Burn...

#8

I see you have 4x Carnage Tyrant. Perhaps you should look into some Burning Sun's Avatar? He's not as big, and can be countered, but he burns when he enters. If nothing else, sideboarding some may be a good idea.

October 12, 2017 5:37 a.m.

No Fraying Sanity? Keep in mind it doesn't matter how the card hits the grave, only that it does. It also checks every end step, not just theirs. So when you counter their spell, it's going toward Sanity for that turn.

October 12, 2017 5:26 a.m.

Said on Steal and Kill...

#10

Maybe look into Captivating Crew. Also, you produce no white Mana for sideboarding Warrior Poet.

October 9, 2017 2:54 p.m.

Said on empires...

#11

In play-testing I often find myself not drawing enough spells. I tend to get mana-flooded a lot. Since your spells are relatively cheap in their CMC, might I suggest 2 or 3 Concentrate? Otherwise, if a 4-drop is too slow, there's Serum Visions which might be good enough.

October 8, 2017 11:03 a.m.

Go with Cunning Sparkmage. He may be a 0/1 instead of a 1/1, but you're benefit is that the color restriction is lessened. You can play him if you don't have a second red out yet.

October 6, 2017 8:19 a.m.

Thanks guys. Really helps.

October 2, 2017 2:10 a.m.

So I have a Favorable Winds out on the Battlefield, alongside Archon of Redemption, and I go to cast a 1/1 Flyer.

Do I gain 1 life because of Archon of Redemption, or do I gain 2 life because of Favorable Winds making my 1/1 a 2/2?

I am inclined to believe I only get the 1 life, as it entered the Battlefield as a 1/1. However, the reason for this question stems from several the rules regarding Static Abilities. Specifically;

604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an objects characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box) or overrides information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game.

Does this mean that my 1/1 Flyer is effectively a 2/2 Flyer in my hand? And on the stack?

So the question truly boils down to what comes first: The Trigger or the Static?

Does my 1/1 ENTER as a 1/1, trigger Redemption's ability for +1 life, than BECOME a 2/2...

Or, does my 1/1 ENTER as a 2/2 since Favorable Winds is always active in all zones, meaning I get +2 life?

October 1, 2017 11:19 a.m.

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