ToolmasterOfBrainerd Creature - Super Saiyan Legend
Hey, just saw your post. I am selling from my personal collection and a few decks so I no longer have bulk rares, sorry. If I can fit it into a pwe it's 1$ if it's 35$ or more it's free. Otherwise it's 3$
October 16, 2017 6:34 a.m.
Hey I got your end in the mail yesterday. Thank you and nice trading with you again!
October 11, 2017 11:19 a.m.
Since you stated that you also enjoy debating deck, and find it a good way to accumulate more knowledge about the game, i would like to ask that you check on my deck, and offer your insight into them.
Blood Angel's Pact
And in case you are wondering, where did i get my weird definition of "midrange", "aggro" & "control" from, i would direct towards you toward this site.
I found its fresh perspective quiet insightful.
October 7, 2017 5:16 p.m.
I have to add that if a deck (like your favourite) leans on delve creatures that will exile a LOT of cards, then Search for Azcanta will likely never fill the graveyard to the degree, it needs to flip.
However control decks use cards like Snapcaster Mage, or Logic Knot which don't need the exile of the whole graveyard, they only ask for a few card from it.
Thus in such deck, the enchantment in question works pretty well.
Before the debate gets ugly, i would propose that i explain what i mean by control.
I mean decks that use permission spells (instant speed hard removal, hard counters & discard), to stop the opponent from doing what it wants, and plan to win in late game, as they have the more solid ("more inevitable") win condition - be it White Sun's Zenith for X="infinity" or whatever else.
Your deck is a tempo deck, at least in my books, since it plays the same disruptive permission spells, but it plays cheap threats early, and protects them with the forementioned spells (and hopefully wins before the opponent can find enough answers to remove these threats)
October 7, 2017 4:44 p.m.
Thanks for the heads up on the lands in my binder. I haven't updated it since the C17 release. That being said, id be down to meet in the middle on the value of the lands. Maybe like at $0.50 to $0.75 a piece or something like that (depending on which one) if that works for you
September 27, 2017 1:29 p.m.
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Jace, Cunning Castaway + Doubling Season gives you infinite jaces and infinite 2/2 illusions. His +1 can also be good if you're going the token route to win. Although admittedly, Jace, Cunnning Castaway is among the worst walkers ever printed.
October 21, 2017 2:18 p.m.
Hostage taker doesn't seem very good. I know lightning bolt isn't the most popular card at the moment, but the tempo loss from having hostage taker removed, which will happen almost every time, doesn't make it worth it. Lodestone golem will be better almost every time.
October 20, 2017 1:52 p.m.
In modern so far, the use of vehicles has been turn low-power utility creatures into much more dangerous attackers. I'm thinking of Death and Taxes and Merfolk at the moment, because those are the 2 decks that have been playing Smuggler's Copter. Thraben Inspector (in D&T) and Cursecatcher (in Fish) are awful attackers. But opening with vial turn 1, then Smuggler's Copter plus vialing in one of these turn 2 turns the nearly useless 1 power creature into a relevant threat.
In my opinion, the most effective way to play vehicles is along this same line of thinking - taking utility creatures with 1 power and using them to crew.
October 18, 2017 10:34 a.m.
It really feels like there should be 4 path to exile. Removal is so important. You have a lot of counter effects, so maybe remove 1 Unified Will? Other than that the deck looks super strong.
October 17, 2017 10:40 a.m.
I'm kinda sorta almost there... here's the cards I still need. Most of the cards are bulk. And here's a link to my binder
1x Dusk / Dawn
I'm not picky about sets. Again, here is my binder. Thanks!
October 15, 2017 1:41 a.m.
Is Gitaxian Probe banned in pauper? If not play it as well. Information is so important with infect. Probably cut 2 Forest and 2 giant growth.
October 12, 2017 10:37 a.m.
If I'm not mistaken, you don't even need Mogg maniac. You can use chain + swans to draw a bunch of cards (3 for every card you discard) and then change the target of chain to your opponent and kill them.
Overall seems like a fun idea.
October 12, 2017 2:19 a.m.
I forgot your end arrived a few days ago. Thanks as well for trading.
October 11, 2017 12:11 p.m.
October 10, 2017 5:02 p.m.
I've tested a few hands, mostly looking at land count and curve. Not much though.
My initial thought with Obliterator was that I don't want to have too many hands with too many high-cost cards, and that Kalitas was probably more relevant.
October 7, 2017 10:33 p.m.
I think I'll drop 2 Spellskite and 2 Nighthawk for the other 2 Gary and 2 Liliana. Lili seems good in this deck.
I'm currently playing 8 pieces of removal, 12 if you count the Gatekeeper. Is that traditionally not enough?
This is just something I threw together to see what it would look like and how it would play. For a tuned list I'd probably start with your profile decks and branch out from there.
October 7, 2017 8:17 p.m.
Cantrips draw you a card. Search for Azcanta does not. Control decks are about card advantage. Search for Azcanta gives you okay virtual card advantage, but at the cost of -1 card in your hand. Cantrips give you tangible net 0 card advantage and virtual card advantage. -1 card to your hand in order to gain card scrying is not worth it. Especially not in control. In Standard or EDH when you have a decent chance at flipping it, it will be good, but in modern the games don't last long enough for such an effect to matter.
Also Search + delve cards guarantees you will not flip it reliably ever. That makes the card even worse.
Search For Azcanta would be great in a mirror match between control decks. But because aggro decks dominate the meta you need to plan for them. If you play Search on turn 2 against Affinity the Affinity player has likely already won. In control vs aggro matchups the control player usually holds onto cantrips until later turns and plays interaction early, then uses cantrips to pull ahead because of how immediate their effects are. Search for Azcanta on turn 4 is not useful, while serum visions on turn 4 is still very good.
EDIT: I hope I'm not coming off as angry or like I'm making personal attacks. I actually really enjoy these kinds of informative magic debates, for what it's worth, as I feel they're a very effective way to learn the game. As deckbuilders I respect all of you.
October 7, 2017 4:39 p.m.
Been quiet here...
People keep trying to say Search for Azcanta will be good in modern. Quite frankly the card looks terrible. Am I missing something?
October 7, 2017 4:02 p.m.
Search for Azcanta is bad for precisely the reasons you stated. It's 2 mana and a card out of your hand to get a scry 1 once per turn. That's awful. Sigiled Starfish is almost better - at least it can block a goblin guide. Search for Azcanta does nothing when you play it and takes turns to actually do anything meaningful. It isn't Sylvan Library. The backside is pretty good, but getting there requires threshold which is possible, but only if you don't use your graveyard. If you're playing it for the backside, then just play Ancestral Vision. Don't bother with it.
The card will be great in standard and EDH, but never in modern. It simply doesn't do enough.
October 7, 2017 3:59 p.m.
I think this deck lacks interaction. Search for Azcanta is really bad. Spreading Seas would be much better. But you should definitely have 4 Path to Exile and possibly even a Condemn or 2. Otherwise you risk getting overrun before you even get to play.
October 6, 2017 7:19 p.m.
Ancestral Vision is a card to be careful with. Suppose you cast it on turn 1. Then you'll probably be doing very well starting turn 4, but until then you're playing with 1 less card than your opponent and 1 less mana. This meta feels like it's slowing down a bit (lots of control decks), but playing behind on turns 1-3 is always risky. Ancestral Vision is very good, but playing it comes at the cost that the rest of your deck must be low to the ground and accessible in the first few turns. I wouldn't play 4.
Search for Azcanta and Sleight of Hand are not good for Sultai. Sleight of hand is good in combo decks, but not midrange. If your deck plays at instant speed with counterspells then Opt is very good but if you're mostly just jamming Tarmogoyf and Tasigur, then Thought Scour is a much better choice.
Coiling Oracle is bad. 2 mana draw a card and chump block isn't what you want to be doing in modern.
Limiting mana to BBUG pushes you towards midrange rather than control. What style of deck do you intend on building?
October 6, 2017 3:29 p.m.
I've actually done pretty thorough testing on grixis with the same question.
My grixis deck has high incentive to be playing 4x Faithless Looting (because it plays Bloodghast). And serum visions has anyways been the staple cantrip you have to play. However, the deck plays snapcaster mage and tasigur, so thought scour is a pretty natural choice as well.
So, one day I jammed all 12 cantrips into the deck and it didn't go well. A lot of games were spent drawing to nowhere. To win in magic you need to develop your half of the game better than your opponent's. Cantrips sculpt a hand, but they inherently do nothing. The burn deck that plays 7 burn spells in the first 4 turns will kill you no matter how good of cantrips you're playing because cantrips can't stop burn spells and they can't kill creatures.
12 cantrips is too many. Personally I would max at 10, but only if you're playing a really low-to-the-ground deck. If you're trying to play cards that cost 3 or 4 mana, then you can probably get away with 9, but no more.
Things that draw that aren't cantrips are in a bit of a different spot. Grim flayer as the example you gave. Snapcaster mage and kolaghan's command are also good examples. These cards can be run alongside cantrips effectively, but keep in mind that by providing card value, they do less than other cards (they still interact, but less effectively). These cards it's much harder to place a max number on how many to play, especially because it's card-specific. Learn how many of these is too many by playtesting.
Sultai ascendancy is very bad. Do not play it.
October 5, 2017 10:15 a.m.
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|Playing since||Khans of Tarkir|
|Avg. deck rating||8.98|
|Favorite formats||Legacy, Modern|
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|Venues||Universe Games, Tower Games|
|Last activity||1 day|