cdkime Esquire

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Said on TypicalTimmy...

#1

Saw your post on card creation thread regarding phasing. Your initial thought is correct - your permanents only phase in/out during your upkeep.

The relevant rule is 702.25a:

Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.” (Emphasis added).

July 20, 2018 2:41 p.m.

Harklo Dean, Dragon Hunter

Legendary Creature - Human Wizard

When Harklo Dean, Dragon Hunter enters the battlefield, scry X, where X is the number of dragons on the battlefield.

Whenever a dragon enters the battlefield, return Harklo Dean, Dragon Hunter to your hand.

"He came swashbuckling in, full of tales detailing his exploits. We bought him food and drink, eager we were for more. But when the morning sun rose, and the screaming began, the fool was nowhere to be found."

0/1


Close your eyes, turn in a circle, then open them. Make an artifact based upon the first item you see.

July 20, 2018 12:45 p.m.

I disagree with Silverdrake's suggestion of 3-4 Ixalan's Binding, as I do not believe you should run that card at all. Modern is too fast for a 4 mana removal spell, particularly one that can be removed by Disenchant. While the mini-Meddling Mage effect is nifty, this comes down far too late to make a difference.

July 20, 2018 11:21 a.m.

Said on Om nom Trample...

#4

Since you are concerned with your lack of Green removal, have you considered Song of the Dryads? I have found that card's ability to remove an enemy commander, without causing a zone change, to be invaluable, as you can lock a commander (particularly one lacking Blue/White/Green for enchantment removal) out of the game for an extended period of time.


Baconfish, you are sort-of correct. A creature with a hybrid mana in its cost will be both colours of that symbol - Deity of Scars, for example, is both Green and Black, regardless of what colours are spent to cast it.

However, Deity of Scars being black is not why it cannot be played in this deck. Commander cares about Colour identity, not the creature's colour. Colour Identity cares about the mana symbols in the card's cost, any mana sybmols in the card's rules text, and any colour indicator or characteristic defining ability that influences colour. In this case, it would not make a difference, as it is the mana cost (and therefore also the card's colour) that disqualifies Deity of Scars. However, there are mono-Green creatures which cannot be played in a deck with a mono-Green Colour identity. (One tiny note that confuses many people - only the rules text on a card matters. Colour symbols in reminder text does not count - thus, you can play Basilica Guards in a deck lacking Black, despite the in Extort's reminder text.

July 20, 2018 11:08 a.m.

First off, welcome to Magic!

If you want to play R/W in Modern, you should be running both Path to Exile and Lightning Bolt. Path to Exile is, arguably, the best removal spell in the game. Lightning Bolt is very strong early-game removal, and can even be used to help finish off a weakened opponent in the late-game.

Frankly, R/W is not a competitive colour combination for dinosaurs. You really want to be running Green for such toys as Llanowar Elves and Ghalta, Primal Hunger. These cards allow you to cast large, powerful creatures much earlier, increasing your chances of overrunning an opponent.

Dinosaurs have the further disadvantage of being a pretty mediocre tribe. They can be competitive in Standard, but not in the faster-paced, more brutal environment of Modern. GeeksterPlays gave a solid description of Modern's pacing, which I see no need to elaborate on.

Presuming you still want to give the deck a try, however, here are some suggestions:

  • Consistency is important - you should be running 4 copies of every card you want to draw in the early game, and 2-3 copies of your "finishers" (expensive-to-cast cards that you'll want to draw on turn 4, but would be dead in your hand if you drew them earlier).

  • You never want to run lands that enter the battlefield tapped. These are far too slow for anything but the most casual of environments, and will certainty get you killed. For some budget lands, consider Battlefield Forge and Clifftop Retreat.

  • I do not think you need the planeswalkers or Sun-Blessed Mount - you want to be casting large, game-ending dinosaurs on those turns, not cards which do not put significant pressure on your opponents.


Also, here is how to link your deck in forum posts. There are two ways you can do this. For both, you need to take the red part of the URL for your deck:

http://tappedout.net/mtg-decks/rw-dinosaur-mid-range/

Then use either:

[[deck:rw-dinosaur-mid-range]]

To list the name of your deck, like so: R/W Dinosaur Mid-Range

or

[[deck-large:rw-dinosaur-mid-range]]

To list a more detailed link to your deck, like so:


R/W Dinosaur Mid-Range

Modern yavuzyuksel07

SCORE: 1 | 1 COMMENT | 60 VIEWS | IN 1 FOLDER


Hope some of that helps!

July 20, 2018 9:10 a.m.

Said on Ryusei EDH decks...

#6

I think there are good reasons not to run Ryusei. Mono-Red is a particularly mediocre colour, as it lacks card draw, interaction with enchantments, and is generally limited to short-term mana ramp. That is not to say there are not mono-Red decks that can work. I have seen some explosive Purphoros, God of the Forge and Neheb, the Eternal decks, but these play directly to Red’s strengths - making a huge number of small creatures or large, mutual damage spells respectively.

Ryusei does nothing particularly interesting. It effectively is a 5/5 flyer with an ability making it dangerous to kill. It does not give access to many cards that allow you to safely abuse the death ability to your advantage.

Frankly, I see it as a worse version of Child of Alara. While the wrath ability of Ryusei is less devestating to your side of the board, Child of Alara gives access to all five colours (including ramp).

All that said, I am sure a fun casual deck could be built around Ryusei, and I would be curious to see what kind of list you come up with!

July 20, 2018 2:29 a.m.

Mal-Fenar, Flesh Amalgamation

Legendary Creature - Thrull

Menace

, Sacrifice a Thrull: Thrull creatures you control get +X/+X, where X is the sacrificed creature's toughness.

Flesh is more.

4/5


Create a purposefully poorly designed card so outside of the colour pie that you can hear MaRo's tears from your computer.

July 19, 2018 4:37 p.m.

Not sure about challenger decks, but I can answer your question about Planeswalker decks. You should not run them without the Planeswalker. Each contains cards that tutor for the Planeswalker or receive other benefits if you control the Planeswalker.

That said, these decks should not prove a problem to pilot. The Planeswalkers they provide are extremely simplified, and pretty mediocre. Their abilities are simple and straightforward, and were clearly designed for new players.

July 18, 2018 7:28 p.m.

Said on TWT deck series...

#9

No need to apologise - always happy to help.

Narset would be my choice. She is powerful and seems most on theme - the order and finesse of White and Blue, combined with the raw power of Red.

However, she wants a deck that is light on creatures. Lots of theme decks try to equate various characters to individual cards. A creature-light deck makes this harder. However, you can always just find flavour text relating to the spells - for example, for bounce cards, you could draw from any of the million quotes describing how gates work.

July 18, 2018 2:29 p.m.

Often yes, but there are some exceptions.

  • Colourless Creatures, like Eldrazi or most Artifact Creatures do not have a colour, so cannot share a colour. They will only get +1/+1 from the subtype bonus.

  • Nameless Race is the only creature without a creature type. As such, it cannot share a creature type, and would only get +1/+1 from the colour bonus.

July 18, 2018 2:21 p.m.

To start, I would recommend going to your local gamestore and purchasing two preconstructed decks (Target and Walmart both have them as well, but you will find more variety at your LGS).

Personally, I am a huge fan of the (now-discontinued) Duel Deck series. While these decks are quite bad competitively, they are a wonderful tool for teaching new players for several reasons.

  • First, and most importantly, they all are about the same power level. Whether you are playing Elves vs. Goblins (the original set pair), or Elves vs. Blessed, you're still in for a relatively fair game.
  • These decks generally provide a number of cards with different mechanics (a result of their being no four-ofs), allowing new players to get a good grasp of different interactions.
  • The lack of consistency makes for many different types of games, which helps newer players stay interested.
  • You can get a couple with very different playstyles, ensuring new players can learn what they like.

That's not to say there are not problems - the decks themselves do not tend to have valuable cards, so have little resale value and are not worth upgrading.

Currently, Wizards has discontinued Duel Decks in favour of Planeswalker Decks. I have not purchased any of these myself, but they seem to fill the same basic niche. I would presume they are about the same power as the old Duel Decks, and could be evenly played against any of those.

July 18, 2018 1:14 p.m.

You are, of course, allowed to post follow-up questions. The rules are complicated, and it sometimes takes several follow-ups before an understanding is obtained.

You are correct - your permanents will phase out before being exiled, and thus will return. Your hand, however, is not phased out, so will be discarded as a result of Apocalypse's ability.

I am not sure I understand where Rest in Peace fits into this - I feel you might be misunderstanding a different rule, so please elaborate on your thought process.

July 18, 2018 12:33 p.m.

Here are the interactions for these sets of cards:

Apocalypse + Teferi's Protection

  1. Apocalypse goes on the stack first.
  2. Teferi's Protection goes on the stack second, while Apocalypse is still on the stack.
  3. Teferi's Protection resolves first, phasing out all your permanents.
  4. Apocalypse resolves second, exiling all permanents in-play and causing you to discard your hand.
  5. At the beginning of your next untap step, before you untap, all your phased-out permanents phase in.

Decree of Annihilation (cast) + Teferi's Protection

  1. Decree of Annihilation goes on the stack first.
  2. Teferi's Protection goes on the stack second, while Decree of Annihilation is still on the stack.
  3. Teferi's Protection resolves first, phasing out all your permanents.
  4. Decree of Annihilation resolves second, exiling all artifacts, creatures, lands, graveyards, and hands. Planeswalkers and Enchantments will be unaffected.
  5. At the beginning of your next untap step, before you untap, all your phased-out permanents phase in.

Decree of Annihilation (cycled) + Teferi's Protection

  1. Decree of Annihilation's cycling ability goes on the stack first.
  2. Decree of Annihilation's "whenever you cycle" ability triggers and goes on the stack second.
  3. Teferi's Protection goes on the stack third, while both the cycling and "whenever you cycle" abilities are on the stack.
  4. Teferi's Protection resolves first, phasing out all your permanents.
  5. Decree of Annihilation's "whenever you cycle" ability resolves second, destroying all lands.
  6. Decree of Annihilation's cycling ability resolves, and you draw a card.
  7. At the beginning of your next untap step, before you untap, all your phased-out permanents phase in.
July 18, 2018 11:54 a.m.

You will get four energy counters. Panharmonicon works on two types of abilities:


Doubling Season does not double energy counters. Doubling Season only cares about counters placed "on a permanent you control." Energy counters are not placed on a permanent you control, so Doubling Season has no effect.

July 17, 2018 2:46 p.m.

To break it down as I did for Lightning Bolt:

Grasp of Darkness

  • The 3/4 Tarmogoyf gets hit with -4/-4. It is now a -1/0. But Grasp of Darkness has not finished resolving. Therefore, state-based actions are not checked, as no players can gain priority in the middle of the spell's resolving.
  • As the rules language says, Grasp of Darkness goes to the graveyard prior to any player gaining priority. Tarmogoyf recognizes Grasp of Darkness is in the graveyard. Now it would be a 4/5, but is reduced by -4/-4.
  • At the time a player gains priority and state-based actions are checked, Tarmogoyf is a 0/1, as Rhadamanthus. State-based actions do not care that the creature had negative toughness in the past--they look at the situation as it stands at the time state-based actions are checked.

Dismember

  • The 3/4 Tarmogoyf gets hit with -5/-5. It is now a -2/-1. But Dismember state-based actions have not checked yet.
  • Dismember goes to the graveyard. Tarmogoyf is now a 4/5 being reduced by -5/-5.
  • At the time state-based actions check, it is a -1/0, and therefore dies due to having 0 toughness.

Note, both these spells and Lightning Bolt check at the same time. None "kill[] goyf before it goes to the graveyard".

Hope that helps clear things up some.

July 17, 2018 1:40 p.m.

No one ever said you cannot respond to Teferi's Protection with Sundial - only that it would be incredibly dumb to do so. Further, I already explained in post 2 of this thread why this is bad.

Read Sundial of the Infinite's reminder text - it clearly states why this is a bad idea.

July 17, 2018 10:52 a.m.

Lightning Bolt, like all other instants and sorceries has the implied text "Then it's put into its owner's graveyard" at the end (R. 304.2 and R. 307.2 respectively).

State-based actions are checked whenever a player gains priority (R. 704.3).

Players do not gain priority in the middle of a spell. So, looking at Lightning Bolt:

  • Lightning Bolt deals the three damage to Tarmogoyf - it now has three damage marked on it.
  • Lightning Bolt goes to the graveyard. This is still part of the spell's resolution, so no player has gained priority.
  • There is now an instant in the graveyard, so Tarmogoyf is a 3/4.
  • Lightning Bolt is finished resolving, and now a player gains priority.

Notice how, before state-based actions are checked, Tarmogoyf became a 3/4 - thus it will not die when state-based actions are checked, as it does not have enough damage counters.


Second point, Lightning Bolt does not kill by lowering a creature's toughness - it kills by dealing damage. Both will send the creature to the graveyard, but by different state-based actions.

Lightning Bolt kills by R. 704.6g - the total damage marked is greater than toughness and the creature is destroyed.

Dismember kills by R. 704.5f - a creature having 0 or less toughness, which puts the creature into its owner's graveyard.

This is a super important distinction, which is why I am calling it out. Notice how 704.5f does not "destroy" the creature - cards like Dismember can be used to remove indestructible creatures, while cards like Lightning Bolt can not.

July 17, 2018 10:03 a.m.

I would recommend cutting Font of Mythos, Howling Mine, and Dictate of Kruphix. In my experience, these cards are more of a detriment to a boon. The additional damage they provide is negligible, and you are giving each opponent an opportunity to draw their answer to Nekusar, increasing the odds one of them will be able to foil your plan.

In their place, consider some of the following:

  • Lightning Greaves - easy protection for Nekusar.

  • Sigil of Sleep - turns each wheel effect into a mini-Cyclonic Rift.

  • Niv-Mizzet, the Firemind - solid card in Nekusar.

  • Curiosity - goes near-infinite with Niv-Mizzet and is a solid option on Nekusar.

  • Likewise, Helm of the Ghastlord goes near-infinite with Niv-Mizzet, and forces your opponents to discard the cards they gain when enchanted on Nekusar.

  • Phyresis ends games with Neksuar, but you might draw the ire of your playgroup for using infect. I'd be weary of using this lest no one wants to play against you.

July 16, 2018 10:19 a.m.

While expensive-to-cast, It That Betrays might be a fun option to play test. It’s ability makes an immediate impact on the board, netting you some additional permanents.

Sword of Feast and Famine and Aggravated Assault are great cards in decks that work on attacks or combat damage. Fantastic cards on their own, they go infinite when placed together.

July 15, 2018 9:05 a.m.

You can choose Casual as the format, rather than Modern. That makes it a bit easier on those providing feedback.

I would argue infinite card draw is unnecessary. You have better ways to win. An early Opt is far better than holding yet another win condition, particularly as you might need to dig for your combo pieces.

July 14, 2018 10:27 a.m.

Decks

Mr. Smith Goes to Ravnica

Modern cdkime

SCORE: 21 | 10 COMMENTS | 1093 VIEWS | IN 4 FOLDERS

Pinball Wizard - Karona, False God EDH

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240 Card Modern Battle of Wits

Modern cdkime

SCORE: 27 | 16 COMMENTS | 3107 VIEWS | IN 6 FOLDERS

Finished Decks 27
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Playing since Seventh Edition
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