zandl on Card creation challenge
1 month ago
Guildpact Dreadmaw
Legendary Creature - Dinosaur Avatar
Trample, protection of monocolored spells
Whenever you cast a multicolored spell, create a 6/6 green dinosaur creature token with trample.
6/6
Create a card that cares about sagas.
seshiro_of_the_orochi on Card creation challenge
1 month ago
Communal Hedgemaw
Creature - Elemental Dinosaur
Trample, Lifelink
Convoke
Let's go with a final Dreadmaw named "Guildpact Dreadmaw".
zandl on Card creation challenge
1 month ago
Colossal Dredgemaw
Creature - Dinosaur Zombie
Trample
Dredge 6
6/6
Yes, it would be banned in Modern. No, I don't care.
Continue, or wild.
Reaxetion on Card creation challenge
1 month ago
Deathmaw Evolved
Creature - Dinosaur Mutant
Trample
Whenever one or more +1/+1 counters are placed on another creature, put a +1/+1 counter on ~.
6/6
"The rampaging beast had finally been quelled. But the combine just couldn't leave well enough alone." -Mileva
berryjon on Pattern Recognition #398 - Going …
1 month ago
plakjekaas: Because in my mind, it's an Instant, and I didn't bother to actually read the card. That or I cast Quicken first. ;)
zandl on Card creation challenge
1 month ago
Gruul Deathmaw
Creature - Dinosaur
Trample
When ~ attacks, if an opponent was dealt damage this turn, double its power until end of turn.
Bloodrush — , Discard ~: Double target attacking creature's power until end of turn.
Continue, or wild.
vishnarg on Game winners for Glarb, Calamity's …
1 month ago
So I'm making a sultai control deck with a bit of a landfall and graveyard subtheme using Glarb. I want to run all the targeted removal spells that cost 4 cmc or more but can be discounted (Murderous Cut, Baleful Mastery, Deadly Rollick, Force of Vigor, Force of Will), all strong cards with Glarb as they can be played off the top of the deck. This causes the deck to perform as a kind of midrange deck using the top of the library as an extension of the hand, using fetchlands to shuffle when the top card is no good, using the surveil and other sultai cards to use the graveyard a bit. The problem is, I am having a hard time deciding what combos or other game winning cards I should run to close out games. I want to run a lot of extra turn cards like Time Warp which can also be cast off the top, but how can I leverage these cards and this shell of a deck to find some ways to win the game more efficiently and quickly? I appreciate the help!
DragonMaster420 on Golgari Elves
1 month ago
DubMC: it's an aggro Collected Company deck, not a midrange deck. and the deck has enough lands and mana dorks to support cmc 3 spells that i don't need to make a swap just to lower the mana curve. i'd rather hit a Morcant's Loyalist than a Dwynen's Elite off a Collected Company.
seshiro_of_the_orochi on Card creation challenge
1 month ago
Dreadmaw in the Tenth
Creature - Dinosaur
Trample
Whenever a player casts a multicolored spell, you may destroy target noncreature, nonland permanent. Its controller creates a 4/3 red and white dinosaur creature token with trample.
Mileva was used to handling problems running rampant. But a giant death-lizard was something new even to her.
6/6
Techniically, this didn't perfectly meet the challenge as it didn't join a guild. So continue its story.
Rhadamanthus on Does Finest Hour stack?
1 month ago
Some more notes on the second part of your question: A triggered ability triggers whenever the given event happens. A trigger with an "intervening 'if' clause" (looks like "Whenever [event], if [condition], [effect]") checks its special condition twice: once when the given event happens and again right before the trigger starts resolving. If the first check isn't true then the ability doesn't trigger at all and if the second check isn't true, usually because someone's response changed something about the game state, then it's removed from the stack without resolving. Finest Hour's trigger does have an "intervening 'if' clause", but there's no way anyone's response or any other game event could somehow make the condition ("if it's the first combat phase of the turn") untrue before it starts resolving.
DubMC on Golgari Elves
1 month ago
Looks good besides your mana curve. Typically with creature heavy decks you want to be able to play at least one creature every turn. I'd recommend taking out Morcant's Loyalist for Dwynen's Elite to set yourself up for that turn 3 better. My other thought was you could maybe take out some Elvish Clancaller for black removal spells. Elves for life! Good luck!
SaberTech on Which card to run in …
1 month ago
I think that Corpse Knight is the right answer.
Opponents losing life leads to the game ending while gaining life can buy you time but doesn't necessarily push you closer to winning. With Corpse Knight you have control over the actions that lead to opponents losing life, while Suture Priest lets the opponent decide when they might lose life to the ability by choosing when they cast creatures.
The life gain from Suture Priest does help to offset the life loss from Ketramose's card draw ability but you already have a bunch of better ways to gain life so I don't think that you really need the Priest for that.
Tsukimi on Card creation challenge
1 month ago
Iatiel, Mask Giver
Legendary Artifact Creature - Ooze God
Menace
Whenever a player discards a creature card, you may pay . If you do, create a token that is a copy of that creature except it has base power 2/2, gains Haste, and "exile this creature at the beginning of the next end step."
3/3
"She offers other's weakest moments, captured in masks sculpted of Kirenmak, to the formless mucks and spirits of the lower shelf. In these emotions, they find form and take shape."
Create a card depicting an mtg character/race you like being omen-pathed to Ravnica and joining a guild.
Yesterday on Does Finest Hour stack?
1 month ago
They stack. You'll get two additional combat phases. However, the untap happens immediately, so the creature in question likely won't be untapped for the second extra combat phase.
shivanlord on Death From Above
1 month ago
Personally, I’m not the biggest fan of 5 color decks, mana bases are often times too tough to work properly, especially if you don’t have a ton of ways to get the lands you need right on time. However, my old Ur-Dragon was quite awesome when I specifically leaned heavily in one color and used the others just as supplements and fixers. I leaned heavy into red as it has the most dragons. Once I had that and all dual lands producing red with whatever other color, the deck worked surprisingly smooth, I was almost never color screwed in any fashion. So, maybe something to think about, of course, just an idea, up to you. Couple cards I can see ok are fixing mana dorks, things like Birds of Paradise
, Noble Hierarch, Ignoble Hierarch, or lands that give combinations like Cascading Cataracts, stuff like that, in the current build may help a ton too.
clayperce on Sephiroth, Fabled Soldier
1 month ago
Ryski3 -
Ok, I'll throw some thoughts at ya. PLEASE take all this as "brainstorming" though, not as "recommendations", as I'm still very new to Sephiroth, my deck is definitely not "there" yet, and we're almost certainly building for different playstyles and metas.
Looking at my deck (sorry I haven't transferred it over to TappedOut yet) and comparing it to yours, a few general things stand out:
MANA CURVE: My mana curve is quite a bit lower (total mana value 152 and average mana value 2.38, with the peak of the curve at 27x 2-drops) than yours (total mana value 180 and average mana value 2.77, with the peak of the curve at 21x 3-drops). I built it this way partly to make the deck faster, but mostly because I generally want to cast Sephiroth as soon as I have three mana … and every other 3-drop kind of “competes” with him. Depending on how fast you want to go and when you want to play Sephiroth, shifting your mana curve lower might be worthwhile.
MANA BASES: Our manabases are VERY different (I have more lands despite my lower curve, and you have a bunch more mana rocks and utility lands), but the end result is very similar. If we plug our deck lists into Salubrius Snail’s manabase tool, we can see they’re both “Very strong” and we both have a ~60% chance of casting our 6-drops on curve. That may be something you want to keep an eye on though, as you make adjustments to the deck.
“PILLARS” OF AN ARISTOCRATS DECK (SAC FODDER, SAC OUTLETS, DRAIN EFFECTS):
- I have my sac fodder spread across a few areas: 3x like Fleshbag Marauder in “mass disruption”, 2x like Greedy Freebooter in “ramp”, 5x like Gravecrawler in “recursion”, and of course 12x like Bitterblossom in “tokens”, for 22 total. As for the other pillars, I have 5x free sac outlets and 7x drain effects (3x like Marionette Apprentice in “direct damage” and 4x like Blood Artist in “drain”).
- In your deck, I think it’s 15 total pieces of fodder (3x in “mass disruption”, 1x in “ramp”, 1x in “recursion”, and 10x in “tokens”), 3x free sac outlets, and 6x drain effects (1x in “direct damage” and 5x in “drain”). You mentioned your deck feels like it could use some more token generation, but we’re actually pretty close there (12 vs 10). But raising your sac fodder in some of the other areas could perhaps make a big difference … maybe start with the “recursion” area (both in my main deck and in the “considering” tab)?
STAPLES (CARD ADVANTAGE, CARD SELECTION, MASS DISRUPTION, PROTECTION, TARGETED DISRUPTION, ETC): We’ve got different priorities here (I think mostly because of our different metas), and that’s cool.
THOUGHTS ON BRACKET 3 VS BRACKET 4:
- My deck is honestly in a REALLY awkward position … it’s too fast for Bracket 3 but it's generally way too grindy/not consistent enough to compete at Bracket 4. So I need to either tune it down (by removing some infinite combos) or tune it up (by adding either more combos or more tutors to make the current ones more consistent, plus maybe adding some more fast mana sources).
- As for your deck, adding some infinite combos would definitely be a way to increase the power level. The challenge is it’s very easy to build an Aristocrats deck that can go infinite on Turn 3 (or even earlier with fast mana or a Dark Ritual), and even if it doesn’t happen often, once it does, folks will think we’re playing a Bracket 4 deck at a Bracket 3 table.
- You may already be using it, but if not: The Find my Combo page, over at Commander Spellbook is a GREAT tool, whether we want to add combos to a deck or keep them out.
A FEW ACTUAL RECOMMENDATIONS:
- My MVPs in the 99 are probably Ayara, First of Locthwain, Forsaken Miner, and Skullclamp; I recommend giving them a hard look.
- You might consider adding Feed the Swarm and Withering Torment, as they’re the only tools we have to deal with enchantments, in mono-B.
- The Masamune is very flavorful OC, but playing five mana for a drain effect is IMO pretty bad.
- Some cards that don’t seem to really fit in with what the rest of the deck is doing: Reliquary Tower, Contamination, Blackblade Reforged, Qarsi Revenant, and Whispersilk Cloak.
- If you decide to keep the deck in Bracket 3, you’ll definitely want to pull the Contamination, as Mass Land Denial isn’t allowed. Obviously if your meta is cool with it, nvm :-)
Thank you for coming to my TEDtalk. Hopefully something in there ^^ was useful, and if not I’m very sorry for the spam. Good luck (and good skill!) with Sephiroth!
Cheers!
vic on Does Finest Hour stack?
1 month ago
If I have two Finest Hours in play, how many extra combat phases will I get if I attack with one creature (because of "if it's the first combat phase of the turn")?
I've never been clear on when such an effect is "checked" in relation to when it is put on the stack.
plakjekaas on Pattern Recognition #398 - Going …
1 month ago
How do you get 5 damage at instant speed from Goblin Grenade? That card is printed as a sorcery '^^
RandomPoem on hug o doom
1 month ago
1x Aetherize 1x Agatha's Soul Cauldron 1x Agna Qel'a 1x Alandra, Sky Dreamer 1x Altar of the Brood 1x Amphibian Downpour 1x An Offer You Can't Refuse 1x Ancient Tomb 1x Arcane Denial 1x Arcane Lighthouse 1x Arcane Signet 1x Arcanist's Owl 2x Archaeomancer 2x Archmage Emeritus 1x Archmage of Runes 1x Archmage's Charm 1x Back to Basics 1x Banishing Knack 1x Banner of Kinship 1x Baral, Chief of Compliance 1x Basalt Monolith 1x Bender's Waterskin 1x Blue Sun's Zenith 2x Boomerang Basics 1x Brainstone 2x Bribery 1x Caged Sun 1x Candlekeep Inspiration 1x Cavern of Souls 1x Chain of Vapor 1x Chameleon, Master of Disguise 1x Chaos Wand 1x Chasm Skulker 1x Chimil, the Inner Sun 1x Chrome Mox 1x City of Traitors 1x Clever Impersonator (C19) 1x Codex Shredder 1x Combat Research 1x Command Tower 1x Commandeer 1x Commander's Plate 1x Consecrated Sphinx 1x Copy Artifact 1x Copy Enchantment 1x Counterbalance 1x Counterspell 2x Crashing Wave 1x Crucible of Worlds 1x Cryptic Command 2x Curse of the Swine 1x Cursed Totem 1x Cyclonic Rift 1x Daze 1x Decanter of Endless Water 1x Dirgur Island Dragon 1x Dispel 1x Disrupting Shoal 1x Dour Port-Mage 1x Dress Down 1x Ebony Owl Netsuke 1x Echo of Eons 1x Eluge, the Shoreless Sea 1x Emergence Zone 1x Empyrial Plate 1x Enduring Curiosity 2x Enter the Infinite 1x Evacuation 1x Everflowing Chalice 1x Extraplanar Lens 1x Fabled Passage 2x Fabricate 1x Fellwar Stone 1x Field of Ruin 1x Fierce Guardianship 1x Flare of Denial 1x Flooded Strand 1x Floodpits Drowner 1x Flow of Knowledge 1x Force of Negation 1x Force of Will 1x Forensic Gadgeteer 1x Fountainport 1x Gemstone Caverns 1x Ghostly Pilferer 1x Gilded Lotus f 2x Gitaxian Probe 1x Glasspool Mimic 1x Glen Elendra Guardian 1x Grafdigger's Cage 1x Grim Monolith 1x Harbinger of the Seas 1x Heraldic Banner 1x High Fae Trickster 1x High Tide 1x Homunculus Horde 1x Horned Loch-Whale 1x Hydroelectric Specimen 1x Idol of Oblivion 1x Imposter Mech 1x Into the Flood Maw 1x Inventors' Fair 1x Isochron Scepter 1x Jace, Wielder of Mysteries 1x Karn, the Great Creator 1x Katara, Waterbending Master 1x Kira, Great Glass-Spinner 1x Kitsa, Otterball Elite 1x Laboratory Maniac 1x Leyline of Anticipation 1x Lightning Greaves 1x Loch Mare 2x Lorien Revealed 1x Lotus Petal 1x Lyla, Holographic Assistant 1x Mana Drain 1x Mana Vault 1x Manifold Key 1x Marang River Regent 1x Mental Misstep 2x Merchant Scroll 1x Minamo, School at Water's Edge 1x Mind Stone 1x Mindbreak Trap 1x Mirrorform 1x Mirrormade 1x Misdirection 1x Mistrise Village 1x Misty Rainforest 1x Mockingbird 1x Mordenkainen 1x Mox Amber 1x Mox Diamond 1x Mox Opal 1x Muddle the Mixture 1x Myriad Landscape 1x Mystic Confluence 1x Mystical Tutor 2x Nanogene Conversion 1x Narset's Reversal 1x Negate 1x Nezahal, Primal Tide 1x Noble Benefactor 1x Nykthos, Shrine to Nyx 1x Obelisk of Urd 1x Ominous Seas 1x Omniscience 1x Pact of Negation 1x Path of Ancestry 2x Personal Tutor 1x Phantasmal Image 1x Phyrexian Metamorph 1x Polluted Delta 1x Pollywog Prodigy 1x Pongify 1x Proft's Eidetic Memory 1x Psychic Corrosion 1x Psychosis Crawler 1x Pull from Tomorrow 1x Rapid Hybridization 1x Rattlechains 1x Reality Shift 1x Relic of Legends 1x Retraction Helix 1x Rewind 1x Rimefeather Owl 1x Rings of Brighthearth 1x Rogue's Passage 1x Run Away Together 1x Sakashima of a Thousand Faces 1x Sakashima the Impostor 1x Scalding Tarn 1x Scavenger Grounds 1x Sceptre of Eternal Glory 1x Scour for Scrap 1x Seance Board 1x Seat of the Synod 2x Secret of Bloodbending 1x Sink into Stupor 1x Snap 1x Snapcaster Mage f 1x Snow-Covered Island 1x Solemn Simulacrum 2x Solve the Equation 1x Spark Double 2x Spectral Deluge 1x Spell Pierce 1x Spellbook 1x Spellseeker 1x Spellskite 1x Springleaf Drum 1x Starfield Vocalist 1x Steal Enchantment 2x Step Through 1x Swiftfoot Boots 1x Sword of the Animist 1x Syr Cadian, Knight Owl 1x Talon Gates of Madara 1x Talrand, Sky Summoner 1x Teferi's Ageless Insight 1x Temple of the False God 1x Terrain Generator 1x Tezzeret the Seeker 1x Tezzeret, Cruel Captain 1x The One Ring 1x The Reality Chip 1x The Unagi of Kyoshi Island 1x The Water Crystal 1x Thought Vessel 1x Thran Dynamo 1x Three Steps Ahead 1x Three Tree City 1x Throne of Eldraine 1x Tidespout Tyrant 1x Tishana's Tidebinder 2x Transmute Artifact 2x Treasure Cruise 1x Trickbind 1x Trinket Mage 1x Triskaidekaphile 2x Tunnel Vision 1x Twenty-Toed Toad 1x Unwinding Clock 1x Urza's Cave 1x Urza's Saga 1x Urza, Lord High Artificer (MH1) 1x Valley Floodcaller 1x Venser's Journal 1x Vexing Bauble 1x Volatile Stormdrake 1x Voltaic Key 1x Walking Ballista 1x Wandering Archaic 2x Waterbending Lesson 1x Wayfarer's Bauble 1x Weathered Runestone 1x Whir of Invention 2x Windfall 1x Winter Moon 1x Wizard Class 1x Worn Powerstone 1x Y'shtola Rhul 1x Yue, the Moon Spirit
Optimator on Extropy
1 month ago
Repulsive Mutation might be worth noting.
Evolution Witness also.
Kami of Whispered Hopes is probably an upgrade over Simic Signet.
Altered Ego is cute.
Terrasymbiosis seems amazing.
Hadana's Climb is worth noting too.
Tam, Mindful First-Year would be good. Ferrafor, Young Yew too.
Biomantic Mastery is almost always decent value.
Sodden Verdure and Rain-Slicked Copse are budget right now.
Optimator on Extropy
1 month ago
Bioshift could knock someone out of the game. Works well with Branching Evolution and the like




