Nothing more than your run-of-the-mill magic player who hates control, but enjoys playing combo, tribal, and decks that play off of card synergy. I firmly believe Commander/EDH is one of the worst formats to have ever graced its presence into MTG, and the level of enjoyment I derive from watching gameplay is a kin to watching paint dry.

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Said on Blitz...

#1

gatotempo, thanks for the comment. In order to make Blood Moon work I would need to modify the Mana base significantly. I would need to add several basic/snow islands and Scalding Tarn's for the sake of consistency. Unfortunately, just the mere addition of those fetch lands nearly triples the decks overall cost. While I am not opposed to Blood Moon, if forces me to modify the decks construction in order to avoid shutting down some of our win-conditions.

August 10, 2020 10:47 a.m.

Said on Tron Dice Factory...

#2

JamesR404v2, I was under the assumption much of our creatures are extremely resilient to hand disruption and effects that say destroy. Nearly all of our creatures end up shuffled back into our library the moment they hit the graveyard. The only really threats are edicts, exile, and artifact removal. However, I see your point if the opponent goes after any of our ramp spells or lands the game swings in our opponents favor.

August 9, 2020 12:39 p.m.

firebolt22, Because it acts as a body, disruption, and bait for the low cost of two Mana. Spellskite is a solid card for spell redirection but it's not as efficient in this low to the ground deck. I built this with idea of being aggro and putting pressure on our opponent early in the game, I just don't think Spellskite applies as much pressure as Tidehallow. Tidehallow puts the opponent down two cards, the one I take from their hand and the other that will no doubt be used to remove the card from the battlefield.

One other overlooked benefit of Tidehallow, is if it leaves the battlefield before its first ability has resolved, its second ability will trigger. This ability will do nothing when it resolves. Then its first ability will resolve and exile the chosen card forever.

August 5, 2020 10:22 p.m. Edited.

Have you considered Dreadbore instead of Terminate? I believe Dreadbore covers more threats.

August 5, 2020 8:38 p.m.

firebolt22, Tidehallow is meant to do two things: (1) Disrupt T2/T3/T4 plays and ruin the opponents Mana curve. (2) Force removal spells (again potential to ruin their curve), casting this requires your opponent use a removal spell to get whatever card we take. This is good because any removal being used on Tidehallow isn't being used against our Shadow.

Imho, this is card is a temporary solution to dealing with control and combo heavy decks.

August 5, 2020 7:07 p.m. Edited.

DuTogira, not to go after @SynergyBuild's argument but he/she seems like a troll that shitposts on other people's profiles. Just check out there wall lol. Either way, the Phyrexian Unlife + Solemnity combo has been around for quite awhile now thanks to MagicAids. In the end it Magic is nothing more than a race (i.e. who can kill the opponent first, establish their combo/hard lock first, etc..).

I have toiled in numerous builds with this hard lock combo and came to the conclusion moderns meta has plenty of answers to it in the forms of hand disruption, countermagic, permanent removal (targeted/mass), and land disruption. All of these are very prevalent at the moment and make linear combo decks very hard to pull of successfully. Nonetheless, it doesn't mean you can't make the deck redundant enough to survive a T1 Thoughtseize, T2 Blood Moon, or T3 Oblivion Stone/All Is Dust.

May a recommend adding Greater Auramancy and Wrath of God / Supreme Verdict to the main or sideboard?

August 1, 2020 12:11 p.m. Edited.

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