Most of my decks on TappedOut are theorycrafting, seeing how a card interaction works or just messing around. I like grindy attrition decks, usually in some variation of --Turbofog, Lantern Control, discard, that sort of thing. Resource denial is a way of life. I also have a soft spot for Dredge and recursion.

Creature types that need more support: Bat, Plant, Scorpion, Shaman, Skeleton

Never forget what it's like to be a noob!

Vessiliana says... #1

Thank you for the interest in my Odin deck! <3

June 28, 2025 1:28 a.m.

legendofa says... #2

Ogrecorps I really appreciate the offer, but Tuesdays are pretty much out for me right now. If the offer's still open in a couple months, please let me know. And absolutely no hard feelings if it's not.

June 19, 2025 4:39 p.m.

Ogrecorps says... #3

Hey, would you be interested in playing online with my casual group every other Tuesday night? Add me on Discord, if so: "c._w."

June 19, 2025 3:13 p.m.

Crow_Umbra says... #4

Pleased to announce that my friend published our Final Fantasy episode earlier this afternoon

May 30, 2025 11:41 p.m.

Please login to comment

Said on Vessiliana...

#1

Vessiliana Your Odin deck's really smooth and well put together. Nice work on it!

June 28, 2025 2:48 a.m.

Ideal of Overcoming

Legendary Enchantment

Escalate - Put a +1/+1 counter on target creature you don't control.

At the beginning of each upkeep, choose one or more:

  • Creativity - Scry 1, then you may discard a card. If you do, draw a card.

  • Strategy - Target permanent you control gains hexproof and indestructible until end of turn.

  • Courage - Creatures you control and creature spells you cast this turn gain haste and first strike until end of turn.

Ideal of Overcoming can be your commander.


Create any card you really want to see. Don't worry about power level; make this your own personal fantasy. Regulars and new participants welcome! Don't be shy!

June 27, 2025 8 p.m. Edited.

Said on How Are Black, …...

#3

DemonDragonJ Yeah, that's pretty much it outside of Limited formats. I picked Findbroker as an example because it's a good representative of the philosophy, not because it's an especially efficient card.

June 26, 2025 8:53 p.m.

Said on Combat Distortion...

#4

NV_1980 Good thought. Shadowspear is out of the budget of this deck, but I'll find space for the other two. I haven't seen a lot of shroud/hexproof in my games recently (usually I'm the one hexproofed up), but it's out there, and indestructible can be an issue.

June 26, 2025 4:54 a.m.

Said on How Are Black, …...

#5

White returns small creatures, usually mana value 3 or less, from your graveyard to the battlefield. It can also occasionally return larger creatures for 4-5 mana. This is usually flavored as a burst of divine energy, renewed hope, or unexpected survival. Breath of Life, Return Triumphant, Miraculous Recovery, and Helping Hand are examples.

Black is the best at self-reanimation. It also had the most mana-efficient general-use reanimator spells, but generally needs to pay 4+ mana under current design patterns. These modern spells usually grant a significant bonus to or alongside the returned creature or can pull from any graveyard. It's also the best color at moving creature cards from graveyard to hand. The flavor here is blasphemous and/or unholy necromancy or sheer stubbornness and determination. Reanimate, Bloodsoaked Champion, Necromantic Selection, Return to Action, and Raise Dead are some examples here.

Green is the best color for returning any permanent or any card from your graveyard to your hand. It has almost no ability to return creatures directly to the battlefield, although it can return lands. Green recursion effects tend to be flavored as natural growth, historical significance, healing energy, or stockpiled supplies. Regrowth, Bygone Marvels, Elven Cache, and Reviving Melody are examples.

In combination, white-green doesn't have a lot of recursion, focusing instead on stamina, community, and life and health. Reborn Hope and Atzocan Seer are a couple of examples.

Black-green is known as one of the strongest color pairs for graveyard interaction. It can reliably return creatures to the battlefield and other cards to hand. Flavorwise, scavenging, fungal undeath, and physical resilience show up in addition to the other black and green flavors. Back for More, Golgari Findbroker, and Bloodbond March are examples here.

White-black also has a lot of creature reanimation, as well as artifacts and enchantments. The flavor is a little loose outside of its white and black components, but heretical rituals are a minor theme. Priest of Fell Rites, Graceful Restoration, and Immortal Servitude are examples.

June 26, 2025 12:46 a.m.

Caran_Lyg I might be misunderstanding your thoughts here; if I am, I apologize. But all of the artifacts here, including the creatures, are colorless spells that trigger the Glaring Fleshraker. It's far from useless.

There's a difference between "colorless spells" and "spells that require ". A colorless spell is anything that doesn't have , . , , or in its mana cost, or is not otherwise defined as having a color (check out Transguild Courier or the indicator on Asmoranomardicadaistinaculdacar). (Rule 202.2b) A colorless spell isn't defined by the presence of , it's defined by the absence of anything else. Spells that cost only generic mana are, by definition, colorless.

Semi-official source

June 25, 2025 11:55 p.m. Edited.

Honesty

Creature - Angel Elemental Incarnation

Flying

Your opponents can't cast spells or activate abilities during their opponents' turns.

Whenever this creature is put into a graveyard from anywhere, shuffle it into its owner's library.

5/5


No angels in Lorwyn right now, but that felt like it fit the creature.

It's been slow around here. Create another enemy-colored Lorwyn Elemental Incarnation, or wild if this sits for long enough.

June 25, 2025 7:22 p.m.

Said on Golgari Beats...

#8

Adversarial It's for the Vampire Lacerators and undying-ed Young Wolfs. It can also act as a normal Prey Upon, since the fighting isn't contingent on the buff. Two copies seems to be a good balance for early game removal without clogging up the later game. Do you have a suggestion for something to switch it with?

June 24, 2025 12:09 a.m.

Weird card idea I had waking up yesterday.

Coaster Card

Artifact Creature - Construct

Imprint drink - When Coaster Card enters, you may exile target drink you control.

Coaster Card's color is the color of the imprinted drink. As long as the drink is at least half full, Coaster Card get +2/+2.

Whenever Coaster Card is dealt damage, take a drink of the imprinted drink. If the drink becomes empty this way, sacrifice Coaster Card.

2/2


Wild.

June 21, 2025 5:17 p.m.

Said on Why is Mark …...

#10

FormOverFunction If I came across as pressuring you, I apologize. Not what I was trying to do.

I'm interested in seeing ideas for fortifications; I've tried my hand at a couple in the card creation thread and never really felt satisfied with where I ended up. There's definitely some room for fortifications, and I'd like to see some that aren't some variation of either "add more mana" or "buff target creature." Caribou Range would make a great fortification, like you said.

June 21, 2025 12:37 p.m.

The commander only needs you to spend 7 mana, not necessarily have a mana value 7+. Are there any good kicker/flashback/whatever spells that could work? Urza's Rage, Wild Onslaught, maybe Elephant Ambush?

June 20, 2025 9:44 p.m.

Said on Why is Mark …...

#12

FormOverFunction I'm not sure I follow the idea that 100% of existing equipment effects are suitable for fortifications. Most equipments modify power and toughness, which does nothing for most lands. There's also over 1,000 creature auras and less than 100 land aurs, so even if the procession from enchantment to artifact happened for lands, the pool is still a lot smaller.

There are absolutely lots of things you could do to lands. But how many of those change the core concepts of what lands do? Lands are generally there to make mana. Creatures have a lot more range in what they can and should do. Changing that would be changing some of the core philosophies and assumptions of the game. It could happen, and a fortification-heavy set could be really good if done right. But it would have to be handled carefully, since there's just not a lot of range on what lands are expected or allowed to do at this point.

What would be a good draft worthy baseline effect for fortifications? Equipments have Honed Khopesh, Leonin Scimitar, and Short Sword. What would be an equivalent common effect for lands, and how much should it cost to be fair in all colors?

Alternatively, what would a non-draft product like a Commander deck look like? How do you interact with fortifications, and what would you do with them? Continuing the parallels with equipments, there are cards that search for equipments, give bonuses for using more equipments, and so on that get made for Commander decks. Would Fort Voltron be a viable play style? If so, what makes it different from regular Voltron?

June 20, 2025 5:10 p.m.

Can I ask about the Whip of Erebos?

June 20, 2025 4:31 p.m.

Said on Why is Mark …...

#14

There are two Fortifications right now. One is Future Sight weirdness, and the other is mostly for flavor.

What unexplored potential do you see for fortifications? What abilities would you like to see?

June 20, 2025 3:38 p.m.

Said on Cats White and …...

#15

Welcome to the club, Puppyroni!

This is pretty good for a first deck, but there's still some points to consider.

First of all, 20 lands isn't enough to support anything but the absolute fastest tournament-level Modern decks. 23-24 lands will make this deck much more reliable at hitting its top-end cards. I would say even the deck that inspired this one is short on lands.

Related to that, A Realm Reborn probably won't do too much here. Since your only mana sources are lands until then, it's going to be very slow to come out. By the time it does, you're either going to be so far ahead that it's unnecessary, or so far behind that you can't use it. ARR is a good card in the right deck, but I don't think this is the place for it. Similar thoughts for G'raha Tia. If your group is super casual, it's not too bad. But usually when you get to 5+ mana in Modern, you should be pushing to win the game, not gathering more resources. If a card costs more than 4 mana in Modern and doesn't directly and immediately help you win, it's probably not worth it. Regal Caracal might be an exception for this deck, but I recommend trimming it down to 1-2 copies.

Third, a Modern sideboard is allowed to have 15 cards, not 20. This is also a note for antagon1st's deck.

I like the green splash for Feline Sovereign. Feral Prowler is a little awkward--with higher toughness and a lot of buffs, it's not going to be a useful death trigger too much. Overrun is the right idea, but having three pips in a mostly white deck will make it hard to cast. This would need a mana base with lots of dual lands to cast reliably. Look for cards with a similar effect but more balanced/less heavy cost.

Again, related to that, balance the basic lands based on pip proportions. You have a lot more cards than cards, so using equal numbers of Plains and Forests will end up with extra and not enough to cast your cats.

Finally, try to get full playsets of some of your 2-ofs. Generally, you want to have more copies of fewer cards, to get the most reliable and consistent results. Pick your favorite buffs and get four copies of those, and trim down the cards that don't seem to be doing as much for you.

After all that, the most important thing is that you build the deck you want to play. If my suggestions make the deck less interesting for you (which of course I hope they don't), then do what makes it more interesting. Above all, have fun!

June 20, 2025 3:21 p.m. Edited.

Said on Rakdos - Black …...

#16

Welcome to the club, CindyMae!

Would you like some help with this deck? If so, could you please let us know what sort of deck(s) your husband uses?

June 20, 2025 2:10 p.m.

Said on What is "Do …...

#17

Another subtler, maybe more subjective point is that it seems to be a reasonably common and achievable self-providing payoff. Life gain, sacrificing, and milling are all reasonably common actions that are easy to build around. I personally wouldn't call Zedruu the Greathearted or Rafiq of the Many as much of a thing-doer, because donating permanents and solo attacking are much more niche. Is that just me?

June 19, 2025 8:07 p.m.

To cut the cost, my first thought is to just add more Lotus Petals. Move it from Vintage to Legacy, and change the Moxen and Lotus to more Petals and maybe Birds of Paradise. The other big outlier is the Savannah, and my switch there would be Razorverge Thicket.

Further cost cutting would be the tutors. Eladamri's Call is probably okay, and Altar of Bone can step in for one of the more expensive options.

After that, it gets tough, and the core of the deck would start changing. Anyway, that's where I would look if you want to make this more accessible.

June 19, 2025 7:39 p.m. Edited.

Attack for 100 with annihilator 15 on turn 3. Smooth, clean, loaded with existential dread and cosmic horror. Beautiful.

June 19, 2025 5:52 p.m.

Said on legendofa...

#20

Ogrecorps I really appreciate the offer, but Tuesdays are pretty much out for me right now. If the offer's still open in a couple months, please let me know. And absolutely no hard feelings if it's not.

June 19, 2025 4:39 p.m.

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