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Dark Hellion
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Post by Dark Hellion »

Post it Shrykull, I will rip you a new one for calling it broken though. I survived the days of broken. Academy, NecroDonate and GAT were broken. Elves can't be. Trust me.
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Shrykull
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Post by Shrykull »

Dark Hellion wrote:Post it Shrykull, I will rip you a new one for calling it broken though. I survived the days of broken. Academy, NecroDonate and GAT were broken. Elves can't be. Trust me.
One thing I pretty much always worry about is getting mana screwed, even with this deck, but once I get a out a sanctuary I don't have to worry about land or not, I had a slightly modified version of this deck with more elves and wirewood lodges, it wooped ass when you could have 3 wellwishers out and uptap one of them twice, then do it AGAIN during your opponents turn when your seedborn muse untaps them, anyway here it is, I haven't play tested it yet, I think I'm gonna make it then, shuffle and draw a few times to see what kind of draws I get

19 forests
3 Kamahl fist of krosa
3 Llanowar elves
3 quirion elves
2 seedborn muse
3 seeker of skybreak
3 skyshroud elves
3 timberwatch elves
3 wellwisher
3 wirewood channeler
3 aggravated assault
3 elfhame sanctuary
3 life/death
3 dragon roost
3 Mana echoes

Can you see the 3 broken combo's here? I was thinking I might try this out in a 1.5 or extended sometime, I've never played in a tourney before.
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Dark Hellion
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Post by Dark Hellion »

It might do well first round in a bigger tourney, but it would lose to anything packing board control from second on. It would be hilarious for chaos though. But watch out for earthquake. :lol:
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Post by LadyTevar »

Yes... Earthquake, Tremors, Pestilance... Elves are great, but they're still only 1/1 critters. :wink:
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Post by DPDarkPrimus »

Bring on the burn spells!

I don't need no stinkin' creatures to win! :P
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Post by Anarchist Bunny »

Bah, combo killers and massive weenies/life gainers is the way to go.
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Post by Shrykull »

LadyTevar wrote:Yes... Earthquake, Tremors, Pestilance... Elves are great, but they're still only 1/1 critters. :wink:
Yes, that's the only problem, if I kamahl out though I can save them by pumping them up, I also thought it might be good to have a genesis out, that way if I run into any force-sacrifice spells (eg- chainers edict) I can sac the genesis.
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Post by Shrykull »

Dark Hellion wrote:It might do well first round in a bigger tourney, but it would lose to anything packing board control from second on. It would be hilarious for chaos though. But watch out for earthquake. :lol:
Just imagine though, if I have a skyshroud out and say 6 dragon tokens and a mana echoes, I can make infinite dragons, and if I have a kamahl, Aggravated assault and elves I can infinitely attack and pump them up infinitely, or use the life/death to do that as well make say 7 of my forests creatures, use 1 to pay for AA and kamahl, and since they're lands and creatures they untap, I have a modified version of this deck, with no sanctuaries, and 4 sets of 4 elves to start with, all mana producers.
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Post by David »

Has anyone looked over the new Mirrodin expansion? There's an artifact card that allows you to take over for the other person turn. the only think that you can't do is force them to mana burn themselves.


Also there's a Platinum angel that when it's in play it reads something like you can't lose and the other guy can't win.
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Post by Shrykull »

Dark Hellion wrote:It might do well first round in a bigger tourney, but it would lose to anything packing board control from second on. It would be hilarious for chaos though. But watch out for earthquake. :lol:
I'm also working on another blue/green control.counter deck, say with 3 ertai wizard adepts and 3 arcane laboratories- counter the one spell he can cast each turn! Also has prodigal sorcerors with charisma and pemmin's aura, seedborn muse etc, imagine if I could take control of 5 of his creatures in the first turn. I just need something for defense though, I thought about ensnaring bridge, but that won't let me attack with his creatures once I get a hold of them, maybe three floods and meekstones, OR web of inertia with reminisce.
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Post by Shrykull »

David wrote:Has anyone looked over the new Mirrodin expansion? There's an artifact card that allows you to take over for the other person turn. the only think that you can't do is force them to mana burn themselves.


Also there's a Platinum angel that when it's in play it reads something like you can't lose and the other guy can't win.
Anyone know the exact URL of the mirrodin spoiler list on magicthegathering.com? I couldn't find it.
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how many spells of each?

Post by Shrykull »

Anyone know how many spells of each casting cost you should have in a deck, one thing I really get paranoid about (maybe you do too) is getting mana screwed, I know that at least 1/3rd of your deck should be land or basic land, but what about little spells?
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Post by Shrykull »

anarchistbunny wrote:Bah, combo killers and massive weenies/life gainers is the way to go.
Tell me about it. Doesn't always work though, there are ways to kill a person with lots of life. Milling them, phageing them, poisoning counters, biorhythm, etc. I was up to like 149 life and someone cut me down to 50, by using tribal unity with his 7 slivers.
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Post by Shrykull »

DPDarkPrimus wrote:Bring on the burn spells!

I don't need no stinkin' creatures to win! :P
Then I'll be sure to put a aegis on honor, conversion, justice in there :)
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Post by Dark Hellion »

If you play type 1, don't play spells over 3 mana, unless the spell is restricted. And almost half your deck should be 1 cost or zero. Play at least 24 mana sources, and have some form of disruption. Don't be a goldfish folks. Goldfish ain't fun to play.
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Post by DPDarkPrimus »

Shrykull wrote:
DPDarkPrimus wrote:Bring on the burn spells!

I don't need no stinkin' creatures to win! :P
Then I'll be sure to put a aegis on honor, conversion, justice in there :)
You won't have enough time to get them out. :P
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Post by Shrykull »

DPDarkPrimus wrote:
Shrykull wrote:
DPDarkPrimus wrote:Bring on the burn spells!

I don't need no stinkin' creatures to win! :P
Then I'll be sure to put a aegis on honor, conversion, justice in there :)
You won't have enough time to get them out. :P
here's a nice card idea- a white enchantment- "Whenever a red spell causes you damage you gain that much life instead" They did make some anti-strategy cards like anti- land destruction. Sacred ground stops them dead in thier tracks. Hmm, what about a cop red? It only costs 2 mana and 1 per source and red doesn't have any enchantment destroyers, except anarchy for white ones.
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Post by DPDarkPrimus »

You're still relying on being able to draw them...
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Post by Shrykull »

DPDarkPrimus wrote:You're still relying on being able to draw them...
Well, I'd have a pretty good chance with 4 cop reds and 4 rune of protection reds, maybe crimson acoylte, etc
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Post by The Dark »

Shrykull wrote:
DPDarkPrimus wrote:
Shrykull wrote: Then I'll be sure to put a aegis on honor, conversion, justice in there :)
You won't have enough time to get them out. :P
here's a nice card idea- a white enchantment- "Whenever a red spell causes you damage you gain that much life instead" They did make some anti-strategy cards like anti- land destruction. Sacred ground stops them dead in thier tracks. Hmm, what about a cop red? It only costs 2 mana and 1 per source and red doesn't have any enchantment destroyers, except anarchy for white ones.
Meh...Justice or Conversion will stop red decks dead. Of course, both are 2 white and 2 colorless, and require a 2 white upkeep, but burn decks stall if they come out.
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Post by Captain Cyran »

Heh, well I revised my Undead deck with the help of my brother. Then I went up against a good friend who has a deck that the Undead deck was about 50/50 with.

Played two games, both games he got utterly destroyed. :twisted: :twisted:
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Post by David »

Shrykull wrote:
David wrote:Has anyone looked over the new Mirrodin expansion? There's an artifact card that allows you to take over for the other person turn. the only think that you can't do is force them to mana burn themselves.


Also there's a Platinum angel that when it's in play it reads something like you can't lose and the other guy can't win.
Anyone know the exact URL of the mirrodin spoiler list on magicthegathering.com? I couldn't find it.

Wizards hasn't released one yet, just a few individual spoilers. The deck is almost entirely artifacts.
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Post by Lagmonster »

As usual, http://www.mtgnews.com has had the Mirrodin spoiler up for a week now. :D

If I still bought cards, I might even be interested in this set. Lotsa wierd shit.
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Post by LadyTevar »

Oooooo... I like the cards I've seen so far..

Mirrodin FAQ

And the Yotian Soldier is back! YAY!
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Post by Shrykull »

David wrote:
Shrykull wrote:
David wrote:Has anyone looked over the new Mirrodin expansion? There's an artifact card that allows you to take over for the other person turn. the only think that you can't do is force them to mana burn themselves.


Also there's a Platinum angel that when it's in play it reads something like you can't lose and the other guy can't win.
Anyone know the exact URL of the mirrodin spoiler list on magicthegathering.com? I couldn't find it.

Wizards hasn't released one yet, just a few individual spoilers. The deck is almost entirely artifacts.
You mean the set right? Better get out some shatterstorms.
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