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Comments
"Help" is an interesting word for your zaps. :>
Have to see how knights like being burned by FIIIIRE!
About time!
Did you make a Knights deck yet?
Yep. With some regular humans and some angels, plus a few black cards and lands (but no black creatures).
For an all-out knightly deck, I was thinking
as my creatures. For indestructible, double-striking knights who get a variety of bonuses and the possibility of free equip costs, all the while generating 1/1 soldier tokens that always turn out to be at least 2/1, if not more. This is reasonably close to what I currently use for creatures, actually, but currently my deck has stuff like Fiend Hunters, a Champion of the Parish and some angels (Angel Skirmisher ftw). Most of my sorceries are offensive in nature, and I tend to use a reasonable amount of artifacts (seven or eight, I think).
I'm kind of miffed that Modern Masters is being released this Friday.
I'm leaving to go to Summer School on Friday, and knowing how limited the release is and how high demand is for it, it'll probably be sold out of the local game shop by Saturday.
So I've been thinking of how to make a super trolly ninja deck to play against my friends (cuz this is too cruel to play on strangers imo) and here's what i've thought of so far. However I'm not convinced that my ratios will be up to scratch so some critique would be welcomed.
Creatures:
Ninjas:
- Higure, the still wind x2
- Mistblade shinobi x4
- Okiba-Gang shinobi x2 Total= 8
Unblockable:
- Invisible stalker x4
- Inkfathom infiltrator x4
- Dimir Infiltrator x2
- Minamo sightbender x2 Total= 12
Artifacts:
- Whispersilk cloak x4
- Neurok Stealth suit x2
- Ronin warclub x2 Total= 8
spells/instants:
- Spell syphon x3
- Mystic restraints x2
- Encrust x2
- Second sight x1 Total= 8
Land:
- Drowned catacomb x4
- Swamp x5
- Island x15 Total= 24
Minamo Sightbender isn't really all that great, so try replacing them with another unblockable creature, such as AEther Figment, or maybe some more Dimir Infiltrators.
Given how many of your creatures are unblockable, Whispersilk Cloak is probably redundant, so take them out and add something else, such as counterspells or bounce spells. Definitely consider adding Ninja of the Deep Hours, it's a must-have for any Ninja deck.
Take out the Neurok Stealth Suits and add Swiftfoot Boots if you have any. Instead of Mystic Restraints, try Sleep.
Finally, try using Rune Snag instead of Spell Syphon, and see if you can make room for four instead of three.
I'd use Ornithopter, too.
And yeah, definitely run Ninja of the Deep Hours.
Or some aetherling's if you want to be a real cunt.
Also whispersilks have been good to me in the past, for protecting my mistblade's and higure while spamming abilities.
Swifted boots do look sick though I think I'll try to find some.
I think I will replace minamo with ninja of the deep hours just to make the deck a little faster.
I can see how sleep will be useful but if my deck is working properly the opponent will only have 1 maybe 2 creatures on the board and mystic restraints can be cast as an instant.
I was looking at rune snag but decided against it since its limit of mana to counter it is 8 with 3 rune snags in my graveyard. Where as spell syphon costs the same and is one extra mana to counter for each blue permanent I control (I'm fairly certain that mixed blue permanents also count) so it ends up being 6ish mana by turn 4-5 on a good run of land and keeps on growing. @Stormtroper how would you use an ornithopter? I can't really think of any good strategies for it in this deck off the top of my head although I might be missing something.
And Greggy you know this is for your izzet and alex's indestructible knights, although it will probably still fall down on its face. lol
I'll just have to zap your creatures before they gain hexproof
yea i know. man your izzet is bs i may just have to put a few redirects in just for you ;D
> implying you can get anything done before I've played a billion creatures
:V
I dunno alex my deck is reasonably fast, usually sending sending stuff back by turn 3-5 or countering from turn 2 onwards and the okiba will have you playing top deck by turn 5-6. And considering how much this deck stalls the opponent the games can go for 12-15 turns usually.
besides i have ego erasure in my sideboard just for your knight type abilities XD
I made a card. what do you guys think?
it looks really cool although i would suggest that the -2 abillity is a bit unbalanced as it's a combat trick and card advantage at once.
maybe if it was just a discard a card for +X/+0 and first strike
or make it a purely card advantage ability like " target player draws three and discard 2 cards from their hand"
i do however really like your -6 abillity as it is both aggro enough for red decks with haste and flying, as well as defensive enough for white decks with vigilance and the fact that it is just generally good for blue
Alright, I rebalanced her a bit.
Now all that's left is the fluff lol
Ah, I just realized that the -2 should say "up to one target creature you control" in case you don't have any creatures.
I think the -2 was fine as it was originally. It's not really a combat trick since it's sorcery-speed, and as it is now it has a 1/3rd chance of doing almost nothing. Also, the emblem is underwhelming, compared to most other ultimates which all but win the game outright (though I do like the Lightning Angel reference--maybe you could improve it by putting a bunch of 3/4 Angel tokens into play).
I think you should compare it to other, similar planeswalkers: Sarkhan Vol, Sorin Lord of Innistrad and Ral Zarek, for instance. They have similar numbers but much better abilities (though her +1 is pretty good). I'd say she should be slightly better than any of those just because she's more restrictive, being three colors instead of two.
And i suspect that the main flavour of this planeswalker is support rather than providing a win mechanic so having a emblem ability for its ultimate is in theme and that particular combo of abilities it gives can quickly translate to a win with the right bomb or clever abillity combo especially when the planeswalker itself is detaining the opponent's creatures in subsequent turns
~checks this thread for once~
What?! They killed Cockatrice! Those bastards!
...then again, I never even finished making even a preliminary deck for playtesting.
...speaking of which, my deck had ornithopters. I like ornithopters. Simultaneously, they're harder to kill than 1/1 creatures but are also nonthreatening. And they don't cost anything.
Cockatrice isn't really dead, btw. Someone non-German set up a server and it's running fine.
My idea of a trolly deck -- okay, my only deck idea, period -- revolved around Darksteel Reactors. Y'know, those "put one counter on this and if you have 20 you win" cards. And then having fun with counters. Which necessitates having lots of artifacts. So ornithopters just made sense.
Atm I'm looking at making a competitive troll deck using illusions of grandeur, donate and a tone of counterspells and land destruction or land changing to starve my opponent of mana. Calling it "how to lose friends" lol
Ooh, I don't think Vorel of the Hull Clade was a card when I first tried building this a few years ago. Looks awesome. Seems like it has a Doubling Season sort of effect, but possibly for cheaper.
And my deck idea was green/blue with a lot of artifacts anyway, which is nice. Green has regenerating creatures while blue has counterspells to keep my opponent at bay.
Maybe I'll revisit this sometime...
What if you made a version of that deck with this:
I'd need a way to get red mana in my mana pool.
My immediate suggestion would be mountains.
Alternatively, you could run that artifact that makes all your basic lands tap for any kind of mana. There's some green enchantments that do that, too, so you might look into making the basis of your early game mana green.