Well, the gods just became even less interesting.And here is the green answer to nifty indestructible gods and groovy artifacts...
[Fedoras of Salvation] - White Knights ITT
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So basically blue for Turn / Burn, Steam Augury, Verdict, and Ral.
Not sure if I like this. Why not just go RW for a more solid mana base and run Chandra?
Not sure if I like this. Why not just go RW for a more solid mana base and run Chandra?

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Tested a few matchs on Cockatrice with this AiR. Needs some help nailing down SB. How does this sound?
I think on the play the deck should be MD as suggested, seems anything else will slow it down too much.
On the draw:
murphy/BG Rock: -3 Dynacharge -2 FFS -1 PHW +3 Burning Earth +1 Mutavault +2 Zealous?
Bantchants :Same? Bring in pillars & mortars for Imposing Sovereign? Or is it just race to finish? Does it depend on hexproof?
Aggro: -4 cackler -4 Foundry -3 FFS +3 Pillar +3 Mortars +3 VS?
Control: -3 FFS +2 ZC +1 Muta? Grab win con plan?
Maybe the 3 pillars in the side should be ratchets?
I think on the play the deck should be MD as suggested, seems anything else will slow it down too much.
On the draw:
murphy/BG Rock: -3 Dynacharge -2 FFS -1 PHW +3 Burning Earth +1 Mutavault +2 Zealous?
Bantchants :Same? Bring in pillars & mortars for Imposing Sovereign? Or is it just race to finish? Does it depend on hexproof?
Aggro: -4 cackler -4 Foundry -3 FFS +3 Pillar +3 Mortars +3 VS?
Control: -3 FFS +2 ZC +1 Muta? Grab win con plan?
Maybe the 3 pillars in the side should be ratchets?
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MTGO:lorddax Cockatrice:lorddax
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I think I'm gonna try working on Jund as a possible deck since it seems to have all the proper midrange creatures you want to be playing along with a decent selection of good planesalkers and removal.
Probably emphasising the removal suit. The biggest hurdle should be aggro decks so making sure you can kill creatures turn 2-4 or drop a giant creature seems important until you get ooze online which is one of your best stabalizers. Thinking you need 4ish answers to walkers in the form of chandra and ashiok.
Ooze>removal>cerberous also seems very powerful vs. lots of decks. Thoughtseize also makes slaughter games very real out of the sideboard again since you'll be able to get a lot more card parity out of it now.
Probably emphasising the removal suit. The biggest hurdle should be aggro decks so making sure you can kill creatures turn 2-4 or drop a giant creature seems important until you get ooze online which is one of your best stabalizers. Thinking you need 4ish answers to walkers in the form of chandra and ashiok.
Ooze>removal>cerberous also seems very powerful vs. lots of decks. Thoughtseize also makes slaughter games very real out of the sideboard again since you'll be able to get a lot more card parity out of it now.
You gotta understand, I love the beatdown. I really do. I always have.
Beatdown is hard, though.
Patrick chapin
Beatdown is hard, though.
Patrick chapin
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Phallusy Trap: [mana]3R[/mana] InstantWell, it's a form of burn.
New card: Scalding Condescension. 1UR Counter target derp. Scalding Condescension bitchslaps you for 2 damage for making such a stupid remark.
If an opponent evaluated a card incorrectly this spoiler season, you may cast Phallusy Trap for [mana]R[/mana].
Counter target argument, put a red 3/4 red mage token with haste into play.
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[deck]Creatures (14):
4 Hexproof Plant
3 Scavenging Ooze
2 Polukranos
2 Reaper of the Wilds
1 Desecration Demon
2 Undewrold Cerberus
Artifacts(3):
1 Rakdos Keyrune
1 Whip of Erebrous
1 Bow of Nyela
Removal(7)
2 Dreadbore
1 Hero's Demise
1 Putrefy
2 Abrupt Deacy
1 Magma Jet
Disruption(6)
4 Thoughtseize
2 Rakdos's Return
Walkers(2)
2 Xenagos, The Revealer
Draw(2)
2 Read the Bones
Terrabase(25)
4 Stomping Ground
4 Blood Crypt
4 Overgrown Tomb
4 Temple of Abandon
2 Rakdos Guildgate
2 Gruul Guildgate
1 Swamp
2 Forest
2 Mountain[/deck]
Manabase was just thrown together. Biggest weakness is not knowing what threats are good in open field(aforementioned weakness of midrange) and thus the deck should probably just be playing something like 4 desecration demon and 4 Hasty dragons since they can just close games the fastest, but I like hedging and testing different things. The control
matchup would probably be interesting. The 6 discard spells make it easy to plan around what the control deck is doing and the combination of cards like whip, Xenagos, and and keyrune give you resilent threats, but it's not like before where you could get there by just resolving one creature that they sort of had to answer and/or couldn't answer profitably.
The agro matchup is either great or horrifically bad depending on draws. Ooze, whip, plant, and 1-for-1's go a long way towards running agro decks out of gas till you drop fatties and start gaining life incrementally, but then again, DAT MANABASE. Still, boarding in 4 anger the gods is a thing I suppose.
Worst card in the deck is likely read the bones but I felt there was a need for something that provides actual card advantage besides janky aritfacts. I do like how the bow does lots of things though and is good vs. everything but control(cause Ashiok doesn't mill).
4 Hexproof Plant
3 Scavenging Ooze
2 Polukranos
2 Reaper of the Wilds
1 Desecration Demon
2 Undewrold Cerberus
Artifacts(3):
1 Rakdos Keyrune
1 Whip of Erebrous
1 Bow of Nyela
Removal(7)
2 Dreadbore
1 Hero's Demise
1 Putrefy
2 Abrupt Deacy
1 Magma Jet
Disruption(6)
4 Thoughtseize
2 Rakdos's Return
Walkers(2)
2 Xenagos, The Revealer
Draw(2)
2 Read the Bones
Terrabase(25)
4 Stomping Ground
4 Blood Crypt
4 Overgrown Tomb
4 Temple of Abandon
2 Rakdos Guildgate
2 Gruul Guildgate
1 Swamp
2 Forest
2 Mountain[/deck]
Manabase was just thrown together. Biggest weakness is not knowing what threats are good in open field(aforementioned weakness of midrange) and thus the deck should probably just be playing something like 4 desecration demon and 4 Hasty dragons since they can just close games the fastest, but I like hedging and testing different things. The control
matchup would probably be interesting. The 6 discard spells make it easy to plan around what the control deck is doing and the combination of cards like whip, Xenagos, and and keyrune give you resilent threats, but it's not like before where you could get there by just resolving one creature that they sort of had to answer and/or couldn't answer profitably.
The agro matchup is either great or horrifically bad depending on draws. Ooze, whip, plant, and 1-for-1's go a long way towards running agro decks out of gas till you drop fatties and start gaining life incrementally, but then again, DAT MANABASE. Still, boarding in 4 anger the gods is a thing I suppose.
Worst card in the deck is likely read the bones but I felt there was a need for something that provides actual card advantage besides janky aritfacts. I do like how the bow does lots of things though and is good vs. everything but control(cause Ashiok doesn't mill).
You gotta understand, I love the beatdown. I really do. I always have.
Beatdown is hard, though.
Patrick chapin
Beatdown is hard, though.
Patrick chapin
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Well, I didn't expect these with Magma Jet, still...
Think we can make use of these? Or they will just be limited removals like Geistflame?Spark Jolt R
Instant
Spark Jolt deals 1 damage to target creature or player. Scry 1.
Titan's Strength R
Instant
Target creature gets +3/+1 until end of turn. Scry 1.

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@LK - That is really intriguing...I was looking along a similar line at BG Mid/Control compared to BW, but access to RR and SG is big. I will be very interested to see what else we get and where testing takes you...

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Red got a 2/3 for 2 mana and a firebriething enchantment that cantrips. What???????!?!?!?!?!?!?!
I'm not saying either card is good or bad, I'm just sort of in shock that they've been printed. Mind=Blown.
I'm not saying either card is good or bad, I'm just sort of in shock that they've been printed. Mind=Blown.
You gotta understand, I love the beatdown. I really do. I always have.
Beatdown is hard, though.
Patrick chapin
Beatdown is hard, though.
Patrick chapin
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Geistflame saw a reasonable amount of constructed play; these may as well if there are enough relevant x/1s in the format. That's the litmus test; I wouldn't run them in an aggro deck myself but in a midrange it control deck they might take a few slots in my board.
Fire breathing cantrip is really interesting.
Fire breathing cantrip is really interesting.

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Black also got some interesting enchantments...but no sweeper of any kind.
Viper's Kiss
Enchantment - Aura
Enchanted creature gets -1/-1 and its activated abilities can't be activated
Scourgemark

Enchantment - Aura
Enchant Creature.
When Scourgemark enters the battlefield, draw a card.
Enchanted creature gets +1/+0.
Viper's Kiss

Enchantment - Aura
Enchanted creature gets -1/-1 and its activated abilities can't be activated
Scourgemark


Enchantment - Aura
Enchant Creature.
When Scourgemark enters the battlefield, draw a card.
Enchanted creature gets +1/+0.

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Dragon Mantle 
Enchantment - Aura
Enchant creature.
When dragon mantle enters the battlefield, draw a card.
Enchanted creature has <firebreathing>.
Wow...now I understand why Sylvan Caryatid has Defender...it could be broken as hell with some of the enchantments getting printed.

Enchantment - Aura
Enchant creature.
When dragon mantle enters the battlefield, draw a card.
Enchanted creature has <firebreathing>.
Wow...now I understand why Sylvan Caryatid has Defender...it could be broken as hell with some of the enchantments getting printed.
Last edited by photodyer on Sat Sep 14, 2013 2:09 am, edited 1 time in total.

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The cantrip aura cycle looks like fun, too. Also, I'm happy that they are giving us a colorless gray ogre that can Explosive Vegetation for [mana]3[/mana].

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New things I like:
- Co-ordinated Assault: R, instant, up to two creatures get +1/+0 and FS
- Dragon Mantle: Firebreathing cantrip for R
- Spark Jolt: Flame Jab with Scry 1
- Akroan Hoplite: RW, 2/2, whenever it attacks it gets +X/+0 where X = number of attacking creatures (this card needs to be examined very closely, that's a very powerful ability; it's a 3/2 for 2 at worst).
- Fate Foretold: 1U, draw a card, when enchanted creature dies, draw a card
The engine I want to look at is Electromancer, Pyromancer, Triton Treasure Hunter, cantrip enchants, cantrip spells, Hammer and Bident. Seems good.
- Co-ordinated Assault: R, instant, up to two creatures get +1/+0 and FS
- Dragon Mantle: Firebreathing cantrip for R
- Spark Jolt: Flame Jab with Scry 1
- Akroan Hoplite: RW, 2/2, whenever it attacks it gets +X/+0 where X = number of attacking creatures (this card needs to be examined very closely, that's a very powerful ability; it's a 3/2 for 2 at worst).
- Fate Foretold: 1U, draw a card, when enchanted creature dies, draw a card
The engine I want to look at is Electromancer, Pyromancer, Triton Treasure Hunter, cantrip enchants, cantrip spells, Hammer and Bident. Seems good.

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Akroan Hoplite reminds me of Wojek Halberdiers. Granted, it can get better with swarm strategy.
@Kazekirimaru: It's Theros' answer to Darksteel Colossus, methinks.
@Kazekirimaru: It's Theros' answer to Darksteel Colossus, methinks.

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