A little bit to the budget, but $5 a piece for two Cathedral of War could make a huge difference in chip damage. Any more than two would probably kill your mana base I imagine.
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Fight or Flight could work great with Maddening Imp Half their creatures die every turn
You can choose to get offended if you want, I'm just trying to explain a ruling that you've still missed. The timing is part of it, but that is not what I'm saying. I'll use the unearth ability as an example "Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield." Ball lightning says "At the beginning of the end step, sacrifice Ball Lightning." All that I'm saying, is that the word next is what is important to my point, not when you activate the Sundial. You seem to be stuck on the Sundial's ability. It is Ball Lightning's ability that is causing it not to work. The trigger from Unearth only ever goes off once, because it says next. In that case, you wait for the exile ability from Unearth to go on the stack during the end step, and then you Sundial and have yourself a nice permanent Unearthed creature (well, until it dies. the exile thing is a static ability). When it doesn't say next it goes off every end step. So even if you did do the trick above, it triggers again during your opponents turn. Keldon Champion is about the only creature in the deck that can benefit from the Sundial permanently since you can let Echo trigger and then end the turn. Not really worth it but it's there. I'm not trying to be a dick. It just seems like you were reading around what I said and I wanted to get a point across. People seem to really stand their ground when they've been fucking a rule up for 10 years and you tell them about it, it's made me a bit impatient.
Scornful Egotist http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46509
That ruling isn't the reason at all.... did you read what I said? If the ability said At the beginning of the NEXT end step sacrifice ball lightning, you would have no problems. You wait for that ability to go on the stack, then you end the turn and exile it. It only triggers once. However, it says At the beginning of the end step sacrifice Ball Lightning. So it triggers every single turn
The Great Lord Egotist would like to have a word with you about that Puca's Mischief business Just sayin
Caltrops = vigilance
Beauty, thanks man
I was using Ball Lightning as an example, it's the same deal for all of your dudes
Unfortunately Sundial of the Infinite wont save your dudes Ball lightnings trigger says at the beginning of the end step sacrifice it, not At the beginning of the next end step. Next is key here. If it was that, it only ever triggers once, and you can activate the sundial in response and exile the ability. Ball lightnings ability however, triggers at the beginning of any end step. So he still dies at the end of any opponents turn.
Can you guys link some examples of these deck archetypes? The front page is littered with uncreative whatever decks. I want to see some high end shit at its best.
I'd have to assume boosting of some sort
Manabarbs "I don't know why people say a double-edged sword is bad. It's a sword. With two edges." —Kamahl, pit fighter
Phyrexian Hulk It doesn't think. It doesn't feel. It doesn't laugh or cry. All it does from dusk till dawn Is make the soldiers die.
Is this just mad deck boosting or what....
Check out Nether Traitor or Bloodghast instead of Sarcomancy. You have no other zombies and if that token dies it becomes a tax. Even Diregraf Ghoul could work for that spot.
Given any thought to Seaside Haven?
Not enough artifacts.
I'd have to dig around a bit to find some, but it seems like you need more cards that gain something rather than lose something when a counter is taken off. The persist stuff, cumulative upkeep stuff, all that is awesome. Your general just helps you. But a fairly decent chunk of your deck basically gets weaker simply to appease the general.
What is this I don't even
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