If i had to wager money...would say Faeries get through Angels Scepter/Orim's Chant.And Goblins imply overrun Elves, while elves are busy mana ramping.
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I have, yet to play their first matches: Faeries, Elves, Goblins, and Angels.Will play Faeries vs. Angels.And Elves and Goblins.
Okay Kazzong. Game is over. Thopters produced a lot of Tokens...but Genesis Chamber is just failing in the deck. So many of the artifacts produced are tokens...and Genesis Chamber isn't syncing with it. Regardless, I had a Galvanizer, a Myrsmith, Genesis Chamber, and 4 2/2 myr tokens as well as Eldrazi Monument...so they all had flying and indestructibility...when the poop hit the fan.Turn 5 Seen Thopter have 2 Dimir Signets in play. As well as Time Sieve. Thopter Foundry. And Sword of the Meek. Had 4 lands...all was out for a massive combo. Thopter took 3 Turns on turn 5 do to Time Sieve. But could not find the 5th mana for the infinite combo. So Myr got a turn 6th.Turn 6 Myrs did a little damage...but it wasn't enough...because on Turn 6 Thopters found their 5th land...ended up taking 6 Turns on Turn 6 using Time Sieve. Myrs had to take 6 turns because it had to build up enough creatures to make it through Myrs Eldrazi Monument and their 7 indestructible creatures...but 39 Thopters did the trick!Fyi, Thopters had 96 life when they won.Turn 6 Thopters 96 life. Myrs 0 life.Thopters 1-0Myrs 0-1
So...going to try the next game without one of the Spellbombs and without the Genesis Chamber. Added a cheap Myr and Gitaxian probe for a faster pace. Hoping with extra speed and extra cheap myr to feed Myrsmitth and Lodestone...the deck may work better.
Okay Kazzong. Game is over. Thopters produced a lot of Tokens...but Genesis Chamber is just failing in the deck. So many of the artifacts produced are tokens...and Genesis Chamber isn't syncing with it. Regardless, I had a Galvanizer, a Myrsmith, Genesis Chamber, and 4 2/2 myr tokens as well as Eldrazi Monument...so they all had flying and indestructibility...when the poop hit the fan.Turn 5 Seen Thopter have 2 Dimir Signets in play. As well as Time Sieve. Thopter Foundry. And Sword of the Meek. Had 4 lands...all was out for a massive combo. Thopter took 3 Turns on turn 5 do to Time Sieve. But could not find the 5th mana for the infinite combo. So Myr got a turn 6th.Turn 6 Myrs did a little damage...but it wasn't enough...because on Turn 6 Thopters found their 5th land...ended up taking 6 Turns on Turn 6 using Time Sieve. Myrs had to take 6 turns because it had to build up enough creatures to make it through Myrs Eldrazi Monument and their 7 indestructible creatures...but 39 Thopters did the trick!Fyi, Thopters had 96 life when they won. Turn 6 Thopters 96 life. Myrs 0 life.Thopters 1-0Myrs 0-1
Going to allow myself 1 change per deck. After a loss. Sorta like a sideboard.Vampires lost their first game. So added in more mana ramp with Culling the Weak. And added more diverse mana with Cabal Coffers. Now it should be easier, considering i can put Culling the Weak on Bloodghast, and have him keep coming back, to get my Sanguine Bond and Blood Artist out.
It could of worked. I will add a few. Thanks.
Damn. This deck seemed so much more awesome before you (Kazzong) and NorthernWarlord straightened me out on the rules. I thought the deck would be producing so many more Myrs with tricky stuff like Spellbombs/Nexus/Servitor and Interaction with Genesis Chamber/Myrsmith. Honestly, thought I had, as NorthernWarlord wrote, produced an "almost scary" deck. Now I can play this deck against Thopters. Thanks Kazzong. One up on your comment.
With Beast...they have a lot of pure speed to begin with...but seem to fizzle out mid game.Vampires seem to need more mana ramp to get out Sanguine Bond/Blood Artist.Humans...lifegain isn't working out as planned...thinking more lifegain spells vs lifegain creatures. Or less 1 drop cards.
I have a few questions about the Myr deck mechanic...specifically with Myrsmith and Spellbombs interactions...that i need answered...before I can play Myr vs Thopter. But I will play them against each other. So far I have Merfolk, Dragons, and Zombies having won their first matches. And have Beast, Vampires, and Humans losing their first matches. Have learned a little bit about what works and doesn't work. What may need changing or mending with the losing teams.
Why Dragon Egg?
Oh, my bad. :)
Look at your mana curve. It says 1 mana. :) I do not think that his activated ability should matter with casting cost.But I see your point.
I think you may be right, vaan...a few very powerful vamps may of been better then several cheap/less powerful vampires.
They are super slow. But, I had Urza's Incuabtor out on the board. And I had a seething song and desperate ritual in my hand. It made the dragons very easy to cast them. I think Vampire needs more mana ramp. Maybe Culling the weak.
Oops...crap. It probably wasn't legal. Regardless...Merfolk had control. But yeah...probably should not of done it.
Dragon vs. Vampire.Vampires started out faster than the Dragons. But Vampires stalled and could not find the much needed 5th mana. Dragons however, rode high on both Seething Song and Desperate RItual. Dragons casted out Hasted flyers, and Vampires weak little 1/1 and 2/1 creatures were powerless to stop. Vampires even played a 4th turn Damnation. But it was a 5th turn Seething Song/Bladewing that sealed the deal.Turn 6.Dragons 13 Vampires 0Dragons 1-0Vampires 0-1
Dragon vs. Vampire.Vampires started out faster than the Dragons. But Vampires stalled and could not find the much needed 5th mana. Dragons however, rode high on both Seething Song and Desperate RItual. Dragons casted out Hasted flyers, and Vampires weak little 1/1 and 2/1 creatures were powerless to stop. Vampires even played a 4th turn Damnation. But it was a 5th turn Seething Song/Bladewing that sealed the deal. Turn 6. Dragons 13 Vampires 0Dragons 1-0Vampires 0-1
And if he were to take out Shock...the best choice would be Chain Lightning.
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