I think my LGS is run by an idiot.

Started by Dsx Cherno, August 14, 2014, 01:08:41 AM

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Dsx Cherno

Quote from: Taysby on August 14, 2014, 12:36:55 PM
{parallel evolution}. There we go!
Also, if it's casual and you're willing to spend some money, there's an enchantment that costs one green, tap an untapped creature you control, untap basic land.  That allows for 2 played and flashbacked evolutions at once and it gets nasty!


I tried it. It was a lot of fun, but I ended up taking it out and refocusing in other directions.

Dsx Cherno

Quote from: Taysby on August 14, 2014, 12:37:58 PM
Quote from: Dsx Cherno on August 14, 2014, 12:03:01 PM
Quote from: Falcon182 on August 14, 2014, 11:59:16 AM
Sounds like a pretty cool deck. I do suggest paring it down to 60 cards.

I've thought about it, but it runs so smooth now, that I'm thinking of taking the "if it ain't broke" mentality

If it's 60 cards, that will increase your likelihood to draw what you need when you need it.



The first version had 80+. Where it's at now, I don't have problems pulling what I need, unless I'm being milled or Counter-Controlled. And even then, I'm usually able to scratch out a win. I've heard a couple of ideas on what to take out, including the {jade Mage}s (shouldn't pay for what's done for free) and {naturalize} cause putrefy makes it redundant. I might dump the jades, but naturalize is my only enchantment control. And one suggestion was to drop {savage lands} for {city of brass}, but I refuse to use pain lands in this deck, as I feel it's counter productive. I wouldn't mind a land that will produce red/green/black that comes into play untapped, but {savage lands} is in no way hindering me

Dsx Cherno

Quote from: Taysby on August 14, 2014, 12:44:18 PM
So are the tokens just a backup to your normal dudes then?


Depends on how the game is going. They can be swarm overrun, fodder for Deathspore to clear the board for attacks, or fodder for mycoloth. Thelon pumps my Thallids, Kresh benefits from them dying (having Kresh on the field and devouring 60 tokens to Mycoloth with a doubling or 2 is very fun). I try to build decks that don't rely on one key card to win. I can pull a win without Kresh, or mycoloth, or Deathspore, or doubling, or even an army of saprolings, provided that something else is connecting

Dsx Cherno

Quote from: Taysby on August 14, 2014, 12:54:03 PM
Quote from: Dsx Cherno on August 14, 2014, 12:47:12 PM
Quote from: Taysby on August 14, 2014, 12:37:58 PM
Quote from: Dsx Cherno on August 14, 2014, 12:03:01 PM
Quote from: Falcon182 on August 14, 2014, 11:59:16 AM
Sounds like a pretty cool deck. I do suggest paring it down to 60 cards.

I've thought about it, but it runs so smooth now, that I'm thinking of taking the "if it ain't broke" mentality

If it's 60 cards, that will increase your likelihood to draw what you need when you need it.



The first version had 80+. Where it's at now, I don't have problems pulling what I need, unless I'm being milled or Counter-Controlled. And even then, I'm usually able to scratch out a win. I've heard a couple of ideas on what to take out, including the {jade Mage}s (shouldn't pay for what's done for free) and {naturalize} cause putrefy makes it redundant. I might dump the jades, but naturalize is my only enchantment control. And one suggestion was to drop {savage lands} for {city of brass}, but I refuse to use pain lands in this deck, as I feel it's counter productive. I wouldn't mind a land that will produce red/green/black that comes into play untapped, but {savage lands} is in no way hindering me

Just make a sideboard then.  Most of the time, you won't need the naturalizes.  And also, I wouldn't recommend city, but I would recommend Shocklands.  (Like {blood crypt}). If you don't care if it enters tapped, then whatever.  But if you have a turn 1 play, don't feel bad to shock it in.  2 life is no big deal and it really helps fix your mana.

I also agree to take out the jade mages.  Her ability is too expensive.  I'd recommend {kazandu tusk caller} is you want something to replace her with.


Sideboard might be a good idea. The only problem with Kazandu is that he doesn't make saprolings, meaning I can't sac them for utopia mycon or Deathspore thallid

Dsx Cherno

Quote from: Taysby on August 14, 2014, 12:55:22 PM
Quote from: Dsx Cherno on August 14, 2014, 12:50:51 PM
Quote from: Taysby on August 14, 2014, 12:44:18 PM
So are the tokens just a backup to your normal dudes then?


Depends on how the game is going. They can be swarm overrun, fodder for Deathspore to clear the board for attacks, or fodder for mycoloth. Thelon pumps my Thallids, Kresh benefits from them dying (having Kresh on the field and devouring 60 tokens to Mycoloth with a doubling or 2 is very fun). I try to build decks that don't rely on one key card to win. I can pull a win without Kresh, or mycoloth, or Deathspore, or doubling, or even an army of saprolings, provided that something else is connecting

The way I see it, all of those wins require that you have lots of dudes, so evolution would help a lot.  But if you don't want it, it is your CASUAL deck, so whatever.

I've pulled several wins by having Thelon out and using a Thallid creature or two as my attackers and using abrupt decay and putrefy to eliminate problematic creatures.

particle

i see board wipes as a potential threat so maybe {golgari charm} for regeneration and/or {mortal's resolve}, or {withstand death} for indestructible.

Dsx Cherno

Quote from: particle on August 15, 2014, 12:15:13 PM
i see board wipes as a potential threat so maybe {golgari charm} for regeneration and/or {mortal's resolve}, or {withstand death} for indestructible.

I might side board one of the indestructibles. No one in my group plays board wipes, but those can easily help the errant {terror} or {shock}

MuggyWuggy

Your group doesn't play board wipes? 

That's one of the most essential plays in magic

Destore117

Also If needed {Golgari Charm} can be enchant removal

Dsx Cherno

Quote from: Muggywuggy on August 15, 2014, 01:12:10 PM
Your group doesn't play board wipes? 

That's one of the most essential plays in magic

I know one of them explicitly hates them, and builds relies on counter-control decks. A couple aren't smart enough to build a board wipe deck that doesn't chop it's own legs off. The one guy who could build amazing board wipes died in 07. He was the only guy who was a major challenge for me. We actually would constantly help each other fine tune, and would challenge each other to build bizarre decks (5 color beast deck that only produced red/green and could kill by turn 6).

Agrus Kos, Enforcer of Truth

My LGS closes at 5 daily, aka no drafts or FNM. He also isnt registered through Wizards so he cant do prereleases. I have to go to an LGS 45 minutes away for FNM and prereleases.

Dsx Cherno

Quote from: Agrus Kos, Enforcer of Truth on August 16, 2014, 12:44:05 AM
My LGS closes at 5 daily, aka no drafts or FNM. He also isnt registered through Wizards so he cant do prereleases. I have to go to an LGS 45 minutes away for FNM and prereleases.


The LGS in my town is just like that. The next town up has the idiot this post is about. Only solid LGS I've ever been to is an hour away.

LinkCelestrial

My closest LGS is 45 minutes away. If I wanna go somewhere that buys cards and keeps an online list ect ect I have to drive an hour.

Anoobass

Quote from: LinkCelestrial on August 16, 2014, 01:51:57 AM
My closest LGS is 45 minutes away. If I wanna go somewhere that buys cards and keeps an online list ect ect I have to drive an hour.

Same, thankfully my LGS does board game night on Mondays and a friend of mine and i have been frequenting so any small needs I have I can pick up here and there.  Best place ever, hours are noon to midnight (which is really 1-2 depending on when everyone is finally tired)

Munchlax

Mine does Monday night EDH, Tursday night Pokemon, Wednesday Modern or DND, Thursday night Legacy (once a month), FNM, Saturday they do open play on Magic for new players and Sunday they are only open on Sundays once every two weeks