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Posted: Sun May 17, 2009 2:05 pm
Bant Exalted!
Lands (24) 4 Forest 4 Seaside Citadel 4 Treetop Village 4 Brushland 2 Wooded Bastion 2 Flooded Grove 2 Plains 2 Island
Creatures (22) 4 Dauntless Escort 4 Knotvine Paladin 4 Qasali Pridemage 4 Noble Hierarch 3 Rafiq of the Many 3 Wilt-Leaf Liege
Enchantments (3) 4 Finest Hour 3 Ardent Plea
Other Spells (8 ) 4 Path To Exile 4 Holy Day
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Posted: Mon May 18, 2009 9:31 pm
Teifling This is a pre-Alara Reborn Esper deck I just put together. I acquired so many Esper Rares that I figured I'd do something with them. Plains x3 Island x10 Swamp x4 Arcane Sanctum x3 Caves of Koilos x2 Ethersworn Canonist x1 Etherium Sculptor x3 Parasitic Strix x4 Esperzoa x3 Puppet Conjurer x3 Tidehollow Sculler x3 Sludge Strider x2 Magister Sphinx x3 Scepter of Dominance x1 Unsummon x4 Courier's Capsule x2 Scepter of Insight x1 Exxecutioner's Capsule x2 Scepter of Fugue x1 Counter Squall x4 Obelisk of Esper x1 I'm still working on it, But I also have 3 Inkwell Leviathans I want to build around. I work at a 7-eleven, and it's the 7/11 creature... I must try to run it lol.... I wish I had some Master Transmuters. sweatdrop I'm currently working on a flying deck which will be running 4 of the transmuters, i just bought 2 and already had 2, then i bought a pack of 4 of the Sphinx of the Steel Wind to make excellent drops for transmuters and to replace my 2 leviathans as well as some other stuff...going to run parasitic strix and windwright mages as well. have a few sharding sphinxs too and maybe 1 of the new artifact angel too..Not sure though Any tips on the idea people?
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Posted: Wed May 20, 2009 3:45 pm
@Uchimi Zanzu: Hehe o_o;; Don't Play Shards Unless Ur Going To Use Time Sleeve.. And Fillagree Angel Is Plain Bad o_o~ Don't Use It Unless You Play Life Gain Deck o_o~
I Know That There Are No Bad Cards In MTG, But Some Cards Are Not Suppose To Be Played In Some Theme Decks...
So U Will Need To Know When To Pick Or Not To Pick Some Cards...
Anyway o_o;; This Is My Esper Deck o_o~
Lands: 18
-2 Plains -10 Islands -2 Swamps -4 Arcane Sanctum
Creatures: 23 -4 Master Transmuter -1 Sharuum the Hegemon -4 Plumeveil -4 Sphinx Summoner -1 Platinum Angel -4 Tidehollow Sculler -1 Enigma Sphinx -1 Sphinx of the Steel Wind -3 Ethersworn Canonist
Spells: 19 -4 Mind Stone -3 Makeshift Mannequin -4 Thousand-Year Elixir -4 Fieldmist Borderpost -4 Mistvein Borderpost
And Here Is My Old Esper Deck... U Could Try Using This Format Of The Deck To Make Ur New Deck :]
Lands: 24
-6 Island -5 Plains -5 Swamp -4 Arcane Sanctum -4 Esper Panorama
Creatures: 19
-3 Master of Etherium -3 Master Transmuter -3 Parasitic Strix -4 Sanctum Gargoyle -2 Sphinx Summoner -4 Tidehollow Sculler
Spells: 17
-3 Courier's Capsule -3 Executioner's Capsule -4 Oblivion Ring -2 Path to Exile -2 Counter Squall -3 Agony Warp
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Posted: Thu May 21, 2009 7:07 am
uhhh honestly...sharding sphinx for the purpose of time sieve is fairly useless, by the time you get into your free turns you've already won the game, its just over kill...unless you're playing multiplayer. the sharding sphinxes could serve a very useful purpose...if you're hitting their life you dont really need to worry about having to block anything...you're creating blockers on the offense.
also...running 1 filigree could be a life saver, never know, if i find it to be bad ill take it out, if not ill keep it...only reason i bought 4 was because they were 4 for $1.95...2 dollar shipping and handling fee...thats still less than 1 dollar per card. Yes i know its situational..and i plan on running four of the white heights card from lowryn with hideaway. No offense or anything but i just dont like your esper decks, they dont seem like i'd enjoy them at all...i need my johny and timmy aspects too, for the epic luls of silly stuff...like turn 3 enigma sphinx into a identity crisis and wiping their hand out completely before they can really play anything.
currently my deck is -
Lands - 19 ---- 4 Vivid Creek 4 Arcane Sanctum 5 Island 4 Plains 2 swamp
Creatures - 20 ---- 1 Enigma Sphinx 2 Summoner Sphinx 2 Sharding Sphinx 1 Sharuum the Hegemon 2 Tower Gargoyle 2 Ethersworn Cannonist 2 Master transmuter 1 Master of Etherium 4 Etherium sculptors 1 Ethersworn shieldmage 1 Arsenal thresher 1 Ethersworn Adjudicator
Spells - 21 3 Hindering Light 3 Counter Squall 2 Esper Charm 2 Slave of Bolas 1 Identity Crisis 4 Oblivion Ring 4 Obelisk of Esper 1 Protomatter Powder 1 Scourglass
This is all subject to change quickly as i gather other cards...such as my cards in the mail and some windbrisk heights..I'm also side boarding things such as infest, but my sideboard isn't complete yet by any means. I still think the most hilarious thing to see would be a proginitus hitting the field on turn 3 via windbrisk heights.
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Posted: Thu May 21, 2009 12:29 pm
Pride of the Legion (needs new name. suggestions welcome)
PLEASE NOTE: Other Spells and Side Deck are listed by CMC, so what is listed in Other Spells may actually be in the Side Deck and reversed.
Lands (24): 1x Shinka, the Bloodsoaked Keep 1x Eiganjo Castle 2x Sunhome, Fortress of the Legion 4x Ancient Ampitheatre 4x Boros Garrison 6x Mountain 6x Plains
Creatures (20): 3x Thundersong Trumpeter 3x Cerodon Yearling 3x Boros Swiftblade 3x Skyknight Legionnaire 3x Sunhome Enforcer 3x Balefire Liege 2x Razia, Boros Archangel
Other Spells (16): 4x Lightning Helix 4x Squee's Embrace 4x Intimidation Bolt 4x Boros Fury-Shield
Side Deck (15): 3x Searing Meditation 4x Scourge of the Nobilis 4x Brightflame 4x Glory of Warfare
I play tested this variant only twice so far (casual).
Balefire and Glory of Warfare boost my guys along with the enchantments, so steamrolling is an option.
Intimidation bolt is okay here. It's great in my play group where I face Master Warcraft.
Searing Medidation couples with Sunhome Enforcer, Brightflame, Scourge, Balefire, and Helix.
Boros Fury-Shield is good anti-exalted, while Brightflame takes care of swarms of critters.
I use Razia because I love the Boros, and because Firemane is as easily put down. Razia has haste, making at least one good attack.
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Posted: Thu May 21, 2009 12:44 pm
@Boros: Hehe... Good Old Times o_o;; Did U Try Using Sunforger? This Card Can Be Very Helpful...

@Uchimi: Hmmm... If U Wanna Use The Sharding Sphinx, Then I'll Recommend Using More Master of Etherium, And Time Sleeve, And Few More Hedgemon...
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Posted: Thu May 21, 2009 1:17 pm
i intend on using another sharuum, and a few more etheriums probably, its a good early cast card that makes everything tougher. ill probably run 2 time sieve just for the fact that sometimes that extra turn can make a huge difference, maybe even 2 extra turns if you're lucky. Time Sieve would be much more effective in decks built around it though :p
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Posted: Thu May 21, 2009 1:22 pm
Uchimi Zanzu i intend on using another sharuum, and a few more etheriums probably, its a good early cast card that makes everything tougher. ill probably run 2 time sieve just for the fact that sometimes that extra turn can make a huge difference, maybe even 2 extra turns if you're lucky. Time Sieve would be much more effective in decks built around it though :p Hehe o_o;; U Should Also Think About Using...

Sac Ur Artifacts, And Take A Extra Turn, And Sac The Enchantment..... o_o;;
Oh O_o;; And Also... Try Using Sword of the Meek, Thopter Foundry Combo o_o;;

First Play The Sword, And Play The Foundry.. Sac The Sword To Make A Token, And The Sword Comes Back And Get Equipped To The Token... And Do it All Over Again o_o;;
But This Is Not For Standards o_o~
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Posted: Thu May 21, 2009 9:49 pm
nice and cheap combos i suppose, decent to some effect. I'd preffer running minion reflector..2 mana for making a copy of a creature when it comes into play under your control and giving it haste...then instead of letting it just die at the end of your turn, put it to good use...sacrifice them for time sieve. on turn 6 you could fairly easily hit infinite turns via this card, a transmuter or two, mixed in with thousand-year elixirsn and sharding sphinx...bounce two artifacts for 2 sphinxes, paying 2 mana on each to copy them into haste...even if you block 1 of the 2 4/4's thats still 4 1/1 thopter tokens coming into play...8 if both get through. sacrifice the two token copies for time sieve with 3 1/1 tokens for the remaining cost...you've pretty much hit infinite turns by this point in time if they cant stop it from going off.
In my honest opinion the best use for thopter foundry is sacrificing something that is about to die due to another effect anyways...then you get to keep a 1/1 with flying and gain 1 life at least.
-edit- got some of my stuff in the mail...changed up the deck a bit
Lands - 19 ---- 4 Vivid Creek 4 Arcane Sanctum 5 Island 4 Plains 2 swamp
Creatures - 21 ---- 1 Enigma Sphinx 2 Summoner Sphinx 2 Sharding Sphinx 1 Sharuum the Hegemon 4 Sphinx of the Steel Wind 2 Ethersworn Cannonist 4 Master transmuter 1 Master of Etherium 3 Etherium sculptors 1 Ethersworn shieldmage
Spells - 20 3 Hindering Light 3 Counter Squall 2 Esper Charm 2 Slave of Bolas 1 Identity Crisis 4 Oblivion Ring 4 Obelisk of Esper 1 Scourglass
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Posted: Fri May 22, 2009 10:00 am
Help me decide...
Lands (22):
Creatures (1 cool : 2x Empyrial Angel or Treva, the Renewer 3x Stoic Angel 4x Rhox War Monk 3x Deft Duelist 3x Jhessian Infiltrator 3x Bant Sureblade
Other Spells (20): 4x Bant Charm 4x Steel of the Godhead 4x Serra's Blessing 4x Crystallization 4x Armadillo Cloak
Side Deck (15): 4x Supply // Demand 4x Treva's Charm 4x Angelic Blessing 3x Divine Congregation
This deck is simple and straight forward. Try to hit them, keep 'em down, and try to pad your own life total.
I have a life gaining, flying 6/6, or a damage preventing, flying-shroud 5/8. Which to choose?
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Posted: Fri May 22, 2009 11:15 am
First Thread To Reach 100 Posts!
Way To Go M.T.G.P.S. Members!
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Posted: Fri May 22, 2009 11:48 am
DA-FDNT First Thread To Reach 100 Posts!
Way To Go M.T.G.P.S. Members! SPAM! How dare the guild leader break one of the most basic of rules, this is treachery of the highest level! Back to main topic...uhh, personally i'd go with the 6/6 lifelink flyer myself..the 5/8 could definitely be useful on defenses but so long as you're stealing 6 life a turn i dont think it matters too much.
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Posted: Sun May 24, 2009 12:13 pm
Genesis Evolution
Lands (22): 2x Naya Panorama 4x Jungle Shrine 4x Rith's Grove 4x Mountain 4x Forest 4x Plains
Creatures (22): 2x Godsire 2x Mayael the Anima 3x Spellbreaker behemoth 3x Druid of the Anima 4x Woolly Thoctar 3x Mycoid Shepherd 2x Meglonoth 3x Naya Battlemage
Othe Spells (16): 4x Colossal Might 4x Naya Charm 4x Mayael's Aria 4x Trace of Abundance
Side Deck (15): 4x Armadillo Cloak 4x Hull Breach 4x (?) 3x Soul's Might
Cards of Interest: Retaliator Griffin Naya Hushblade Congregation at Dawn
Basically, big guys with power.
Had another version of my RGW deck. It had big guys, but could produce massive amounts of tokens (via Ulasht, Mycoloth, and Rith). I'm struggling between the two of which I really want. This one is simple. The other combos a lot of cards.
Ever attack with twenty tokens with Tamanoa out casting Dogpile? Good times biggrin
The funny thing is, I might have enough cards to do both xd
Genesis Dawn
Lands (22): 2x Naya Panorama 4x Jungle Shrine 4x RIth's Grove 4x Mountain 4x Forest 4x Plains
Creatures (22): 2x Rith, the Awakener 2x Mycoloth 2x Ulasht, the Hate Seed 2x Sigil Captain 4x Tamanoa 4x Woolly Throctar 3x Druid of the Anima 3x Watchwolf (to be replaced with Wild Nacatl)
Other Spells (16): 4x Aura Mutation 4x Fists of Ironwood 4x Rith's Charm 4x Titanic Ultimatium
Side Deck (15): 4x Dogpile 3x Kavu Predator 4x Fiery Justice 4x Naya Charm
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Posted: Tue May 26, 2009 3:28 pm
Hmm..i was thinking of a new fun casual/extended deck i could run and this is what i came to..just thought i'd share.  The deck has 2 basic win conditions, the first is forcing your opponent to draw out through compulsive research while infinitely looping 3 helix. Helix A - Mystic Speculation, Time Stretch...Helix B - Time Stretch, compulsive research...Helix C - Compulsive research, Mystic speculation. Mystic speculation for 1 would even set this off, or you could stall off on your third/fourth turn by paying 3 for helix to mystic/time stretch, then paying 1 for mystic hoping the scrying for 3 plus the 2 extra turns would let you stall into a third. Other win condition is mystic speculation/time stretch lockdown paying 3 every turn for the buyback to take infinite turns by your fifth turn, fourth turn if you're lucky. then go into chipping away with 2/1 faerie lands.
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Posted: Thu May 28, 2009 9:36 pm
B/W tokens Extended
24 land
10 swamp 6 plains 3 godless shrine 3 fetid heath 2 caves of koilos
14 creatures
4 Abyssal Gatekeeper 4 Overeager Apprentice 3 Belfry Spirit 3 fleshbag marauder
22 other spells
4 spectral procession 4 bitterblossum 3 grave pact 3 blood funnel 2 Elspeth Knight Errant 2 choice of damnations 1 decree of pain 1 decree of justice 1 hour of reckoning 1 phthisis
Naya Tokens
24 land
6 Mountain 5 Plains 3 Forest 3 Jungle Shrine 3 Wooded Bastion 3 Firelit Thicket 1 Windbrisk Heights
20 Creatures
4 Figure of Destiny 4 Murderous Redcap 3 Sigil Captain 3 Reveillark 3 Siegegang Commander 3 Knight Captain of Eos
16 other Spells
4 Crystallization 3 Spectral Procession 3 Behemoth Sledge 3 Elspeth Knight Errant 3 Fiery Bombardment
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