This is the 2nd aurelia i've seen altered, (Mine would make 3rd), I still don't understand why everyone else is fading to black.
You've got sunlight (and bright sunlight at that) coming in from the gateway, and I'd assume the ground is something like cobblestone/white paved, so wouldn't you use lighter colors getting brighter towards the lightsource?
Here's mine for reference of what i'm talking about.
I can think of two possible reasons:
1) Fade to black a the bottom tends to have a nice simple elegant look to it
2) If what ever scenery at the bottom has the light blocked by something (ie a slope of some sort on the ground) it could still make sense that it gets darker that drastically going towards the corner. no matter which way you imagine it without a 2nd light source it should get darker going towards the right bottom because the light is coming from the left and the further from the light source the less light there is.
I'm curious about alot of things in that eggs list.
1) is gsz atually better than summoners pact? it saves a mana and you want to thin your deck anyway
2) wouldn't the invasions sac lands be better than tendo and prarie? definitely better than prarie.
3) no second sunrise?
4) petals are definite restricted unless theres a separate rules thing...
maybe put in the modern eggs reshape + lotus bloom?
revamped the list. Its much more combo centric to kill turn 2-3. Essencially go turn 1 loot/scour to get dragon into the grave them play a milling land or have kumano in the grave and cast an animate spell turn 2.
Unfortunately the budget makes the mana base pretty worse and maxing out of each combo part makes it so that there are occasions where you get abysmal draws of like 3-4 reanimators or tons of careful stud effects or stuff like that. about 70% of the time it pulls out turn two or 3 wins.
out of my last 10 goldfishes It got:
Turn 2
Turn 3
Fizzle/slow
turn 4
fizzle/slow
turn 3
Turn 2
Turn 3
Turn 2
Turn 3
basically just straight up combo. 4 dragons, lots of reanimators, lots of looting. I was almost contemplating adding in breakthrough. X=1 means dig 4 cards down for reanimator spell and then cast it. seems relatively good. its currently 36 cards plus drownyard. I'm thinking 17-18 other lands besides drownyard so that leaves a few slots for removal. I'm thinking dismembers?
I'm not sure what budget you're on, but getting a life from the loam would probably be helpful. even just one lets you dredge it to your grave then bring it back and start using it. It has a nice interaction with the troll as well as dredging and getting you lands.
Personally I almost always play dread returns. the ability to race faster combo deck is almost always worth the slots. I've always felt sideboarding into slower builds is nice, but there's no reason to reduce the G1 percentages by slowing it down.
that being said, the DRless list posted seems to be expecting a lot of stax decks. generally running ichorids again's stax works well because you don't need to pay mana to make zombies. also note the main deck ingot chewer's and ancient grudges.
I don't think this will quite work... you have a ton of things things that produce 1 mana each, then multiple key spells at 6. you've got lotus and academy to produce more mana, but nothing to find them. also 4 land and 4 crop rotation and 4 mox diamond doesn't seem like a great Idea
I'm curious, has any one been playing Dryad's militant? Its an easily tutor-able answer to dredge and snapcaster. I can't imagine nobody having tested it so I'm just curious how it has worked out
I hate the fact that I always have epiphanies about something I should have included in my deck right after tournaments start... I'm definitely going to lose a match as punishment for my stupidity -.-
I can think of two possible reasons:
1) Fade to black a the bottom tends to have a nice simple elegant look to it
2) If what ever scenery at the bottom has the light blocked by something (ie a slope of some sort on the ground) it could still make sense that it gets darker that drastically going towards the corner. no matter which way you imagine it without a 2nd light source it should get darker going towards the right bottom because the light is coming from the left and the further from the light source the less light there is.
1) is gsz atually better than summoners pact? it saves a mana and you want to thin your deck anyway
2) wouldn't the invasions sac lands be better than tendo and prarie? definitely better than prarie.
3) no second sunrise?
4) petals are definite restricted unless theres a separate rules thing...
maybe put in the modern eggs reshape + lotus bloom?
1 kumano master yamabushi
2 street wriath
4 animate dead
4 dance of the dead
4 tomb scour
4 faithless looting
4 careful study
4 Gitaxian probe
4 Duress
3 spell pierce
1 Duskmantle house of shadows
4 nephalia drownyard
4 forbidden orcahrd
4 darkslick shores
4 gemstone mine
1 tendo Ice bridge
Unfortunately the budget makes the mana base pretty worse and maxing out of each combo part makes it so that there are occasions where you get abysmal draws of like 3-4 reanimators or tons of careful stud effects or stuff like that. about 70% of the time it pulls out turn two or 3 wins.
out of my last 10 goldfishes It got:
Turn 2
Turn 3
Fizzle/slow
turn 4
fizzle/slow
turn 3
Turn 2
Turn 3
Turn 2
Turn 3
1 kumano master yamabushi
1 runescarred demon
3 animate dead
3 necromancy
1 dance of the dead
4 faithless looting
4 careful study
1 ponder
4 Duress
2 inquisition of kozilek
3 nephalia drownyard
basically just straight up combo. 4 dragons, lots of reanimators, lots of looting. I was almost contemplating adding in breakthrough. X=1 means dig 4 cards down for reanimator spell and then cast it. seems relatively good. its currently 36 cards plus drownyard. I'm thinking 17-18 other lands besides drownyard so that leaves a few slots for removal. I'm thinking dismembers?
that being said, the DRless list posted seems to be expecting a lot of stax decks. generally running ichorids again's stax works well because you don't need to pay mana to make zombies. also note the main deck ingot chewer's and ancient grudges.
Mana Crypt
Mind's Desire (probably the biggest mistake of all storm cards)
I goldfished this a bunch of time. 90% it not only kills T1. occasionally you get dud hands made up of only permission and mana.
4 lotus petal
4 mana crypt
4 mox jet
4 mox saph
4 street wraith
4 gitaxian probe
4 ancestral recall
4 ponder
2 preordain
4 demonic tutor
4 pact of negation
2 force of will
4 Mind's desire
2 tendril's of agony
4 tolarian academy
2 minamo school and waters edge
I don't think this will quite work... you have a ton of things things that produce 1 mana each, then multiple key spells at 6. you've got lotus and academy to produce more mana, but nothing to find them. also 4 land and 4 crop rotation and 4 mox diamond doesn't seem like a great Idea
http://www.mtgtop8.com/event?e=3727&d=222273
http://www.mtgtop8.com/event?e=3726&d=222265
Also an nice combo is web of inertia and rest in peace. until one leaves play, you can't be attacked.
1 demonic tutor
1 Time vault
1 mishra's workshop
1 Mana Drain
1 library of alexandria
1 Yawgmoth's will
1 Balance
1 sol ring
I hate the fact that I always have epiphanies about something I should have included in my deck right after tournaments start... I'm definitely going to lose a match as punishment for my stupidity -.-