This thread is for the discussion of my latest article, MTGCast #144: M10, PT Kyoto and GP Chicago!. We would be grateful if you would let us know what you think, but please keep your comments on topic.
Great! You guys rock! I can really sympathize with Eric. I HAVE to open packs. I can't leave them unopened. While I love drafting, I would much rather open them all most of the time. Seeing people take the boosters they win in things like FNM or prereleases home without opening them drives me up a wall. I can't stand the chance that it is something I want.
I really like the M10 change. I barely buy any core set packs because It is always the same stuff. In fact, all my birds are ravnica.
As soon as I saw Progenitus, I immediately pegged it for a casual deck that's been a personal favorite of mine for years now. I didn't need to read past the mana cost to know I'd be picking up four of these bad boys. Here's my most recent list:
Alright, so the deck is divided into free pitch spells, and obscenely costed spells ready to be pitched. Oh, and Ornithopter.
Progenitus was the perfect addition to this list because he can be pitched to any of the spells, and activates the shoal's for a cool ten mana worth of wollop.
Oh, and I love the show guys. Keep up the good work!
Private Mod Note
():
Rollback Post to RevisionRollBack
"You threw your babies away. And you threw your swords away. And you threw away your golf clubs and your tasty treats. And you know what? i found 'em!"
-Charlie Kelly
Re: Drafting Esper - fortunately having everyone doing this based on the Pro Tour is great news. Half of them will be semi-forcing it, not understanding which cards they need to see and building bad decks full of Court Homunculus and Steelclad Serpent. Easy wins!
Incidentally, Channel plus Lich's Mirror was a pretty big deal in 5CB recently. Formed part of a deck so good that Pact of Negation had to be banned to stop it dominating!
And yes, Beta draft is very fun, although not as good as Cube because there was actually too much mana fixing. This made sense in context because the idea was to be able to play everything easily to be able to test it, but it meant there was no downside at all to a card having 3+ colours. It was a rare game I didn't have five colours by turn six.
--
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
The best type of dual land idea I have heard of is something like Gemstone Mine. As a drawback for only giving 2 colors, it can tap for colorless and will not die when the last counter is removed.
I could see a reveal card type land...
tap: add 1 to your mana pool.
tap, reveal a Black card from your hand: add B to your mana pool.
tap, reveal a Red card from your hand: add R to your mana pool.
I will be back later with a deck entry.
Private Mod Note
():
Rollback Post to RevisionRollBack
I am looking for Date Stamped promos from Khans of Tarkir block so I can finish my set. Check my wants if you have any.
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
Tom, you are definitely not alone in liking Rhox War Monk, there's plenty of reasons to like it, but Rhox just hasn't been one of my favorite creature types, because it's too much like Teenage Mutant Ninja Turtles. I tend to prefer for Magic to have a more "traditional fantasy" themeL dragons, wizards, warriors, elves, etc.. Though I did roleplay TMNT a few times when I was a teenager and I did have fun, so when I first heard you guys say you were basing your Deck Challenge on a Mutagenesis theme, I was at least a little bit amused, but I have to tell you it's really grown on me. I'm actually beginning to think this could possibly be the best Deck Challenge EVAR!! Starting with mutagenesis I quickly latched onto a "Mutagen" theme, searched gatherer for "turtle" and immediatly rediscovered a card I thought I would never use: Turtleshell Changeling. I thought, "A Turtle CHANGELING?! ...but that means it's ALL CREATURE TYPES & I know there are Mutants... and Ninjas! ...but now I know there are TURTLES!!! Yes, Turtleshell Changelling is ipso facto a MUTANT NINJA TURTLE! ZOMG!! So, here's my submission for the Mutagen themed Deck Challenge:
I made a Duel Pack!
Heroes! Yay!
4 Amoeboid Changeling - It's the Mutagen! :-D
4 Turtleshell Changeling - MTG: Mutant Turtle Game!!! RIGHTEOUS!!!
4 Righteousness - Target blocking creature gets +7/+7 until end of turn.
4 Veteran's Armaments - Katana, bo, nunchuka, sai: +1/+1 for each attacking creature; and Ninja Turtles equip instantly! Casey Jones too!
1 Auriok Steelshaper - Casey Jones - Soldier - Equip costs you 1 less [because of the golf bag). As long as Casey Jones is equipped, Soldiers / Turtles you control get +1/+1.
1 Nezumi Shadow-Watcher - Splinter - Sacrifice Splinter: Destroy target ninja! He's only 1/1 because he's old, but he's so bad ass he can even destroy that Ask a Ninja Guy!
1 Lin Sivvi, Defiant Hero - April O'Neil - X+Tap: Search your library for a Rebel/Turtle permanent card with converted mana cost X or less and put that card into play. Then shuffle your library. 3: Put target Rebel/Turtle card from your graveyard on the bottom of your library. - April's always dragging the Turtles into Trouble, but she's good at finding out what bad guys are up to...
4 Peek - Look at target evil player's evil hand. Draw a good card.
1 Vizzerdrix - Creature - Rabbit Beast 6/6 - Usagi Yojimbo - He costs 6u, that's why he isn't in many cross-overs.
1 Walker of Secret Ways - Karai - High echelon leader of the Foot, heroine or villainess? She promises the Foot won't bother the Turtles anymore, but can she be trusted? - 1u:Return target Ninja you control to its owner's hand.
4 Story Circle - As Story Circle comes into play, choose a color. w: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage. - The Turtles ALWAYS win, because they're the GOOD guys!
4 Holy Strength - See?! GOOD guys!
4 Amoeboid Changling - The bad guys have Mutagen too!
1 Higure, the Still Wind - Shredder - Whenever Shredder deals combat damage to a player, Shredder searches for another Ninja to put in the hands of EVIL. I call dibs on playing the Turtle deck!
1 Experiment Kraj - Krang - Legendary Creature - Ooze Mutant - He's one of the big bad guys, but he's really just a slimy brain with tentacles and stuff. Yuck.
1 Scandalmonger - Bebop - Creature - Boar Monger 3/3 2:Target player discards a card. Beebop is always trying to stop the Turtles from doing what they want.
1 Rhox - Rocksteady - Creature Rhino Beast - Even if you defeat him, he regenerates again and again! Bad guys are often like that.
1 Karstoderm - Leatherhead
1 Walker of Secret Ways - Karai - I KNEW I couldn't trust her!
4 Ninja of the Deep Hours - Foot Clan - Ninjutsu (1u: Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
4 Shuriken - 2 damage to target creature, they won't kill the Turtles, but they sure are annoying.
4 Brass Man - ROBOT Foot soldiers - 1 - Artifact Creature - Construct - 1/3 Robot Foot soldier doesn't untap during your untap step. At the beginning of your upkeep, you may pay 1. If you do, untap Brass Man. - No wonder they're so easy to kill!
4 Myr Servitor - Mouser Robot - At the beginning of your upkeep, if Mouser Robot is in play, each player returns all cards named Mouser Robot from his or her graveyard to play. - Stupid Robots keep hunting Splinter! They were made by a scientist who mutated and became half FLY! He didn't adjust well to that.
1 Misshapen Fiend - Baxter Stockman - 1/1 - He's the fly. He can fly. ...but he's a wimp.
4 Warp World 5RRR - They're trying to warp the entire world! But they'll never do it, the Turtles won't let them!
2 Unholy Strength - See?! EVIL!
Here's a Progenitus deck modded from a very fund deck I made during Mirrodin-Kamigawa season. It bases its strategy around Reweave and used to use Darksteel Collosus.
I have fond memories of the original version of this deck. It was very pleasing to Reweave through all four of my opponent's Umezawa's Jitte, who then promptly conceded. Also, I Reweaved through an artifact deck's Platinum Angels and Mindslavers until he decked out. Not to mention, I also had fun when I fetched out Darksteel Collosus by Reweaving a spirit token.
The way the deck works is this: make a token with Spiritual Visit or Spectral Procession, Reweave it, and put into play the only creature in your deck at EOT, and attack for the win. Progenitus, thanks to its Darksteel Collosus clause, is recycled into the deck with Ideas Unbound for when you accidentally draw it. Cryptic Command (I know...) stabilizes the board until your find the combo pieces.
The good thing about this combo is that you can do it all through splicing, meaning you don't necessarily have to worry about counterspells. You'll really only lose the Reach Through Mists or whatever you casted.
Another highlight for the Pro Tour IMO was Randy's reaction to game 1 of the Robinson vs. LSV match. I don't think I've ever heard his voice that high lol
For Conflux I had purchased a complete uncommon play set in addition to my standard Booster Box + Fat Pack. I ended up with almost a full uncommon play set from the sealed product. I ripped a full set of Martial Coup and several three-of's of other, less notable rares. I agree completely that smaller set sizes has made a direct impact on my access to cards.
With the new duals, Forsythe states that the new duals "were awesome" so I would imagine the draw back would not involve any tempo loss... for experienced players. Revealing something in your hand is a huge strategic dynamic, one that tournament players can exploit and play around, but is innocent enough for newer or more casual players to be less concerned with. You didn't touch on a powerful idea that was thrown around here in Speculation: painless fetch lands that grab a basic land card. This is something many of us got behind as a great idea that is both very relevant to tournament play (Domain, color fixing without tempo loss or revealing cards, wouldn't cause a massive price spike due to the relevance of nonbasic lands in older formats, etc...) and easy to newer players to understand (Terramorphic Expanse is easy to understand). What did you think of this?
Lorwyn planeswalkers could probably stay in every other Core set and still have a relevant impact in the current Standard format (we know this is coming back, how will this impact deck Q in summer?). I would agree that they would want to continue to show off the essential element of what a planeswalker is but they may also show off entirely new planeswalkers that also show off the essential elements of a color (or color pair as would be fantastically awesome).
I've been killed by Channel+Fireball. And beaten by a Necropotence deck. What's really interesting is that, from back in the day, if someone plays a second Island and just passed their second turn I would assume Counterspell. Today, most new players don't even blink at it. Old power is easily forgotten by the constant influx of new players.
I'm getting back into Standard now and MTGSalvation is where I'm catching up on what's going on (other than Faeries is still good; Faeries will always be good and we all know this).
While I congratulate Gavin on becoming a writer for SCG, our very own Teflon_Jeff is also a new writer there as well. While I can't equate Gavin and Jeff (everybody's unique) I just wanted to plug another fellow MTGS write who has "moved on" to something more prestigious (in the minds of others).
With Twitter, have any of you been following the MTG Twitter? There is some hilarious and awesome commentary, as well as instant updates that I followed from PT Kyoto, and you should check that out it you're not already.
As for Magic 2010, the expansion symbol had to become something that would be both easy to update and easy to recognize. Roman numerals, a tiny number in a tiny card, or even a special symbol (like normal expansion symbols) is not an easy idea to memorize. The M+{two digit year} isn't just easy to understand: it makes it easy for new players to see where cards come from. "Oh, I can get that from Magic 2012!" is something that both Marketing and Accounting would like to see happen more often. I can attest that after 30+ expansions, some of them begin to run together and having a slightly simpler way to understand where something was printed would help me buy cards on the fly as well as organize them more thoroughly.
~~~
As for the deck challenge, here is my shot at "honest Progenitus" without using anything other than tutors that can grab him for you:
This plays like a pure Timmy deck: you dig out and accelerate your lands, then search up Progenitus to drop into play. All of the other creatures can block and help you accelerate out Progenitus even while blocking. Primal Command is a key card not because it can grab Progenitus, but because it can gain you life at the same time. You're going to get smacked around until (and especially after) getting Progenitus into play and the only viable answer to this, assuming we want to be fair on honest about it and avoid combo-lock like shenanigans with Worship, is to gain some life. Sylvan Blessing is another dual use card, but given that it is a modality you'll likely cycle it at your opponent's EoT early in the game but gain life after Progenitus is out.
Redundant tutors allow you to grab Progenitus multiple times if your opponent is dropping Wrath of God effects consistently, and also lets you grab one of your accelerating creatures if needed early on. Yavimaya Elder really shines if you need to bring back Progenitus after a wrath since you can tutor Progentius to the top of your library then draw it while thinning your library of even more lands. Late in the game you should be able to tutor and drop Progenitus again all in the same turn, effectively negating Wrath effects.
This deck is, admittedly, very bad: it's a pure Timmy smashfest. It probably should be a "bad" deck.
~~~
I listened to the Forsythe interview and I must say that I'm relieved that the general feedback to him has been overwhelming positive. There are going to be drawbacks to any changes made (that's inherent in any choice: you're giving something else up) but to see the Core set move, and so suddenly, away from "reprint boredom" to "pure fantasy digs" may turn into a centering point in the Magic community. Both newer and older players, playing with the same set, will certainly help bridge some of the very large gap between the two groups. I truly hope I can draft and play sealed with this "new and old" flavorful mishmash with newer players so I have a very relevant opportunity to share what wisdom I can. I won't need to grab my other cards, or explain other principles, if there is more of the "good stuff" right there in front of us. While Forsythe said that "planeswalkers are the most complex cards included" I would bet that there are other cards that come close. While the revealed card Silence appears simple, I believe it is a clear example of the subtle complexity and power that will be included as well. Being unable to cast spells is certainly powerful, but how obviously powerful it can be won't be immediately apparent to newer players ("You mean I can play it to stop all the counter spells that Faeries jerk is playing during my turn? Wow!" was my first though since I don't own any copies of Orim's Chant.) but is a great stepping stone to competitive deck levels (and they can always find a use for that card).
If the Core Set becomes a repository of "good stuff" cards that are generally more useful than not it would be an outstanding improvement to the game. There will obviously be the duds and "jank rares" of the set, but with fewer cards and Forsythe's proclaimed focus on "exciting all players with this one set; bringing new players into the game better than before" mentality there will be a lot of positive traction for Magic, especially if newer players actually get to use more of their cards competitively.
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
This bad boy makes all creatures you control every turn have protection...from everything! So after summing up concepts and being that this deck would be extended Ive settled on G/W with mana accel and token generators, here's the breakdown:
Now Progenitus is tutored up with Summoner's Pact or just through card draw. To actually play the Soul of the World is by one of two methods: Dramatic Entrance or Elvish Piper. Hopefully by then youve dropped the Concerted Effort and everything is invincible!...except to Wrath of God but hey its still cool right?
Also I usually don't beg but a foil Unhinged land would be really sweet and I can totally show up this one guy I play FNMs with who has decks full of unhinged lands heh so regardless I hope you guys like the deck and keep up the good work!
it was a good show as always, but i am kinda giving up on the comment contest, its just too hard to win now. happens tho (but btw i do enjoy the contest as a whole). and i also enjoy anything that gets me free paper magic cards.
Yes, Evil Presents once again makes a showing in an MTGCast deck challenge. This is a simple deck. Disrupt your opponent's hand and creatures until you can put a Progenitus into play under their control. They can then join the Facebook group for those who have lost to Progenitus.
Just simply bring out progenitus turn 2 with a mana creature, land, and mox turn one, and land drop with a natural order turn 2, or use channelhoard wurm, and bounce a land on top of their deck as early as possible
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
MTGCast Facebook Group
MTGCast Twitter Feed
I really like the M10 change. I barely buy any core set packs because It is always the same stuff. In fact, all my birds are ravnica.
As soon as I saw Progenitus, I immediately pegged it for a casual deck that's been a personal favorite of mine for years now. I didn't need to read past the mana cost to know I'd be picking up four of these bad boys. Here's my most recent list:
4 Soul Spike
3 Commandeer
3 Sunscour
4 Sickening Shoal
4 Nourishing Shoal
4 Blazing Shoal
4 Shining Shoal
2 Pyrokinesis
4 Progenitus
4 Reaper King
4 Conflux
4 Coalition Victory
4 Godsire
4 Sphinx Sovereign
4 Hellkite Overlord
4 Ornithopter
Alright, so the deck is divided into free pitch spells, and obscenely costed spells ready to be pitched. Oh, and Ornithopter.
Progenitus was the perfect addition to this list because he can be pitched to any of the spells, and activates the shoal's for a cool ten mana worth of wollop.
Oh, and I love the show guys. Keep up the good work!
-Charlie Kelly
Incidentally, Channel plus Lich's Mirror was a pretty big deal in 5CB recently. Formed part of a deck so good that Pact of Negation had to be banned to stop it dominating!
And yes, Beta draft is very fun, although not as good as Cube because there was actually too much mana fixing. This made sense in context because the idea was to be able to play everything easily to be able to test it, but it meant there was no downside at all to a card having 3+ colours. It was a rare game I didn't have five colours by turn six.
PS. Here's a Progenitus deck for you...
4 Island
4 Forest
4 Simic Growth Chamber
4 Tranquil Thicket
4 Lonely Sandbar
4 Springjack Pasture
1 Miren, the Moaning Well
1 Progenitus
Spells (34)
4 Proteus Staff
4 Sprout Swarm
3 Nuisance Engine
4 Simic Signet
4 Harmonize
3 Ponder
3 Long Term Plans
3 Tezzeret the Seeker
3 Complicate
1 Sun Droplet
1 Oblivion Stone
1 Loxodon Warhammer
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
I could see a reveal card type land...
tap: add 1 to your mana pool.
tap, reveal a Black card from your hand: add B to your mana pool.
tap, reveal a Red card from your hand: add R to your mana pool.
I will be back later with a deck entry.
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
convert bulk into good cards? PucaTrade - https://pucatrade.com/invite/gift/21195
Ebay - decks/Promos/DVDs
Trade thread (constantly updated)
http://www.mtgsalvation.com/trading-post/details/337-pokerbob1s-casual-trading-emporium
4 Devoted Druid
4 Vexing Shusher
4 Kitchen Finks
4 Progenitus
Spells:
4 Ponder
4 Commune with Nature
4 Rampant Growth
4 Negate
4 Dramatic Entrance
4 Yavimaya Coast
4 Flooded Grove
8 Island
8 Forest
4 Naturalize
4 Cloudthresher
4 Remove Soul
3 Evacuation
Get it out as soon as possible with all the searching and then protect it with Negate. Optimal kill speed: turn 5.
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
I made a Duel Pack!
Heroes! Yay!
4 Amoeboid Changeling - It's the Mutagen! :-D
4 Turtleshell Changeling - MTG: Mutant Turtle Game!!! RIGHTEOUS!!!
4 Righteousness - Target blocking creature gets +7/+7 until end of turn.
4 Veteran's Armaments - Katana, bo, nunchuka, sai: +1/+1 for each attacking creature; and Ninja Turtles equip instantly! Casey Jones too!
1 Auriok Steelshaper - Casey Jones - Soldier - Equip costs you 1 less [because of the golf bag). As long as Casey Jones is equipped, Soldiers / Turtles you control get +1/+1.
1 Nezumi Shadow-Watcher - Splinter - Sacrifice Splinter: Destroy target ninja! He's only 1/1 because he's old, but he's so bad ass he can even destroy that Ask a Ninja Guy!
1 Lin Sivvi, Defiant Hero - April O'Neil - X+Tap: Search your library for a Rebel/Turtle permanent card with converted mana cost X or less and put that card into play. Then shuffle your library. 3: Put target Rebel/Turtle card from your graveyard on the bottom of your library. - April's always dragging the Turtles into Trouble, but she's good at finding out what bad guys are up to...
4 Peek - Look at target evil player's evil hand. Draw a good card.
1 Vizzerdrix - Creature - Rabbit Beast 6/6 - Usagi Yojimbo - He costs 6u, that's why he isn't in many cross-overs.
1 Walker of Secret Ways - Karai - High echelon leader of the Foot, heroine or villainess? She promises the Foot won't bother the Turtles anymore, but can she be trusted? - 1u:Return target Ninja you control to its owner's hand.
4 Story Circle - As Story Circle comes into play, choose a color. w: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage. - The Turtles ALWAYS win, because they're the GOOD guys!
4 Holy Strength - See?! GOOD guys!
Lands: 27
6 Island
6 Plains
2 Swamp
4 Flooded Strand
4 Terramorphic Expanse
1 Underground River
1 Dimir Aqueduct
1 Irrigation Ditch
1 Safe Haven
1 Remote Farm
Villains! Booo.
4 Amoeboid Changling - The bad guys have Mutagen too!
1 Higure, the Still Wind - Shredder - Whenever Shredder deals combat damage to a player, Shredder searches for another Ninja to put in the hands of EVIL. I call dibs on playing the Turtle deck!
1 Experiment Kraj - Krang - Legendary Creature - Ooze Mutant - He's one of the big bad guys, but he's really just a slimy brain with tentacles and stuff. Yuck.
1 Scandalmonger - Bebop - Creature - Boar Monger 3/3 2:Target player discards a card. Beebop is always trying to stop the Turtles from doing what they want.
1 Rhox - Rocksteady - Creature Rhino Beast - Even if you defeat him, he regenerates again and again! Bad guys are often like that.
1 Karstoderm - Leatherhead
1 Walker of Secret Ways - Karai - I KNEW I couldn't trust her!
4 Ninja of the Deep Hours - Foot Clan - Ninjutsu (1u: Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
4 Shuriken - 2 damage to target creature, they won't kill the Turtles, but they sure are annoying.
4 Brass Man - ROBOT Foot soldiers - 1 - Artifact Creature - Construct - 1/3 Robot Foot soldier doesn't untap during your untap step. At the beginning of your upkeep, you may pay 1. If you do, untap Brass Man. - No wonder they're so easy to kill!
4 Myr Servitor - Mouser Robot - At the beginning of your upkeep, if Mouser Robot is in play, each player returns all cards named Mouser Robot from his or her graveyard to play. - Stupid Robots keep hunting Splinter! They were made by a scientist who mutated and became half FLY! He didn't adjust well to that.
1 Misshapen Fiend - Baxter Stockman - 1/1 - He's the fly. He can fly. ...but he's a wimp.
4 Warp World 5RRR - They're trying to warp the entire world! But they'll never do it, the Turtles won't let them!
2 Unholy Strength - See?! EVIL!
Lands: 27
10 Island
2 Forest
2 Swamp
4 Terramorphic Expanse
4 Llanowar Wastes
1 Hall of the Bandit Lord
1 School of the Unseen
1 Safe Haven
1 Volrath's Laboratory
1 Mirrodin's Core
Sideboard:
1 Progenitus
I am so going to win this deck challenge, seem like people here are having a hard time sticking to theme!
Changeling in a turtleshell, Changeling power!
2x Doomsday
4x Progenitus
1x Demonic Tutor
1x Imperial Seal
1x Vampiric Tutor
1x Cruel Tutor
4x Sensei's Divining Top
2x Yet Another Aether Vortex
4x Putrid Imp (lets you get rid of progenitus in hand)
2x Pyromancy
4x Rite of Flame
4x Seething Song
4x Badlands
4x Gaven Cairns
4x Blood Crypt
4x Bloodstained Mire
2x Urborg, Tomb of Yawgmoth
2x Tainted Peak
8x Mountain
8x Swamp
2 paths to victory.
Get out Vortex and tutor up Progenitus and bash (keep it on top with Top).
Doomsday Stack with Undaying Flames and 4 Progenitus
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
convert bulk into good cards? PucaTrade - https://pucatrade.com/invite/gift/21195
Ebay - decks/Promos/DVDs
Trade thread (constantly updated)
http://www.mtgsalvation.com/trading-post/details/337-pokerbob1s-casual-trading-emporium
// Creatures
2 Progenitus
//Combo Cards
4 Spiritual Visit
4 Reweave
//Spells
3 Spectral Procession
3 Ideas Unbound
3 Eerie Procession
4 Peer Through Depths
4 Cryptic Command
4 Hinder
2 Reach Through Mists
//Mana
4 Talisman of Progress
4 Hallowed Fountain
4 Adarkar Wastes
2 Mystic Gate
10 Plains
13 Islands
I have fond memories of the original version of this deck. It was very pleasing to Reweave through all four of my opponent's Umezawa's Jitte, who then promptly conceded. Also, I Reweaved through an artifact deck's Platinum Angels and Mindslavers until he decked out. Not to mention, I also had fun when I fetched out Darksteel Collosus by Reweaving a spirit token.
The way the deck works is this: make a token with Spiritual Visit or Spectral Procession, Reweave it, and put into play the only creature in your deck at EOT, and attack for the win. Progenitus, thanks to its Darksteel Collosus clause, is recycled into the deck with Ideas Unbound for when you accidentally draw it. Cryptic Command (I know...) stabilizes the board until your find the combo pieces.
The good thing about this combo is that you can do it all through splicing, meaning you don't necessarily have to worry about counterspells. You'll really only lose the Reach Through Mists or whatever you casted.
Not until you mentioned it. I haven't touched the decklist since Kamigawa.
Thanks Tom, keep up the great work!
With the new duals, Forsythe states that the new duals "were awesome" so I would imagine the draw back would not involve any tempo loss... for experienced players. Revealing something in your hand is a huge strategic dynamic, one that tournament players can exploit and play around, but is innocent enough for newer or more casual players to be less concerned with. You didn't touch on a powerful idea that was thrown around here in Speculation: painless fetch lands that grab a basic land card. This is something many of us got behind as a great idea that is both very relevant to tournament play (Domain, color fixing without tempo loss or revealing cards, wouldn't cause a massive price spike due to the relevance of nonbasic lands in older formats, etc...) and easy to newer players to understand (Terramorphic Expanse is easy to understand). What did you think of this?
Lorwyn planeswalkers could probably stay in every other Core set and still have a relevant impact in the current Standard format (we know this is coming back, how will this impact deck Q in summer?). I would agree that they would want to continue to show off the essential element of what a planeswalker is but they may also show off entirely new planeswalkers that also show off the essential elements of a color (or color pair as would be fantastically awesome).
I've been killed by Channel+Fireball. And beaten by a Necropotence deck. What's really interesting is that, from back in the day, if someone plays a second Island and just passed their second turn I would assume Counterspell. Today, most new players don't even blink at it. Old power is easily forgotten by the constant influx of new players.
I'm getting back into Standard now and MTGSalvation is where I'm catching up on what's going on (other than Faeries is still good; Faeries will always be good and we all know this).
While I congratulate Gavin on becoming a writer for SCG, our very own Teflon_Jeff is also a new writer there as well. While I can't equate Gavin and Jeff (everybody's unique) I just wanted to plug another fellow MTGS write who has "moved on" to something more prestigious (in the minds of others).
With Twitter, have any of you been following the MTG Twitter? There is some hilarious and awesome commentary, as well as instant updates that I followed from PT Kyoto, and you should check that out it you're not already.
As for Magic 2010, the expansion symbol had to become something that would be both easy to update and easy to recognize. Roman numerals, a tiny number in a tiny card, or even a special symbol (like normal expansion symbols) is not an easy idea to memorize. The M+{two digit year} isn't just easy to understand: it makes it easy for new players to see where cards come from. "Oh, I can get that from Magic 2012!" is something that both Marketing and Accounting would like to see happen more often. I can attest that after 30+ expansions, some of them begin to run together and having a slightly simpler way to understand where something was printed would help me buy cards on the fly as well as organize them more thoroughly.
~~~
As for the deck challenge, here is my shot at "honest Progenitus" without using anything other than tutors that can grab him for you:
2 Progenitus
3 Fertilid
4 Sakura-Tribe Elder
3 Yavimaya Elder
4 Birds of Paradise
2 Worldly Tutor
4 Primal Command
2 Sylvan Bounty
4 Rampant Growth
4 Kodama's Reach
3 Swamp
3 Plains
3 Island
3 Mountain
16 Forest
This plays like a pure Timmy deck: you dig out and accelerate your lands, then search up Progenitus to drop into play. All of the other creatures can block and help you accelerate out Progenitus even while blocking. Primal Command is a key card not because it can grab Progenitus, but because it can gain you life at the same time. You're going to get smacked around until (and especially after) getting Progenitus into play and the only viable answer to this, assuming we want to be fair on honest about it and avoid combo-lock like shenanigans with Worship, is to gain some life. Sylvan Blessing is another dual use card, but given that it is a modality you'll likely cycle it at your opponent's EoT early in the game but gain life after Progenitus is out.
Redundant tutors allow you to grab Progenitus multiple times if your opponent is dropping Wrath of God effects consistently, and also lets you grab one of your accelerating creatures if needed early on. Yavimaya Elder really shines if you need to bring back Progenitus after a wrath since you can tutor Progentius to the top of your library then draw it while thinning your library of even more lands. Late in the game you should be able to tutor and drop Progenitus again all in the same turn, effectively negating Wrath effects.
This deck is, admittedly, very bad: it's a pure Timmy smashfest. It probably should be a "bad" deck.
~~~
I listened to the Forsythe interview and I must say that I'm relieved that the general feedback to him has been overwhelming positive. There are going to be drawbacks to any changes made (that's inherent in any choice: you're giving something else up) but to see the Core set move, and so suddenly, away from "reprint boredom" to "pure fantasy digs" may turn into a centering point in the Magic community. Both newer and older players, playing with the same set, will certainly help bridge some of the very large gap between the two groups. I truly hope I can draft and play sealed with this "new and old" flavorful mishmash with newer players so I have a very relevant opportunity to share what wisdom I can. I won't need to grab my other cards, or explain other principles, if there is more of the "good stuff" right there in front of us. While Forsythe said that "planeswalkers are the most complex cards included" I would bet that there are other cards that come close. While the revealed card Silence appears simple, I believe it is a clear example of the subtle complexity and power that will be included as well. Being unable to cast spells is certainly powerful, but how obviously powerful it can be won't be immediately apparent to newer players ("You mean I can play it to stop all the counter spells that Faeries jerk is playing during my turn? Wow!" was my first though since I don't own any copies of Orim's Chant.) but is a great stepping stone to competitive deck levels (and they can always find a use for that card).
If the Core Set becomes a repository of "good stuff" cards that are generally more useful than not it would be an outstanding improvement to the game. There will obviously be the duds and "jank rares" of the set, but with fewer cards and Forsythe's proclaimed focus on "exciting all players with this one set; bringing new players into the game better than before" mentality there will be a lot of positive traction for Magic, especially if newer players actually get to use more of their cards competitively.
Concerted Effort" target="blank">Concerted Effort
This bad boy makes all creatures you control every turn have protection...from everything! So after summing up concepts and being that this deck would be extended Ive settled on G/W with mana accel and token generators, here's the breakdown:
Lands
7x Forest
7x Plains
2x Mutavault
3x Wooded Bastion
2x Temple Garden
2x Treetop Village
Creatures
3x Progenitus
4x Lanowar Elves
3x Elvish Piper
3x Imperious Perfect
1x Rhys the Redeemed
2x Kitchen Finks
2x Twilight Drover
2x Elvish Visionary
Other Spells
2x Concerted Effort
4x Spectral Procession
3x Rampant Growth
2x Dramatic Entrance
2x Harmonize
2x Summoner's Pact
1x Sprout Swarm
Planeswalkers
1x Elspeth, Knight-Errant
Now Progenitus is tutored up with Summoner's Pact or just through card draw. To actually play the Soul of the World is by one of two methods: Dramatic Entrance or Elvish Piper. Hopefully by then youve dropped the Concerted Effort and everything is invincible!...except to Wrath of God but hey its still cool right?
Also I usually don't beg but a foil Unhinged land would be really sweet and I can totally show up this one guy I play FNMs with who has decks full of unhinged lands heh so regardless I hope you guys like the deck and keep up the good work!
WUB TransmutElixir
WU <Mirror Mania>
Mono B Discard
(((W/U)(Shield)(W/U)))
MtgO
U/W Wall Control
U/W Sliders
Thanks to www.myextralife.com for my pic
23 Swamp
Creatures:
4 Progenitus
Planeswalkers:
3 Liliana Vess
Spells:
4 Demonic Tutor
4 Grim Tutor
4 Evil Presents
4 Thoughtseize
4 Damnation
4 Duress
4 Unmake
1 Distress
1 Terror
Yes, Evil Presents once again makes a showing in an MTGCast deck challenge. This is a simple deck. Disrupt your opponent's hand and creatures until you can put a Progenitus into play under their control. They can then join the Facebook group for those who have lost to Progenitus.
3X CHANNELHOARD WURM
4X BIRDS OF PARADISE
4X " target="blank">NOBLE HEIRARCH4X LLANOWAR ELF
4X NATURAL ORDER
4X DRAMATIC ENTRANCE
4X PRIMAL COMMAND
2X LIGHTNING GREAVES
4X CHROME MOX
23X FOREST
Just simply bring out progenitus turn 2 with a mana creature, land, and mox turn one, and land drop with a natural order turn 2, or use channelhoard wurm, and bounce a land on top of their deck as early as possible