"Say baby do you wanna lay down with me? Say baby do you wanna lay down by my side, say baby do you wanna lay down with me? Say baby! Say baby!!"
Okay, I talk about this deck a lot, but I’ve never bothered to really explain all my card choices, why I’m not running certain token staples, why my manabase looks so dumb, etc. So, here’s the article where I get down into the nitty-gritty of monowhite tokens. Now, the point of this deck is to produce as many tokens as possible within the first six turns of the game, cast Elesh Norn on turn seven to give my army a huge boost, and then control my opponents using tools like mass land destruction, asymmetrical board wipes, and random hosers. We’ll start by discussing my token generators.
Like any deck that has access to a lot of redundant effects, it helps to set rules for which versions of an effect are good enough to include. There are a ton of white token makers, so I decided that I would only include the ones that could produce a lot of tokens very quickly, so that
- I could get a fast start if I drew them in my opening hand
- They wouldn’t be a dead draw in the late game
For an example of why the latter is bad, let’s say I have Mobilization in my opening hand. I’ll cast it on turn three, and on turn four I can spend most of my tempo to produce one token. On turn five, I can spend most of my mana to produce one token. On turn six, I can spend all of my mana to produce two tokens right before I cast Elesh Norn on turn 7. Having four tokens to get pumped by Elesh Norn is decent, but spending four turns’ worth of mana to get those tokens is a huge waste of time.
Here’s a replacement for Snake Basket: Monkey Cage!
what is shoot up schools?
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what is not combing or washing your hair for 7 years and calling it dreads
what is “get sunburns”
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What is ” white girls criticizing white boys when they’re as bad and good as one another.”
What is “liking that fucktard nash grier”
What is “Eating mayonnaise?”
Magic: the Gathering - #Winning
TURN 4 Biovionary Win as suggested by reifier, acted upon by sybexmtg -
Here’s what happens (posted from Reddit):
Your opponent’s end step starts, and all beginning of end step triggers go on the stack. They get and pass priority, you get priority. You cast Rush, targetting 3 creatures and choosing Biovisionary. If rush resolves, they all become Biovisionary. Opponent passes priority, you pass priority, the effect wears off and it’s your turn.
It’s too late for Biovisionary to trigger in this scenario, and Rush’s effect wears off before you see a “Beginning of End Step” again.
However, if you do it at the end of their 2nd main phase, it would work. Just gives them a chance to cast Supreme Verdict or other Sorcery-speed removal before going to end step, when Biovisionary would trigger.
That last picture… Someone collected 1,500 Biovisionaries just to take a picture
I know you guys like challenges and you have helped me out on a few occasions. I'm trying to make my brother a mono blue deck. He wants tromokratis as the commander and wants a sea monster theme. I know most of the creatures just in flavor like ship breaker and scourge of fleets but what else would you suggest enchant/spell wise and any creatures you'd suggest. Try to keep it budget friendly since I'm trying to get him into magic.
I’ll attempt to answer this question in two ways. I’ll give you thematically viable cards that would help add flavor to the deck and then I’ll give you cheap blue cards that would strength the deck if need be.
So in terms of the sea monster theme we first would need the creatures. All of these fit the sea monsters theme. They’re all pretty expensive but have large bodies so they serve as decent beaters. There exist other on theme creatures but they usually have drawbacks or other conditionals that make them not worthwhile to run. There also exists a couple other more expensive thematic that you can look into: Thassa, God of the Sea and Lorthos, the Tidemaker
After these creatures, we have the more challenging part of thematically on point Instants/Sorceries/Artifacts/Enchantments. Since most of these do not have direct drawbacks I’ll list most but I would advise against running some due to the low power level of the card in general. These aforementioned cards will be marked with an “x”.
+Sunken City x This card is mediorce considering your creatures are all large, powerful sea monsters. The drawback is much greater than the reward.
+Kraken’s Eye x This card is underwhelming. In a singleton format with 40 base life, gaining 1 point of life is insignicant especially when you’re playing a sea monsters deck.
Finally we should consider some thematic lands. Again there are some expensive lands that I believe on theme that you might want to consider down the line. Mikokoro, Center of the Sea Minamo, School at Water’s Edge
Though you are trying for a thematic deck, I believe there are still cards that should be included to build a decent deck. Sea monsters are fairly expensive(mana-wise) cards so you should look into ramp. Blue is fairly uninspiring in that area so I would recommend looking into this article about good mana rocks and finding ones within your budget. blindfremen’s Guide to Mana Rocks.
After you have gotten the thematic cards and the mana rocks, I would then look towards our Commandertheory’s Top Blue Cards. These are considered staples so the theme isn’t really there but you should consider the more budget ones and fit them into your deck to keep your brother’s deck in line with the other decks in your playgroup. The common problem with thematic decks is that they usually lack the ability to compete with other decks so by combining both sets of cards, I think you’ll be able to find a good balance between theme and being able to keep up with your opponents.
What about Phyrexian Ingester? Its a blue spot removal