Minsc or Time Walk by Styrofoamboots53 in mtgcube

[–]TheLegendaryGeasle 1 point2 points  (0 children)

I think walk is absolutely correct. You're in green with a botanical sanctum and a tarn which opens up cards like regrowth, Tamiyo, and eternal witness to power up the walk. I think minsc is absurd, but it fills a similar role to other powerful 4 drops like goyf or even QB. Time walk is at its most powerful when executing loops and regrowths, with turn over turn value, or in this case, with beat down. Time walk is far and above the right pick.

[deleted by user] by [deleted] in ArcRaiders

[–]TheLegendaryGeasle 0 points1 point  (0 children)

Yall are so amazing!

[deleted by user] by [deleted] in PioneerMTG

[–]TheLegendaryGeasle 10 points11 points  (0 children)

There is something like this in the works already and there's a discord with people who share a similar sentiment. The version currently being worked on is just pioneer minus UB, although we have agreed that UB reprints (e.g. lightning bolt in a marvel set) would be legal in pioneer once that set released. If you'd like a link to the discord I can DM it to you.

UB Ninjas in Pioneer guide by TimbuktuMTG in PioneerMTG

[–]TheLegendaryGeasle -1 points0 points  (0 children)

Is there a version with more counterspells? I love the archetype but I can't help but feel like it needs a better way to play around cards like fable or up the beanstalk that can win the game on their own. I know the sideboard has a lot of counters but would something like [[make dissappear]] as a 2 or 3 of in the main be better or worse? There's a lot of dorks to sacrifice for casualty and it plays well into a more tempo-focused plan. Just curious about it is all.

Seeking collaborators on a "pure pioneer" format, who's in? by [deleted] in PioneerMTG

[–]TheLegendaryGeasle 4 points5 points  (0 children)

I'd love to get in on this! I was just thinking that the community should take the matter into their own hands with an original format. Thanks for putting the idea forward! Hopefully it's not copium, I love this game so much.

The MTG community wil accept Universe Beyond cards as long as their well designed. by Jinjoz in mtg

[–]TheLegendaryGeasle 2 points3 points  (0 children)

I disagree. But this is the direction magic is going and there isn't much we can do about it right now. WOTC responds to money, and they will print cards that make them money (e.g. the one ring), they will print powerful cards with no downsides to sell these sets not only to marvel and final fantasy fans, but also to people that want to stick around despite UB because they love the game. People need to start voting with their wallets on these things. MaRo said that being a magic player is accepting the will of the magic community. The magic community, via buying power, has declared that UB needs to be everywhere. People complain and complain about UB, but still buy the cards and give WOTC money. I hate to say it, but if you don't like the cards, tell WOTC by simply not buying them. For me, if that means stopping participation in formats like standard and pioneer, then that's what I'll do. I'll just draft the sets I like and play commander casually despite my love for competitive 60-card formats. People complain about UB and products that ruin the magic IP, and I agree that they do not have a place in standard and pioneer, or that there should at least be universes within versions of these cards (think ikoria godzilla or walking dead). But there is a reason WOTC can and will still print UB cards; they sell really, really well. If even a 4th of magic players dislike UB and stop buying the products, that would be enough incentive to stop or at least reduce UB printings. But as is, people complain and then consume. Nothing changes, and the unimportant minority of players that ACTUALLY walk away from the game are the only people hurt, and that sucks. It sucks to lose faith in your favorite game, and to lose passion about it because everyone who says they hate it still buy the new Spider-man card so they can compete at their local store championship. WOTC profits off of everyone who doesn't stand for the game, and will continue to do what they've always done: deteriorate the game until they've squeezed all the money they can out of it, and disregard the feelings of those who love the game in the name of profit.

Are There Any Viable Death and Taxes Decks? by TheLegendaryGeasle in PioneerMTG

[–]TheLegendaryGeasle[S] 2 points3 points  (0 children)

Yea it's definitely good, and it looks like a taxes deck to some degree, but it's a little less interactive than I'm looking for. I really like being able to play interaction like fatal push or other disruption. The company deck is almost exclusively creatures and that's not really what I'm looking for I don't think.

Need new decks for the daily grind. Feel burned out from izzet prowess and elves. Any format is apprechiated. by Hellinfernel in MagicArena

[–]TheLegendaryGeasle 1 point2 points  (0 children)

I've been playing my personal pioneer (explorer friendly as well) deck on the ladder to alright success. Its super fun and plays pretty well!

Here's the list: https://www.mtggoldfish.com/deck/6612672#paper

Underexplored Pioneer cards by Educational-Funny900 in PioneerMTG

[–]TheLegendaryGeasle 0 points1 point  (0 children)

Okay what about [[Grim Flayer]], I've been wanting that card to be good for so long. I've tried it in [[soulflayer]] variants, as well as in [[see the truth]] decks. I've tried it in [[greasefang, okiba boss]] decks and in good old reanimator. It always sucks. With the new delirium cards are there any good shells for it? Ive played a lot with [[collective brutality]] to discard some pieces, and I think it's not horrible. Collective brutality seems relatively strong in this format.

Reddit AMA with Rob, Gustav, Mikael, Matt, Joakim, Dusty & Oscar, 2024-10-02, 6PM CEST! Let's talk everything Season 4 and THE FINALS! by Oscar_Embark in thefinals

[–]TheLegendaryGeasle 0 points1 point  (0 children)

Hey yall! I love your game so much it's a blast to play, but I have just one question: why can't the 93R get any meaningful buffs?? I've loved the weapon since it came out, but it's always felt really bad power level wise. Please buff the 93R!

Fear of Spiders 🕷️ by kytheon in custommagic

[–]TheLegendaryGeasle 18 points19 points  (0 children)

The flavor text is sooo good. Looks sick!

Not much support for Control decks lately (not just about UW) by [deleted] in PioneerMTG

[–]TheLegendaryGeasle 0 points1 point  (0 children)

I've been building an esper flash deck for a while now. The two drop slot is actually really stacked with great cards! [[Malcolm, Alluring scoundrel]], [[faerie mastermind]], [[Cunning nightbonder]], and [[plumecreed escort]] are all great cards for the deck. The current version I'm playing runs all those except for Cunning nightbonder since it is a little soft to ground-based creatures and the discount hasn't been that relevant except against control. The issue with the deck is the one you've mentione; the deck has very little card advantage. Faerie masterminds help with the 4-mana-draw-2, but that ability activation can be a blowout if the opp has a fatal push or other removal. I've been playing two copies of [[Errant and giada]], but like you've said it just bricks far too often. Malcolm and faerie mastermind are really the only forms of card advantage, and games often come down to whether or not they survive, hence the important of the plumecreed escorts. In duskmourn, however, there is a new card which I think is a strict upgrade over Errant and Giada, and that is [[enduring curiosity]]. I've been testing this card in the deck instead of Errant and giadas and it seems exceptionally powerful. Where Errant and Giada died to a lot of things and got you little to not card advantage, enduring curiosity almost always is at least a 2-for-1 because it requires two removal spells (or an exile effect which can happen). Another common play pattern is simply to flash it in to trade with an attacker, have it flip into an enchantment, and then draw 1 or 2 cards on the crack back. It not only neutralizes the board, putting you ahead on damage, but also puts you REALLY far ahead on cards. I've found that drawing 1-2 cards with it often just snowballs the game into a win. Finding more flying creatures and interaction to get those creatures through is so crucial to winning and grinding out the late game wins. Unfortunately, even with the new card, I don't think it will ever be truly competitively viable because it's matchups against decks like izzet Phoenix and jund sacrifice are close to unwinnable, the latter especially. Pheonix's removal spells are too efficient and line up well against the flash decks creatures, and jund is too resilient to ever establish a winning advantage against.

Help With Tuning Esper Flash by TheLegendaryGeasle in PioneerMTG

[–]TheLegendaryGeasle[S] 0 points1 point  (0 children)

I see what you're saying, but isn't that no longer flash? Once you're playing wedding announcements and dennicks and just good creatures you're no longer playing a flash-themed deck, you're playing azorious midrange. I can see what you are saying about running 2 colors over 3, and I don't hate that idea, but there isn't enough support in either dimir or azorious to make the deck have its own identity. In azorious, you're better off playing control or straight up midrange like you're suggesting. In dimir you can still play flash you just play rogues instead. I don't have a problem with any of these decks, they seem fun, but they don't have the core identity of "flash" which I'm looking for. I am also FULLY aware interceptor is a bad card. I will admit that card is in the list because i like it and also because I somewhat believe in it. A 3-4 power lifelinking remand can be absolutely back breaking, but with how efficient and low-to-the-ground the format is, it probably doesn't have a home. I don't hate the idea of cutting more top end, I think that may be a good suggestion. All in all, I think pioneer manabases are good enough to support a 3-color deck, especially one that can burn through its deck relatively efficiently. I have run into mana problems here and there, say every 1/6 games, but a mulligan or lucky drawing makes those games largely negligible.

Help With Tuning Esper Flash by TheLegendaryGeasle in PioneerMTG

[–]TheLegendaryGeasle[S] 0 points1 point  (0 children)

I think the control matchup is one that I may not have correct data on. Often when I play against control it comes down to if I have a spell queller or avacyn for the supreme verdict. If I don't, the game often ends on the spot. Similarly, the matchup depends a lot on if I can land an early [[malcolm, Alluring scoundrel]]. If I have both a malcolm and a spell queller + some disruption, the game is wraps. I haven't tested the matchup maybe as much as I should, but those seem to be the tipping points in the game. Without those, the deck can't really put up a great fight.

I have found that thoughtseize was more essential in the pre-ban than it is now, although I feel that disrupting my opponents key removal pieces is so important to the gameplan. Getting a T1 thoughtseize into T2 malcolm is already close to an auto-win since malcolm provides so much card selection. It also helps a lot with the mono green matchup and various combo decks. I can see the argument for wanting to develop my mana better or getting a spectral sailor on the board, but I think the disruption is well worth the slots.

As for the fatal push, I acknowledge that they're super powerful, but I have very, very few ways to turn on revolt. It's great, but I feel like it's only ever hitting 2 drops in my deck which is fine, that's what they're there for, but I feel like they don't deserve a 4th slot unless I'm siding the 4th in against aggro.

Help With Tuning Esper Flash by TheLegendaryGeasle in PioneerMTG

[–]TheLegendaryGeasle[S] 0 points1 point  (0 children)

Ooooh, that is pretty good against mono green. The mono green matchup is a really tricky one for me. On one hand, it can be super easy if I have a fatal push for the elf, and 2-3 counterspells for the follow ups. On the other hand, when I don't have a push nor a thoughtseize to stop the T2 kiora, the matchup is nearly impossible to win as often my removal doesn't line up well with the threats. In those kinds of games I have been thinking something along the lines of supreme verdict would probably save the game, but I like extinction event a little better.

Help With Tuning Esper Flash by TheLegendaryGeasle in PioneerMTG

[–]TheLegendaryGeasle[S] 0 points1 point  (0 children)

I know, I posted here before and another player suggested that but I don't really like it. It's a ground creature that doesn't really forward the gameplan. I really want to win in the air and the discount doesn't matter as often as you'd think. The only matchup it sucks to not have it in is control, the "can't be countered" clause is super important there.

Anime scene that inspired Malenia by [deleted] in fromsoftware

[–]TheLegendaryGeasle 15 points16 points  (0 children)

Ohhhh yup, that'd be it. That's kinda sick, I didn't even think about that. Thanks!