Most of my decks on TappedOut are theorycrafting, seeing how a card interaction works or just messing around. I like grindy attrition decks, usually in some variation of --Turbofog, Lantern Control, discard, that sort of thing. Resource denial is a way of life. I also have a soft spot for Dredge and recursion.

Creature types that need more support: Bat, Plant, Scorpion, Shaman, Skeleton

Never forget what it's like to be a noob!

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TypicalTimmy Interestingly enough, they appear to simply be 3-color, nonlegendary mythics that aren't necessarily from Kaladesh/Avishkar or use energy.

Ayli, Eight-Handed Cultist

Legendary Creature - Eldrazi Kor Cleric

Vigilance, deathtouch

Whenever a creature with power 8 or greater attacks, Ayli, Eight-Handed Cultist gains double strike and lifelink until end of turn.

As long as your life total is at least double your starting life total, Ayli, Eight-Handed Cultist gets +6/+6.

2/2

The Eldrazi taught her how to reach out and touch the hearts and minds of everyone she met.


Choose a flavor text you like or a random card's flavor text and create a new card based on that.

January 30, 2025 2:07 a.m.

My experiences with the story recently is that while the characters are generally well-developed and and the writing itself is incredible (I got into other stuff by Valdez, McGuire, and Rivera through these stories), the actual plots tend to be fairly rushed and wrap up too quickly and cleanly for what's ostensibly a PG-13 series.

I tend to dip in and out of the online stories--I did original Amonkhet through Rival of Ixalan, skipped a ton (but kept up with summaries and wiki articles and stuff), and started again with Wild of Eldraine, getting halfway through Thunder Junction before sliding off again. So I'm not all the way up to date.

Overall, I agree with this post, and I apologize for not being able to discuss it more directly. I just wish the stories themselves would be developed a little better--I don't need, like, endless grittiness and deep moralizing over repercussions or anything, and I know the constraints of short story writing mean things have to keep moving quickly. But, as one example, the Agatha of the Vile Cauldron part of Wilds of Eldraine started and ended in half a chapter, and barely got mentioned again. There's a whole new story arc coming out in four months, let's get this one done.

Main characters: great.

Dialogue: generally strong.

Secondary characters: occasionally flat.

Setting description: excellent.

Main arc plot development: generally good, sometimes cramped.

Secondary plot development: can be missing entirely.

I don't want to be too harsh on the stories; I do enjoy them for what they are, and again, WotC got the right authors on board. But I'd like to see more of the world outside of what's immediately around the main characters of the moment, and there's maybe one story per set that does that. I've seriously considered writing my own fan fiction to fill in some of the details I'd like to see and flesh out the planes for myself.

January 29, 2025 3:04 p.m.

Said on New hubs to …...

#3

JohnTDixon A Battle hub is on the short list. I'm waiting for more to be released and for more cohesive strategies to emerge.

January 28, 2025 11:13 p.m.

Said on Is Edge of …...

#4

Apologies for the double post, but I want to clarify my thoughts a little bit.

As I see it, lots of planes can invent sneakers, or electrical machinery, or spaceships. Each plane is probably going to have its own twist on that sooner or later, and some planes are at that point now.

But how many planes are going to have mummification rites and preparations for the dead next to pyramids, obelisks, and giant temples dedicated to animal-headed gods, all carved from sandstone, while the local economy and general survival is dependent on a regularly-flooding river delta in the middle of an immeasurable desert? And how many planes have all that without being a pop-culture Egypt pastiche?

I understand that everyone has different limits on what is acceptable in a fantasy game. My limit is, I simply don't see why non-Earthlike science fiction is weird and out of place while exactly-Earthlike premodern fantasy is not just acceptable, but encouraged.

January 28, 2025 9:49 p.m.

Said on Is Edge of …...

#5

As I understand it (and I haven't been paying too much attention), the Eternity in Edge of Eternity is the Blind Eternities, the area between planes. So it might be less of a "space adventure plane" and more of an "adventure to space between planes", if that's an important distinction.

Still, and I've griped about this before, I'm more confused about all the planes that are exactly like Earth history and culture, but with magic. Of all the infinite planes out there, which seems more likely: an uncharted plane filled with voids of emptiness surrounding stars, ripe for exploration by anyone interested? Or a plane that's nearly indistinguishable from Middle Kingdom Egypt?

Technology differences and genre shifts never really bothered me in M:tG. Earth similarity breaks my immersion a lot more. How can Amonkhet, Eldraine, and Theros all exist in the same multiverse? Why should everywhere be in a similar stasis of swords and castles, or the local equivalent?

January 28, 2025 8:21 p.m.

Said on Lotus Petal vs. …...

#6

Not competitive (especially Legacy), but I'm an 8-Rack enthusiast.

Setting up fast is important. Once you have your Rack lock set up, at least in my experience, you only really need a couple mana each turn, so the mana from that Chrome Mox might be less valuable than the card that got imprinted. Especially with a set of Dark Rituals, it should be easy to set at least one Rack effect and a Hymn to Tourach or Thoughtseize on turn 1 and build with 1-2 mana a turn from there, with a little burst for Liliana of the Veil or Ensnaring Bridge or whatever as needed.

So my vote's for the Lotus Petal. Prioritizing your denial and removal seems more important than a guaranteed extra each turn, but I'd be very interested to see how well it works in practice.

January 28, 2025 8:04 p.m.

Said on New hubs to …...

#7

JohnTDixon Welcome to the club! Enchantment, Snow, and Dice should all be available. On the deck editor page, there's both a drop down list and a checkbox list for hubs. If you don't see anything you need on either of those, let me know.

Lewtonium Sorry for not responding sooner, not sure how I missed your question. How much depth would this hub have? Aside from death touch shenanigans and Ghyrson Starn, Kelermorph, what do you see this hub doing?

January 28, 2025 6:13 p.m.

Kinetic Space

Enchantment

Whenever a creature or artifact you don't control becomes untapped, put a +1/+1 counter or charge counter on target permanent you control.

: Proliferate.


Elisa lore prompt for the challenge. Let's say after being a Planeswalker for a while, Elisa took a huge risk and failed. Create a card based on this gamble. Was it bad luck, or was she sabotaged? What did she stand to gain or lose?

January 28, 2025 1:26 p.m.

Davriel, Contract Enforcer

Legendary Planeswalker - Davriel

+1 Each player draws two cards and loses 2 life.

+1 When target creature attacks during its controller's next turn, put a -1/-1 counter on it.

-2 Destroy target creature that dealt damage this turn. You may use this ability any time you may cast an instant.

-9 Target player discards three cards. You control that player during their next turn.

4

//////////////////////////////

Falco Spara, Contract Arbiter

Legendary Creature - Bird Demon Advisor

Flying

Whenever an opponent draws one or more cards during your turn, you may put a shield counter on target creature.

Remove two counters from Falco: Each player reveals their hand. Exile a card from each player's hand.

When Falco leaves the battlefield, return all cards exiled with it to their owner's hands.

3/3


I'm imagining the contract twisting and courtroom antics between these two...

Same challenge.

January 27, 2025 3:49 a.m.

Baraton, Reckless Geomancer

Legendary Creature - Human Shaman

Protection from lands

You may play an additional basic Mountain each turn.

Mountains you control have ", : This land deals 1 damage to each creature."

5/6

"What do you mean, dangerous? I'm still alive, right?"


The last ability is lightly stolen from Koth of the Hammer, and Baraton is absolutely in the Seething Song-Pyretic Ritual-Geosurge "praise the lava" stance in the art.

Create a druid's grove.

January 23, 2025 2:57 a.m.

Hunting Hares

Creature - Rabbit Scout

When Hunting Hares enters, if it's not a token, create two token copies of it.

When Hunting Hares dies, search your library for a card named Hunting Hares, reveal it, put it into your hand, then shuffle.

2/2

For every patroller you see, there's a half dozen you don't.


Create a creature with at least 6 power that has a scry or surveil ability.

January 21, 2025 6:36 p.m.

Said on How Many Dual …...

#12

There are a lot of fine details here. How much money are you willing to spend for each deck, if budget is a concern? Are any of the decks intended for competitive tournaments or for casual play? How much color weight does each deck have for each color in it? Are the deck intended to be balanced with each other for power level or aesthetics?

My broad rules of thumb:

  1. Include enough basic lands to pay any mana cost in the deck, whether to cast a spell, activate an ability, or anything else. You never know when a Blood Moon or whatever will come out to ruin your day.

  2. Unless a deck is intended to be at least semi-competitive, do not include any lands more expensive than the highest non-land card. It's easy to shove a $200 land base into a $20 deck in the name of optimizing, but I would rather put that land base in a deck of equivalent value.

  3. Advice is theoretical, playtesting is empirical. Using your deck in live play will give you a lot of information, and the more you use it, the more you learn.

January 20, 2025 2:34 a.m.

Said on Spirit of the …...

#13

Is the intention to turn a land into only a forest, overwriting other land types and abilities, or to add the forest type on top of its other types and abilities? I know what the specific rule here would be, I just want to make sure it's what you're aiming for.

January 20, 2025 2:03 a.m.

Demonfire Elemental

Creature - Demon Elemental

As long as you have one or fewer cards in hand, damage dealt by Demonfire Elemental can't be prevented.

: Demonfire Elemental gets +1/+0 until end of turn.

: Put a -1/-1 counter on Demonfire Elemental, then double its power and toughness until end of turn.

As soon as Rakdos left the plane, cult magicians broke into his lair looking for new tricks.

3/3


Create an Artifact Creature - Phoenix.

January 19, 2025 2:55 p.m.

berryjon You kind of alluded to why people skip a turn 1 play when they go first when you talked about the extra draw for the second player. By skipping a turn 1 play, the first player can get up to MV 7, but if they play turn 1 (and don't get a mana dork), they cap at MV 6.


With T1 play:

  • T1 Play land, discard for Momir MV 1. Five cards in hand.

  • T2 Draw, play land, discard for Momir MV 2. Four cards in hand.

  • T3 Draw, play land, discard for Momir MV 3. Three cards in hand.

  • T4 Draw, play land, discard for Momir MV 4. Two cards in hand.

  • T5 Draw, play land, discard for Momir MV 5. One cards in hand.

  • T6 Draw, play land, discard for Momir MV 6. No cards in hand, capped at MV 6 unless you skip a play.


Without T1 play:

  • T1 Play land. Six cards in hand.

  • T2 Draw, play land, discard for Momir MV 2. Five cards in hand.

  • T3 Draw, play land, discard for Momir MV 3. Four cards in hand.

  • T4 Draw, play land, discard for Momir MV 4. Three cards in hand.

  • T5 Draw, play land, discard for Momir MV 5. Two cards in hand.

  • T6 Draw, play land, discard for Momir MV 6. One cards in hand.

  • T7 Draw, play land, discard for Momir MV 7. No cards in hand, capped at MV 7 unless you skip a play.


So by skipping the turn 1 play, the first player gets access to MV 7 cards. It's not super unusual for the player on the draw to also skip their first play to get up to 8-drops.

January 18, 2025 2:32 a.m.

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Shanta's Penitence

Enchantment - Aura

As long as enchanted creature has a stun counter on it, prevent all damage that would be dealt to and dealt by it.

Whenever a stun counter is removed from enchanted creature, put a +1/+1 counter on it. If it has no stun counters, its controller searches their library for an artifact with mana value 2 or less, reveals it, and puts it into their hand, then shuffles.

: Put a stun counter on enchanted creature.


Create a legendary creature that doesn't care about lands, creature size, or combat abilities.

January 17, 2025 6:26 p.m.

I don't think there's a specific name for these cards. There's only four of them (not counting Sleeper Agent, which can attack freely), spread over more than 25 years, and they're generally specific to the Commander format. They're the "someone else gets them but they can't attack me" cards.

Sower of Discord + Saskia the Unyieldingfoil basically makes all your opponents take one person's combat damage.

January 16, 2025 2:10 p.m.

It's defaulting to the printing from The List. In the deck editor page, write it as

Ancient Excavation (C16)

This will force it to the Commander 2016 print. Or if you want the Commander Anthology print, I think the set code for that is CM2.

January 14, 2025 9:25 p.m.

moo1234 Mongolian script flavor text?

Another detail of World of Giant Animals lore is the firspirs, mana-devoted woat shamans who seem to be of particular power.


Sanctified Sandbar

Land

Sanctified Sandbar enters tapped.

: Add or .

, , Sacrifice Sanctified Sandbar: Draw a card. Target creature gains indestructible until end of turn.

Patterns made by the flow of silt and water are said to hold portents of the future.


Sobek's Submersion

Sorcery

All creatures get -2/-0. Destroy all creatures with power 2 or less.

When a sobek dives, nothing can stop it and everything nearby comes with it.


My view of the geography of this plane, or at least the important bits, is a small continent or large island whose center is dominated by a volcanic mountain range. The surrounding lowlands are marshy, with lots of river deltas, mud flats, bayous, and lagoons, so there's not a clear boundary between land and sea. Once you're definitely off the land and in the ocean, there are smaller islands that are (relatively) safe places for kafs.

I see The Ancient as being the focus of society and religion. Savut basically travel with their host, and kaf just try to survive as outcasts. There are scattered kaf communities, but they're made to be temporary and highly mobile. The giant animals are intelligent, but largely solitary and nomadic. So there's no big national structure, and human communities and settlements need to be self-sufficient.

Either create a Naya or Temur woat, or create a Sultai sobek.

January 12, 2025 9:05 p.m.

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Finished Decks 479
Prototype Decks 339
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Playing since Portal
Avg. deck rating 6.06
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Joined 8 years