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Thread: [Deck] Imperial Painter

  1. #3581
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    Re: [Deck] Imperial Painter



    Confirmed from Worlds stream, for those interested in pimp ~


    Quote Originally Posted by Michael Keller View Post
    Top 8'ed a 60 man today with Imperial Painter (R/w).
    Will there be a list and report? Also why did you switch from mono?

  2. #3582
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    Re: [Deck] Imperial Painter

    Can't decide if I keep my current ancient tombs or get that one. I really like that art but then I'll feel obligated to get expedition fetches

  3. #3583
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    Re: [Deck] Imperial Painter

    If I can get a playset for under 200 I think I will. But if it's to much.... Who wants these Tezz, painter, some Omni decks? Hopefully not a lot of interest from legacy players so I can get 'em cheap.

  4. #3584

    Re: [Deck] Imperial Painter

    Quote Originally Posted by Uroborian View Post
    If I can get a playset for under 200 I think I will. But if it's to much.... Who wants these Tezz, painter, some Omni decks? Hopefully not a lot of interest from legacy players so I can get 'em cheap.
    You can add MUD to that list too.

    I just love the old art. I have a certain nostalgia for it since I started playing in elementary school around the time these cards were coming out.

  5. #3585
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    Re: [Deck] Imperial Painter

    Lot of new spoilers, and one of the lands caught immediate attention:

    Sea Gate Ruins
    -------------------
    T: Add ◊ to mana pool

    2◊, T: Draw a card. Activate this ability only if you have no cards in hand.
    -------------------------------------

    If you ask me.. this one should be an auto-include in our deck, althought I believe we can't afford to run more than 1.

  6. #3586
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    Re: [Deck] Imperial Painter

    What would you cut for it?


    Sent from my iPhone using Tapatalk

  7. #3587

    Re: [Deck] Imperial Painter

    Quote Originally Posted by Morcrux View Post
    Lot of new spoilers, and one of the lands caught immediate attention:

    Sea Gate Ruins
    -------------------
    T: Add ◊ to mana pool

    2◊, T: Draw a card. Activate this ability only if you have no cards in hand.
    -------------------------------------

    If you ask me.. this one should be an auto-include in our deck, althought I believe we can't afford to run more than 1.
    Do we really want more colorless sources in our deck?

    Edit: Follow Up.

    Spoiled Card: Crumbling Vestige

    Would the CITP ability trigger if Moon is in play?

  8. #3588
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    Re: [Deck] Imperial Painter

    Quote Originally Posted by GundamGuy View Post
    Do we really want more colorless sources in our deck?

    Edit: Follow Up.

    Spoiled Card: Crumbling Vestige

    Would the CITP ability trigger if Moon is in play?
    Additionally, other than Citys and Tombs, do we have enough colorless sources for the activation? We often have Moons out anyway....

  9. #3589
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    Re: [Deck] Imperial Painter

    The fact that it's colorless is why I'd never run more than 1.. In the usual 7 sol landbase I don't see how it would dilute the base too much, but with 8 sols we're speaking half the landbase colorless, which is bad.

    The most simple cut is a basic, but in Mox Opal build there's only 2 so a fetch would be more suitable, methinks.
    As we're in a world of Wastelands and we're slamming Moons, maybe it's not worth it.. but I sure as hell will give it a shot, because that ability is immense and could fix some of our problems with card disadvantage.


    Quote Originally Posted by tired_papasmurf View Post
    Additionally, other than Citys and Tombs, do we have enough colorless sources for the activation? We often have Moons out anyway....
    With 7 sol and 1 of these, the chances we got colorless for activation in late-game is pretty huge.. not a problem.


    Quote Originally Posted by GundamGuy View Post
    Spoiled Card: Crumbling Vestige

    Would the CITP ability trigger if Moon is in play?
    Seeing how it's an actual ETB effect, it won't trigger.

  10. #3590

    Re: [Deck] Imperial Painter

    Quote Originally Posted by Morcrux View Post

    Seeing how it's an actual ETB effect, it won't trigger.
    I thought as much, but it's been awhile since I've seen an ETB trigger on a land so I wasn't sure.

  11. #3591
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    Re: [Deck] Imperial Painter

    Quote Originally Posted by Michael Keller View Post
    Top 8'ed a 60 man today with Imperial Painter (R/w).
    I'd love to see your list and a report if you don't mind.

  12. #3592

    Re: [Deck] Imperial Painter

    Quote Originally Posted by Morcrux View Post


    Confirmed from Worlds stream, for those interested in pimp ~



    Will there be a list and report? Also why did you switch from mono?

    Well that art sucks..... Original by a mile
    Quote Originally Posted by Megadeus View Post
    UR Delver man forcing you to play it out then asking for the ID after he got his dick smashed seems scummy.

  13. #3593
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    Re: [Deck] Imperial Painter

    So time for that awkward moment....should we consider 1 Chandra? Versus miracles as a better threat?

    *ancient tomb* after seeing the full art of the card I appreciate the expedition more. I think it will look great. I'd prefer to have 4 versions so I can have a different version for the playset.

  14. #3594

    Re: [Deck] Imperial Painter

    Just hope they're the price of shocks or cheaper because I'm getting a playset anyways. Also sad that the new chandra is 6 mana :( that 0 is so sweet.

  15. #3595

    Re: [Deck] Imperial Painter

    Quote Originally Posted by Uroborian View Post
    So time for that awkward moment....should we consider 1 Chandra? Versus miracles as a better threat?

    *ancient tomb* after seeing the full art of the card I appreciate the expedition more. I think it will look great. I'd prefer to have 4 versions so I can have a different version for the playset.
    This new Chandra...?

    No.

  16. #3596
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    Re: [Deck] Imperial Painter

    Quote Originally Posted by Morcrux View Post
    Lot of new spoilers, and one of the lands caught immediate attention:

    Sea Gate Ruins
    -------------------
    T: Add ◊ to mana pool

    2◊, T: Draw a card. Activate this ability only if you have no cards in hand.
    -------------------------------------

    If you ask me.. this one should be an auto-include in our deck, althought I believe we can't afford to run more than 1.
    You want to auto-include narrow nonbasics into a Blood Moon deck? I feel the idea is lacking both theory and execution.
    Some of my friends sell records,
    some of my friends sell drugs.

  17. #3597
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    Re: [Deck] Imperial Painter

    Quote Originally Posted by Hopo View Post
    You want to auto-include narrow nonbasics into a Blood Moon deck? I feel the idea is lacking both theory and execution.
    It may cover our biggest weakness, and it doesn't slow down a turn 1 blood moon (still the same count of accelerators and sol lands). If we do got Moon, fine, it's a mountain like everything else, and it has done no harm.
    If we fail to land moon, and have run out of gas in attempt of combo, this land might be our solution to get a second chance in the game.

  18. #3598
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    Re: [Deck] Imperial Painter

    Quote Originally Posted by Morcrux View Post
    It may cover our biggest weakness, and it doesn't slow down a turn 1 blood moon (still the same count of accelerators and sol lands). If we do got Moon, fine, it's a mountain like everything else, and it has done no harm.
    If we fail to land moon, and have run out of gas in attempt of combo, this land might be our solution to get a second chance in the game.
    Can you please expand on why you think the biggest weakness of this deck is card advantage and how this one of land is going to fix that?

    Speaking of card advantage, has anyone tried Kolaghan's Command?

  19. #3599
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    Re: [Deck] Imperial Painter

    http://www.mythicspoiler.com/ogw/car...amecaller.html

    What do people think of the new Chandra. Pretty expensive but powerful, especially in a deck with welders. Worth some testing.

  20. #3600
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    Re: [Deck] Imperial Painter

    Quote Originally Posted by Rampart View Post
    Can you please expand on why you think the biggest weakness of this deck is card advantage and how this one of land is going to fix that?
    We use accelerators, and might even use Enlightened Tutor to find combo pieces. For every accel or tutor we use, we're down a card compared to our opponent (unless the FoW every single threat we're slamming). So, in the long run, if we fail to combo fast enough or they FoW our Moon, we're sometimes left in topdeck mode, but hopefully with a top. But if we at any point try to overpower our opponent by establishing a new combo, they'll often have the edge because they haven't been using accels or tutors, but cantrips. Usually we win before this point, but I may find myself in this position against miracles and Delver, and it's not always easy to come back.

    This land won't end those situations entirely, but can be quite helpful. In the grindy games we might come by it, and we can power down our opponent little by little as we're drawing two cards a turn, especially with a top to assure quality.
    I'm not sure how it will work out, but I know that a land that draws you cards is good. Very good. And this is one of the decks that naturally fulfill it's condition.

    Of course, I know we should always focus on having the deck as quick and stompy as possible in the main, but I seriously can't see how turning 1 basic into colorless can screw up so much that we deny its effect.



    Quote Originally Posted by Rampart View Post
    Speaking of card advantage, has anyone tried Kolaghan's Command?
    Kolaghan's was discussed a good while back when we were splashing black for Slaughter Games and E.Plague. 3 mana whereas 1 is black is a lot to ask for, but I believe some had success during that time, the effect is awesome after all.


    Quote Originally Posted by drude1 View Post
    http://www.mythicspoiler.com/ogw/car...amecaller.html

    What do people think of the new Chandra. Pretty expensive but powerful, especially in a deck with welders. Worth some testing.
    I feel 6 mana, preferably 7 to protect with blast, is a bit much to ask for in legacy, even in this deck. But maybe it can be a Koth that gives us a little bit value even if removed.. sceptical due to cost, but maybe :)

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