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Molimo last won the day on November 2 2018

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  1. Legendary spells just require you to control a planeswalker or legendary creature at the time of casting, you can't bump them off the stack with the legend rule. From Gatherer: Other than the casting restriction, the legendary supertype on a sorcery carries no additional rules. You may cast any number of legendary sorceries in a turn, and your deck may contain any number of legendary cards (but no more than four of any with the same name).
  2. Re: Teysa, you get 2 dies triggers for creatures with afterlife, etc. 603.10 Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows: 603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library. Example: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.
  3. You can play mardu and run Death Match so your Legion tokens help clear your opponents' board.
  4. Energy Chamber doesn't combo with Assemble. It only works with artifacts and only with the listed counter types. Assemble can be good in a controlling shell, after you sweep your opponents' creatures, it comes down to gum up the board and threatens to take over the game if unanswered. It's also decent in replacement effect tokens with Divine Visitation style cards, churning out an army of Angels instead of 1/1s.
  5. Only better, since you can play the cards until the end of your next turn.
  6. Scotch (White Walker by Johnnie Walker), ammo (.40 cal and .223), Magic cards (UMA packs) and a bunch of food.
  7. I'm glad that with afterlife comes better fixing for my esper control to cast Settle the Wreckage.
  8. Getting called in for more overtime is usually my biggest. As a section lead in retail, I'm usually working every night until they're out of overtime to write off, or until the holiday rush ends. When I do get a night off and there's a party or a concert/gig at a bar, there's usually some drunken karaoke and tomfoolery.
  9. Separating the good from the bad, then trading in the good, donating the bad.
  10. I've been working toward similar goals as well; trading staples I own into decks, then selling extra copies for cash or store credit to fund cube upgrades, other hobbies, and pay ahead on bills. I'm sorting through commons and uncommons in order to distribute those into the community somehow as well. My plan is to donate the cheap, shitty cards to after school programs that teach new players the basics, and trade the more widely playable cards to the regular tournament players at fair rates to help downsize my collection while building theirs.
  11. I like Guilds quite a bit. While drafting a guild is the most straightforward way to draft the set, splashing is very possible, very powerful and can make for some fun and challenging games. The set also has a high impact on standard and modern and both formats are fairly open and healthy, so I rated Guilds very good.
  12. Many modern jund decks run a land base of: 4 raging ravine 3-4 bloodstained mire 4 verdant catacombs 4 blackcleave cliffs 2 overgrown tomb 1-2 blood crypt 0-1 stomping ground 0-1 twilight mire 2 swamp 1-2 forest For a total of 23-25 lands depending on the curve of the overall cmc of spells
  13. Thragtusk leaves behind a 3/3 to kill your opponent after Worldfire resolves
  14. Depends how many decks I want to build/finish/update. Usually it's a few hundred, sometimes it's a few thousand (this year I replaced some stolen dual lands to rebuild some legacy decks-ouch!).
  15. He sees play in decks built to protect him and buy you time to transform the creature into a planeswalker that can win you the game quickly. The backup plan of the deck is to kill with creatures and direct damage spells, which isn't bad either.