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Nachrichten - Federico Rosano

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1
Deck Reviews / [Modern] Mutate Deck (UG): $12 fun deck
« am: August 05, 2022, 11:47:08 Vormittag »
https://deckstats.net/decks/88072/2455250-mutate

Mutate Deck

Introduction
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
- contain an unique game mechanics
- have a good sinergy,
- avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics
Mutate is a keyword ability that allows two or more creatures to merge into one final creature. The resulting merged creature has power and toughness of the topmost creature, and gains all the abilities of all the cards below. At first sight it looks like a plain bad mechanics, at least compared to Auras or Equipments. Considering that putting a stack of creatures one on top of another for their mutate ability actually doesn’t add up much board advantage. Or does it?

Deck Overview
The main advantage of this mechanics lays in the "whenever this creature mutates" triggered abilities, leading us to mutate multiple times on the same stack of creatures to trigger all the abilities at once. For example, mutating the Trumpeting Gnarr on top of the Glowstone Recluse triggers both of their effects. Any additional creature we mutate on top (or bottom) of that triggers all the effects once again. The deck also contains the Symbiotes that have specific effects that triggers “whenever a creature you control mutates” and make the whole mutate mechanics very rewarding to play with. It’s now clear that the Sea-Dasher Octopus is a true gem for the strategy and let us trigger a mutated effect at any point of the game.

The mutate effects offer +1/+1 counters, creature tokens, removals and card draw in a reasonable proportion that leads to a considerable board advantage later in the game and therefore this deck can be defined as a typical aggro-midrange. This mechanics proved to be a lot versatile and fun to play with and against.

The main disadvantage of this mechanics is the vulnerability from removal spells. The mutated creatures act as one single creature, so one Terminate or one Path to Exile can remove the whole thing. I’ve seen many decks using the Slippery Bogle as a baseline creature, but this doesn’t solve the issue with cards like Wrath of God or Soul Shatter that don’t target. I prefer to put some defensive spells like Stubborn Denial and Tamiyo's Safekeeping that somehow protect the mutated creatures from a wider range of removal spells.

That's it. Enjoy your cheap awesome Mutate deck and good Magic to all!

2
Deck Reviews / Re: [Modern] First Bant deck
« am: November 05, 2021, 08:10:56 Vormittag »
Really nice deck.

3
Deck Reviews / Re: [Standard] Dwarves (first time poster)
« am: November 03, 2021, 01:10:38 Vormittag »
I really like your deck idea. I would focus the strategy towards Bruenor Battlehammer. Koll, the Forgemaster and Warchanter Skald are amazing. I may suggest Kazuul's Toll Collector that really fits the equipment mechanics. The Dwarf theme is a nice choice, expecially for Bearded Axe, but I wouldn't limit my viewpoint to Dwarves only as it may affects the end result.
Basalt Ravager has not a place into the current strategy, but it's just my tought.

4
Deck Reviews / Re: [Standard] First Silverquill Deck
« am: November 03, 2021, 01:03:40 Vormittag »
Can you briefly describe your deck mechanics?
I guess you're aiming at the last effect of Shadrix Silverquill, so a deck based on +1/+1 counters, but I may be wrong.

5
Deck Reviews / [Modern] SHRINES deck: pentacolor enchantments
« am: November 03, 2021, 12:51:12 Vormittag »
https://deckstats.net/decks/88072/2089694-shrines-ft-all-colors-

SHRINES deck: pentacolor enchantments in Modern

Introduction
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
- contain an unique game mechanics
- have a good sinergy,
- avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics
Found across all colors, Shrines are Legendary enchantments with effects based on the number of shrines you control, so the more you have, the bigger your advantage is. The Hondens activate during your upkeep, while two of the new Sanctums have activated abilities and the other three trigger during the precombat main phase. The Shrine mechanics encourages to widen the strategy to a 5 color deck, first because of the limitations on the number of legendary permanents allowed on the battlefield, second because their effects have a profound sinergy that really brings the mechanics to a whole new level. Even if the first issue can be addressed with the Mirror Gallery, allowing a 1 or 2 color deck with Shrines, however this solution doesn't unleash the full potential of the format.

In this deck, the 5 Shrines are the leading actors and they're responsible of the majority of the ramp, defense and offense of the deck. Even if the deck is pentacolor, the actual deck base is White and Green, as it exploits the mana fixing ability of the amazing Sanctum Weaver and Sanctum of Fruitful Harvest to cast the whole Shrine crew with ease. With the help of tutoring cards like Sterling Grove and Moon-Blessed Cleric is quite common to have all 6 Shrines on the battlefield during turn 6.

- Sanctum of Tranquil Light
- Sanctum of Stone Fangs
- Honden of Infinite Rage
- Sanctum of Fruitful Harvest
- Sanctum of Calm Waters

The big boy, Sanctum of All, really steps up the strategy: it's amazing. With a full Shrine party we can deal 12 damages to any target, gain 12 life, each opponent loses 12 life and so on, each turn.
The deck proved to be surprisingly consistent even against aggro decks. Honden of Infinite Rage is a good removal, but Wrath of God is an extra defense card against some really nasty battlefields. Sterling Grove is another great enchantment that protects the Shrines and still can be used as a tutor whenever we need.
So far it has been an enjoyable experience and it will surely improve over time to a better level of enjoyment and winning solutions.


6
General Magic / Re: If you could create any one card, what would it be?
« am: Oktober 28, 2021, 01:22:41 Vormittag »

7
General Magic / Re: Venom land deck suggestions? [UB Casual]
« am: Oktober 21, 2021, 05:27:16 Nachmittag »
In the last few days I elaborated this deck idea a little further. I realized the "tap" mechanics is not very effective, as I need to pay mana to enchant permanents and only then I have to pay additional mana to force them to tap and thus giving damage. I realized that I'm not forcing my opponent to actually tap the venomous lands, as he/she may just wait to draw the big wincon, like Back to Nature or Soul's Fire, and tap the lands only once to wipe me out.

I'm considering adding white to improve the mechanics. Soul Tithe is very similar to Slow Motion and both force my opponent to tap the lands. White offers amazing defensive cards like Oppressive Rays and Ghostly Prison which is amazing against aggro decks with a lot of creatures: I can't enchant them all. Moreover, Esper has this beauty: Zur the Enchanter. It fits in the deck so well I'm almost convinced to go this way.

I'm still looking for a definitive wincon, like dropping an Ethereal Armor using the Zur ability. It sounds just right.

8
General Magic / Venom land deck suggestions? [Casual]
« am: Oktober 16, 2021, 12:35:04 Nachmittag »
DECK HELP for Psychic Venom LAND DECK
Yesterday I found these two beauties: Pooling Venom and Psychic Venom.
I'm planning to build a Casual Dimir deck around this "tap" mechanic but I'd love your tips, expecially if you already built a deck with these cards.

Here's my plan:
- Enchanting the opponent's lands with the two venoms.
- Using cards like Paralyze and Slow Motion to slow down the attacking phase and forcing my opponent to tap the lands.
- Control the board with cards like Early Frost, Gigadrowse and Curse of Chains, triggering the venoms and the other curses.

Is all looking good, but I do have a couple of doubts:
- how do I stop big Hexproof boys like Carnage Tyrant? I have no answer to this rather than mass removal or white cards like Celestial Flare.
- how do I stop big hordes of creatures? Like a Tribal Goblin deck? I can't enchant them all. Eventually using Propaganda as an extra defense?
- how I survive against mass removal spells like Back to Nature? Just by adding counterspells like Miscast?

The deck looks promising tho.
I'm open to your suggestions. Just keep in mind this's just a deck to play with friends and it has to be cheap (in the $20 range).

9
Deck Reviews / [Unstable Set] Contraption deck (spoiler: it's unbelievably fun)
« am: August 26, 2021, 01:45:37 Nachmittag »
https://deckstats.net/decks/88072/2102388-contraption-deck-ft-unstable-s

Contraptions deck (ft. Unstable set)

Introduction
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
- contain an unique game mechanics
- have a good sinergy,
- avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics
Besides the lack of cards choice from the Unstable Set, the Contraption keyword can be found in each color type and the Deckstats database offers a good number of decks featuing this mechanics. Thinking about how the Contraptions work I realized they're far superior to regular artifacts for these three aspects:
- they can be assembled as an interrups as long as the card assembling them can,
- they can be played from a separate pile of cards so we don't need to wait to draw them,
- they still trigger each *Metalcraft* and *Affinity* ability.

Deck Overview
Moreover then Riggers assemble a Contraption as soon as they come into play, so they can be later used as fresh-meat to block our opponents' attacking creatures. The only two exceptions are the Kindly Cognician and the Steamflogger Boss that speed up the assembling process, but the deck proved to work even without both, it just takes a bit longer. Each Contraption can be assembled in one of the three slot available. A sproket activates one slot at the time at the beginning of each own upkeep so that each Contraption assembled in that slot are triggered. The Contraption choice for this deck is aggro, as the control side is a bit lacking. Some of them creates tokes, for example Faerie Aerie and Rapid Prototyper, while others support them during combat, for example Top-Secret Tunnel and Turbo-Thwacking Auto-Hammer, while others have effects to improve deck consistency and card draw, for example Record Store and Widget Contraption.

The mechanics proved to be absolutely devastating even against some nasty aggro decks, having some hard times only against the super fast Goblin deck and the mighty powerful Life Control deck. The overall enjoyment has been good, mainly because the Contraptions assemble an unique machinery each game and offer great flexibility over different match types.

10
Deck Comments / Re: Soulflayer - Comments
« am: August 23, 2021, 04:31:35 Nachmittag »
This is dope! Great idea, love it.

11
General Magic / [Question] What's your first deck ever?
« am: Juli 18, 2021, 10:18:27 Vormittag »
I start first. It was a mono blue deck I arranged back in 2003 with a bunch of cards I found. It had some cool cards in it tho: Phantom Warrior, Thieving Magpie, Wind Drake, Mana Leak, Dehydration. I'm still using some of these in my current decks.
But I was just a kid (10), I didn't pay attention to rules back then and I kept playing it wrong all the time: I drew up to 7 at the end of each turn, I probably played any amount of lands each time. I had so much fun and I still have today. I never stopped playing MTG.

12
General Magic / Re: Best pack you've ever opened?
« am: Juli 18, 2021, 10:01:49 Vormittag »
In the last pack I opened I found a Thieving Magpie. It was back in 2003.

13
Deck Reviews / Re: My first mill deck ive made
« am: Juli 17, 2021, 06:13:30 Nachmittag »
Personal general tip I'd like to share with you: if you go for a winning strategy (Mill in this case), pick only cards that work together towards it. You're playing with a lot of cards that don't mill at all: Bonded Fetch, Guard Gomazoa, Telepathy, ecc. You should really think about each card you included that doesn't mill. Do you really need it? If the answer is yes, why? Being a good card is not enough.

Down here there's my Mill deck, hoping to help you. It's not competitive, but it wins and could help you think a bit better on your deck.
As second personal tip: Mill is a boring mechanic imo. It doesn't interact with the board and it wins pretty much every time the same. Among my decks is the one I enjoyed playing the least. I have dozens of deck ideas on my profile page, check them out.

https://deckstats.net/decks/88072/1600763-mill

14
Deck Reviews / Re: [Modern] Mental Block
« am: Juli 17, 2021, 05:53:59 Nachmittag »
I did a Mill deck around 1y ago, it wins but I never enjoyed playing it. I'm sharing it here, hoping it helps.

https://deckstats.net/decks/88072/1600763-mill

15
Deck Reviews / Re: [Modern] Mental Block
« am: Juli 17, 2021, 04:07:45 Nachmittag »
Fraying Sanity + Traumatize is all you need to win in a mill deck. The rest is just accessory.
Honorable mentions:

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