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PostPosted: Mon Oct 12, 2015 2:22 pm 
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Is Bone Splinters a card that's really needed in Reanimator decks that use alot of low cost creatures?
Is it more important than Evolutionary Leap?
I find the cards each do very useful things, with the splinters allowing you to survive early and mid game aggression while the Evo Leap fills the grave as well as allows you to sack big guys that would have died, since you know you can just revive them later.

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PostPosted: Mon Oct 12, 2015 4:37 pm 
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I think bone splinters is insanely good. I try to run max copies in any deck that runs swamps


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PostPosted: Mon Oct 12, 2015 6:24 pm 
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I think bone splinters is insanely good. I try to run max copies in any deck that runs swamps


If you think 2-for-1ing yourself and being down on card advantage is insanely good.

It's alright.. but unless you're getting them for two cards or some brutal, tough-to-answer wincon.. it's not that great.

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PostPosted: Mon Oct 12, 2015 7:01 pm 
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I think bone splinters is insanely good. I try to run max copies in any deck that runs swamps


If you think 2-for-1ing yourself and being down on card advantage is insanely good.

It's alright.. but unless you're getting them for two cards or some brutal, tough-to-answer wincon.. it's not that great.


In this meta, it's probably the best kill spell we've got. Yes, you are getting 2-for-1 value, but you trade a (hopefully) crap creature for something you want dead, no questions asked (as long as it doesn't have hexproof). It is even better if you use it on a creature that gains you value...see practically every creature in Golgari Control (scratch that...see every creature in Golgari Control).

I think it is a rare deck that warrants all 4 copies you could run, but I can see 3 in the right deck.

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PostPosted: Mon Oct 12, 2015 7:39 pm 
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I wouldn't run more then 3 in any deck probably only 2 in a deck that isn't golgari evolpea

the existence of perilous myr is what makes it so good, kill any creature and a shock added on? please sir may I have another


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PostPosted: Mon Oct 12, 2015 8:37 pm 
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I wouldn't run more then 3 in any deck probably only 2 in a deck that isn't golgari evolpea

the existence of perilous myr is what makes it so good, kill any creature and a shock added on? please sir may I have another


For you, Hakeem 930, anytime.

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PostPosted: Tue Oct 13, 2015 10:05 am 
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yeah, Bone Splinters is only good if not used in a stoopid way.

I use it to deal with bombs (2-1 is not a big deal, I would have blocked that way anyway), or for nailing something with enchantments on it, or (and this is my favourite) sacing either a myr, arsonist or a stolen opponent creature to take out another one.


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PostPosted: Fri Oct 23, 2015 12:15 am 
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Evolpea + Thopter Squad + Planeswalkers

1 x Bone Splinters

1 x Jace, Vryn's Prodigy
4 x Perilous Myr
4 x Gatecreeper Vine
2 x Elvish VIsionary
4 x Alchemist's Vial
2 x Evolutionary Leap
3 x Disperse

1 x Liliana, Heretical Healer
1 x Nissa, Vastwood Seer
3 x Fleshbag Marauder
3 x Reclamation Sage
1 x Read the Bones

1 x Gravedigger
2 x Languish
2 x Thopter Spy Network

1 x Cruel Revival

1 x Woodland Bellower

2 x Island
3 x Swamp
5 x Forest
2 x Woodland Cemetery
2 x Drowned Catacomb
2 x Hinterland Harbour
1 x Foundry of the Consuls
1 x Dimir Guildgate
2 x Golgari Guildgate
1 x Simic Guildgate
3 x Evolving Wilds



Here's a list I recently threw together which combines the basic structure of EvoLeap Golgari Control with a blue splash for powerful cards. The basic Golgari Control shell is strong, but it spends far too much time digging and cycling looking for it's few engines. This version replaces some of the cyclers and removal with more cards that actually do something. It has the entire Jace/Nissa/Liliana set of walkers in addition to Evolutionary Leap and Thopter Spy network, so getting an engine running is very easy. Disperse and Alchemist's Vial are excellent against methods that people tended to use (Nimbus Wings, Rogue's Passage, Chandra's Ignition) to push damage past our line of chumps. Disperse can also be used to protect our enchantments or walkers if necessary.


Last edited by Spencer on Fri Oct 23, 2015 12:28 am, edited 1 time in total.

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PostPosted: Fri Oct 23, 2015 12:18 am 
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In the 4 drop spot.. you have 2x Languish written twice. Is that supposed to be Whirler Rogue?

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PostPosted: Fri Oct 23, 2015 12:28 am 
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Nope that's just a typo. Whirler Rogue would certainly be fine in the deck though, if you want to run it I would probably drop Visionaries.


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PostPosted: Sat Oct 24, 2015 6:32 am 
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An attempt at making Tainted work for **** and giggles abusing Murk Lurker to give life link to your opponents creatures. Works well when the opponent blocks since he'll lose life regardless.

Tainted Defense

3 x Jorubai Murk Lurker

3 x Shadows of the Past
1 x Liliana, Heretical Healer
3 x Fleshbag Marauder
2 x Tainted Remedy
3 x Gravedigger
2 x Languish
3 x Rise from the Grave

4 x Gatecreeper Vine
2 x Evolutionary Leap
1 x Nissa, Vastwood Seer
3 x Reclamation Sage
3 x Elemental Bond
1 x Woodland bellower

5 x Island
7 x Swamp
5 x Forest
2 x Woodland Cemetery
2 x Hinterland Harbor
2 x Drowned Catacomb


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PostPosted: Sat Oct 24, 2015 8:07 am 
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Elemental Bond? I see only 4 creatures in the deck that activate it. I dunno if maybe you thought it said less than 3 power but I don't think it belongs in here.


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PostPosted: Sat Oct 24, 2015 8:14 am 
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Eriatarka wrote:
Elemental Bond? I see only 4 creatures in the deck that activate it. I dunno if maybe you thought it said less than 3 power but I don't think it belongs in here.


The power of recursion my friend. Also Rise From the grave an opponents fatty and the 4/4 elemental from Nissa. You'd be surprised how often it works. Not like you need more than 1 in play anyways since it's the second most sough after enchant besides Sphinx's Tutelage and Evolutionary leap to eat removal very quickly. And did I mention the mind games that are involved? The fact that you have it out makes people think you at least run stuff like Gaea's Revenge, keeping them on their toes. And did I forget Possessed Skaab or something?


Last edited by Empo on Sat Oct 24, 2015 11:52 am, edited 1 time in total.

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PostPosted: Sat Oct 24, 2015 8:21 am 
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Alright yeah, I kinda didn't take into account the Gravediggers or Rise from the Grave but even still, why not Read the Bones or some blue draw? Just a thought but seems better to me.


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PostPosted: Sat Oct 24, 2015 10:12 am 
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Eriatarka wrote:
Alright yeah, I kinda didn't take into account the Gravediggers or Rise from the Grave but even still, why not Read the Bones or some blue draw? Just a thought but seems better to me.


Because of wanting to keep creatures around to block and attack with, no matter how insignificant they might look. It's why Evoleap is in and that enchant doesn't work without a decent amount of creatures. It also empties the deck conveniently so you draw into better stuff more quickly anyways. But you are free to take some stuff out and try it with the cards that you want.


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PostPosted: Sat Oct 24, 2015 11:33 am 
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I'm rooting for you, Empo, but only because this is the only way I can conceive where you can have a game draw.

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PostPosted: Tue Oct 27, 2015 6:09 pm 
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My Sultai Walkers deck, waiting for Kiora and Ob Nixilis
http://tappedout.net/mtg-decks/magic-duels-sultai-walkers/
Sultai Walkers

1x Conclave Naturalists
2x Cruel Revival
2x Dimir Guildgate
2x Drowned Catacomb
3x Fleshbag Marauder
4x Forest
1x Gaea's Revenge
3x Gatecreeper Vine
2x Golgari Guildgate
2x Graveblade Marauder
2x Gravedigger
2x Hinterland Harbor
4x Island
1x Jace, Vryn's Prodigy
2x Jorubai Murk Lurker
1x Kothophed, Soul Hoarder
2x Languish
1x Liliana, Heretical Healer
1x Necromantic Summons
1x Nissa, Vastwood Seer
2x Outland Colossus
2x Read the Bones
4x Reave Soul
1x Reclamation Sage
1x Simic Guildgate
4x Swamp
2x Telling Time
3x Whirler Rogue
2x Woodland Cemetery


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PostPosted: Wed Nov 04, 2015 2:12 pm 
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I built a Ramp/Mill deck with a bit more control. Let me know what you guys think.

2x Fog
2x Animist's Awakening
1x Elvish Visionary
4x Alchemist's Vial
2x Displacement Wave
4x Frost Lynx
1x Reclamation Sage
2x Bounding Krasis
3x Sphinx's Tutelage
4x Artificer's Epiphany
2x Talent of the Telepath
2x Languish
2x Possessed Skaab
3x Unholy Hunger
2x Necromantic Summons
1x Woodland Bellower
6x Island
3x Swamp
3x Forest
2x Woodland Cemetary
2x Drowned Catacomb
2x Hinterland Harbor
4x Evolving Wilds


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PostPosted: Thu Nov 05, 2015 1:22 am 
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I like the synergy between Displacement Wave and etb creatures for defense. I still think it might be a little too slow and imo Talent of the Telepath is a pure sideboard card. I'd replace the 2 copies with more fogs.

Animist's Awakening is also not a good card imo...


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PostPosted: Thu Nov 05, 2015 2:34 pm 
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the slowness comes from him needed X many lands to do anything of substance
for that reason, only play 7 creatures in Sultai mill: Visionary, Jace, Nissa, and DoTR

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