MTG Commander/Elder Dragon Highlander

Iron Chef: EDH Edition - Battle Guild Wars
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Author:  Treamayne [ 2014-Aug-10 11:45 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Gruul vs Orzhov

"Orzhov bad! Kill Gruul, take Gruul turf! CRUSH THEM! After crush, WE EAT!"
-Borborygmos, Leader of the Gruul clans

The Gruul are a ferocious, if ragtag, coaltion of tribes and clans who live unfettered by the shackles of civilization. Only two things can unite them: a threat large enough to endanger them all and the the unquestioned might of the ferocious cyclops, Borborygmos.

This deck is focused on creatures that embody the primal rage of the Gruul, their might-makes-right attitude, and their only real concern: filling their bellies.

General: Borborygmos


Land (38)
Forest x 11
Mountain x 14

Command Tower
Evolving Wilds
Forgotten Cave
Gruul Guildgate
Gruul Turf
Kazandu Refuge
Khalni Garden
Mountain Valley
Shivan Oasis
Skarrg, the Rage Pits
Temple of the False God
Treetop Village
Zoetic Cavern

Creatures (38)
Countryside Crusher
Dragon Broodmother
Farhaven Elf
Ghor-Clan Rampager
Gorger Wurm
Greenweaver Druid
Gruul Ragebeast
Hellkite Hatchling
Hungry Spriggan
Indrik Stomphowler
Mitotic Slime
Polis Crusher
Polukranos, World Eater
Predator Dragon
Preyseizer Dragon
Pyreheart Wolf
Rapacious One
Rubblebelt Raiders
Rumbling Slum
Ruric Thar, the Unbowed
Skarrg Guildmage
Thromok the Insatiable
Ulamog's Crusher
Ulasht, the Hate Seed
Viridian Emissary
Voracious Cobra
Vorinclex, Voice of Hunger
Wasteland Viper
Wildheart Invoker
Wood Elves
Wrecking Ogre
Zhur-Taa Druid

Enchantment (4)
Crusher Zendikon
Feed the Pack
Gruul War Chant
Gutter Grime

Planeswalker (1)
Garruk, Primal Hunter

Artifact (1)
Sol Ring

Instant (9)
Crushing Vines
Fresh Meat
Hunger of the Howlpack
Pit Fight
Relic Crush
Smash to Smithereens
Wild Hunger

Sorcery (8)
Armed // Dangerous
Crush of Wurms
Explosive Vegetation
Hunting Wilds
Overwhelming Stampede
Time to Feed
Wild Swing

Author:  Treamayne [ 2014-Aug-10 11:45 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Orzhov vs Gruul

Listen to the message of our Grand Envoy, Teysa Karlov! She has deemed it necessary to finally quell the sad dream of freedom among the Gruul, and bring their power under our own. The will of the Orzhov is clear in this matter: the Gruul clans live without paying homage to our power and wealth; therefore, they must face the consequences of their lack of subjugation.

The Orzhov, as a guild, is defensive and simultaneously offensive. Their tools attempt to control the game and slowly bleed their opponents to death. This is obtained by utilizing cards which serve multiple purposes. The inspiration for this deck stems a lot from Jade Monolith. In the early part of a game, the small creatures in the deck can provide pressure or counter aggro creatures. The Monolith allows these same small creatures to block and then be turned into 1/1 flying Spirits in the late game, thus creating endless blockers. If indestructible is given to these same small creatures, then bingo! Big creatures can similarly either deal damage to opponents for an effect, or combine with Jade Monolith for effects while blocking.

In terms of flavor, the death of small creatures to Teysa's effect represents the Orzhov Syndicate's requirement of debts to be paid even in death. It is not enough for a knight or a cleric to serve the Orzhov their entire life; death is only the beginning. When indestructible is involved, this is the closest we can get to creating Thrulls (soulless bodies) from regular creatures--more or less.

The other non-creature cards are mostly used as support: ramping, drawing cards, removal, or negating the loss of life required for the deck to function. Some of these cards also work well with Jade Monolith. The Ring of Xathrid can regenerate a creature and still allow a Spirit to be created. Orzhov Charm returns a creature before it dies. Evangelize forces an opposing creature to bear the consequences of their debt to the Orzhov. Finally, Trinisphere is the Legacy/Vintage inclusion which all of these decks tend to have; however, this is not the only reason for its inclusion. An early Trinisphere can help prevent an early swarm and ramp from opposing decks, while a mid-to-late Trinisphere can suffocate combo decks. Furthermore, Trinisphere is close to the flavor of Orzhov decks: what better way to force opponents to pay the debts they were previously unaware of?

Finally, there needs to be an explanation of some of the card exclusions. Why is generic reanimation and Zombies not included in this deck? My answer is they don't fit the Orzhov theme: Zombies and reanimation aren't common in the Orzhov-controlled districts because the Orzhov use dead bodies to make Thrulls. This is a distinct divergence from traditional Black-based decks due to the inclusion of White. In this deck I have placed a Legendary Rat, an Avatar, and a couple Kor creatures, because these support the theme of the deck while allowing for exciting and powerful combinations with other cards.

The exclusion of any Planeswalkers is similarly simple: most of them would have nothing to do with the Orzhov flavor-wise. The only Orzhov planeswalker creates Vampire tokens, which is a creature type more suited to the Golgari or Dimir. While some of their abilities would be certainly useful in a deck such as this, it would be up to the buyer to find and make changes to include them.

Some powerful/interesting synergies: Kor creatures plus Souls of the Faultless or creatures with protection; Spirit Bonds with Teysa's ability; Celestial Mantle with Jade Monolith; and Teysa automatically turns on Angelic Overseer's ability.

General: Teysa, Envoy of Ghosts

Land (40)
Plains x 15
Swamp x 10

Barren Moor
Bojuka Bog
Command Tower
Evolving Wilds
Opal Palace
Orzhov Basilica
Orzhov Guildgate
Secluded Steppe
Sejiri Steppe
Tainted Field
Temple of the False God
Terrain Generator
Terramorphic Expanse
Vault of the Archangel
Vivid Meadow

Creatures (25)
Scion of Darkness
Angelic Overseer
Banisher Priest
Burnished Hart
Deathless Angel
Deathpact Angel
Defender of Law
Geist-Honored Monk
Guardian of the Guildpact
Ink-Eyes, Servant of Oni
Knight Exemplar
Knight of Dawn
Knight of Glory
Knight of Infamy
Knight of Obligation
Knight of the Holy Nimbus
Maw of the Obzedat
Scythe Specter
Selenia, Dark Angel
Shaman en-Kor
Silver Knight
Souls of the Faultless
Spirit en-Kor
Twilight Drover
Vizkopa Guildmage

Enchantment (9)
Celestial Mantle
Debtors' Knell
Field of Souls
Martyr's Bond
Oblivion Ring
Pillory of the Sleepless
Spirit Bonds
Spirit Loop

Artifact (9)
Armillary Sphere
Avarice Amulet
Jade Monolith
Orzhov Keyrune
Orzhov Signet
Ring of Xathrid
Sol Ring
Tainted Sigil

Instant (7)
Orzhov Charm
Return to Dust
Swords to Plowshares

Sorcery (9)
Council's Judgment
Debt to the Deathless
Devouring Greed
Diabolic Tutor
Merciless Eviction
Minions' Murmurs
Sign in Blood
Syphon Mind

Author:  Treamayne [ 2014-Aug-10 11:46 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Simic vs Rakdos

The Simic Combine has activated project Kraj, and it has absorbed all the cytoplast in Ravnica. Kraj's new target is the Cult of Rakdos, for this guild may be the only one strong enough to stop it from consuming all of Ravnica.

This deck is my take on an Experiment Kraj mutant deck. My interpretation of mutant includes cards relating to mutations, evolution, and growth.

My choice of creatures is representative of this as seen from cards with mutant creature type or by looking mutant-like in the art. I chose to include monsters from Theros as they are able to grow to incredible size and allow Kraj to become monstrous. There are also enchantments to further mutate my creatures and instants and sorceries to mutate Rakdos creatures into (relatively) harmless critters.

The word "kraj" has three meanings; one in Czech and Slovak, one in Polish and one is Serbo-Croatian. One is "region" (in Polish and also in Czech and Slovak "country") the second is "edge" (Czech) and the third is "end" (Serbo-Croatian) (Russian word "kraj" has all the above meanings). Either the second option was used here, meaning "the edge of evolution", or the third meaning "the end of evolution."

General: Experiment Kraj


Land (38)
Forest x19
Island x19

Creatures (26)
Bane of Progress
Canopy Crawler
Cryptic Annelid
Cytoplast Manipulator
Cytoplast Root-Kin
Draining Whelk
Fleetfeather Cockatrice
Helium Squirter
Heroes' Bane
Hydra Broodmaster
Master Biomancer
Moldgraf Monstrosity
Nantuko Vigilante
Nessian Asp
Novijen Sages
Phyrexian Ingester
Plaxcaster Frogling
Renegade Krasis
Riptide Shapeshifter
Shipbreaker Kraken
Sporeback Troll
Trygon Predator
Vigean Graftmage

Enchantment (12)
Aqueous Form
Bred for the Hunt
Dragon Wings
Epic Proportions
Frog Tongue
Krasis Incubation
Leaden Fists
Molting Skin
Paralyzing Grasp
Shape of the Wiitigo

Artifact (2)
Birthing Pod
Evolution Vat

Instant (10)
Beast Within
Biomass Mutation
Essence Scatter
Evolution Charm
Mutant's Prey
Rapid Hybridization

Sorcery (11)
AEther Mutation
Biomantic Mastery
Curse of the Swine
Explosive Vegetation
Growth Spasm
Hunting Wilds
Rampant Growth
Urban Evolution

Author:  Treamayne [ 2014-Aug-10 11:46 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Dimir vs Selesnya

Dimir spies report the Selesnya Enclave have been rapidly outgrowing their territory. Find out what their endgame is, and assign agents to dismantle their plan.

The deck is constructed around the three UB Legendary creatures, each able to command the deck to match the player's style: Lazav, Dimir Mastermind, Dralnu, Lich Lord and Sygg, River Cutthroat. Lazav is the featured commander, with the deck having a mill theme as means for Lazav to copy creatures from your opponents’ graveyards. Dralnu allows for a different play style when leading the deck, being able to reuse the instants and sorceries that are used or milled into your own graveyard. As the third commander, Sygg pushes the strategy into card advantage territory.

Representing House Dimir, the creatures in this build include rogues, wizards and assassins. Merfolk are also well represented, as a possible direction for the deck to be modified with Sygg. A few cards in the deck care about these creature types, including Drowner of Secrets, Information Dealer, Sigil Tracer and Sage of Fables.

Bomb creatures include Massacre Wurm, Sphinx of Magosi, Overtaker and Havengul Lich. Overtaker (and to a lesser extent, Chamber of Manipulation) calls in Dimir’s sleeper agents by taking control of opponents creatures, making combat tricky, and worse yet when coupled with the deck’s sac outlets. Worst Fears is another bomb mythic, and what could be more Dimir than controlling another player's turn?

Removal is key to winning, and Dimir has plenty to go around. Board sweepers include Life's Finale (with bonus of looking through a library and putting more creatures down), Killing Wave to even the playing field, and Sudden Spoiling for a surprise blowout. Pinpoint removal is also strong with Assassin's Blade, Brittle Effigy (a nice rattlesnake), Grisly Spectacle (which adds to the milling) and Dismember. Creature based removal includes Nekrataal and Stalking Assassin, while Onyx Mage makes our army of relatively small creatures a definite combat threat. Onyx Mage also adds to our wizard count for Information Dealer and Sage of Fables.

Dimir values knowledge for planning and control. Information Dealer and Architects of Will allow you to manipulate the top of libraries, while Thoughtcutter Agent and Hired Torturer let you see what other players have in their hands. Lantern of Insight lets everyone see what cards are coming up, and the mill effects are a great way to abuse that knowledge.

Dakra Mystic doubles as mill and possible card draw, Lurking Informant mills or conversely leaves bad or useless cards on top of their library, Undercity Informer doubles as a sac outlet and Drowner of Secrets puts good use to all of our Merfolk. Non-creature mill cards include Duskmantle, House of Shadow, Dimir Charm, Trepanation Blade and Sands of Delirium (which puts extra mana to good use late game). Duskmantle Guildmage make all of these milling effects cause life loss to our opponents, making it a definite threat.

Discard effects include Unnerve, Blackmail, and Immobilizing Ink. Dinrova Horror and Recoil are great control with added discard effects, removal if the opponent's hand is empty. Dire Undercurrents works as both discard and draw effects depending on the spells played after. Draw effects are also plentiful with Sygg, River Cutthroat, Shadowmage Infiltrator, Disciple of Bolas and Compulsion to name a few. Sage of Fables is a particularly good draw engine (and power boost) with the number of wizards present in the deck. Both on-color cycle lands (Barren Moor and Lonely Sandbar) are included as well.

Some other good effects for the Dimir master plan include making your creatures unblockable with Rogue's Passage or Minamo Sightbender, and getting another use from cards in the graveyard with Dralnu, Lich Lord, Pit Keeper, Havengul Lich or Elixir of Immortality. Commander deck staples include Sol Ring, Swiftfoot Boots, Dimir Keyrune (mana rock) and an extra Legendary creature (of fewer colors) for players to brew with: Jalira, Master Polymorphist.

A few particular combos included: Lantern of Insight + any mill, Sigil Tracer + Worst Fears, Massacre Wurm and Sudden Spoiling. A group of combo cards include sacrifice outlets Jalira, Master Polymorphist, Safe Haven and Undercity Informer, for use with Overtaker or Chamber of Manipulation, to prevent giving the controlled creature back. Dralnu can also make use of the sac outlets to prevent him from taking damage. No infinite combos were included (I.e. Mindcrank) and the overall choices of cards were made to keep the power level of the deck within the power and price range of a precon.

General: Lazav, Dimir Mastermind

Land (39)
Island x 13
Swamp x 13

Barren Moor
Cabal Pit
Cephalid Coliseum
Command Tower
Dimir Guildgate
Duskmantle, House of Shadow
Haunted Fengraf
Lonely Sandbar
Mystifying Maze
Opal Palace
Rogue's Passage
Safe Haven
Soaring Seacliff

Creatures (30)
Architects of Will
Dakra Mystic
Dimir Doppelganger
Dinrova Horror
Disciple of Bolas
Dralnu, Lich Lord
Drowner of Secrets
Duskmantle Guildmage
Havengul Lich
Hired Torturer
Information Dealer
Inkfathom Witch
Jalira, Master Polymorphist
Lurking Informant
Massacre Wurm
Maze Glider
Minamo Sightbender
Onyx Mage
Pit Keeper
Psychosis Crawler
Sage of Fables
Shadowmage Infiltrator
Sigil Tracer
Sphinx of Magosi
Stalking Assassin
Sygg, River Cutthroat
Thoughtcutter Agent
Undercity Informer

Enchantment (6)
Chamber of Manipulation
Dire Undercurrents
Immobilizing Ink
Soul Ransom

Artifact (8)
Brittle Effigy
Dimir Keyrune
Elixir of Immortality
Lantern of Insight
Sands of Delirium
Sol Ring
Swiftfoot Boots
Trepanation Blade

Instant (8)
Assassin's Blade
Dimir Charm
Grisly Spectacle
Into the Roil
Sudden Spoiling

Sorcery (8)
Killing Wave
Life's Finale
Painful Memories
Worst Fears

Author:  Treamayne [ 2014-Aug-10 11:46 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Izzet vs Orzhov

We must not allow the establishment to stifle Izzet Innovation! I call all Izzet into battle against the Orzhov Syndicate for their attempts to undermine Izzet Progress across Ravnica.

Izzet Innovations focuses around the trial-and-error process of discovery and invention. There are lots of looters (including Dack) and lots of little cantrip artifacts. These work well with Niv-Mizzet mechanically, but they also represent of wading through a lot of chaff before you get to the really great ideas. Similarly, Goblin Welder is a strong card and helps this deck be able to win, but he also represents the idea of going back to the drawing board and trying and old idea to see it if will work better this time around.

The deck also has several cards that focus on "borrowing" another player's idea if it's a good one: Dack, Volition Reins, Thada Adel. (I didn't want to over-emphasize a generically powerful effect like Control Magic, but it was worth giving a nod and the effect is useful to have anyway.)

This deck intentionally avoids infinite combos, but I've included some strong synergies, such as Future Sight + Sensei’s Divining Top and Mirran Spy + Niv/Looters with a whole mess of very cheap artifacts. These obviously interact quite well with Niv and Psychosis Crawler. The other primary way to win is just to a have a REALLY big idea. I.E., a Monstrous Colossus of Akros. (Blightsteel is boring.)

Counters, Aftershock, and bounce spells are really just there to provide some extra interaction. Since this deck isn't trying to anything too inherently broken, it needs to be able to stop bad stuff from happening to it.

In general, this deck aims to capture the feel of an inventor just going through a whole mess of concepts to find the right idea. Relative to most Niv decks, it tries to play a very fair game with cards that work well together and reinforce the main theme, rather than going for pure power.

General: Niv-Mizzet, the Firemind

Land (40)
Island x 18
Mountain x 11

Command Tower
Evolving Wilds
Forgotten Cave
Izzet Boilerworks
Lonely Sandbar
Remote Isle
Smoldering Crater
Terramorphic Expanse
Izzet Guildgate
Great Furnace
Seat of the Synod

Creatures (20)
Steel Hellkite
Colossus of Akros
Mycosynth Golem
Etherium Sculptor
Psychosis Crawler
Bosh, Iron Golem
Muzzio, Visionary Architect
Thada Adel, Acquisitor
Cephalid Broker
Cephalid Looter
Goblin Welder
Thought Courier
Trinket Mage
Looter il-Kor
Merfolk Looter
Vedalken Engineer
Vedalken Archmage
Mirran Spy
Treasure Mage

Enchantment (3)
Future Sight
Volition Reins

Planeswalker (3)
Dack Fayden
Karn Liberated
Tezzeret the Seeker

Artifact (22)
Chromatic Star
Conjurer's Bauble
Darksteel Plate
Diviner's Wand
Elsewhere Flask
Everflowing Chalice
Ichor Wellspring
Illusionist's Bracers
Izzet Signet
Mind Stone
Mishra's Bauble
Mycosynth Wellspring
Oblivion Stone
Phyrexian Furnace
Prophetic Prism
Sensei's Divining Top
Sol Ring
Spine of Ish Sah
Staff of Nin
Swiftfoot Boots
Urza's Bauble

Instant (6)
Stoic Rebuttal
Cyclonic Rift
Fact or Fiction

Sorcery (5)
Rush of Knowledge
Trash for Treasure

Author:  Treamayne [ 2014-Aug-10 11:47 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Izzet vs Simic

“Hello? Hello? Is this thing on?”

Squeak… Squeak…

“Ah yes, there we are. We, the Magewrights of the Izzet League, do hereby challenge the Biomancers of the Simic Combine to a contest of SCIENCE! For many years now, rumours have been floating around the streets of Ravnica that the League has gone soft, dull, and malleable, as if the experiments that we perform for the good of all citizens and our genius has been surpassed by the Combine’s genetic manipulations. But I say, ‘NAY,’ to this!”


“The Simic Combine, whilst utterly inspired in their methodology, cannot compare to the sheer brilliance of the League’s designs, and for too long have the suggestions that their experiments are better than ours gone on. It is time to quash this gossip once and for all!”


“The Izzet League therefore invites all of the fair citizens of Ravnica to come marvel at our combined fair of science, to be held in the Transguild Promenade on the morrow. It will truly be a momentous occasio…”


*Cough.* *Cough.*

“Hmm… I think that went rather well, didn’t it?”

The Izzet League marches to war! Or, more likely, to a battle of wits against the other scientific guild, the Simic Combine. And what better way to prove their intellectual superiority than with an experiment-off.

Despite the background of Izzet as experimenters supreme, their set mechanics (Replicate and Overload) do very little to replicate any sense of experimentation. But there is one area of Magic where there is a sense of excitement, wonder, and, "Izzet gonna work?" And that, my friends, would be with the "flip a coin" mechanic. There is truly a sense of the unknown with each and every flip of a coin and that, to me, is where the Izzet League should reside. There are also a few cards that have random outcomes; these fit in this same area.

There are three Commanders supplied with this deck, in the same way that all ten of the existing preconstructed decks have done so. The main Commander (who would be on the front of the packaging) is Niv-Mizzet, Dracogenius. I took care to stay away from his earlier, more combo-friendly counterpart because I feel the pre-cons are aimed more towards newer players and Niv-Mizzet, the Firemind can draw a lot of hatred sometimes (not to mention that the Firemind has already had a release in Duel Decks: Izzet vs. Golgari). The two other Commanders in this deck both represent various aspects of the Izzet League and of the Blue-Red color combination; Melek, Izzet Paragon is all about copying spells for fun and profit whilst Keranos, God of Storms is more about the random aspect I discussed above. I did consider Nin, the Pain Artist as an alternative to Keranos, but she occupies a very similar space to Niv-Mizzet (spend mana to do damage and draw cards), and Jhoira of the Ghitu is clearly a very powerful card but I feel she doesn't really embody many of the experimental aspects of Izzet (not to mention is another card that does combo really well).

The key card to the coin flip strategy is Krark's Thumb, and there are a small number of tutors designed to see it come out earlier than not (hopefully). The coin flip cards, with the exception of Izzet's very own Ral Zarek, have all been chosen specifically that they require winning the coin flip so as to not confuse players with regard to the deck's alternative win condition, Chance Encounter.

The creatures are a mix of Izzet-related and those that work well with Instants and Sorceries. There are also a large amount of Izzet-related cards in other areas and specifically none dedicated to other Guilds; the exception is Hypervolt Grasp, which was printed incorrectly in its original incarnation and is included here so that the watermark can be updated appropriately.

General: Niv-Mizzet, Dracogenius


Land (40)
13 x Island
15 x Mountain

Command Tower
Desolate Lighthouse
Evolving Wilds
Forgotten Cave
Ghost Quarter
Izzet Boilerworks
Izzet Guildgate
Lonely Sandbar
Nivix, Aerie of the Firemind
Rupture Spire
Terramorphic Expanse
Transguild Promenade

Creatures (21)
Charmbreaker Devils
Djinn Illuminatus
Frostburn Weird
Goblin Bangchuckers
Goblin Electromancer
Goblin Kaboomist
Goblin Test Pilot
Hypersonic Dragon
Izzet Guildmage
Keranos, God of Storms
Melek, Izzet Paragon
Mercurial Chemister
Nivix Guildmage
Skyclaw Thrash
Steamcore Weird
Talrand, Sky Summoner
Wee Dragonauts
Young Pyromancer

Enchantment (3)
Chance Encounter
Hypervolt Grasp
Planar Chaos

Planeswalker (1)
Ral Zarek

Artifact (4)
Izzet Signet
Krark's Thumb
Mizzium Transreliquat
Sorcerer's Strongbox

Instant (16)
Cyclonic Rift
Desperate Gambit
Firemind's Foresight
Increasing Vengeance
Izzet Charm
Long-Term Plans
Street Spasm
Think Twice
Unstable Footing
Weapon Surge

Sorcery (14)
Blast of Genius
Cone of Flame
Epic Experiment
Fiery Gambit
Game of Chaos
Library of Lat-Nam
Molten Birth
Pull from the Deep
Shattering Spree
Squee's Revenge
Stitch in Time
Whims of the Fates

Author:  Tim Proctor [ 2014-Aug-11 2:25 am ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Mr. Chairman I don't see any of the decks.

Author:  Segrus [ 2014-Aug-11 3:15 am ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Tim Proctor wrote:
Mr. Chairman I don't see any of the decks.

Treamayne wrote:
All entries are in, and I have complete the QC on conforming to the challenge required rarity counts and verified no reserve list cards are used. I'm putting a placeholder (teaser) for entries now, and will post all entries this evening.

Author:  Tim Proctor [ 2014-Aug-11 3:27 am ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

I seemed to have failed reading during school.

Author:  MrCool [ 2014-Aug-11 4:40 am ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

10 entries. Nice.

Author:  Treamayne [ 2014-Aug-11 7:36 am ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Tim Proctor wrote:
Mr. Chairman I don't see any of the decks.

You should now.

With Convoke returning in M15, I thought somebody was going to make a Selesnya deck to play with the new toys. But it looks like Izzet is popular, and I was happy to see how different the decks were.

Thanks to all the entrants for dealing with my CDO (Alphabetical order matters) and good luck to everyone.

I hope we all enjoyed the first Theme challenge, and I am preparing the next Secret Ingredient while our judges do their thing.

Author:  Viperion [ 2014-Aug-11 12:37 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars


Yikes :shock:

Author:  Masked Thespian [ 2014-Aug-11 2:07 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Though it seems a key part of the narrative/justification, the Tapped Out link gives away the identity of the author of that deck... :oops:

Author:  Treamayne [ 2014-Aug-11 3:02 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

Masked Thespian wrote:
Though it seems a key part of the narrative/justification, the Tapped Out link gives away the identity of the author of that deck... :oops:

Link Removed (though it is likely too late) with my apologies. I guess I never gave it a second thought because

1) I have never been to tapped out and did not realize it showed that info

2) I must have been to tired to think of following the link to doublecheck.

Again, sorry for lack of "attention to detail."

That's two screw-ups so far... wonder what number three will be. (First was found by the applicable entrant within 30min of posting the lists)

Author:  Viperion [ 2014-Aug-11 3:15 pm ]
Post subject:  Re: Iron Chef: EDH Edition - Battle Guild Wars

I suspected that may have been the case so didn't click on it :)

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