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  • posted a message on Need Help with Earthcraft / Squirrel Nest Build
    you definitely want Vitalize:

    1. It gives you infinite mana, the moment you have both earthcraft and squirrel nest out (+1 creature, maybe from the nest?).
    2. If you only have earthcraft out, it doubles your available mana.

    You definitely want some tutors, adding white(enchantment tutors), or black would be a wise move: You don't want 4's in a deck unless your deck hinges on those cards. What happens if you only need 1, and have 2 more in hand? What happens if you don't draw any? Having tutors allows you to put less copies of a card in your deck which allows for more cards and more versatility. You have to have answers in your deck.

    Snake Basket is an extremely good card in an Earthcraft deck. It will take up 2 turns to do, but it solves any token issues.
    Awakening Zone is another card you might consider.
    Gleeful Sabotage is great in a green token deck.


    I personally have a green/black deck that runs off tokens.
    Earthcraft/Squirrel Nest + a few other token generators: the engine
    Sadistic Hypnotist/Nath of the Gilt-Leaf: as many tokens as opponent(s) can discard.
    Skullclamp/Bloodthrone Vampire: extra/cheaper methods of sacrifice.
    Oh, and of course Grave Pact so I can kill at will by Sac'ing tokens.

    Between black and green, I can target kill any threat (artifacts/enchantments/creatures)... even lands (natural affinity turns all lands into creatures ueot)
    Grave Pact doesn't care if your creature has hexproof, shroud, indestructible etc.

    I'm also working on a red/green earthcraft deck. Cards like Kuldotha Rebirth, Empty the Warrens, Artifact Mutation, Battle Hymn among other mana accelerators, and big X cards to use all that mana. The only problem:
    If earthcraft is in play, I could potentially end the game the turn I cast it.
    If it's not? Mediocre deck at best.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Sek'Kuar, Deathkeeper EDH - Sacrificin' to your heart's content
    Grave Pact
    Skull Clamp
    Sadistic Hypnotist
    Nath the Gilt Leaf

    Token Generation cards
    ...
    AND

    Natural Affinity (if you have a grave pact out, cast it after everything dies & the gravepacts hit the stack. Cast Natural Affinity = land destruction)

    Don't forget Earthcraft

    You can fill out the rest of the deck with putrefy, naturalize/gleeful sabotage, and whatever else... (eternal witness? harmonize? tangle?)

    PS: Squirrel Nest is unlimited tokens with earthcraft... and mana to a certain degree
    Posted in: Multiplayer Commander Decklists
  • posted a message on Best Possible Hand?
    metalworker, voltaic key, time vault, swamp, dark ritual, any artifact, any artifact?
    Posted in: Vintage (Type 1)
  • posted a message on Psychosis Crawler help!
    Ok, so I'm making a Psychosis Crawler deck and I want it to win on/by turn 6. But I'm not sure what else I should add to this deck. I know it needs good draw cards, is a couple concentrate enough? Should I add stuff like Temple Bell? It's tough to find land ramp in blue/red. Should I add some chromatic stuff with Mana Crypt/Vault or are there better artifacts to add? Should I add cards like Smelt... or some card that's smelt for 3 mana that draws a card as well? Niv-Mizzet's?

    I don't want to only play this deck in free for all's, I want it to be able to beat 1v1 games. I want it to beat those agro decks, the tinker decks, graveyard decks, etc.

    Also, if I should add or remove #'s, from the current deck, let me know.

    2 Winds of Change
    2 Lightning Bolt
    2 Pyroclasm
    2 Molten Psyche
    1 Starstorm

    1 Brainstorm
    2 Gush
    2 Whirlpool Rider
    2 Whirlpool Warrior
    2 Whirlpool Drake
    1 Time Reversal
    1 Consecrated Sphinx


    1 Sol Ring
    4 Izzet Cluestone
    4 Psychosis Crawler

    (29)
    Posted in: Vintage (Type 1)
  • posted a message on Prime Speaker Zegana - The Simic Psychosis
    Cards to consider:

    Prophet of Kruphix: better than Seedborn Muse because it gives all your creatures flash as well.
    Tangle: this card negates combat damage, more or less, for 2 turns. with little removal this can help a lot.
    Lotus Cobra/Explore/Kodama's Reach: good for mana ramp to get crawler out quicker.
    Hydromorph Guardian: good way to protect Crawler against targeted removal.
    Lodestone Veil: adds to all spells you cast: "All your creatures gain hexproof until end of turn".


    You may want to consider changing from blue/green to blue/red.
    Winds of Change: Good with Crawler out. Good against search decks. Good to find more mana if you find yourself short. Its also just 1 red mana.
    Whirlpool Warrior: for 3 mana you get to shuffle hand into library and draw that many. Sac and pay a red mana: do it again.
    Molten Psyche: for 3 mana, everyone shuffles hand, and draws. If you have Crawler out, and 3 artifacts, this card will do 1 damage for every card drawn in total.
    Gush: It's blue, but its a God-like card in shuffle decks. You gain 3 cards in your hand for free! then start the cost effective shuffling with a crawler out... Good game.


    Red can end the game the turn after you play Crawler at a cheap cost assuming you have at least 6 cards in hand.
    Red has burn spells to help with creature removal.
    Red is the best color to fight against artifacts and deck searching (2 popular mechanics currently).
    Posted in: Multiplayer Commander Decklists
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