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  • posted a message on The value of Stinkdrinker Daredevil
    i've won 2 drafts forcing giants, which isn't very hard.

    here are some deck list that i have from my drafts(i am that lame to write down draft decks)

    2xAxgrinder Giant
    3xBlind-Spot Giant
    1xChangeling Berserker
    2xHillcomber Giant
    4xLowland Oaf
    2xMudbutton Torchrunner
    2xStinkdrinker Daredevil
    1xThundercloud Shaman

    1xLash Out
    1xNeedle Drop
    2xPollen Lullaby
    2xTarfire

    9xplains
    8xmountain

    deck 2
    1xAxegrinder Giant
    3xBlind-Spot Giant
    1xGiant Harbinger
    2xHillcomber Giant
    1xLairwatch Giant
    2xLowland Oaf
    3xStinkdrinker Daredevil
    2xPlover Knights

    3xGiant's Ire
    1xLash Out
    1xNeck Snap
    1xNeedle Drop
    1xCrush Underfoot

    9 of each mountains and plains

    i really like this draft plan just because once you start droping threats its normally game over pretty quick, and their isn't any real danger in the first 2 turns anyways.

    a good basic creature stats in lorwyn are very low 3cc for a 2/1, 4cc for a 2/2. and the giant game plan just trumphs this easy. i feel the hardest part is picking which other tribe to use to support the giants in cause you don't see enough, Kithkin or Goblin are the best options.

    i normally pick goblins because of Mudbutton Torchrunner and Adder-staff Boggart(i almost allways win the clash with the high number of the average giant cc) and tarpitcher is really good as well.
    Posted in: Limited Archives
  • posted a message on B/R/U Faerie Madness
    the mana base for any 3 color deck is going to be a hastle but whata ya gonna do? eh?

    the base i've been running for my b/r/u is

    4xRiver of Tears
    4xShivian Reef
    4xSulfurous Springs
    2xUnderground River
    3xTerramorphic Expanse
    2xIsland
    2xSwamp
    1xMountain

    as far as how i came to this to be my mana base
    12 blue sources
    8 black sources with 4 contingensy based sources
    9 red sources

    if your playing a heavy faerie build (for what ever reason) then you could run the comes into tapped if you don't have a faerie duel,Secluded Glen but im not so i don't or i would just runFrost Marsh which i don't.

    it is a painfull mana base for sure ticking off about 1-2 life every turn after 3. but i kill on 5 or 6 habitualy so it hasn't hurt to bad.

    Rune Snag-this card as much as some people don't like to include it in their aggro build, is the best answer this deck can have for Damnation. i've played about 50 games with this deck(im at work as i type look at the hour!!i get off at 7am all day to play?) so far, about 20 against B/U teachings. overall 13-7 in favor of B/R/U madness, in my notes i have marked at least 6 games that i stopped a turn 4 Damnation, all of which i won(of the 6). ironically i have noted 7 matches that a turn 4 Damnation resolved, also ironic is that i lost all 7 of those games.(the other 7 i won, 4 came from those great games in which your looters only seem to pull up Fiery Tempers or Reckless Wurms, and the other 3 i won on the back of miss plays on my opponets part)

    the grand point is that i won matches off of Rune Snag, its very hard to regain the advantage over a deck like teachings once it is lost. Raise your hand if you ever had a controll player down to 9 or less and then suddenly turn 5 rolls around and they are at 14?

    i would like to take out about 3land to put in 3 creature or other spell, im not sure which yet. Might be Telling Time draw and a top deck fix works good for me. Call to the Netherworld to pull back tombstalkers or oorna's prowlers that die'd or had to be discarded when no madness cards could be played.
    Posted in: Standard Archives
  • posted a message on B/R/U Faerie Madness
    OH science be praised hippieipis, thank you for pointing out the most obvious inclusion. adder-staff bogart is a dud in consturcted as his ability is only going to ever happen about 20-30% of the time, how is this compared to the 50-60% predicted earlier....land makes up on average about 1/3 of your deck, with the clash machanic land's are either a loss or a draw. you are running about 8 cards with 1cc,21 cards with 2cc,5 with 3cc,4 with 5cc, 3 with 6cc...who do you think you are going to beat in a clash? you will tie or lose 60-70% precent of all clash encounters in arrgo, 2/3's of your deck have a cc of 2 or less!

    i actually read all of the thread just ithcing to tell of boggart sprite-chaser, oh well. In my testing boggart sprite-chaser is a 2/3 flyer 70-80% of the time, why is this? because you actually have a larger degree of controll over his text box then any clash card. you can run about 8-12 effective(for their cost/utility) faerie's 8 of which cost 1. even if you do not have a faerie out when you play him at least he can chump block 1 drops without going to the graveyard.

    speaking of graveyards Tombstalker is great in this deck. a regular drop on turn 4 for me most games. on a side note if you run the delve cards alongside
    adder-staff boggart your chances of winning a clash impove about 15% altho it is still to random to be good.(clash will only ever be good with some type of scry/harbinger effect to ensure you win, in which case it wouldn't be worth the effort as no clash card is worth that much deck space).

    im at work right now so forgive me if my deck list are a little off

    R/U/w a.k.a. american madness
    4xlooter il-kor
    4xbonded fetch
    4xreckless wurm
    4xlighting angel
    3xsoltari preist

    4xfiery temper
    4xincinerate
    4xpsionic blast
    4xrune snag
    2xdisintegrate

    4xnimbus maze
    4xbattlefeild fordge
    4xshivan reef
    3xterramorphic expanse
    4xisland
    3xmountain
    1xplain

    i haven't realy finished testing all the new lorwyn stuff but my american madness deck is looking to weak compared to the bulkier R/B/u options. and yes lighting angel is good in this deck on turn 4 i am usally attacking with looter/reckless wurm/ lighting angel 8 damage ouch.

    also if your choose any other counterspell other than rune snag for this deck then i would like to know why. it is one of the only cards that gets better if you throw extras away.

    B/R/u

    4xlooter il-kor
    2x bonded fetch
    4xmerfolk looter
    4xoona's prowler
    4xreckless wurm
    3xtombstalker

    4xfiery temper
    4xincinerate
    4xpsionic blast
    4xrune snag

    23 land.

    haven't finished my new R/U/B deck yet as their are so many more possiblities.
    Posted in: Standard Archives
  • posted a message on R/U midrange aggro controll madness
    i've been working on this deck for a little while now and i would like to see what other people think about it.

    creatures
    4xlooter il-kor
    4xbonded fetch
    4xreckless wurm
    3xepochrasite
    3xmaelstorm djinn
    3xinfiltrator il-kor

    non-creature spells
    4xunstable mutation
    4xfiery temper
    3xpsionic blast
    3xsnap back
    3xdelay

    land
    1xurza's factory
    12xisland
    8xmountain

    out of all of the cards i have on this list i feel that infiltrator il-kor is the worst to run, i was running drifter il-dal and i think i would either go back to that or try to fit in 3 gofy's altho i would need to readjust my mana base a bit.

    the lone urza's factory has won me a good hand full of controll match ups with all of the card filltering that i do i will almost allways be able to find mine and get it online before my opponent.

    i am feeling like i might want to splash a 3rd color tho.
    R/U/b
    pro's-allied to both base colors, more madness, easy many fix with unborg or river of tears/graven caverns ,and more shadow creatures
    con's-????difficult to fit????

    U/R/w
    pro's-lighting angel,rebuff the wicked,serra's avernger,monmentary blink, and duel land is reliable enough
    con's- no madness,no strong incentive to filter threw deck.

    U/R/g
    pro's- Gofy....,Kavu predator,duel land least
    con's- no madness,
    Posted in: [TPF] Time Spiral, Planar Chaos, Future Sight
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