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Oct 9, 2018Couple notes:Posted in: Deck Creation (Standard)
Is there any reason to run Lightning Strike over Justice Strike considering the meta? Are you ever using the Strikes at the opponent, or just for spot removal. Banefire looks like the better card for control matches over the Strikes. Similar question, doesn't Lava Coil make more sense than Seal Away, as I imagine Seal Away is used to stop the Gb agro lists. Seems like destroying and exiling a Steel Leaf goes further than using an enchantment which they can destroy with the Brontodon. I'm inclined to SB Lava Coil over Seal, or does instant/flash vs sorcery make that much of a difference with this deck?
Response // Resurgence looks like it could be a great fit as well, especially against control. The Resurgence side seems like a game ender and response could help against the green decks. Looks like it is a MB possibility.
I'm still debating using Legions Landing over Adanto.
Oct 9, 2018I don't see how it can beat control with how costly all the creatures are. Seems like if you are not on the play control can lockdown your creatures or counter them if you don't get Shalai out. I may have answered my own question and getting one out is key isn't it haha.Posted in: Deck Creation (Standard)
Oct 9, 2018Is there any reason to run Mox Amber in this? Seems like it helps ensure you curve and can even sneak out angels against control (turn 3 Shalai). Problem is what do you cut? If you go Legion Landing instead of Adanto, the vampire token can act like a lightning strike, blocking a threat against aggro decks. Then cut the Strikes for Mox's. Still not sure if that is really worth it, but it does make the deck more explosive, if it even needs that.Posted in: Deck Creation (Standard)
Also, how's Legion Landing over Adanto now from your experience @katiemtg? Knight of Grace seems too important with all of the Black removal and it's synergy with History.
Sep 11, 2018Shouldn't Goblin Electromancer help with all of the 3CMC Izzet cards coming out? I think the biggest lost is prowessless creatures.Posted in: Established (Standard)
I like Chemister's Insight, and Ionize with an Electromancer is on the field.
Jul 28, 2018RoyalPalmer posted a message on [Primer] Blue Moon: UR Blood Moon/Shackles ControlThinking about building a version of this deck. It seems like there are a couple routes in which to build it (Thing, Pyro, Gearhulk). Have people found success in one build over the other, and does anyone have a couple sample decks of each build?Posted in: Control
Jun 2, 2018Tested the Djinn's. I think 2-3 is about right, but 4 seems like overkill. I also like Naru's "lord" ability, but we don't really play enough spells otherwise. Maybe swap her out for some Metallic Mimics to close the game faster? The Mimic's should also divert removal from the NabansPosted in: Standard Archives
Maybe something like this?
Jun 2, 2018Wait, from the Mtggoldfish article this deck can go infinite.Posted in: Standard Archives
"Second, Illusionist's Stratagem allows us to go infinite with a Nabanamonicon and Naru Meha, Master Wizard!"
So does that mean having a Naban/Pan out, a Naru Meha, Master Wizard, and a Ghitu Journeymage will win the game once casting Illusionist's Stratagem?
Jun 2, 2018This Pannabanamonicon deck looks awesome. You know what looks like it could be a real nice fit? 2 of Kefnet the Mindful. Between the Silvergil's and Champion's of Wit it may not be hard to hang onto 5 or 6 cards, then Kefnet's ability can get you that 7th card. Better yet if it is a counter spell or another creature that can help you draw cards.Posted in: Standard Archives
May 12, 2018Bloodwater looks like it may be a solid add. I played your deck for a while online last night and when I would lose it was often a lightning strike away from a win. Bloodwater + Opt is a nice combo and unlike Enigma Drake you get value from it because of the ETB trigger. Enigma is great for finishing though...Posted in: Established (Standard)
May 9, 2018Agreed. I like the Izzet version, but adjusted the SB to have a full control suite. Added the Wizard lord to help with the long games and the Phoenix's.Posted in: Established (Standard)
Match 1 - Aggro get the win as quick as possible.
Match 2 - control the board and win with big threats at the end
2x Essence Scatter
3x Merfolk Trickster
2x Naru Meha, Master Wizard
4x Rekindling Phoenix
Still need to do some testing.
Mar 4, 2018Ah makes sense. Still seems more like a SB card then. I feel Life Goes On can potentially buy us enough time G1 if TSG comes out. G2 just sub in Struggle // Survive. Hazoret was an issue, and seems like betting them before it can do damage is out only way around it.Posted in: Standard Archives
The more I look at Samut, the Tested the more I like it. Double strike on a Glorybringer or Phoenix can really end the game quickly, and if you can get it to 7 than you can bring out two Glorybringers. Could be worth a MB over Rhonas (I guess I'm just not crazy about Rhonas).
Insult // Injury and Heaven // Earth seem like interesting SB options too.
Mar 4, 2018Took a variation of this to a local Standard Showdown and went 3-0. All matches were 2-1 and played a GW aggro that used servos, a merfolk deck and RW Aggro deck.Posted in: Standard Archives
Couple changes on mine:
Replaced the Earthshakers with Fanatical Firebrand because I didn't have the playset of Earthshakers. These guys were MVPs. Helped take down pesky merfolk and some of the threats in red. Becomes a nice piece of removal that can do some damage for a turn of two.
I ran four Deathgorge instead of the Branchwalkers. They help stabilize by getting you that lifegain and can wreck opponents graveyard plans. They barley ever lasted more than a turn, so they soak up removal as well. Moved two Branchwalkers to the SB if I needed a quicker curve.
I also didn't have the green god, so instead I played a Chandra and two Dire fleet Daredevil (rolled 24 land). Daredevil was interesting, when it is good, it's really good, but there are times there is nothing to play from the opponents yard.
I don't get Struggle // Survive, at all. I understand it can remove larger threats, but so can our Glorybringers, but the Survive side doesn't seem great. I decided to put them in the SB and two Life Goes On in the main. Life Goes On was a game stealer against RW and Merf. You can let them chip in some damage for a couple turns, while removing their smaller creatures or setting up your board. Then when ready slam it down to go up 8. You can always do this with the Fanatical's. By this point you can start reigning down Glorybringers and Phoenix's without having to worry about your health. Hell of a card.
I need to work on the SB (built it around playing Approach because they are often played at my LGS) a little but here is what I ran.
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