- Registered User
Member for 13 years, 9 months, and 16 days
Last active Mon, Mar, 22 2010 16:55:26
- 0 Followers
- 6,207 Total Posts
- 25 Thanks
Aug 2, 2009For sideboard, ask yourself what kind of deck can bother you:Posted in: Casual & Multiplayer Formats
Weenies that go rampant - Caltrops or Infest are your friends here.
Fast artifact-decks (maybe with Academy) - go for Powder Keg.
Any kind of enchantment - big problem. My suggestion would be to splash white via Caves of Koilos or better and add 4 Vindicate.
Other reanimator-decks - Withered Wretch is nice.
Anything else you should worry about?
Jul 24, 2009Too bad that the life gained from Essence Warden and Deathgreeters won't help you to win the game...Posted in: Casual & Multiplayer Formats
If you want to go for a sac-resurrection-route, you need a lot of cheap but effective critters that actually do something when either coming into play or leaving play. You know, something like Festering Goblin.
Then you need permanents that do something when a creature comes into play or leaves play, like Gravepact.
Then you need a good sac-outlet, preferably one that actually hurts your opponent instead of pumping a creature. Altar of Dementia would be an example.
And then you need some kind of reanimation: Lifeline, Shirei, Shizo's caretaker etc.
Go serarch for yourself...
Jul 24, 2009Posted in: Casual & Multiplayer Formats
Oh, come on: Æther Vial needs quite a few turns to be of any help and thus is too slow, and Hunting Grounds needs threshold - but KingNight has no way to get this properly...
Quote from Raziel_X007223Next, the mana base: I can tell you now, Invest in either pains, filters, or shock lands. Trust, it will save you later.
It is true that these lands are a good investment - but they all are awfully expensive as well. And if KingNight goes for a two-colored deck, as I suggested, he doesn't need those (although they could help).
Jul 23, 2009Aehm - the problem is not really the mana-base but the horrible deck. There's no way you can really bring those dragons into play before your opponents will completely kill you. It has not enough support-cards (and those that are in either don't fit or are horrible - except for Terminate and Lavalanche), no cards to speed things up, no way to put these dragons into play without actually playing them (ever heard of Dragon Arch?)... So I'd suggest you first start to build a deck that actually has a chance against other decks, and then we'll talk about your mana-base. I'd go for a two-colored deck - that way you don't have to use expensive dual-lands which are necessary for a well-working tri- or multi-colored deck. And if you want to keep your fat dragons, I'd also suggest you go for cards that help you to play them:Posted in: Casual & Multiplayer Formats
Jul 23, 2009And I'd go for Wall of Blossoms over Jungle Barrier because it's cheaper and thus faster. And instead of Farhaven Elf I'd use Sakura-Tribe Elder or Yavimaya Elder.Posted in: Casual & Multiplayer Formats
I'd also drop one Fires of Yavimaya for the forth Fire // Ice and one Djinn Illuminatus for the forth Impulse.
Jul 20, 2009Well, there are several ways to give Haste to the Titans: Anger of course, if you have a way to get it into your graveyard. Burst of Speed might help as well - or if you want to replicate a haste-spell, there's Crimson Wisps and Fever Charm.Posted in: Casual & Multiplayer Formats
Then there are some staples for U/R-Replicate-decks, like Fire // Ice, Lightning Bolt, Impulse... As for mana-accel, Braid of Fire might help, or Rite of Flame.
Jul 14, 2009Hello, card- and deck-tags are appreciated.Posted in: Casual & Multiplayer Formats
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards 3 Dark Ritual
3 Augur of Skulls
3 Ravenous Rats
3 Hypnotic Specter
4 Cry of Contrition
3 Diabolic Edict
3 Rend Flesh
2 Diabolic Tutor
4 Hymn to Tourach
4 The Rack
3 Peat Bog
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards 3 Dark Ritual
2 Augur of Skulls
4 Ravenous Rats
3 Abyssal Nocturnus
3 Funeral Charm
2 Cry of Contrition
2 cruel Edict
4 tendrils of corruption
4 Hymn to Tourach
4 The Rack
3 Peat Bog
Both these decks have some serious problems. #1: YOU DO NOT HAVE FOUR DARK RITUALS!!! I don't know who taught you to build decks, but please kill him the next time you see him!
Rule #1: The more copies of one card you have in your deck, the more likely you'll draw one. That means that ANY card you want to have on your starting hand has to be a 4-of - and if you don't want to start the game with "Swamp - Dark Ritual - something evil" then you should quit Magic.
Another card that lacks some copies id Duress, since you currently don't run any. It is mandatory, though, since it's the only control-tool black has to deal with enchantments.
You should also use 4 Hypnotic Specters (with DArk Ritual you can play one on turn one, and that means that you WANT one in your starting hand) and you should NOT run any Peat Bogs since they slow you down too much.
Finally, the second deck has one major problem: Megrim. Well, actually it's not the card itself - but even if YOU don't run out of discard-options, your opponent will probably run out of cards that you can make him discard, thus rendering Megrim completely useless. That's why mono-black Megrim is usually a bad idea - blue is the key here.
Jul 7, 2009Hmmm.... Replacing Fyndorn Elves... You could go for Llanowar Mentor to turn all unnecessary cards in your hand into Llanowar Elves, but sadly it doesn't create mana on its own and has to tap for its ability, making him rather slow. That leaves only two-mana-elves, especially Heart Warden and Devoted Druid. The question is, though, whether you actually need another mana-elf, considering you're already running a playset of Llanowar Elves and Priests. Because what I miss are utility-elves likePosted in: Casual & Multiplayer Formats
in the one-mana-slot.
Now Quirion Ranger is more difficult to replace due to the combat tricks he enables. In fact, there's no other elf who can do what he does. You'll have to live without him. Again I'd think about some utilty-elves instead. In addition to what I already mentioned these are worth thinking about:
Jul 5, 2009First of all this deck needs Soltari Visionary! It's perfect for this kind of deck.Posted in: Casual & Multiplayer Formats
Then, instead of one Idyllic Tutor, you should play Enlightened Tutor, since that card is just superior.
I'd also go for 4 Sterling Grove and 4 Femeref Enchantress. They are way too good to ignore. And I'd run 3-4 Argivian Find just in case your opponent manages to get rid of your Enchanted Evenings.
Instead of Gigapede I'd consider Yavimaya Enchantress, since it fits the theme.
Now you do need some free slots. I'd say that you can drop two lands since your mana-curve is pretty low. And then I'd drop the Serene Offerings since they can be dropped best.
The main problem of your deck is that without Enchanted Evening it does nothing. Thus you do need as much tutors as possible AND you need to get to five mana as soon as possible. 4 Wooded Bastion, 1 Sol Ring, 1 Lotus Petal, 4 Remote Farm are thus needed.
Jul 3, 2009Also in case you follow the T1 banned/restricted list, only 1 Lotus Petal is allowed nowadays. Just so you know... Instead of the other three a Sol Ring might be handy, and if you can get them a Chrome Mox and a Mox Diamond...Posted in: Casual & Multiplayer Formats
Jul 3, 2009Problem #1: You have no way to trigger Pattern of Rebirth except for Viridian Zealot (which only becomes handy when facing enchantments or artifacts) and Sakura-Tribe Elder (which you want to sac as soon as possible to search for some lands, which is several turns before you actually can cast the Pattern). So no good - you either need some kind of reliable sac-outlet, some creatures that are worth saccing mid-game, or some good mana-acceleration. Especially the latter leads toPosted in: Casual & Multiplayer Formats
Problem #2: Your deck is horribly slow. Look at your mana-curve: your cheapest cards are the STE and the Zealot at two mana, then you have some land-fetchers at three mana (Wood Elves and Kodama's Reach) as well as a useless fatty-tutor (Fierce Empath) - useless because you can't cast the creature you search for anyway. And everything else is way more expensive. And then there's Temple of the False God - colorless mana which you can't use before turn 4 at best. Bah!
The question is whether you want to utilize Pattern of Rebirth or whether you want a really good aggro-deck. If you want the latter, consider something like 10-land stompy:
Now that would be aggro...
If you want agrro with some fatties, you need more mana-acceleration. In mono-green that usually means using elves. With Llanowar Elves, Priest of Titania and some other little helpers you have tons of mana at turn 3. Then Fierce Empath becomes handy as well.
If you want to abuse the power of Pattern of Rebirth, though, you no longer go for real aggro, but for combo-aggro. Keeping the deck mono-green is something I'd not suggest then, because adding white for tutoring or black for acceleration (Dark Ritual) and excellent sac-cards can improve the deck a lot.
Jul 2, 2009I'll agree with Stijnhoofd here - more lands are definetly needed. They are your kill-cards. Your whole deck depends on you drawing many of them. So make sure you do.Posted in: Casual & Multiplayer Formats
And I do agree with King T on getting rid of Crucible. It doesn't really help you: you can't use it with Seismic Assault or Trade Routes, and since you only can play one land a turn, the Crucible does not give you any real advantage. Instead I'd consider Lodestone Bauble: it can give you enough fodder for the Assault or can thin your deck (it's up to four lands).
Jul 1, 2009Craven posted a message on (extended/casual) Whenever another creature is put into a graveyard from play, ...Posted in: Casual & Multiplayer FormatsQuote from WouldYouKindly17Well I only ask because I know that tokens are removed but 'hit the graveyard' from what I understand.
Correct - but at least the tokens actually hit the graveyard before they cease to exist. The unearthed Hellspark Elemental won't due to the wording of Unearth: "Remove it from the game at end of turn or if it would leave play." So once it dies, it leaves play and thus is being removed. It never see its grave again...
- To post a comment, please login or register a new account.