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  • posted a message on [Official][Developing Competitive] GeoPlunge Red
    Deck name should be geoplunge or infernalsurge. Sounds cooler and gives tribute to both the rits. Masticore looks to be great in this deck. Since you actually want to sac things. Plus urabrask removes his disadvantage of getting 2 fored before it has an impact.
    Posted in: Standard Archives
  • posted a message on Heartless Jund
    Cut superion foe other cards. The problem is it is a dead card until you draw heartless. It should only be played in a blue version that rocks grand art.
    Posted in: Standard Archives
  • posted a message on [SCD] Heartless Summoning
    The deck can be really good. The goal of a deck like this is too be a good deck without it. Just become super awesome when you actually get it. Like the competitive pod decks. They can win without pod, but when it does get it then it becomes something really strong.
    Posted in: New Card Discussion
  • posted a message on [SCD] Heartless Summoning
    Humm, mentor looks very powerful with this card. I was trying to figure out a way to play him and grave Titan together.
    Posted in: New Card Discussion
  • posted a message on [SCD] Heartless Summoning
    That doesn't look half bad. About 49.9% bad though. With some tuning it could probably do something. Try proxy deck and find out what is not needed. First look is the pedes. Since you will never kill with poison. Take out the superions. You are combo, so act like it damn it! Smile Take out a noble. Put in ponder, counters, and flash aka snapback mage.
    Posted in: New Card Discussion
  • posted a message on [SCD] Heartless Summoning
    Has anyone mentioned blue black? This looks to be house.


    Snap mage looks great as an extra counter or dig spell. Can block when our enchantment is not out or when grand A is in play.
    Shouldn't be too hard to cast the myr. If so maybe ruinator is a better choice.
    Good removal spells.
    Good search
    Finisher could be bloodgift, coil, frost Titan, hellkite, sheoldren, or Sphinx.
    Posted in: New Card Discussion
  • posted a message on [Primer] Mono-Green
    Quote from het8117
    Here is my take on the deck. I like Birthing Pod but I don't want that to be my whole game plan.



    The sideboard needs some work. I'm thinking about Creeping Corrosion but haven't tested the Tempered Steel match up yet.
    Not in love with this build. It is something to combine pod with aggro, but this attempt looks to be a little off. I'm saying that because your curve is a little off. You don't have enough 2 drops to move into dungrove elder. You could probably have emasaries as a 3 of. You have nothing other the replica to sac to turn into a 4 drop. You probably wont want to ever turn an elder into a robot or thrun. Lastly is you have nothing to turn the slimes into. I think your desire to have the robot in here is clogging up the works. Put him in your control deck and put your favorite 6 mana finisher in here as a 1 of and put 3 emissaries in this biz. Put birds down to a 2 of and then put in some cute 3 mana drop. That'll give you a nice curve.

    Also noticed that your 3spot is huge. Elder, swords, pod. This could be a problem.

    ---

    Sorry to double post. Can't scroll all the way down on this phone.

    Your 3spot is way to heavy. Remove beast in and put dismembers in that spot. The 1 or 2 of 3 drops should probably be leatherbacks. Still will give you 12ish 3 drops. Probably run with a 3 3 split of birds elves or 4 2 if you like better. Those changes will let you curve Better and aggro out faster.

    Doublepost merged.
    -Sene
    Posted in: Standard Archives
  • posted a message on Infectious Habitat (G/B Infect)
    Quote from Slivurn
    Turn 1, Glistener Elf
    Turn 2, Rampart Growth (now at 3 lands) 1 Poison
    Turn 3, Rampart Growth (now at 5 lands) 2 Poison (or one less creature on their side) Also potential for a Grim on their creature, which can mean 4 poison counters now
    Turn 4, 6 lands, Phyrexian Swarmlord. 2/4 Poison
    Turn 5, 7 lands 2 Insects with Infect, attack for 5 poison, Giant Growth/Sledge Piston Swarmlord.

    That should never happen though. What decks. Do you see that your scenario is possible against? Steel? Goblins? Twin? VAL? Umm U/B control? What then?
    Posted in: Standard Archives
  • posted a message on Infectious Habitat (G/B Infect)
    Cut the oils bad card .... OK maybe not that bad. Sb it for hawks and that new land that makes 1/1 flyers. Not like you care if you get a few poison counters as they are not playing infect. The instant you play it on a very small guy it is basically dead. Just play it after attacks.
    Next thing is cut the fat out of the deck. Play the 3/1 guy that has infect if the player has a poison counter. He is really good. Only 3 drop 3 power infect guy.
    You need nexus in here. Sweeper proof infector.
    Need the necropede also. Great with clasps and such. Some wont block it because they don't want to lose a mana guy or want to equip next turn. Then you cast the 3/1guy and it's on. Septic rat or whatever its name is is also good. Maybe not good enough though.
    Cut the cute stuff with hex parasites. Use them to fight planeswalkers, other infect decks, and decks with magnets and cannons. Don't try to use surge node with no other uses. What happens if you get a stalemate and you draw node instead of something of actual use? Aggro should play aggressive not conditional cards.
    Use overrun, not that bad hoard card. How is it better then overrun? Almost never. Your guys already have infect. Just give them +2/+2 extra.
    Let me what other silly cards are on here. OK. Adder needs to go. Lash needs to become bonehoard or the 4/4 lifelink vig equipment. Or even livewire.
    I would take out the rampant growths for a better curve. Should be playing guys not fetching lands. Its about as silly as solemn in an aggro green deck. Your curve should stop at 5. If you want swarmlord then perhaps you should have some of the infect mana myr.
    Sledge looks good. I would get another or maybe 2 more. Up the wellsprings by a Tad to improve the consistency of your deck. Why pay two to get a land when you van pay two and draw two or get two lands?
    Posted in: Standard Archives
  • posted a message on BLIGHTY! (Blightsteel Colossus)
    I have no idea what is up with your creature base. Axe that and go a more splicer build. They make sure you have sac guys for shape anew. A 3/3 firststrike for 3 is good also. Then you get 2 4/4 firststrikers next turn . Take out the masters call and put in nexus. They make sorcery speed removal useless against you. Sweepers and such.
    Posted in: Standard Archives
  • posted a message on [Primer] Mono-Green
    I love all this Hydra talk. Can we just say its a personal choice and Meta call? I personally wouldn't play it if my area is filled with black control. Also if you have super fast aggro it can be good if your deck is designs to survive the rush. Looks a good choice for pod heavy metas.
    Posted in: Standard Archives
  • posted a message on G/W Turn 3 World Queller wins games
    Since now you see twins then you probably want some beast in Ans dismembers main
    Posted in: Standard Archives
  • posted a message on [Primer] Mono-Green
    It is and it is. But why wouldn't you want pod as a few of. A good pod deck is one that can win without it. That makes mono green a good choice for it. All pod would do is maximize your threat potential. Embassies become elders, robots become slimes, slimes do their thing then become titans. Max every thing out.
    Posted in: Standard Archives
  • posted a message on G/u -- Can't Touch This
    Since you are playing robots then a few titans would work great. I would suggest the blue one though. It'll allow massive control of the board when you combine all the clone effects. Green is good but doesn't do what you need. Getting forests compared to tapping down blockers it stopping that sweeper.
    Also need more slime. Awesome card when you rub so many clones
    Posted in: Standard Archives
  • posted a message on Standard GMAD #1- Necrotic Ooze
    Looks like if we take out the Sphinx we don't need blue mana nearly as bad. Only to untapped ooze.
    Then take out 1 mancer, and put out bonehoard and 2 others and the deck is finished.
    Posted in: Standard Archives
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