why run kiki-jiki at all? i'm testing kokushos instead of the wound relfections out of the original build and out of the 50(ish) games iv'e played with it i get the burn kill when i need a burn kill and an attack kill when i can swing over their heads with fliers. and most of the games don't get past turn 3. the ones that do end at the end of my opponents 4th when they haven't figgured out what i'm about to do and tap out. i'd say the deck is almost ready, but i don't have a functioning sideboard yet. i enjoy the deck and i can't wait to see how it holds up with the new rules changes.
I have one question. Will Akroma even be tournament legal? if so, GREAT! However, she'll still get removed from game with devouring light, faith's fettered and wrathed away. She's succeptable to bounce, pacifism, let alone sunscour and anything else that kills paladin en-vec. My point is that she can be handled. yes, she's a beater, she's got 7 abilities and an 8 ccc. But she's not the end-all-be-all of creatures.
alright, i proxied this up and against gruul beats. game one i ended up with useless spell snares and no other counters while facing down an army of angry monkeys, dogs and shamans(oh my!). i ended up finally drawing a boomerang and removing a shaman, only to have him play 2 more the next turn. i scooped in response to my lethal combat damage.
next game i stabilized with a hen house counters go through and drop gulper, and swing for the win next turn.
game 3 he plays karpland and casts his monkey three times due to boomerang and remands, he never drew a forest, just 3 karplands. so he hit me with a flames and conceded. all on turn 6.
it played pretty good, but i never got to use the vinelasher or jushi when they did show up.
i played about 8 games last night against various fast aggro decks and 4 of them ended in mana screw with nary a elder or reach in sight... of the other 4, i only managed to win 2 of them due to mana screwed opponent... i'll try again this weekend and if i run into mana screw again i think i'll go back a little farther and try darks design
hmmm think i found a flaw in your little plan, skyscribing says EACH player. not target player, not you, each player. i realize you loaming shaman to reset your deck, but how do you discard your now filled hand? draw your whole deck and end the turn? a definate possibility, but why not add a few summer bloom to play out additional lands? by the way most people whov'e played against heartbeat combo know that a simple remand at the right moment kills the deck.
sorry... ranting a little, but i do feel like the deck is missing something crucial, but don't know what. it looks like a blast to play and irritating to play against. as for a name, how about 'du hast mech' not sure about the spelling but i know it's german for 'you hate me' and if the deck plays like it seems it should... they will.
ok, i proxied that deck up sepheroth, and played it against a friend of mine and his b/w jankdad.dec. KAL and mortify wrecked my world! possessions is an interesting card, but more than a little vulnerable to a bit of enchantment hate
and believe me, those 'clasms saved my butt in many a testing game yesterday. i also found out that sometimes the top just doesn't go deep enough(why didn't i figure that on out on my own?). and with Dissension coming out next week i'm looking for cards i can bring in that will either, make it more consistant or allow it to stablize the flames faster. adding in rakdos carnarium or blood crypt should fix some of the mana problems iv'e had.
first off urza has never acctually seen print as himself or as the blind man, he's acctually a worshiper at the church of orhzova (Conjurer's ban?). i'm guessing it's a basketball question?
this is RIGHT off the wizards site. i've made a few changes and i'm dropping a dimir aquaduct and an island for 2x watery grave another island, and an izzet boilerworks for 2x steam vents as for thought couriers? well, i'd rather be the one drawing cards.
ah classic land-slight. i recall playing a b/r LD deck "back in the day" with 'vore. a good start and things like mikokoro to feed late game draw, i can imagine a straight LD build fitting the 'vore in easily. to make it competitve. however you could lose your type 2 status, and make mono-red and move to extended. i figure looking something like this:
You know that moment when you look at a deck list and it just clicks? that happened for me when i saw this deck. yeah ok, so i pulled it off of wizards, but before i sling it together and play it at the next FNM i'd like a little feedback on it.
You know that moment when you look at a deck list and it just clicks? that happened for me when i saw this deck. yeah ok, so i pulled it off of wizards, but before i sling it together and play it at the next FNM i'd like a little feedback on it.
This is my opinion.
next game i stabilized with a hen house counters go through and drop gulper, and swing for the win next turn.
game 3 he plays karpland and casts his monkey three times due to boomerang and remands, he never drew a forest, just 3 karplands. so he hit me with a flames and conceded. all on turn 6.
it played pretty good, but i never got to use the vinelasher or jushi when they did show up.
sorry... ranting a little, but i do feel like the deck is missing something crucial, but don't know what. it looks like a blast to play and irritating to play against. as for a name, how about 'du hast mech' not sure about the spelling but i know it's german for 'you hate me' and if the deck plays like it seems it should... they will.
4x pillage
4x demolish
4x molten rain
3x crack the earth
3x thoughts of ruin
3x wildfire
3x browbeat
3x pyroclasm
3x magnavore
3x flames of the blood hand
4x chrome mox
2x mikokoro, center of the sea
3x ghost quarter
14x mountains
with a good start this deck can go off before your opponent can get set up, and with any luck will keep it that way
8x Island
3x Izzet Boilerworks
4x Mountain
4x Swamp
3x Autochthon Wurm
3x Bloodfire Colossus
4x Stinkweed Imp
4x Thought Courier
4x Complulsive Research
4x Izzet Signet
4x Pyroclasm
4x Sensei's Divining Top
4x Undying Flames
4x Zombify
also looking for advice on a working or transitional sideboard
8x Island
3x Izzet Boilerworks
4x Mountain
4x Swamp
3x Autochthon Wurm
3x Bloodfire Colossus
4x Stinkweed Imp
4x Thought Courier
4x Complulsive Research
4x Izzet Signet
4x Pyroclasm
4x Sensei's Divining Top
4x Undying Flames
4x Zombify
also looking for advice on a working or transitional sideboard