dknight27

1,748 Decks, 2,448 Comments, 253 Reputation

[[Umara Raptor]] is a better version of Avian Changeling.

Azorius Charm and Bustersquall are pretty underpowered cards. Bustersquall is just a worse version of something like [[Assassin Gauntlet]], [[Sleep]], or [[Tempest Caller]], as you're using it to essentially keep the damage clock moving as quickly as possible. The Charm can give you a life refill, but this deck doesn't need it. If you need a life refill to survive, you've already lost, as you're trying to out tempo/swarm opponent. If you want it for it's removal, it does admittedly buy you a tempo for even material, but doesn't negate the threat, so all you're doing is a weaker version of the 'tap all critters' effect you want. It would be better to run [[On Thin Ice]] and switch to snow-basics, which is cheaper and permanent.

Your curve is also pretty low, so you don't need to run 23 lands. I'd suggest cutting the Sejiri Refuge alltogether (it costs you a tempo) and running 2 copies of [[Ally Encampment]] with the 4 Glacial Fortresses and the rest snow-basics (for On Thin Ice), for a total of 21 lands, which frees up 2 spots. I'd consider running [[Expedition Envoy]], as it's cheap, strong, triggers everything, and is a turn 1 play that starts your damage clock strong.

Just some suggestions.

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Posted an hour ago as a comment on Blue White Alliance

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To be clear, I'm not arguing that there is ani-power creep. I'm joking that I somehow found a card that is anti-power creep in a game that is absolutely plagued by power creep to the point that its actively driving away its players due to oversaturation of meta mechanics and complete lack of creativity as the same decks and cards dominate formats left and right.

I compared Powerblade to Fire and Ice for the express purpose of pointing out that they cost the same and yet could not be more different, demonstrating just how terrible Powerblade ultimately is. If you want it compared to other commons for this express purpose (demonstrating that 3-drop equipments with equip 2 are better), compare it to Pirate's Cutlass, which has actual tribal synergy and comes with an additional +0/+1 kicker.

As for the need to design new cards angle, they've got a nearly unlimited ability to either tweak existing card ideas or come up with new ones based on the new mechanics they now seem to pop out every other set. I don't see this as an excuse for making 'bonesplitter but triple worse' the way there are a whole slew of '[[Ancestral Recall]] but worse because of X' cards, as one is an unimportant equipment and the other is THE game of magic compressed into a single (silly) card.

I essentially covered the draft pack angle when I talked about making bad cards for lower formats. I personally find this a repulsive business model, as this exact thing is what tore down yugioh, but even in the idea of drafting straight up soldier decks, Powerblade isn't anything better than mediocre, as you're paying 4 mana for a vanilla +2/+0.

But that's me. I'm more than unwilling to cut WOTC any slack these days, as they've dug their own graves.

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Posted yesterday at 01:11 in reply to #651179 on Anti-Power Creep in MTG?!?!

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The best advice I can give with this one is to cut the curve down. Right now you've got too many 3-drops, so you'll be slow in the opening and be playing catchup all game. I'd suggest cutting the following:

Thought Collapse, as it's too slow and will cause you to have to choose between development and countering (and isn't that good a payoff)

Zulaoport Duelist, as it's just too weak and the payoff is mininmal



Here are some cheaper cards to consider in replacement:

[[Thought Scour]]
[[Visions of Beyond]]

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Posted Tuesday at 16:47 as a comment on Without library

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Not trying to insult, asking because my suggestions would differ greatly depending on the legality and budget. Nothing wrong with building a budget casual deck.

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Posted 03 November 2024 at 20:01 in reply to #651167 on 02Arti.

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Are you going for budget casual here?

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Posted 03 November 2024 at 17:21 as a comment on 02Arti.

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No joke, MASSIVE card advantage potential in a deck that wants to run as many rats as possible. And since you already have 3 lands when you play him, the lands you put on the bottom help you, on top of everything else. What's not to love about this silly card.

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Posted 02 November 2024 at 15:41 in reply to #651161 on Rats...

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Helps with the low land count too, and gets around counterspells. Your discard rats could be used as turn disruption as well, so that's nice. I'm liking it the more I think about it.

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Posted 01 November 2024 at 23:48 in reply to #651160 on Rats Make Me Crazy

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You've got two deck ideas kind of meshed together here instead of one coherent theme: the rats and discard. None of your rats help with the discard, and you don't really have enough discard going to justify it or its support mechanics, so I'd suggest cutting that alltogether.

Undercity Plague is just too expensive and too conditional to justify, as it will take forever to cast, requires a creature to imprint on, is only useful with connected damage, and is lost when the critter is lost. So, a single lightning bolt takes away more than half its efficacy, as well as being a +0 exchange with tempo. You're much better off with something you can play quickly that gives you good value.

Behind the Scenes is actually counterproductive in this build, as Skulk works extremely poorly with Rat Colony (which pumps itself up), and you can't take advantage of the boost because you're not running white. I'd suggest cutting it.

Rancid Rats is a little too underpowered for what it's giving, especially since you get almost the same thing with [[Typhoid Rats]], and deattouch is a deterrent to blocking in the first place, making the Skulk angle less important.

You can also get away with fewer lands, as your curve is very low, though the lack of one-drops means you're always playing down a turn against fast decks, but since it's for casual that probably doesn't matter.

Overall, I'd suggest the following:

-Hypnotic Specter
-Undercity Plague
-Wrench Mind
-Behind the Scenes
-Waste Not
-Rancid Rats


+[[Karumonix, the Rat King]]
+[[Persistent Marshstalker]]
+[[Tangled Colony]]
+[[Rat Out]]

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Posted 01 November 2024 at 22:59 as a comment on Rats...

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Okiba Reckoner doesn't seem like it has enough value for a spot in competitive. I have no idea what you'd swap in for it, as you want to keep the curve low and there aren't that many good 1-drop rats, but I can't see it holding up that well. Maybe [[Aether Vial]]?

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Posted 01 November 2024 at 18:41 as a comment on Rats Make Me Crazy

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This deck's best friend would be [[Aether Vial]]. You're constantly gunna be mana starved if you have to keep bouncing and replaying critters, and the vial gets around that, with Flash, and the critters can't be countered. Start the game with a turn 1 Vial and you're already at about +5 tempo with the way this deck wants to run.

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Posted 28 October 2024 at 03:52 as a comment on Prophet of Destinies

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Your curve is relatively low here, you most definitely don't need 26 lands. I'd suggest dropping it to 21 or 22 and adding in some cheap removal like [[Incinerate]]/[[Lightning Bolt]].

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Posted 26 October 2024 at 15:59 as a comment on Red Welcome

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No fetch lands to feed the goyfs?

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Posted 21 October 2024 at 03:03 as a comment on Karnless Legacy Pox

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SKullclamp works best as a sac engine on its own, as you can essentially use it to pay {1} to sac the critter and draw 2 if the clamp kills the critter. Skullclamp's best friend is [[Bloodghast]] for this very reason, as it turns into a combo that's basically just {1} draw 2 cards every turn. Some other fodder critters I'd consider are [[Refurbished Familiar]] and [[Nether Traitor]]. Then there are the draino critters that take advantage of the dying, [[Blood Artist]] and [[Zulaport Cutthroat]], which are also emergency targets for the clamp, which is delightful. I'd also absolutely recommend running 4 clamps, as the whole deck revolves around abusing it.

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Posted 08 October 2024 at 15:44 as a comment on Venser's Skullclamp - TBB

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Right now you've got three themes going: stuffy death, isochron burn, and isochron lockdown. Realistically, all three of these could be their own builds, so my main suggestion is to cut at least one of them out to free up space for more support and consistency. Isochron and stuffy have very little natural synergy, as any burn damage you could throw at stuffy through scepter could just be directed at opponent directly. If you're using isochron lockdown as a means of searching out stuffy and his otk with extinction, that could be achieved about as well by just using another isochron and a burn spell for consistent damage, as you'd be netting 3 damage a turn as opposed to waiting 5-10 turns to get the pieces of the combo you need for the otk, which would be 15-30 isochron damage anyway.

That being said, if you want to keep the core of the deck as is, I'd recommend cutting curse of the pierced heart, as it's too slow and doesn't combo with anything other than as a slow win con when hooked up with isochron lockdown. Boros charm and deflecting palm have the same idea, as they are unnecessary for stuffy and just act as burn damage. You'd be better off with good ol [[Lightning Bolt]] and [[Incinerate]] which act as removal as well as damage to the face. There's nothing fancy about them, but they'll keep you alive if you need them to clear critters, and they'll kill opponent on a scepter if you need a win condition. I'd also recommend [[Sweltering Suns]] to help keep you alive, and the cycling ability is always useful if you don't need it.

24 lands with no fetches also seems pretty high. I know you want 7 lands for your otk, but the rest of the build can survive off of 2. I'd recommend cutting 3 rugged prairie, 3 elegant parlor and 4 clifftop retreat and adding in 4 [[Arid Mesa]] and 3 [[Windswept Heath]]. That'll help thin the deck, still has color fixing, and has the fantastic turn 1 surveil combo by fetching your remaining elegant parlor (if you don't need to play anything), which actually gives you 8 chances at a turn 1 surveil instead of just 4, while helping thin the deck and so forth.

Just some ideas, I'm assuming this isn't trying to be modern legal, as the core of the deck is enlightened tutor, which isn't legal in modern.

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Posted 07 October 2024 at 16:44 in reply to #651069 on Boros Control

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I can help with that. There are plenty of budget cards you can work in here to bring it down to modern.

Check out:

[[Bonecrusher Giant // Stomp]]
[[Lightning Bolt]]
[[Firebrand Archer]]
[[Guttersnipe]]

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Posted 07 October 2024 at 15:13 in reply to #651044 on Elemental Heat

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Shit happens my man, keep fighting the good fight. We all appreciate it.

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Posted 05 October 2024 at 16:59 in reply to #651123 on I CAN add cards

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We're back baby!

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Posted 05 October 2024 at 16:46 in reply to #651121 on I CAN add cards

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Is there no one at the helm anymore?

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Posted 04 October 2024 at 21:13 as a comment on I CAN add cards

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I'm very disappointed at the selection of 3-drop walkers available in naya. I'm not a huge fan of four-color decks, even with the dorks, but it sure would be nice to have access to another 3-drop.

My thoughts on Nissa were that it either throws out chump blockers, builds to a really slow win con, or refills the hand once you're tapped if you field it early and don't have any interference. All that and it's the 3-drop that makes me the least sick of the available options that were left.

I'd love to run [[Teferi, Time Raveler]] with High Noon (which I'll be working on), cause that's pretty much the ballgame, but those four-color decks are just too risky for me.

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Posted 01 October 2024 at 00:16 in reply to #651109 on Modern Superfriends- Competitv

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I love how Grist works with Unearth, that's some fun synergy.

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Posted 30 September 2024 at 16:34 as a comment on Delirious Ramblings

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