adamisking

19 Decks, 36 Comments, 1 Reputation

Black - Nirkana Revenant, White - Mirran Crusader, Blue - Vendilion Clique, Green - Mycoloth, Red - Forked Bolt

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Posted 05 February 2012 at 19:44 as a comment on Dubs Hundred

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It's more mana correction than mana ramp, since the deck is three colors.

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Posted 25 January 2012 at 21:11 in reply to #230077 on Changelings Are Not Fair

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Crucible of Fire = necessity. I have a deck just like this, and Crucible is my win-con. Check it out on my account.

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Posted 25 January 2012 at 04:58 as a comment on AWSOME SUPER CHANGELING AWSOMENESS!

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Ratchet bomb with no charge counters ----> day of judgment for tokens. Then prepare for rage quit.

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Posted 25 January 2012 at 03:07 as a comment on Anti-Token Goodness

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Don't run legendary Eldrazi with graveyard-shuffling abilities, because you want artifacts in your graveyard for utility. Perhaps Disciple of the Vault would work well?

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Posted 15 January 2012 at 20:10 as a comment on Glissa Legata Est

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One drops are absolutely essential in Vampire Decks, so I would suggest Pulse Trackers (definite 4 of) and some sort of hand disruption (if you can afford, Thoughseize, if not Despise will be functional enough).

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Posted 13 January 2012 at 00:33 as a comment on Team Edward!

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This is not control, but I would suggest putting in a playset of delvers in, because they are cheap and extremely effective in a spell heavy deck.

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Posted 12 January 2012 at 22:05 as a comment on Standard White aggro/control

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For some other changelings...

Game-Trail Changeling - to round off mana curve, as well as add some trample to the mix
Chameleon Colossus - BIG DUDE

Also, consider some moderate burn to get menacing creatures out of your way.

Amazing deck idea! +1

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Posted 04 January 2012 at 01:47 as a comment on Aggro Dragons

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Thanks for the input Gandy, very insightful!

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Posted 01 January 2012 at 21:31 in reply to #225328 on Its a Tree, folks!

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On second thought, Rootbound Crag and Copperline Gorge would be a good lands to consider in order to provide a more diverse mana base. To deal with flying threats (and smooth out your mana curve) I would suggest Daybreak Ranger since it provides some nice removal, and move ancient grudge to the sideboard to make room for it. Lastly, you need 4 kruin outlaws and 4 instigator gangs, since those are game winners.

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Posted 31 December 2011 at 05:11 in reply to #225282 on Werewolf - Wolf run

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If you want to make this focused on werewolves, then I like the build as it is. If - and only if - you want to try to make it a Wolf Run deck, I would throw in Primeval Titans, Rampant Growths, and Inkmoth Nexuses. However, I like this build because I personally think that Kessig is slightly overdone, and tribal werewolves are underappreciated. Great deck. +1

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Posted 30 December 2011 at 23:04 as a comment on Werewolf - Wolf run

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Hey, so a couple suggestions:
Aether Vial: extreme tempo increase, makes the best use of mana possible
Standstill: combo with Aether Vial is insane, great card advantage
Cold-Eyed Selkie: Insane card draw w/ a lord, and some nice islandwalk for direct damage

Check out my deck for an example:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=275129

Good luck bro, Merfolk are great!

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Posted 27 December 2011 at 23:10 as a comment on Fishy, Fishy

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Hey, so a couple suggestions:
Aether Vial: extreme tempo increase, makes the best use of mana possible
Standstill: combo with Aether Vial is insane, great card advantage
Cold-Eyed Selkie: Insane card draw w/ a lord, and some nice islandwalk for direct damage

Check out my deck for an example:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=275129

Good luck bro, Merfolk are great!

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Posted 27 December 2011 at 23:03 as a comment on Fishy, Fishy

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I think I prefer tidal warrior because it's a creature, and hence I can get it out with Aether Vial and keep the tempo of the deck up, and also it costs one less. Against Jund it is especially helpful because a) I can tap it on an opponent's turn, and b) it fully transforms the land. Draw is actually not an issue in this deck, surprisingly, between standstill, silvergill, and ponder. Thanks for the suggestions though!

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Posted 26 December 2011 at 00:53 in reply to #224401 on Merfuck

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Humor purposes.

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Posted 24 December 2011 at 15:46 in reply to #223652 on Its a Tree, folks!

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Primal Rage = yes. Thanks!

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Posted 22 December 2011 at 03:23 in reply to #223204 on Its a Tree, folks!

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Knight of the Holy Nimbus? Knight of the Meadowgrain? Or, if you want to stick to having mostly green/white knights, Wilt-leaf Liege would be nice along with Wilt-Leaf Cavalier.

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Posted 17 December 2011 at 14:52 as a comment on the spicy knights

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Ah, the 10/10 for 4 mana. What a beautiful card. Unfortunately though, there are too many treefolk that are simply better, since it doesn't have trample. Every turn someone can just chump block it, and that will be the end of it. Also, it requires two mana of a color that we are trying to keep to a minimum, since this deck is predominantly green. Thanks for the suggestion!

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Posted 17 December 2011 at 14:43 in reply to #221964 on Its a Tree, folks!

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Although we love both of those cards, we want to stick with only splashing black for doran. We have plenty of white removal to deal with major threats on the board, and plenty of draw to keep the treefolk coming, extra removal at a certain point would just be redundant. Thanks for the advice!

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Posted 17 December 2011 at 14:38 in reply to #222111 on Its a Tree, folks!

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The problem with lignify is that it works against doran, which we would strive to get out every game. I agree with the journey's, I was perhaps feeling o-rings for the removal of pesky enchantments (i.e. Birthing Pod, Bitterblossom, Ghostly Prison, Propaganda, etc.) Thanks for the advice!

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Posted 17 December 2011 at 14:36 in reply to #222267 on Its a Tree, folks!

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