alliance66

24 Decks, 100 Comments, 10 Reputation

Not sure 7 cards with flashback is enough for burning Vengence. I would take it out and add in more desperate ravings and/or think twice.

And it's probably been said before, but Snapcaster Mage would be pretty good here in my opinion.

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Posted 18 July 2012 at 18:52 as a comment on Talrand's Fury!

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It's freaking insane... With Gut shot, dismember, vapor snag, ponder, and probe... All those spells cost one or less and all of them put a counter on Quirion Dryad. It honestly reminded me of Goyf.

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Posted 18 July 2012 at 18:49 in reply to #274239 on Delver Dryad

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He was making the reference that having 4 rotating black sun's zenith is like being able to isochron scepter it, and being able to to cast it at will. I'm pretty sure Jparks is well aware that you can't put a black sun's zenith on an isochron scepter. Nor would you want to, because then X=0.

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Posted 09 February 2012 at 18:57 in reply to #232908 on black white tokens. the right way

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Got it, batterskull is more of it's own creature than anything else. and it can equip the occasional sun titan/snapcaster/spirit when the need is dire enough. And it gets around DoJ. Seems good to me.

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Posted 05 October 2011 at 17:43 in reply to #204447 on The New White-Blue

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To make a second note, because I'm almost positive someone will try to correct me, caw balde was effective for a number of reasons, usually done in steps. First was the deck filtering that swaudron hawk and stoneforge mystic offered by merely playing them. Second, was ability to tap out to play and attack, and then because of the attack have mana open again for counter/control. Third was because JtMS, was really good at the control part after it hit the board, and he could dig through the deck for answers if needed. In the end, Caw-blade won the attrition war as it depleted your hand size, bounced your field, and almost always had mana open.

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Posted 03 October 2011 at 18:30 in reply to #204447 on The New White-Blue

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Quick Question, why use batterskull and not sword of feast and famine and/or sword of war and peace? With both casting 3, you could obtain them from the graveyard if needed via sun titan. Feast and Famine would help you win the attrition war against control via discard, as would War and Peace since hand sizes tend to swell. Both Feast/Famine and War/Peace cost less to equip and, Sword of X/Y gives your creature protection from two colors.

The benefits I see you getting from batterskull that you can't get in sword of X/Y, is really the germ token and the ability to bounce the equipment. The lifelink batterskull gives may be useful, but you get a pseudo lifelink with War/Peace. And, as I'm sure you know, Feast/Famine, lets you untap your mana base, so you can cast more spells/keep mana open for counter magic. It was one of the reasons caw-blade was so effective before the bannings.

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Posted 03 October 2011 at 18:25 as a comment on The New White-Blue

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Mr. Ethan Lewis, I have got to say, I feel like an idiot not seeing the Sun Titan + Snapcaster Mage interaction before. I also want to say that I'm 85% sure that you have the best/most viable deck in the new standard. This isn't flattery, trust me, looking at the list, it is just so good.

So many people don't realize just how important the ability to dig through one's deck is. You get to your win conditions earlier, find answers for threats earlier, leads to having way less mana problems, and it just makes a deck list as a whole more successful. I agree so much with visions of beyond after having read all the comments made previously about it.

That said, I feel Surgical Extraction needs to be play tested in the Sideboard for this deck, for the exact reason mentioned earlier by Surewhynot. This is a graveyard set, and people will be using it. I wouldn't run as many as 4, but possibly 2. Maybe it'll be a bomb to play, maybe not. My point being is that I think it needs to be play tested.

Good luck, this is a really good list.

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Posted 28 September 2011 at 19:19 as a comment on The New White-Blue

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I really like the idea of Killer Instinct, and Impromptu Raid, Especially with Sundial of the Infinite. Play creatures without actually casting them? And still get to keep them in play? Yes Please!

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Posted 01 September 2011 at 18:50 in reply to #196890 on When the Moon Rises

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At the moment, I'm not sure if Chandra the Firebrand and/or Doubling Chant are a good fit for this deck... I would mainly use Chandra to copy my bomb spells like overrun, doubling chant, green sun's zenith, and/or Devil's play. A good idea, but I'm not sure how effective it would be. I'm also unsure of doubling chant, because I wouldn't be able to search for my werewolves if they were transformed.

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Posted 31 August 2011 at 19:14 as a comment on When the Moon Rises

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I came here with the intention of doing exactly what ExiledAssassin already did it for me (and very well I might add), so I guess all that's for me to do is to make suggestions.

And keeping with the enchantment theme, Did you consider In the Web of War at all for all the token creatures you are creating? I know how much you hate combat, but I feel with your excess of upkeeps and straight card advantage, you may be able to simply overrun your enemies. Granted, you have only 4 cards total that produce creatures (Awakening zone, Honden of life's web, and bitterblossom), but I feel it's something to consider. As +2/+0 and haste means a lot more when you drop 10+ tokens a turn.

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Posted 21 August 2011 at 02:12 in reply to #194051 on Abundant Upkeep

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Combo number 2 doesn't work, Myr battlesphere's second ability (the one to tap any number of untapped myr) is a triggered ability, and you tap myrs into it as it resolves. You get one chance to do this, and cannot respond to tapping myrs into the battlesphere's ability, so you can untap the myrs and then retap them back into the battlesphere.

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Posted 19 August 2011 at 19:20 as a comment on Infinity Infinite combos

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Because I have 4 copperline gorges and no rootbound crag. I agreed that Rootbound crag is probably a better card in this situation, but I am attempting to spend as little as possible for building this deck.

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Posted 02 August 2011 at 19:10 in reply to #187860 on G/R Dragons

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I hope that doesn't destroy the deck idea, as it seems playing this with 2 or more Venser's in play would be ridiculous. Onward to my comments though.

You have a fair greater number of plains mana symbols on your cards than you do islands, and of the blue mana symbols on cards you do have, they all contain exactly 1. Meaning 10 Islands may be too many in my own opinion. I'd suggest running 3 or 4 islands, and then 4 dual lands of any kind, and then the rest plains. This should even out your mana availibility, and make your ability to cast your spells more consistent. With 3 islands, 4 dual lands, and 13 plains, you have access to 7 sources of blue, (more than enough I believe) and 17 sources of white (which is where you really want your availibility to be).

I also noticed there is a fair amount of cards that you use that prevent a named card from being played, such as meddling mage. Something such as Gitaxian Probe I can see being extremely useful here, and it doesn't mess with your mana base at all as it can be cast with life instead. The power to look at a players hand in a deck such as this should not be underestimated. I can see a turn two gitaxian probe then meddling mage being very powerful for forcing your opponent(s) to work around barriers.

Other than that, I might consider running a couple revoke existences as from what I can tell, your only true removal is Exculsion Ritual, and a Torpor Orb on turn two can make for a very long game for you.


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Posted 25 July 2011 at 20:53 in reply to #185109 on Venser's Castle

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If I may ask, you have Mirror gallery with the intent of playing multiple "Venser, the Sojurmer's" right? If so, I have copied and pasted a section from the MTG Comprehensive rules you might need to look at.

"704.5j If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into their owners' graveyards. This is called the "planeswalker uniqueness rule."

704.5k If two or more legendary permanents with the same name are on the battlefield, all are put into their owners' graveyards. This is called the "legend rule." If only one of those permanents is legendary, this rule doesn't apply."

Basically, the legendary rule, and Planeswalker uniqueness rule, are two seperate things. It also confims our discussion from Saturday night about Venser, the Sojurner, and Venser, Shaper Servent.

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Posted 25 July 2011 at 20:28 as a comment on Venser's Castle

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not to mention you just kinda threw in that infinite mana combo with bloom tender, transguild courier, and umbral mantle. It also just so happens to give you an infinite/infinite creature in the process. Yay you!

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Posted 23 July 2011 at 21:48 in reply to #184367 on Free the Sun

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Oh, and I can target land with Glimmerpoint stag.

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Posted 23 July 2011 at 21:44 in reply to #184200 on Realms of the Infinite

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exclusion ritual would indeed be nasty, however, if I were to venser bounce it, I would lose the old ability to prevent that card from being played. What I end up with is the same effect as when I venser bounce a glimmerpoint stag. The only difference being that I need a sundial to keep the card exiled.

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Posted 23 July 2011 at 21:43 in reply to #184200 on Realms of the Infinite

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Dude... Just Sundial, Hive mind, and any of the pacts is enough to convince me. You literally force players to pay the costs or they lose the game. And you just end your turn when the triggers happen, so that you don't lose the game.... wow...I applaud you very much sir.

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Posted 23 July 2011 at 21:37 as a comment on Free the Sun

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The wellspring isn't a bad idea, but with 24 land in the deck, fixing isn't needed is as much. Anyways. Solemn Simulacrum fixes/ramps just fine at the four mana spot, and he can also go on mimic vat. The Phyrexian Ingester, however, is a great idea. I may replace a Sun Titan with him.

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Posted 22 July 2011 at 23:11 in reply to #184051 on Realms of the Infinite

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Works with Mimic Vat too, to create tokens that stay on the battlefield. (Activate Sundial after the "At the Begging of the next end step" trigger.

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Posted 22 July 2011 at 19:20 in reply to #183972 on Realms of the Infinite

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