AtheistGamer

11 Decks, 14 Comments, 0 Reputation

The max sideboard is 15 cards. I would throw in some walls or something that helps you last until turn 8. Nice idea though. Equip boots, and enchant a creature. Then gg.

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Posted 17 January 2013 at 22:14 as a comment on Boots/Eldrazi help appreciated

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I like it a lot, but I feel that Fiend, Hunter and Oblivion Ring are a must. Also look for a creature with soulbond, and that is a white creature and gives doublestrike. I forget the name but it's good.

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Posted 09 January 2013 at 07:18 as a comment on White +1/1 deck.

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I put the persecutor in because not allowing your opponent to win the game, is sleeper op. Every card game I have ever played has cards like persecutor, and they are always banned eventually. The only reason why persecutor hasn't been banned is because it's never been FOTM.

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Posted 05 January 2013 at 21:17 in reply to #314245 on AlphaPod

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What do you mean by card advantage in an aggro deck? Lorwyn-Alara is before I started playing magic. I'll have to look it up.

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Posted 22 April 2012 at 06:07 as a comment on {T2} Anti-creature much?

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Delver only runs a couple of creatures, and then keeps the board clean with a billion counterspells, and removal spells. Zombies is blue/black. Currently they just throw down grave crawler, while keeping the board clean with blue/black spells, and peg you to death just like Delver. Either that or they combo Lich, Rooftop storm, etc. for an infinite combo. GR is tons of creature kill with Nexus, Wolfrun, and mana ramp. Pod is the only thing that you listed that isn't chock full of creature removal.

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Posted 21 April 2012 at 20:38 in reply to #248915 on {T2} Anti-creature much?

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Well right now this deck is all over the place. No worries I'm here to help though. The good cards in this deck are Skinrender, Diregraf Ghoul, GraveCrawler, Endless Ranks, Call to the Grave, Geralf's Messenger, Cemetery Reaper, and Doom Blade.

Try to get more of the good cards and take out the ok cards, like walking corpse, or consume spirit.

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Posted 15 April 2012 at 07:20 as a comment on Zombie Standard Mono Black

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Huntmaster isn't that good in this. Trust me.

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Posted 13 April 2012 at 08:04 in reply to #247097 on [T2] Hyper Aggro WW

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He might make a good sideboard card vs heavy creature removal with his undying. I'll have to playtest to see if he would work.

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Posted 12 April 2012 at 20:14 in reply to #247088 on [T2] Hyper Aggro WW

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I don't think deadly allure works how you think it works. It just means that one creature has to block it. Not all of them.

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Posted 12 April 2012 at 19:29 as a comment on G/b Deadly Allure

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I like the idea but this is just going to win via the op mirran crusader/swp/destiny combo.

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Posted 06 April 2012 at 00:46 as a comment on (T2) GW Agro

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This is for T2.

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Posted 06 April 2012 at 00:31 in reply to #245355 on [T2] Vampire Control

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The key cards in a WW aggro deck are Kruin Outlaw, Full Moon's Rise, and Instagator Gang. Why? Well imagine you have Instagator Gang & Kruin Outlaw in play, along with a Full Moon's Rise. Now use Moonmist to transform them. Kruin Outlaw now attacks twice for 7 damage and trample. Then Instagators attacks for 9 damage and trample. Also thanks to kruin outlaw's ability both creatures have to be blocked by at least two creatures. Long story short get instagators in there, and run full sets of the key WW cards.

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Posted 18 February 2012 at 00:52 as a comment on werewolf aggro

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I consider Instagator Gang to be a key card in WW aggro, since he combos so well with Kruin Outlaw. Get a full playset of him. Otherwise good deck.

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Posted 17 February 2012 at 17:42 as a comment on WEREWOLVES:THE REAL DEAL

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I hope you are just building with what you actually own, and plan on making this better via trades. Right now the deck is pretty bad. The key to victory with a WW deck is to use Kruin Outlaw, Instagator Gang, and Full Moon's Rise to trample them in one go. At least get a full playset of those cards in here.

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Posted 17 February 2012 at 07:31 as a comment on Full Time Werewolf

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