Bananafishbones

14 Decks, 16 Comments, 1 Reputation

You can't sacrifice Strip Mine to destroy a land and sacrifice it to the Zuran Orb in the same action. You gotta choose one or the other.

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Posted 22 February 2011 at 15:49 in reply to #130955 on infinite stripmine use

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This a great deck. We got one that's basically the same in my play group that frequently gets turn 3-4 kills. The new cards in this set are just begging for this deck to be made. I wonder if will end up in the pro tournaments.

I am trying to tweak my Standard Red/Green Aggro deck with Kiln Fiend as the star hitter and would welcome any input you can give, as your deck making skills are pretty top-notch. Thanks!

http://www.mtgvault.com/ViewDeck.aspx?DeckID=143904

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Posted 18 February 2011 at 13:31 as a comment on KuldothaCry

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Sorry, but this is a terrible example of a reanimator deck. You have no way to discard your fatties that you draw. Plus there's really no reason for 2 of any creature in this deck, since your main engine of getting them into the graveyard is fetching. Putrid Imp is one of the best creatures for a graveyard based deck in that it's an extremely cheap, efficient way to discard your own fatties that you draw. You have way too many fatties anyway. Take four out and put in the imps. Some black control can't hurt either. Namely, a few discard or creature removal. There's no point to your mountains and islands, they just slow you down. If you actually get to the point where you're hard-casting an eight CMC creature, your deck has failed. Here's mine http://www.mtgvault.com/ViewDeck.aspx?DeckID=125165. It's super budget, but still better. I could easily stack it with much better, more expensive fatties, but I didn't feel like dropping the dough on a casual deck. Even so, it still has a turn 1 kill option. I also made a blue/black version http://www.mtgvault.com/ViewDeck.aspx?DeckID=124975, which allows the deck to deal with anti-graveyard pretty well.

I love the reanimate deck ... this one needs some work.

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Posted 18 February 2011 at 11:23 as a comment on turn 1 hellkite overlord or akroma!!!!

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Now you don't have enough mana ramp. With 38 lands and only 10 ramp spells, you're not going to be able to lay down all that land fast enough. Put in more low casting cost mana acceleration spells like explore, sylvan ranger, viridian emissary, the tried and true llanowar elves, etc.

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Posted 11 February 2011 at 17:40 as a comment on 40 Forests v2.0 (legal version)

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Ditch the simians for more mana producing spells like seething song and pyretic ritual.

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Posted 11 February 2011 at 17:24 as a comment on From the Flames

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Wow! Perfect card to stop the 1st turn mega combo drop. You don't even need this deck anymore. ha!

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Posted 11 February 2011 at 11:40 in reply to #127623 on First Turn Win w/ Grapeshot

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His play group lets him freely mulligan as long as your hand has zero land cards. This deck has no land. Hence, he can mulligan as many times as necessary to start with the perfect combo. I suspect they may modify this rule after facing this deck :p Nice job!

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Posted 10 February 2011 at 18:29 in reply to #127484 on First Turn Win w/ Grapeshot

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hmmm . . . I see the problem now. There's no more 0 mc creatures to substitute in or else you would have done so already :) Maybe what you do is put in 1mc creatures that you can sac to get back the mana. You're net zero mana but you get to keep drawing. Some creatures, like Tinder Wall, will even net you some mana (and of the correct type for Grapeshot!). Net zero options might be Wild Cantor or Skirk Prospector.

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Posted 10 February 2011 at 13:25 in reply to #127387 on First Turn Win w/ Grapeshot

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5/5 for creativity!

You really have to do it all in one go. If you stall out at 10 or 12 dmg, sure that'll stop the 1 drop eldrazi, but it's going to take you another perfect 3-turn-draw to get back in the groove. Unfortunately, it's pretty difficult to keep it going for 20 dmg. (The most I got in many sample hands was 12.) And then you're just going to sit there for a lot of turns hoping your opponent has nothing else to offer while you draw up your combo again. Since you can mulligan, and you really only need 3 mana for the combo, take out the 8 3cmc creatures that discard for mana and rely on a petal and glimpse of nature to get it going. Then, just cycle through for two more petals and your grapeshot for the win! Heck, if your plan is to abuse the house mulligan rule, then abuse it.

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Posted 10 February 2011 at 13:05 as a comment on First Turn Win w/ Grapeshot

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That's why you put anger in the graveyard too. He has an ability that is triggered in the graveyard: he gives all your creatures haste! And since dual lands count as both land types, his ability is triggered.

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Posted 01 February 2011 at 14:23 in reply to #123337 on Mountaintop Graveyard

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Yeah I noticed that too when play-testing it. Howling mine is a good idea. Thanks!

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Posted 28 January 2011 at 16:28 in reply to #121076 on Bolter

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No, at $30, I have no love for entomb! It's an awesome card and would definitely go in the deck if I had them.

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Posted 26 January 2011 at 14:17 in reply to #120736 on Watery Grave

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supposedly...

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Posted 29 December 2010 at 16:46 as a comment on Boros Landfall

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Never seen a deck like this before ... and I like it!! Awesome!

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Posted 21 December 2010 at 11:45 as a comment on Choke

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what site do you use to print out proxies at the correct size?

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Posted 18 December 2010 at 16:33 in reply to #106627 on Intereo In Obscurum

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I think you may have an issue with Artisan of Kozilek. Its ability is only triggered when you CAST it, not when you bring it into play from your graveyard. Otherwise, it would probably say, "When Artisan of Kozilek enters the battlefield ..blah blah blah."

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Posted 13 December 2010 at 18:32 as a comment on Bring Out Your Eldrazi

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