Sorry to comment on an irrelevant deck but im dying to know. You talked about a way to shuffle called a "6 card split" on your deck http://www.mtgvault.com/surewhynot/decks/3-stomps-youre-dead/ Cant find out how its done. Mind explaining?
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How about a "wall of nets"?
i dont really understand what you mean. i get what youre sayin about being aware of dissenchant type cards, but oblivion ring was meant for versatility, and pillory is there for the life loss. theyre not the meat of the deck, theyre for assistance. theyre also both in your deck (pillory is really your only win con besides decking) so im confused what the concern is. also, im confused as to how the deck can't deal with anything bigger than a 7/7 or an eldrazi. the cards dont discriminate against power or toughness or creature type. yeah some eldrazi shuffle back or have protection but shuffled back cards usually take a while to get back (hopefully i can win by then) and if they have protection hopefuly i can make them discard it.
i liked the idea but its too slow and unreliable for me. here's my shot at BW control http://www.mtgvault.com/ViewDeck.aspx?DeckID=144774
the people ive been playin with this deck have caught on and started running disenchants and naturalizes. im actually throwing the scepter back in now in hopes to eat up some of the disenchants. i admit defeat. plus the scepter really improves the deck's mid and long game
forget all the fancy stuff, im goin strait for the mill. jace's erasure is much easier to get out. especially with tolarian academy in there now. no activation cost, and it decks them twice as fast. and thats with just one out. i almost feel bad, its kinda broken in this deck
i think youre reading it wrong. the cumulative upkeek is to add a mana. normally yes, u spend mana on a cumulative upkeep, but this card ADDS one mana for each time counter on it. if you also had to pay 1 for each counter you would just spend the mana the card added and itd be a dead ant totally pointless card
turn two i drop "luminarch ascension. thats kinda the point of the deck. i tried it and didnt like it. but hey, if you think its worth it... whatever floats your boat another point to consider tho, what if if you got scepter in ur hand with all "safe passages" "prismatic strands" "leyline of sanctity's" "luminarch ascenssion" or other "isochron scepters." theyre are plenty of of unimprintable spells that might make scepter a dead card.
i didnt see wardriver, sorry. i was thinkin of the knight one but wardrivers definitely better for this deck
ive thought about the same concept of using all the 0 drops and signal pest. the new red "battle cry" creature might help a little. also i agree on the darksteel axe. to expensive and not enough oumph. how bout pennon blade. a little expensive but could work nice with all the 0 drops. or maybe basilisk color. that would help ur defense a lot, which this deck seems to lacking a bit of. id run 3 of each maybe? also could u reply to ur post on my deck. i was a bit confused with what you were trying to say. http://www.mtgvault.com/ViewDeck.aspx?DeckID=142813
i thought it would be useful when i was testing the deck so i ran it a few times and it really just slowed the deck down. when u cast it you usually use up your mana then your open to damage that turn. 2 to cast and 2 to use that turn or 1,2,or 3 for a different spell is hard early on. if u have it in hand and wait to use it til u have more land, then its taking up space and ridding you of other options. by the time u have enough land to safely cast it u should easily have 4 counters on "luminarch ascension." at that point you barely even need the spells much, let alone "isochron scepter." just start spawning angels to cover yourself
im not worried about the fethclands. the reason theres so many is too make sure im guarenteed a dual land first turn in case i need to cast "enlightened tutor." with this deck, i either win or lose before i can get eight lands out so it doesnt really matter. if you could give me some advice to improve the deck's midgame thatd be awesome; and then yeah, id cut back on fetches. i am interested in hearing your reasoning on "braid of fire" making u pay more mana then having less. how could this be. the card gives u mana, it doesnt use it...?
yeah i realized that too when i was tryin tocast "dragon storm." thats why this deck is all instants
someone once told me magic is a no mercy game. why wait when you can kill your opponent now. so i moved "words of worship" to the sideboard and put in "words of war". if im desperate for life in a match ill throw it back in game 2. with how fast your drawing through this deck you should get mox opal or mox diamond in plenty of time to play your only red spell. also i figured youd only need to run 2 since theyd probably be more concerned with your angels or scepters than words. also i got rid of one "angel's grace." with the extra space i added 2 "horn of greed"s to help you draw more and deck them faster. if somehow you see this advice is always appreciated
MY FIRST FAN. thanks. ive done some thinking and have indeed decided that isochron is necessary. especially against more experienced players who realize the importance of running or at least sideboarding disenchants or even doomblade on platinum angel and removal cards of the sort or even counters.
Why have two Arbor Elves and two Llanowar Elves? is this a strategy i dont know about. cause I'd figure 4 Llanowars would be safer on the off chance you lose your forest's
i didnt realize stompy HAD to mono green. i built what i thought was a stompy with elvish piper and summoning trap and moswort bridge as well as some duel lands to get out progenitus and godsires. even if its not traditional mono green pure bread stompy... talk about a "****ing freight train." still increadibly fast for its average manna cost and crazy fun to play