brandozercs

27 Decks, 39 Comments, 2 Reputation

I like the deck, but with almost 60% of your deck on 5+ mana, I really do suggest more than 21 lands.

0
Posted 09 June 2011 at 01:16 as a comment on cleanliness

Permalink

that's actually a perfect card, thanks!

0
Posted 08 June 2011 at 23:54 in reply to #169941 on the best deck never made

Permalink

also cranial plating on etched champion could become game over really really fast.

0
Posted 08 June 2011 at 10:30 as a comment on Modular Wreck Your Day!

Permalink

cloudpost and glimmerposts are your friends, I would run those over the urza lands myself. I would also throw in mycosynth golem, but once again that's just me. Last but not least the basic lands should be their artifact land counterparts.

0
Posted 08 June 2011 at 10:27 as a comment on Modular Wreck Your Day!

Permalink

oh, it never really worked out all that well, but it was always funny when it did. most of the pieces seem innocuous enough to an inexperienced person that if you manage to get all the pieces on the board they usually never see it coming. I had a guy knock me down to like 2 life and he had a board full of big green baddies waiting to crush me the next turn when I finally top decked a second bounce land and my combo went off and he had to sit there and watch his entire deck go away one card at a time, he kept saying, you can't do that! you can't do that! I laughed a lot.

0
Posted 08 June 2011 at 07:14 as a comment on infinite mill

Permalink

on the board you need a bounce land, walking atlas, lotus cobra, scrib nibblers, and a tideforce elemental. First use scribnibblers to exile top card of their library then drop a bounce land and retun a bounce land to your hand, this gives you landfall on your cobra (+1 mana) and untaps scrib nibblers. use the walking atlas to put the other bounce land into play, untaps scrib and gets another mana. Use the mana from lotus cobra to pay to use tideforce to untap atlas and use scrib nibblers to exile the top card of their deck again. With atlas untapped again, tap him to put the other bounce land back out, untapping tide force and scrib and getting another mana. Repeat repeat repeat repeat. This method (as opposed to hedron crab which is really just there to help the process) is eldrazi proof as well as you exile their library.

0
Posted 08 June 2011 at 06:50 as a comment on infinite mill

Permalink

I played starting in unlimited and I never saw a tournament that allowed more than 4 of any card other than basic land or decks under 60...

0
Posted 08 June 2011 at 06:12 as a comment on Power-Blue (1993)

Permalink

I would throw in 4 arid mesa's, but other than that it looks pretty solid

0
Posted 08 June 2011 at 03:32 as a comment on Jor Kadeen Boros

Permalink

unless you have gremlin mines in the deck for a specific reason, I would trade them out for panic spellbombs. the spellbomb is cheap, helps your guys through, and goes to the graveyard. Outside of that the deck looks very good.

0
Posted 08 June 2011 at 02:54 as a comment on Scrapyard Feind

Permalink

oh also, switch the fertile grounds for wild growths, unless you need to be able to produce non-green mana.

0
Posted 08 June 2011 at 02:21 as a comment on There is unrest in the forest!

Permalink

sorry, I just had to get that out. I like the deck, few things I would do though. First off the deck screams for verdeloth the ancient. I would also drop the night soil, and the sprouts, I see them being dead draws. I would probably replace them with a little more ramp and maybe one or two more lands, especially with almost half your deck being 4+ mana (more if you add the verdeloth).

I missed the entire lorwyn block so a lot of these cards I haven't ever seen, I had no idea you could knock out a treefolk deck as good as this.

0
Posted 08 June 2011 at 02:15 as a comment on There is unrest in the forest!

Permalink

there is trouble with the trees!

1
Posted 08 June 2011 at 02:03 as a comment on There is unrest in the forest!

Permalink

there is always something fun about cycling though your deck six times, killing two opponents, stripping the hands of anyone else, and generating 30+ tokens in one turn. I also used to run coat of arms in this deck for the mass token drop but it was almost always just overkill. That of course only ever worked if people left you alone for a little while, which never happened more than once with any group of people lol.

0
Posted 07 June 2011 at 08:34 in reply to #168965 on zubera fever!

Permalink

I can see where you're coming from, I might still drop 2 lands, but i suppose it's all about preference. Glad I could help with catacombs :)

0
Posted 02 June 2011 at 01:24 as a comment on Standard 20-10-4 Vamp

Permalink

why are you running drowned catacombs? Also, 88+ percent of your deck is on a one or two drop, why do you need 26 lands, even if 4 are fetch lands?

0
Posted 01 June 2011 at 06:37 as a comment on Standard 20-10-4 Vamp

Permalink

I would recommend adding a lot more mana. 35 - 40% of your deck imho. Especially with a mana curve as high as yours.

1
Posted 01 June 2011 at 01:40 as a comment on Carbo Formidine

Permalink

I understand why you have the arc trails, but I personally would drop them for lightning bolts. I would also find something better than the contaminated ground. They're not bad but you can probably find something with more punch.

0
Posted 26 May 2011 at 21:01 as a comment on where is your life going?

Permalink

memoricide

0
Posted 22 May 2011 at 00:38 as a comment on Hate Splinter Twin

Permalink

21-38 of 38 items

First 1 2