BrokenBoySoulja

2 Decks, 82 Comments, 3 Reputation

Oh and +2 Devil's Play for a good end game kill card.

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Posted 11 March 2012 at 13:11 in reply to #240544 on Standard Goblin Burn

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Im going to take a wild guess and say increasing vengeance often just sits in your hand, it really isnt worth having it in an aggro build.
Spikeshot elder is also an odd addition- you have nothing to pump his power so he's just a really expensive fireball.
So if it were me I'd -4 Increasing Vengeance -3 Shock -4 Spikeshot Elder+2 Incinerate +1 Brimstone Volley +1 Goblin Wardriver.
That leaves 7 cards that I have no idea what to replace with, shrines of burning rage might be worth ago or maybe some better (non goblin) creatures.
The problem is is that Goblins lost alot of good cards with the last rotation and are not nearly as competitive as they used to be.

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Posted 11 March 2012 at 13:06 as a comment on Standard Goblin Burn

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oh and Id try Gut Shot or incinerate, depending on what you want to use it for.
Personally find the look on my opponents face when I consistently gib his mana dorks for free never gets old.

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Posted 14 December 2011 at 23:30 in reply to #221513 on Werewolf - Wolf run

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awesome and good luck.

Plus I know your pain, Im beginning to hate Tempered Steel

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Posted 14 December 2011 at 23:28 in reply to #221513 on Werewolf - Wolf run

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Isnt that what Mayor of Avabruck and Instigator Gang are designed for?

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Posted 14 December 2011 at 17:43 in reply to #221513 on Werewolf - Wolf run

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Man asked for advice I gave it, dont see how thats hating.

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Posted 14 December 2011 at 17:41 in reply to #221440 on Werewolf - Wolf run

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Id sideboard grudge, and mulch is a strange addition with so little flashback.
Im guessing Triumph is there only as a stalemate breaker, in which case Id run fewer of them- 2 of at most.
Also why no burn? It seems wrong for red to go without it.
Also is Hamlet Captain a common addition to these type of decks? Seems odd to have it in here.

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Posted 13 December 2011 at 18:08 as a comment on Werewolf - Wolf run

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So the best deck in the world is just a bog standard Pyromancers Ascension deck? Well I guess you learn something new everyday....

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Posted 13 July 2011 at 16:54 as a comment on Best Deck In The World

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Not bad at all, but if it were me Id ditch Force of Will ofr something like Cancel or negate and the illusionary servants for more copies of your cheaper cards. Whilst the card draw will help you find that all so critical Lord of the Unreal you may find that you need a tutor as well.

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Posted 13 July 2011 at 11:36 as a comment on Inception

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Ive got my own version of Kuldotha Red if you wanna take a look.

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Posted 08 May 2011 at 23:45 in reply to #160757 on Kuldotha Red

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In my experience ornithopter and assualt strobe arent worth it- they're both quite slow cards.
Also dont get the use of Wellspring- burning your 2nd turn on a single draw card would just surely just slow you down.
Oh and your gonna need more chieftains and no lightning bolt is a genuine surprise.

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Posted 08 May 2011 at 23:41 as a comment on Kuldotha Red

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I offered some of my bigger concerns about the deck in my 1st post, which you then got all whiny about when you didnt like what I had to say, so quite frankly why should i?

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Posted 18 February 2011 at 05:06 in reply to #124425 on Kuldotha Red

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you do realise that this is an aggro build yeah? your gonna run out of steam turn 4/5 and a couple of koths or wurmcoils wont help that- they will just sit in your hand and do nothing

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Posted 11 February 2011 at 04:47 in reply to #124425 on Kuldotha Red

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18 lands is far too few,
Kuldotha ringleader, Loxodon partisan and pyretic ritual are not Constructed quality i.e. really bad
And whilst I can understand what your trying to achieve with brass squire its really not worth it

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Posted 06 February 2011 at 07:44 as a comment on War Cry

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Wurmcoil engine? you should of won by the time you get to 6 mana
Also what role do fetchlands play? you have no landfall cards MD and no need to reset your deck

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Posted 03 February 2011 at 13:25 as a comment on Kuldotha Red

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and the turn 5 stall is is just characteristic of your build- aggro, you dont want to be sitting back and pinging off their defenses with collar and spikeshot, you want to be swinging frm othe red zone every turn, try adding stuff like panic spellbomb and more burn to help with that.

Check my profile for a slightly more stramlined version of this, or the following link for a thread devoted to goblin decks in the current standard-

http://community.wizards.com/go/thread/view/75842/26323737/Development_Kuldotha_RedMoxblins?pg=1

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Posted 03 February 2011 at 11:59 in reply to #124362 on Besieged Goblins

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raid bombardment? try chandras spitfire kuldotha rebirth and some cheap artifacts like memnite, a very fun combo deck

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Posted 03 February 2011 at 10:35 as a comment on Besieged Goblins

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Although lasting long enough to get a massive exsanguinate off does seem highly unlikely

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Posted 03 February 2011 at 08:53 as a comment on Doom's Caress

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magus, cabal coffers, doubling cube and the revenant (plus 32 lands) are already massive amounts of ramp.

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Posted 03 February 2011 at 08:51 in reply to #124320 on Doom's Caress

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yh but she aint getting out till at least turn 4- roughly when most WW aim to win, this may or may not be a dceck that works but it certainly isnt white weenie

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Posted 03 February 2011 at 04:24 in reply to #124022 on White Weenie

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