brokenenigma

16 Decks, 50 Comments, 0 Reputation

Sac one, make two. Lather, rinse, repeat for infinity. Though technically there is no such thing as infinite in Magic, as a judge would advise you to pick a number and then usually tell you that you get half of that. So always pick an arbitrarily large number, folks!

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Posted 30 May 2010 at 20:38 in reply to #67482 on Eldrazi Rising

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I think you're missing the point here. Goes to the graveyard from ANYWHERE. If you hit them with a Traumatize and their titan is in that mill pile, after Traumatize resolves, the trigger to shuffle the graveyard back into the library goes on the stack. At this point, you have a small window to exile the graveyard before the trigger resolves, i.e. tap 1 and exile Relic of Progenitus in response, targeting their graveyard.

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Posted 24 April 2010 at 22:55 as a comment on Super Mill!

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I think he's referring to the fact that each of the three titans has that "goes to the graveyard from anywhere, shuffle graveyard into library" ability which really hoses mill even if they have just one in the deck (and don't get unlucky and draw it).

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Posted 24 April 2010 at 13:37 in reply to #62805 on Super Mill!

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Yeah, I was just thinking last night that vamps might prove to be one of the more successful ways to get to Eldrazi mana thanks to Revenant.

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Posted 15 April 2010 at 12:21 in reply to #61758 on Eldrezi Vampire

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Yeah Sea Gate's are good (definitely not a waste of space) but you probably wouldn't need more than two in the deck. Ondu Clerics should be mainboard. I would also say the Umara Raptors deserve a mainboard spot just because it gives you some evasive aggro if the ground game gets too cluttered. But probably not a playset of them.

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Posted 15 April 2010 at 12:09 as a comment on blue/white ally deck

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Pssh... who needs strategy? Err, I mean...

T1: Fetch->Forest, Noble
T2: Cobra, Fetch->Island (W and G from Cobra), Knight (as a 4/4)
T3: Fetch->Forest (1 and W from Cobra), Rafiq, activate Knight's ability, Fetch->Forest (U and W from Cobra), Finest Hour, swing with a 5/4 double-striking Cobra (10 dmg if unblocked) and then a 8/7 double-striking Cobra (16 dmg if unblocked)

Of course, thats just god-handing. Theres also a possible third-turn Baneslayer/Battlegrace/Thornling. Rhox is just solid on offense or defense. And Elspeth and Jace 2.0 pretty much justify themselves.

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Posted 15 April 2010 at 00:00 in reply to #61700 on T2 Mythical

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Besides the fetches bringing back Bloodghast, they also help reset the top of your library when Nocturnus flips over a land. In addition to the typical minor-but-a-bit-helpful deckthinning. The only suggestion I would make between the fetches and lacerators is to use something else to get you some life back. I personally used Tendrils of Corruption in my vamp deck.

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Posted 11 April 2010 at 12:24 as a comment on Standard Vampires

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He doesn't need a variety of allies as he needs to somewhat consistently depend on seeing the same ones each game. The only suggestion I can make is any ally deck running blue should be running Halimar Excavator and/or Jwari Shapeshifter. A WU ally deck that I built with aggro intentions ended up inadvertently having a heavy mill engine in it too thanks to those two and have won me many games I was sure I was going to lose.

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Posted 11 April 2010 at 12:16 as a comment on Bant Allies

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I can only imagine the torture you put yourself through to try and carve out that manabase to support all that cool stuff. I would be very interested to see this deck in action.

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Posted 11 April 2010 at 00:54 as a comment on 5c Lightsaber

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One of's are a typically bad way of building a deck. You pretty much can never rely on seeing any of those in a given game which makes it very hard to get a strategy going. Narrow it down to a few select strategies, combos and interactions that you want every game or close to every game, get playsets or near-playsets of those cards and go from there.

In general, my rule of thumb is:
4 = Something I need to see every game, fits perfectly into my opening hand, and isn't a dead draw in the late game
3 = Something I WANT to see every game, doesn't necessarily need to be in my opening hand, but I definitely want to draw into it
2 = Something that isn't really needed but will come in very handy if the game runs on long enough and I can draw into it
1 = Something I can tutor into somehow or a bomb card that will majorly sway the game if I somehow manage to get it.

There are always exceptions to this though depending on the strategy you are going for.

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Posted 11 April 2010 at 00:41 as a comment on My Landfall Deck ~ Please Comment

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About Paladins vs. Rites: Honestly, both of them have done extremely well for me. I really couldn't choose one over the other. Both have managed to turn my games around and get me wins (even without kicker).

Sadly, I've only been able to kick a Rite once... on an Ondu Cleric.

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Posted 23 March 2010 at 22:34 as a comment on U/W Ally Mill

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I wholeheartedly approve of this deck.

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Posted 23 March 2010 at 22:17 as a comment on Zendikar Block UW Allies

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I understand. I hadn't even thought about it being in any major UW control build, just thought it fit better than Conqueror's Pledge. I've probably looked at one too many decks though and it probably just ingrained itself in my brain.

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Posted 23 March 2010 at 22:12 as a comment on UW Control

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Did you ever get any Martial Coups? For about 1 more mana, you get 1 less token BUT another DOJ effect leaving only your army standing. I'm thinking this wouldn't be too hard with the "motherlovin' cups".

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Posted 22 March 2010 at 20:51 as a comment on UW Control

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Definitely would recommend upping the land count a bit. About 24 would probably be ideal, especially if you make them fetches to help decrease the impact you'll have on your draws.

http://mtgvault.com/ViewDeck.aspx?DeckID=49668 - Deck I just started running that is extremely close to this. It went 4-0 in games and 8-1 in rounds last night at FNM without having a sideboard at all (still working on it).

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Posted 20 March 2010 at 21:59 as a comment on U/W Ally Mill

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You only have to add a card once. Then adjust the quantity on the left of the card and hit enter to save it.

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Posted 15 March 2010 at 22:46 as a comment on at's vamps

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Am I missing something here? Only 12 lands? All 3 types of which have pretty bad setbacks? I'm curious as to if you've actually played this deck and, if so, what the results were.

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Posted 15 March 2010 at 11:22 as a comment on Walle..then cablouy

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Red Hot Hottie, Goblin S.W.A.T. Team and Deal Damage all work against playing Goblin Mime. :P

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Posted 27 February 2010 at 14:01 as a comment on Doomsday Goblin Team

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Just so you know, you have another set of Gatekeepers listed where something else should be.

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Posted 23 February 2010 at 19:18 as a comment on Bloody Vamps

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Hah, I've been wanting to find a deck for that card for the longest and its color and cantrip fit this perfectly. I can't believe I forgot about it. Hrmm probably ditch Wind Zendikon for it.

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Posted 21 February 2010 at 17:40 as a comment on T2 W/U Enchanting Angels

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