celestialaqua

3 Decks, 5 Comments, 0 Reputation

You only have one solid source of life gain with the Children of Korlis. The Beacon can't be played until well after your life total suffers. I'd say you should focus more on ensuring that Sanguine Bond gets out there, then push for hard life gain, since it's really hard to prevent. We have the same key pieces, but I feel like my deck would control the board better, and ensure that I could survive long enough for everything to go off properly.

http://www.mtgvault.co.uk/ViewDeck.aspx?DeckID=51145

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Posted 02 April 2010 at 11:38 as a comment on Lifeloss into Lifegain (then throw it back at Em'!)

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I'm not trying to be rude, but I'm gonna have to say no to pretty much all of that. I'll break it down for you, though. I've been playing with a large number of people and playtesting this deck every chance I get.

I've tried running less equipment, but I prefer to be overstuffed with equipment than dry. Everyone benefits from equipment: Duelist gets double-strike, Apprentice gets flying, Master pumps everyone else up. I can't have too much equipment.

I don't know what a bolt magnet is/means. Sorry. =\

I think the amount of creatures is... ok. I could use more; I'd prefer Ajani over a couple more creatures. +1/+1 counters make for potent zoo. Overall I'm sticking with the creatures available in Zendikar and Worldwake - personal preference - and the creatures chosen have the most universal versatility.

I actually prefer the Journeys to Path; they allow me to switch out what I'm exiling with the Skyfisher. If I drop it early and a new, bigger threat enters play, I can bounce the Journey back to my hand and deal with the bigger threat.

20 lands hasn't helped; this deck has consistently won by 5th or 6th turn with only 4 lands in play - without Stoneforge Mystics. I want to believe that adding them to the real life version of the deck would enhance consistency and potency, but I can't know until I have the money to drop on them. I'd like to believe that fishing the exact equipment I need would never be a hindrance: low on land? Explorer's Scope. Something annoying on the field? Blazing Torch. Duelist needs a boost? Machete, etc., etc.

I think the deck as it stands now is really tough, and I can only hope to make it more solid with the Rise of the Eldrazi cards.

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Posted 31 March 2010 at 21:58 as a comment on Tribal Kor

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I agree. I tried Emeria, but by the time I get seven plains the game is over. Either I've won, or they've won and a creature coming back won't fix that.

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Posted 25 March 2010 at 12:55 as a comment on Kor equip(plz comment)

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Comments pl0x <3 !!!1!Shift+1!!!

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Posted 25 March 2010 at 11:48 as a comment on Tribal Kor

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Yeah, I've built a Kor deck and I weep for the lack of something as simple as a Bonesplitter. If a Zendikar look-alike were made that would allow the Duelist to swing for 6 on the second turn. O.o

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Posted 25 March 2010 at 07:51 as a comment on kor (please comment

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