chaplin

39 Decks, 114 Comments, 52 Reputation

lol i like the way you think tho ,

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Posted 29 May 2013 at 17:15 in reply to #358389 on Creature Removal

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i will look into sleep

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Posted 29 May 2013 at 17:13 in reply to #358380 on The Art of the Tap

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im not a fan of hidden strings because im looking precombat and its good the first time but after that each cipher happens after combat and then they just untap on there turn , hidden strings would only really be good to untap my stuff like lands and creatures

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Posted 29 May 2013 at 17:13 in reply to #358380 on The Art of the Tap

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i would but its standard

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Posted 29 May 2013 at 17:10 in reply to #358389 on Creature Removal

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I just like to remove creatures, that's all lol this deck isn't meant to be taken to seriously mostly because I bult it to play against a certain group of friends that mostly play pretty creature heavy decks as opposed to playing fmn which It most likely won't do well.

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Posted 29 May 2013 at 16:30 in reply to #358364 on Creature Removal

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Skullcrack is an amazing card but more of a sideboard card for this deck

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Posted 29 May 2013 at 15:15 in reply to #357772 on Anti Block

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I was just mistaken over the rules of double strike

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Posted 28 May 2013 at 21:10 in reply to #357888 on Standard Turn 2 Win

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Ahh okay, I see now, my apologies

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Posted 28 May 2013 at 21:04 in reply to #357888 on Standard Turn 2 Win

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Hidden strings cipher triggers when damage is dealt not on attack so it wouldent pump him up to deal damage cause damage has already been dealt.

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Posted 28 May 2013 at 20:55 as a comment on Standard Turn 2 Win

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How does this look?

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Posted 28 May 2013 at 20:49 in reply to #357861 on Control help

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This is madness!!

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Posted 28 May 2013 at 19:09 as a comment on Madness

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Saber is also there for pump

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Posted 28 May 2013 at 18:45 in reply to #357732 on Lobber Crew (green/red)

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That's true I only added pit fight for lobber crew

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Posted 28 May 2013 at 18:44 in reply to #357732 on Lobber Crew (green/red)

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Okay so I changed it to green red, wish I could afford the money lands guild gates are going to have to do.

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Posted 28 May 2013 at 18:20 in reply to #357732 on Lobber Crew (green/red)

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Yeah I'm not a Gruuhl fan either but those druids tie nicely with lobber crew and will help with mana

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Posted 28 May 2013 at 16:41 in reply to #357732 on Lobber Crew (green/red)

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I am tempted to put in some green mana so I can put in some zurh-taa druids and maybe some slitherheads

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Posted 28 May 2013 at 15:28 in reply to #357732 on Lobber Crew (green/red)

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Would love to if it wasn't standard, thinking about massive raid tho

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Posted 28 May 2013 at 15:21 in reply to #357732 on Lobber Crew (green/red)

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Oops wrong one meant to put the one that adds mana to your pool

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Posted 28 May 2013 at 15:18 in reply to #357732 on Lobber Crew (green/red)

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Maybe add some smoke braiders because running 21 lands might be one to low if you were running 60 cards but the deck is 70 making it pretty heavy

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Posted 24 May 2013 at 13:50 as a comment on ze ze ze full power!

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I was playing rakdos swarm one Friday night and I swung for 15 and that would have been game but he played a prevent spell so I skullcracked him , he was pretty pissed because he swung with everything he had on his turn because I couldent block and left himself defenseless thinking he could just use that prevent spell lol

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Posted 24 May 2013 at 13:44 in reply to #356106 on Doubling fire

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