Chilly282

23 Decks, 213 Comments, 0 Reputation

Not sure if this is needed, but here's a description of how my deck works.

Early game, pop up some Walls of Hope and Vine Trellis to get my defence, mana, and life going. Maybe get a Mercadian Bazaar to store some mana for the Radiate later on.

Later, I basically keep pressure by attempting to imprint Test of Faith into my Scepter (Try not to imprint Lightning Helix on the Scepter because you want to save that for Radiate) and basically attack with Mogg Maniacs and Spitemares, with Test of Faith imprinted. Yea, keep up the pressure and you will win.

After I get enough time, I can put down Repercussion, make a bunch of tokens from Forbidden Orchard to my opponent, and then proceed to Lightning Helix + Radiate my opponent to death. If things get long, I have Mark of Asylum to make sure I take no damage from Radiate and Earthquake to basically do a lot of damage... and I mean... like a lot if Repercussion is on the field. Think Each monster my opponent has = multiply the damage done by Earthquake.

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Posted 16 November 2009 at 20:37 as a comment on Radiate Reflection

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You can't imprint Rally the Righteous, it costs 3 mana

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Posted 16 November 2009 at 20:31 as a comment on Radiant Goblins

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You could try adding Pyroclasm

It deals 2 damage to everything and that might be pretty devasting against a lot of decks with Repercussion on the field.

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Posted 16 November 2009 at 20:30 as a comment on Radioactive Repercussion

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How does a Sphinx become a win condition?

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Posted 16 November 2009 at 20:27 as a comment on I'm a Liar!

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Not really sure how are you going to protect yourself and do damage to your opponent when you only have 20 lands. a monster that costs 5 mana. Your burns are used to protect yourself until you get repercussion or your burns are used to kill your opponent as fast as possible?

I'm not sure how even Chandra goes with your deck as you have almost nothing protecting her from your opponent's monsters.

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Posted 16 November 2009 at 09:16 as a comment on Radioactive Repercussion

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For the other 5 cards, I would put in maybe

+1 Trusty Machete
+1 Veteran's Armament
+1 Kor Duelist
+1 Plains
+1 Brave the Elements

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Posted 15 November 2009 at 13:57 as a comment on Clockwork's armada

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Umm... your sideboard can have a max of 15 cards, and I think you picked the wrong color Planeswalker.

Landbind Ritual isn't really that useful in my opinion. You could use Arrow Volley Trap instead.
Eternity Vessel isn't that useful in your deck, I would give rid of it.
Explorer's Scope is ok, but with 20 lands it won't really be that effective
Obelisk of Alara isn't useful in your deck, you can't use all its effects, take it out
Manaforce Mace isn't that useful either, since you only have plains, take it out

You could add in a bunch of spells that help you and some basic spells and equipments that do a lot.

Trusty Machete (1)
-> Artifact - Equipment
-> Equip (2) : Equipped creature gets +2/+1

Pitfall Trap (2W)
-> Instant - Trap
-> If your opponent attacks with one creature, you may pay W instead of Pitfall Trap's mana cost
-> Destroy target attacking creature without flying

-Landbind Ritual
-Eternity Vessel
-Explorer's Scope
-Manaforce Mace
-Obelisk of Alara

+2 Arrow Volley Trap
+2 Pitfall Trap
+1 Trusty Machete

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Posted 15 November 2009 at 13:56 as a comment on Clockwork's armada

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Not really sure how Radiant is used in your deck.....that well

You kill both your lands and your opponent's creatures and you both lose a lot of life. It might backfire you on a lot if your low on life.

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Posted 15 November 2009 at 13:28 as a comment on Radiate Lifeloss Deck

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Replied

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Posted 15 November 2009 at 11:29 as a comment on Eldrazi Green

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Oh... I guess I misread your deck.

-> Taiga : Running 4 is restricted in Vintage. You may only run 1 copy of Taiga. Of course you can ignore me if you wish, but that is the rules. You may replace Taiga with Forests

-> Utopia Sprawl: Running 4 of them over Rampant Growth will give you 3 mana for 2nd turn versus 4 mana for 3rd turn if you used Rampant Growth. The advantage of Rampant Growth is that it gives you an extra land instead of making a land doubling its power. Rampant Growth also thins your deck out of 1 land, so you have a less chance to draw a land.

If your opponent runs land destruction in the form of Strip Mine (which is very common in vintage), Rampant Growth is recommended. If you don't mind losing the ability to 2nd term cast something for 3 mana, Rampant Growth is recommened. If you do mind 2nd turn and cast something that cost 3 mana such as ball lightning, go with utopia sprawl.

I would also use fetch lands instead of of Stomping Ground if your keeping Utopia Sprawl. Since I can fetch for a forest also. Thin my deck + get a forest for only 1 life compared to 2 life for Stomping Ground.

I would say this deck is fun and easy to play. But I assure you, I don't really meant to insult you. I'm just a bit more critical than others. Maybe my advice is good, maybe my advice is bad. But I don't just go ahead and vote that a deck is good without giving my honest opinion.

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Posted 15 November 2009 at 11:28 as a comment on almighty onslaught

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Personally I would put at least 1 or 2 more lands.

Though your deck doesn't really run that much defence and you do know that if you Radiate a spell, it just copies it on the stack. Those copies don't trigger "Cinder Pyromancer" or "Glectrode". So basically I don't see much use of Radiate besides basically kabooming the entire field. Including you, your creatures, and your opponent.

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Posted 15 November 2009 at 11:16 as a comment on Radiate the Storm

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Woops, also add

2 - Invoke the Firemind to the previous deck list under "Spells"

You might also want to add 4 - Ignorant Bliss for sideboard if you wish.

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Posted 15 November 2009 at 11:12 as a comment on Radiating Ascension

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Your New Deck should look something like this

Creatures

3 - Cinder Pyromancer
3 - Izzet Guildmage
4 - Glectrode
3 - Goblin Fleetmancer
1 - Izzet Chronarch
1 - Niv-Mizzet, the Firemind

Enchantment
4 - Pyromancer's Ascension

Land
6 - Island
6 - Mountain
4 - Casade Bluffs
4 - Steam Vents
4 - Scalding Tarn

Spells
4 - Desperate Ritual
4 - Peer Through Depths
4 - Lava Spike
4 - Glacial Ray
3 - Electrolyze

Enjoy!

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Posted 15 November 2009 at 11:09 as a comment on Radiating Ascension

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To help this deck a bit more, I think you could take out Ophidian Eye and put in more spells.

Since Pyromancer Ascension only triggers from instant and soceries, there is no point to play Ophidian Eye when playing other spells will help trigger Ascension better.

Your deck doesn't need any Paradise Mantle or any Fabricates, it is just a waste to Fabricate for Paradise Mantle when your deck could run more smoothly with just more lands. First of all, I'm not entirly sure you want to Radiate because that will pretty much kill your own monsters. Radiate only creates copies of a spell so your Gelectrodes and Cindermancers will only be affected by spells you actually cast using their mana cost and "played from your hand".

Seething Song is pretty good, but you have no way to actually dump all your mana on a spell like Banefire or something, so maybe we can change that.

Swerve actually doesn't really do you much good since most of the time you don't need to change the target of a spell. You don't want to change the target of your spell either lol.

Grapeshot isn't that useful because it is a sorcery. And it only deals 1 damage. And it only counts as one spell being "played from your hand". All the other spells by storm are copies so they don't really work that well with your creatures or Pyromancer's Ascension.

But man... Pyromancer's Ascension will pretty much rock like hell, so lets just take out all the Radiates and put in Pyromancer's Ascension for some kickass fun

-4 Paradise Mantle
-4 Ophidian Eye
-3 Radiate
-3 Swerve
-4 Fabricate
-3 Grapeshot
-3 Seething Song

21 spaces!

+4 Desperate Ritual (1R)
-> Instant — Arcane
-> Add RRR to your mana pool.
-> 1R Splice onto Arcane :(As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Since your playing Peer Through Depths, why are you playing Seething Song? This card works a lot better and more times if you run Arcane spells. Arcane gives splice effect, don't waste the Arcane just for the spell. Splice it up!

+1 Gelectrode
It helps more than Cinder Pyromancer because it triggers off your blue spells also

+4 Scalding Tarn
-> Pay 1 life + Tap : Search your library for Mountain/Island and put it into play
Fetch lands are just simply amazing, they thin out your deck, shuffle your deck, and allow you the choice of either red or blue on the very turn it enters the battlefield!

+1 Peer Through Depths
Why not just run 4? It goes good with the Ascension and can kick ass really well.

+4 Lava Spike (R)
-> Sorcery - Arcane
-> Deals 3 damage to target player
3 Damage and it Arcanes pretty well. Plus it works with Ascension

+3 Electrolyze (1UR)
-> Instant
-> Deal 2 damage divided among any targets. Draw a card
Great card and it can kill 2 X/1 cards and net you a card! That's like a 3 for 1!

+3 Goblin Fleetmancer (URR)
-> Creature - Goblin (2/2)
-> Sac: You may change the target of an instant or sorcery
Since I thought you liked Swerve, this guy is actually more playable because you can either have Swerve, or a creature that acts and blocks for you.

+2 Invoke the Firemind (XUUR)
->Sorcery
->Choose one — Draw X cards; or Invoke the Firemind deals X damage to target creature or player.
Hey, since you have a lot of mana from Seething Song, why not just use this card to the max?

+1 Izzet Chronarch (3UR)
->Creature — Human Wizard (2/2)
-> When Izzet Chronarch enters the battlefield, return target instant or sorcery card from your graveyard to your hand.

+ 4 Glacial Ray (1R)
->Instant — Arcane
->Glacial Ray deals 2 damage to target creature or player.
-> 1R Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

+1 Niv-Mizzet, the Firemind (2UURR)
->Legendary Creature — Dragon Wizard (4/4)
->Flying
->Whenever you draw a card, Niv-Mizzet, the Firemind deals 1 damage to target creature or player.
-> Tap: Draw a card.
This guy will be totally great with your deck. Basically when Niv-Mizzet is out, it's gonna hurt a lot... and I mean a lot! You can almost combo him with Ophidian Eye if you want.

Sideboard
+4 Ignorant Bliss (1R)
-> Instant
-> Exile all cards from your hand face down. At the beginning of the next end step, return those cards to your hand, then draw a card.
Protect you against discard decks.

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Posted 15 November 2009 at 11:05 as a comment on Radiating Ascension

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Err.... one answer to this deck...

Goblin Sharpshooter time!

But anyhow, really easy to play deck and I guess pretty much fun to overrun your opponent with squirrels.. Though personally very few people or actually none of the people I know actually play 40 card constructed.

They mostly play 40 card limited

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Posted 15 November 2009 at 09:59 as a comment on Squirrel(40 Card Constructed)

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It's just kinda way too slow... way way way too slow...

I would basically just remove everything that doesn't really do well with your goal.

Platinum Angel (It doesn't kill your opponent or help you win, just stall the game)
Darksteel Colossus (It kills your opponent but you are never going to cast it)

Paradise Mantle (Hmm only 6 creatures that are early on playable and half of them dies from blocking?)
Chandra Ablaze (Yup, you have a 3/3 wall that dies and a 1/1 Mage protect her early game for like 10 turns. I think Chandra is going to hate you for putting her in your deck with so little defence). The recommened amount of lands is not 20, it is actually 24. Control decks generally run up to 28 if needed. 20 lands is not enough.

Also, I wouldn't play Dwarven Ruins since you only need red mana. Replace it with Mountain?

Sensei's Driving Top is Restrict to 1

-4 Platinum Angel
-4 Darksteel Colossus
-1 Sensei's Driving Top (Restricted to 1)
-2 Chandra Ablaze (Save her from the terrors of her poor defenders)
-4 Seething Song (Since you took out all the unplayable stuff, you don't really need it to accelerate your mana)
-2 Paradise Mantle (Maybe if you get more creatures, you can put in more copies of it)

+4 Land
+8 More Playable creatures
+4 More playable burns
+1 Panoptic Mirror

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Posted 15 November 2009 at 09:56 as a comment on Radiation Burns!

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Taiga? Are you insane to even a $40 dollar card?

Take it out.. and replace it with something at least attainable. Unless you want to just spend like over $100 dollars just for 4 cards.

And umm.. take out Utopia Sprawl for Rampant Growth. Rampant Growth is better because it actually makes mana for you, Utopia Sprawl just converts mana from one color to another, it doesn't increase your overall mana supply.

Also increase your land count to 22. A recommened amount is 24, but if you have mana acceleration, you can get away with a bit less.

+ Lands
- Utopia Sprawl
+ Rampant Growth

Though there is one thing I would love to do your deck :)
*Casts Angelsong!

Overall, a good deck for a beginner and fun and easy to play. Good job.

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Posted 15 November 2009 at 09:47 as a comment on almighty onslaught

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By the way, I think you should also get cards that protect Mana Reflection because if it dies, it basically just means you lost the game.

Yea, you should also add more lands...24 is the recommened amount on the Magic: The Gathering introduction rulebook. So go ahead and take out a couple of copies of spells and creatures you don't often use, add in some protection for Mana Reflection and a bit more lands. Your deck will go along more smoothly in general.

+ More lands
+ Stuff to Protect Mana Reflection

P.S. So if I destroy Mana Reflection, I pretty much beat this deck?
>:) Goes off and runs an entire mono-green deck of big creatures and naturalize like effects.

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Posted 15 November 2009 at 09:42 as a comment on {Q} Abuse - Infinite Mana/Tapping/Power/Creatures

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Somewhat of a fun deck but not really legal lol...

First of all, you can't use 4 copies of Demonic Tutor, you can only have 1 copy of it and 3 copies of Diabloic Tutor.

Your deck is really slow and hopes to both draw Sanquine Bond and Judge of Currents at the same time while keeping those these alive and having only 7 swamps to fuel all your black mana and 6 plains to fuel your white mana.

I'm not also sure on running Counterspell when you don't have a lot of blue mana. Maybe replace Mana Leak for it and also probably take out Holy Day for something else. Since you have infinite life later on, Holy Day becomes useless.

Suggestions

- Add more dual lands (Esper lands are a good choice for this deck)
- Remove Tolaria West and replace it with Dual lands. It is better and faster
- By Dual lands I mean any type of dual lands (Esper, pain, fetch, comes into play tapped.. any)
- Add in Lightning Greaves to protect your creatures, don't add too much greaves though as you only need 1 on the board to protect your Judge of Currents and it gives shroud, which you have to be careful not to equip Greaves on first
- Add in Expedition Map or some other type of land gather to insure you get your combo out as fast as possible
- Add in maybe white spell that protect your creature, Shelter is a good card for that.

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Posted 15 November 2009 at 09:33 as a comment on {Q} Abuse - Infinite Life/Damage

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This deck costs way too much to build but I guess it's simple and easy to play for a beginner.
Though I would take out 1 copy of something in the hand and make it 60 cards.

I'm not that big of a fan of Grand Coliseum though, I think you could instead use other lands like Rupture Spire instead. Well you have a choice to either pay 1 life for a mana or pay 1 extra for Rupture Spire. Most of the time, pay 1 life is better if you want a fast deck. However, since your deck is really slow, I would just say use Rupture Spires.

If you want a even faster deck, forget Grand Coliseum and just use City of Brass

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Posted 15 November 2009 at 09:24 as a comment on Dragon's(Read Deck Description)

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