dknight27

1,869 Decks, 2,632 Comments, 311 Reputation

4/22 son. lets run the math shall we. that's a whopping 18%

a long way from 40%, which would still be a losing record anyway.

you, sir, have just been "louis'd"

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Posted 09 March 2014 at 10:09 in reply to #444003 on Mind Control & Hold

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i would be ok with 2 shatter and 2 fireball

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Posted 06 March 2014 at 00:44 in reply to #444488 on Christmas Control Deck [4ed]

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take out 4 ball lightning, 2 tempest efreet, 2 stream of life, 2 tranquility, 2 detonate


add in 4 shatter, 4 manavault, and 4 shivan dragon

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Posted 05 March 2014 at 20:51 as a comment on Christmas Control Deck [4ed]

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this is the worst deck ive ever seen, and god have mercy on your soul

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Posted 04 March 2014 at 09:43 as a comment on Mind Control & Hold

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thundermawhellkite is the big win condition, and you can pretty easily control the board until you get him out. after that its a 3 turn clock. Ajani vengeant can zap every other turn, plus he gives you the life to deal with pesky swarms and such. the best win condition in here that isn't the hellkite is lightning helix on the scepter. 3 damage and 3 life a turn is absolutely broken.

and if all of that isn't good enough, batterskull in the side can handle most problems for agro.

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Posted 22 February 2014 at 00:51 in reply to #441111 on Modern Tourney Scepter

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ill consider the gambit, but in general, proliferate nukes the decks card advantage too much to pan out for a late game control deck like this. the stuff that puts counters every turn is the only way to hold up over time

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Posted 21 February 2014 at 20:37 in reply to #438837 on Modern Charge Counter

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a huge chimeric mass, tokens from titan forge, or damage from ion storm

this is a control deck, so you have late game win conditions and ways to control the board till they pan out

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Posted 16 February 2014 at 06:56 in reply to #438837 on Modern Charge Counter

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that being said, you could make an anti-meta deck much cheaper than decks like this that could keep up with most vintage stuff. that just takes lots of skill though

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Posted 08 February 2014 at 00:53 in reply to #435542 on Vintage Power Artifact

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it depends on where you play, but the general rule is that money wins in vintage and legacy. its super hard to beat a deck that costs over a grand with any sort of strategy

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Posted 07 February 2014 at 23:02 in reply to #435542 on Vintage Power Artifact

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I couldn't agree more. I hate organized magic for this very reason

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Posted 07 February 2014 at 20:46 in reply to #435542 on Vintage Power Artifact

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unfortunately, that's vintage for you

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Posted 07 February 2014 at 19:25 in reply to #435542 on Vintage Power Artifact

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you don't need 4 copies of dread return. you will be fine with 4 reanimate, 4 exhume, and 4 animated dead.

you desperately need 4 entomb and 4 buried alives.

I think this type of deck runs with a blue and black build that allows for 1 drop blue draw cards that help you move through the deck fast enough to get the combo off turn 2 or 3.

careful study, ponder, and preordain will help.

also, you could run some 1 drop discards like thoughtseize or duress to help control the opponent turn 1

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Posted 06 February 2014 at 07:36 as a comment on return of the damned

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unfortunately, the mechanic you have going here is a bit too slow and vulnerable to work in a match. the mana acceleration will take a long time to build, and the opponent should be able to overwhelm you before you pull it off.

you need to run 4 elvish pipers and 4 quicksilver amulets. that should help you out immensely.

also, the equipments you have in the main deck are redundant. your creatures are big enough on their own, so they don't need trample or boosts or being unblockable.

running 4 lightning greaves would work much better as it will help you protect your boys.

dense foliage wouldn't be a bad idea either

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Posted 06 February 2014 at 07:21 as a comment on Annihilatior

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snapcaster mage is a must in a deck like this.

if you don't mind going modern instead of extended, isochron scepter will make the deck twice as effective

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Posted 05 February 2014 at 06:10 as a comment on Talrand

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decks like this operate best when they have a prison mechanic going to completely shut down what the opponent is doing long enough for the counter buildup win.

cards like ensnaring bridge, static orb, storage matrix, winter orb, and silent arbiter will make the opponents plan pretty much useless

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Posted 05 February 2014 at 05:21 as a comment on counters to win deck

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snapcaster mage is a better choice than blistercoil. he acts as a great chump blocker with a great chance at more instant fun.

if you are ok with making it modern instead of extended, isochron scepter is by far the best thing that can happen for this deck

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Posted 04 February 2014 at 22:00 as a comment on Burn/Control

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the problem with that is black vise is banned in legacy

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Posted 03 February 2014 at 18:38 in reply to #432222 on Legacy Cage

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unfortunately, this deck needs a little work. your mana curve is a little too high for this deck to pull of the speed it needs to get the upper hand. all your equipments are too expensive and don't help you enough to justify their place. the equipments you want are bonesplitter, sword of fire and ice, and batterskull. 4, 4, and 2 should be good enough. with the mystics, that's more than enough to get the job done.

kor cartographer doesn't really help you at all. in the current deck you have going, you don't need 5 mana for anything really, and you would be better off with another card that did something better. there are some absolutely sick small creatures that would put this deck over the top. knight of meadowgrain is awesome on his own, but in an equip deck, he can win you the game.

turn 1 bonesplitter
turn 2 knight
turn 3 equip and run for -4 for them and +4 for you

student of warfare is also a really good creature choice, as its a turn 1 drop that is soooooo easy to turn into a beater. its not a bad top deck at any point in the game either.

another thing that would really help is running 4 mutavaults on top of the 20 plains. they will help make sure you have enough mana to get the job done as well as a creature at any time. they were basically made for decks like this

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Posted 03 February 2014 at 06:03 as a comment on kor piece of equipment

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you are correct. the cage is the only way to win. this is a prison deck, so it completely locks down the opponent and sits around while the win condition ticks away.

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Posted 28 January 2014 at 18:38 in reply to #432222 on Legacy Cage

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here are 2 of your options

http://www.mtgvault.com/dknight27/decks/legacy-land-destruction-2/

http://www.mtgvault.com/dknight27/decks/legacy-land-destruction/

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Posted 23 January 2014 at 00:47 in reply to #429690 on SALT THE LANDS

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