dknight27

1,774 Decks, 2,524 Comments, 280 Reputation

i very much enjoy this deck, i think ill make one of my own

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Posted 17 January 2011 at 16:08 as a comment on Suicide

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i considered those boys for this deck, but i might need the 1/1 attack power to finish the opponent off so birds is out. noble heirarch was a tough decision. i may change it out

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Posted 17 January 2011 at 13:46 as a comment on top control

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here is a monster game, your going second

turn 1- land and sol ring
turn 2- land and fallow earth
turn 3- land and plow under
turn 4- drop some creatures, they have a shitty hand and nothing to do, boom

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Posted 17 January 2011 at 02:17 as a comment on top control

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whats up matt. the theory of this deck is sound but unfortunately i dont think it will do that well in practice. for grapeshot to be a 1 hit kill u will realistically need 21 creatures (including the spirit guide for mana) and your other sources of mana will stop the drawing process all together. ive run the sample hand function 20 times and the combo has only gone off 2ce. getting glimpse of nature is the only chance this deck has and with no other way to get it the deck becomes unreliable

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Posted 16 January 2011 at 22:22 as a comment on Turn 1 grapeshot win!

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whats up kb. i love a good stasis deck, its prolly my fave deck type. there r a few better ways to keep stasis going forever. try chronatog or forsaken city. in reality you should run both. this will speed the deck up quite a bit cause u can use muddle the mixture to search for either stasis or chronatog. check out my stasis deck kiss from a rose for more stasis ideas

http://www.mtgvault.com/ViewDeck.aspx?DeckID=36821

you might want to consider black vice as your win condition. it works extremely well in these decks

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Posted 16 January 2011 at 22:14 as a comment on Everlasting Stasis

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nope, no need. the deck takes care of the opponents creatures with wrath of god, vindicate, recoil, batwing brume, and orim's chant. on top of that if you imprint silence or orim's chant on isochron scepter early on the opponent wont be able to play anything anyway. this deck handles creatures perfectly and doesnt need any itself, it wins by decking the opponent out with glimpse the unthinkable

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Posted 16 January 2011 at 18:55 as a comment on world of ice

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a long, slow, wicked game

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Posted 16 January 2011 at 18:37 as a comment on world of ice

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spreading seas doesnt really fit in this deck. you need more early game protection cause u wont be able to play one of the titans until around turn 9 or 10

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Posted 16 January 2011 at 17:42 as a comment on Esper Control

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whats up filthygold, i would use banefire rather then fireball because it will ensure the blast with its being unable to be countered, just a suggestion

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Posted 16 January 2011 at 01:05 as a comment on INFINITE MANA

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Sheltering Ancient all the way as my favorite. 100 is an excellent mile stone, keep up the good work

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Posted 16 January 2011 at 01:00 as a comment on surewhynot's 100th deck WOOOOO!

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here is a good game.

turn 1- land, b of p
turn 2- land, boggart ram gang
turn 3- land, spellbreaker behemoth
turn 4- land, runes of deus on behemoth, slamalama

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Posted 16 January 2011 at 00:52 as a comment on ira enraged

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i def considered that, but he requires a steady hand to wield correctly and the dude im making this for needs a little more experience

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Posted 15 January 2011 at 19:37 as a comment on morose apostle

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here is a good game

turn 1- land goblin guide, 18
turn 2- land lightning serpent and brute force, 12
turn 3- land hellspark elemental and ramp card
turn 4- anything for the win

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Posted 15 January 2011 at 16:50 as a comment on morose apostle

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no worries mate. have time sieve out on the field as well as thopter foundry and sword of the meek. first pay 1 and sac sword of the meek to thopter foundry. you get a 1/1 artifact and 1 life. sword of the meeks effect triggers cause a 1/1 came into play so now you get it back on the field. pay another 1 and do this exact same process 4 more times. now u have 5 1/1 artifacts and the sword still. sac the 5 1/1s to time sieve and take another turn and on the next turn just do this again. as long as u can produce 5 mana a turn u will create infinite turns

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Posted 11 January 2011 at 02:55 as a comment on transport to oblivion

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check the deck heavy feather for an idea as to what you should run

http://www.mtgvault.com/ViewDeck.aspx?DeckID=133918

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Posted 10 January 2011 at 23:29 as a comment on Huge Aggro

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here is a good game

turn 1- land and llanowar
turn 2- land leatherback baloth
turn 3- land hunted troll

thats pretty much it

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Posted 10 January 2011 at 23:27 as a comment on heavy feather

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my man (just an expression) lets get to work. your best bet to make this deck better is too streamline it to perfection. a deck like this operates best with a turn 1 mana accel creature like llanowar elves or Joraga treespeaker and then a 4 or 5 mana big boy that u will use to win. ill build u a good model deck and then we can talk more about it. but for right now the best advice is to drop the 6 mana creatures for 5 mana creatures. a turn 4 5/5 or 6/6 is exactly what you want

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Posted 10 January 2011 at 23:05 as a comment on Huge Aggro

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sounds good to me, 1 more question, what legality will u be using this deck in? standard perhaps? or just casual. either way its all good, after this question is answered we can get to work

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Posted 10 January 2011 at 16:27 as a comment on Huge Aggro

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badabing badaboom

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Posted 10 January 2011 at 03:50 as a comment on transport to oblivion

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my goal is to have 1000, and then who knows

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Posted 10 January 2011 at 03:06 as a comment on locutus sunrise

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