dknight27

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

im a little confused about the theme in here. you have a lot of draw power but you arnt really drawing anything. if i were you i would max out spire golems. they are perfect for a blue deck that relies on playing an instant or sorcery every turn. late game you will be able to play them for free and they actually make a good win condition for control decks. another thing to consider is concentrate. it is a marvelous hand replenisher and not that bad of a turn 4 play, let me know what you want to do here

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Posted 27 October 2010 at 18:40 as a comment on Blue Control

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ad your gunna want at least 20 swamps

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Posted 27 October 2010 at 18:32 as a comment on Wall and Shadows

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some poor wall choices and too many of them. you need around 10 walls in here. u arnt trying to block all the damage, just enough to win the race.

try 4 wall of souls, 4 wall of tanglecords, and 2 steel walls.

that way u can block at least 3 damage each turn, which will let you win the race.

another thing that is necessary in here is mana accel. 4 dark rituals will let you be at least a turn ahead of the opponent. a turn 2 dark ritual means 2 shadow creatures.....boom

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Posted 27 October 2010 at 18:25 as a comment on Wall and Shadows

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infinite 1/1s, what a way to lose

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Posted 24 October 2010 at 18:17 as a comment on non-linear regression

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slam em down

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Posted 24 October 2010 at 16:04 as a comment on lambo thunder

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*chronatog

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Posted 24 October 2010 at 15:20 as a comment on stasis

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black vise is the best win condition in here. and to max out your chances of pulling off the combo u need chronoatog. he is another way to keep stasis going indefinitely and it allows you to use muddle the mixture to search out either piece of the combo. that should increase this decks efficiency a ton

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Posted 24 October 2010 at 15:19 as a comment on stasis

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you play tinker turn 2 and sac a small artifact, like ornithopter and summon memnarch from the deck

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Posted 24 October 2010 at 12:26 as a comment on overlord geass

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tinker, sol ring and any small artifact in the opening hand is a win

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Posted 24 October 2010 at 01:33 as a comment on overlord geass

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personally i would take out Khalni Heart Expedition, its not a sure bet and it has to sit on the field and be vulnerable with no guarantee of help. switch it out for llanowar, it will speed things up a turn and most importantly, help u cast Khalni Hydra which is the biggest win condition in here (i would max it out to 4).

consider this scenario

turn 1- land and treespeaker
turn 2- land, 1 level counter on the tree, llanowar elves
turn 3- land, tap out all mana producers, cast Khalni Hydra

thats a pretty good chance of a win

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Posted 23 October 2010 at 20:03 as a comment on Big Baddies

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a late game spire golem is going to be the win condition in here, counter everything else, thats game

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Posted 23 October 2010 at 19:31 as a comment on heavy arms

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a turn 1 drop is the only way this deck can work, a control deck will run all over this in standard unless your a turn ahead

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Posted 23 October 2010 at 17:34 as a comment on Big Baddies

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unfortunately there arnt enough of the remove without ante cards to fill the 55 other card slots

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Posted 23 October 2010 at 17:15 as a comment on turn 1 win

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i didnt mean take him out, personally i would use both

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Posted 23 October 2010 at 17:01 as a comment on Big Baddies

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llanowar elves is a must in these type of decks

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Posted 23 October 2010 at 15:48 as a comment on Big Baddies

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arid mesa is a necessity in here. i rather enjoy this deck, early creature destruction till you can dominate with a big and bad angel. i would consider day of judgement in the sideboard at least for a protection from swarm goblin or elf decks

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Posted 23 October 2010 at 15:42 as a comment on Angels of Vengeance

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i love a good red and black destruction deck, i would max out ashenmoor gouger, shambling remains, and dark ritual. a dark ritual turn 1 into an ashenmoor gouger is deadly as hell. i would also look into terminate

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Posted 23 October 2010 at 15:27 as a comment on din of gods

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the land base in here is going to kill you. mutavault has no place in here at all, a rainbow deck needs multiproducers not colorless. the rest of your lands arnt going to cut it either.

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Posted 22 October 2010 at 19:13 as a comment on rainbow control!!!!

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u need chronoatog in here, its another way to pull off stasis combo.

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Posted 18 October 2010 at 22:30 as a comment on Stasis

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that would also let u run orim's chant, which is very necessary in here

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Posted 18 October 2010 at 19:41 as a comment on Fist of the sun

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