i will, ive been havin a hard time this summer so i havnt been able to post any, but in a week ill be back
Permalink
hey my man, long itm no see. how have things been
harmonize is essential to this deck. its a turn 4 play that will allow me to get what i need for the combo to go off
whats up my pikachu lovin playa, im back
here is a pretty good game turn 1- land turn 2- land and wall of blossoms turn 3- land and mana flare turn 4- land and warp world.........warp world into anarchist and thats almost game son
im using knowledge as a search source only. if i use selective memory then i will deck out too fast. remember, one of the win conditions of this deck is to deck out the opponent
opponent starts with 53 cards in the deck after drawing their hand turn 1- land and Hada Freeblade turn 2- land and Halimar Excavator, 51 cards turn 3- land and Jwari Shapeshifter, 45 cards turn 4- land and clone, 33 cards turn 5- land and rite of replication, 18 cards turn 6- land, any ally and mind funeral for the win
i love a good nana zoo deck, one of the best stomp decks in my opinion, i love rancor in here, that must work like a charm, ive never been that big a fan of Umezawa's Jitte, its too slow for my taking and i think it could easily be replaced in here
turn 1- land turn 2- land and everflowing chalice turn 3- land and dragon fodder turn 4- land and polymorph with a backup dispel to make sure they cant counter it
no worries mate, heres how it works, tap the Khalni Gem to add 2 blue mana to the pool, use 1 mana to untap the gem by activating filigree sages ability (it only costs 1 blue now due to the ability of training grounds). this nets you 1 mana, then do it again forever and then one last time choosing red as the mana and cast banefire
turn 1- land and training grounds turn 2- land and duress turn 3- land and some draw turn 4- land and filigree sages turn 5- Khalni Gem, infinity, banefire for the win
here is a pretty good game turn 1- land and duress turn 2- land and howling mine turn 3- land and mind funeral turn 4- land and pretty much anything turn 5- land and haunting echoes turn 6- any mill card for the win
with 12 discard and counter for only 1 mana i will deff be able to handle the path i know will be coming. the combo doesnt have to go off turn 6, thats just a best case scenario, with diabolic tutor there is little chance i wont get what i need even if they manage to dismantle the combo the first time around
turn 1- land and lightning bolt turn 2- land, kraken hatchling, duress turn 3- land and Inquisition of Kozilek turn 4- land and diabolic tutor turn 5- land and spellbound dragon turn 6- attack for the win
you deff need at least 4 more creatures, personally i would add boros swiftblade
you deff need more creatures, especially sense most of them are 1 cost, check out my zoo deck for some ideas, its called senbon zakura kageyoshi
very true, but this way gives you options. if you get one of the enchantments to work then awesome, you dont need anything else to win. if you get no enchantments, or one gets countered, then having one in your hand and using the elf mana ramp is going to work as well
that way your turn sequence could be like this turn 1- land, llanowar elves turn 2- land, Priest of Titania and arbor elf turn 3- land, fierce empath (search for Emrakul, the Aeons Torn), and as many other elves as you can turn 4- land, Elvish Archdruid turn 5- Emrakul
right now i see a problem with having the eldrazi in your hand when you need em, fierce empath would help a lot with this deck
that deff works, check out my take on this deck, onmyoji nosferoji
1,521-1,540 of 2,579 items