hey there sarlin, i would put in goblin guide. u could get him out turn 1 and do considerable damage the whole game with him. he does have the downside of giving the opponent more lands but they will use those lands for big creatures, and do u really have to worry about that?
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damn that ass wuppin
it borders on onomatopoeia
wall of souls, my favorite wall
take that u control freak
whats up hip, i prefer Journey to Nowhere rather then oblivion ring. the 1 less mana lets u have more options turn 4 and 5 that u would not have playing a 3 mana spell, and it basically does the same thing
thanks my man, ive been talking to gery about that very thing, i would deff enjoy writing articles and i hope do do so soon
there r many other ways to abuse realm razor, this is just a fun one
i would also consider changing up the mana base, some of the double lands would be nice if u can afford them, and how about 2 copies of Jungle Shrine im not puttin u down my man, just some suggestions
im not a big fan of fiery justice, it can take care of some creatures alright, but it gives the opponent 5 life as well, which can be enough for them to hang on until they can pull off a win condition combo. lightning bolt or path to exile would do the same thing for cheaper, less complicated, and no gain for the opponent. also 4 telepathys is just a little too much, take it down to 3, cause if u pull 2 of em then its just a waste
thanks guys, feel free to use it on the people u think deserve to never do anything again
give it to em urameshi
so many possibilities with __________ and R&D
this is truly my masterpiece, a way to defeat a player rather then a deck. i have been striving for this for some time
glad i could inspire u with my weenie deck. for a relentless rats deck u dont really need coat or door, the rats ability is more then enough to power them up for the win. if u have 6 of them out there then u have 6 7/7s, which is 42 damage. so if u pull of thrumming stone then u should be able to get at least 6 rats, more then enough for the win. if u ditch those 2 expensive artifacts it will clear up the deck for more important cards like dark ritual, duress, and brainspoil(u can transmute this for thrumming stone). that way u can find the stone faster, play it sooner, and make sure the opponent cant counter it. i love a good relentless rats deck, everyone should get a chance to play one. let me know when u finish with ur red and white deck
the reactor works fine, if u pull off one of the combos or otherwise prevent the opponent from playing anything then all u have to do is wait for 20 turns, a long process for sure, but a win is a win. if u really want to be mean then play wheel of sun and moon on urself and then wait for the opponent to deck themselves out. it will take like 45 turns, and i guarantee the opponent will give up before they actually deck out. on the down side they will be very mad at u and prolly hit u
one of the only deck types that can get away with only 18 lands
this is what mtg is all about, it took me around 2 years to figure that out
there r a couple sweet ways to prevent the opponent from ever playing spells again.......deathwitness mentioned a good way, there is also iona and painters servant, or Arcane Laboratory and Erayo, Soratami Ascendant
for any angel deck mana ramp is key. i use Quicksilver Amulet, mana vault, defense of the heart, elvish piper, or sol ring to help with that. u could easily add in green and make this a bant configuration without much difficulty. that would let u run defense of the heart and dense foliage (to protect ur angels once they r out)....that way u can get those big bad boys our much quicker ad possibly en mass with defense of the heart. i also like to run silent arbiter in an angel deck, that way u can basically stop the opponent in their tracks and soar over their heads for the win
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