dknight27

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

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?

0
Posted 15 December 2009 at 12:39 as a comment on Black and Red your Dead

Permalink

damn that ass wuppin

0
Posted 14 December 2009 at 23:47 as a comment on the omega

Permalink

it borders on onomatopoeia

0
Posted 14 December 2009 at 23:45 as a comment on bane of humanity

Permalink

wall of souls, my favorite wall

0
Posted 14 December 2009 at 23:44 as a comment on ellimist end game

Permalink

take that u control freak

0
Posted 14 December 2009 at 23:00 as a comment on bane of humanity

Permalink

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

0
Posted 14 December 2009 at 15:15 as a comment on mono white standard budget (help would be great)

Permalink

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

0
Posted 14 December 2009 at 11:14 as a comment on axe of atlas

Permalink

there r many other ways to abuse realm razor, this is just a fun one

0
Posted 14 December 2009 at 01:51 as a comment on axe of atlas

Permalink

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

0
Posted 14 December 2009 at 00:53 as a comment on Flying Lotus

Permalink

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

0
Posted 14 December 2009 at 00:49 as a comment on Flying Lotus

Permalink

thanks guys, feel free to use it on the people u think deserve to never do anything again

0
Posted 13 December 2009 at 20:56 as a comment on the omega

Permalink

give it to em urameshi

0
Posted 13 December 2009 at 18:44 as a comment on spirit gun

Permalink

so many possibilities with __________ and R&D

0
Posted 13 December 2009 at 18:24 as a comment on witching hour

Permalink

this is truly my masterpiece, a way to defeat a player rather then a deck. i have been striving for this for some time

0
Posted 13 December 2009 at 13:06 as a comment on the omega

Permalink

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

0
Posted 13 December 2009 at 02:12 as a comment on Thrum if you Love Rats

Permalink

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

0
Posted 13 December 2009 at 01:26 as a comment on Silenced

Permalink

one of the only deck types that can get away with only 18 lands

0
Posted 13 December 2009 at 00:59 as a comment on roma victor

Permalink

this is what mtg is all about, it took me around 2 years to figure that out

0
Posted 12 December 2009 at 23:56 as a comment on kiss from a rose

Permalink

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

0
Posted 12 December 2009 at 20:31 as a comment on Silenced

Permalink

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

0
Posted 12 December 2009 at 20:22 as a comment on A N G E L S

Permalink

1,641-1,660 of 2,523 items