dknight27

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

i rather like this concept. very good for quick and almost effortless damage. nice job

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Posted 08 December 2009 at 22:03 as a comment on 2010 Speed

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ya i know, i danced around him for quite a long time. but i hate champion effects. whenever ive used them it just dries up ur field, especially in a deck with mainly medium to large creatures, and then the opponent just blasts it away anyway

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Posted 08 December 2009 at 21:55 as a comment on might or majesty

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indomitable ancients was made for doran, no question about it

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Posted 08 December 2009 at 20:57 as a comment on might or majesty

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i love a good enchantment combo

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Posted 08 December 2009 at 19:31 as a comment on war and peace

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i c ur point but i am really using him as a cheap battering ram, ideally i would put him out turn 2 and just attack

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Posted 08 December 2009 at 18:58 as a comment on sheathless blade

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drop em fast

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Posted 08 December 2009 at 17:49 as a comment on sheathless blade

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i was wondering about that myself

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Posted 08 December 2009 at 17:27 as a comment on bosom buddy+ ____ combo

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u dont need mask of riddles, its too slow for this deck and ur creatures wont be locked anyway

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Posted 08 December 2009 at 12:50 as a comment on Skys and Shadows (Standard)

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i deffinately mulled those over, but i came to this conclusion: szadek is a 5/5 flyer, the only thing capable of blocking him and surviving is a wall, specifically wall of denial. if they manage to get one out before i attack once with szadek (after i land an attack with him he is a 10/10) i have 2 options. blast the field away with damnation and then play szadek, or put fireshrieker on him. either way the wall wont last. after i land 1 attack there isnt a creature that can realistically stop him. in any of those scenarios i come out on top. any other of the equipments will take too long to be of real use

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Posted 08 December 2009 at 00:34 as a comment on all that remains

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simple as pie

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Posted 07 December 2009 at 23:11 as a comment on all that remains

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true, a multiplayer might change things up, but u will never run out of time with this deck, if u include 6 tap for damage creatures, which i always do in my infinite turn decks, then u can be tapping for 6 damage each turn rather then just 1. this way u can kill all 3 other players in just 7 turns. i also include 1 copy of feldon's cane in infinite turn decks just in case. it will buy u a minimum of 40 more turns in which to win, and if u cant win with 90 turns then the opponent deservs the win. the big creature approach leaves u way too open for a counter attack. lets say u have pulled off ur combo and r sitting back waiting to get enough mana to put a nig boy into play. u finally put down the 9th mana and tap out completely tolay it down when the opponent playes a disinchant and suddenly u have no mirror and no new turns, then they play doom blade and the creature is gone too. now u have nothing.

if u use indirect cheap damage, u can play multiple copies as well as support cards and still have enough mana to wait with a counterspell in case the opponent has somehting to use on u. game 1 the opponent might not have what it takes to overpower those creatures and ur combo, but game 2 and 3 he or she will be ready

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Posted 07 December 2009 at 21:04 as a comment on INFINITE TURNS!

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whats up my man, i love the infinite turn awesomeness. unfortunately destruction isnt the only way to deal with the mirror. it can be bounced or confiscated, so counterspells r the best way to protect it. pact of negation is a must cause both cost 5 so ur mana will be tied up while while playing and imprinting the combo. ur creature choices seem very odd to me. u dont need beastly creatures with infinite turns. something more subtle is called for like prodigal sorcerer. u can just sit back and deal 1 damage each turn, and sense the opponent can take a turn its 20 strait turns for the win. that way if the opponent could stop an attack, which is quite easy, they cant stop u from tapping to victory. i also think u need silent arbiter in here,. he is by far the best way to slow up an attack deck and there r plenty out there. he will help a lot with the blocking and reduction of damage to u while u get the combo out.

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Posted 07 December 2009 at 19:39 as a comment on INFINITE TURNS!

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nice job hip, i love a good pandemonium. im working on 2 of them currently, nice job

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Posted 07 December 2009 at 18:16 as a comment on Dreadnought pandemonium

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whoops, 4

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Posted 07 December 2009 at 14:02 as a comment on Game:Post Your card

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Illusionary Mask is the next choice

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Posted 07 December 2009 at 13:50 as a comment on Game:Post Your card

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although, technically speaking, infinity is a concept that cannot exist in any of our 11 dimensions, so its just an astronomically big number like a google

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Posted 07 December 2009 at 13:22 as a comment on Izzet really infinite damage (please comment)

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i rather like how this one plays, very exciting

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Posted 06 December 2009 at 21:28 as a comment on hit the floor

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well damn, this just all went to hell

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Posted 06 December 2009 at 20:20 as a comment on hit the floor

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oh hell, i got all excited when i thought rebuff was standard. the 2 notmal creatures r in there for 1 simple reason. without the diverse lands i rely on in non standard decks i have no real assurance that i will have a forest and a plains on turn 2, and for this deck to be effective it is extremely important to play 1 creature each turn for the first 3 turns. all those good 2/2s that have abilities cost 1 white and 1 green. after playing this several times the mana works out turn 2 about 50% of hte time and that jsut doesnt work for me. this way i will get a creature out turn 2 for sure

do u have any suggestions abou treplacing rebuff

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Posted 06 December 2009 at 19:14 as a comment on hit the floor

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turn 1, land and llanowar elves
turn 2, land and dauntless escort
turn 3, land and magus of the disk
turn 4, your all set up

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Posted 06 December 2009 at 18:16 as a comment on hit the floor

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