EagleEye058

40 Decks, 56 Comments, 19 Reputation

I like the idea of swapping the Harbor Serpent for an Inkwell Leviathan. The main reason for having the Serpent is because I had him when I built the deck and I didn't have to go and spend more money. I like the Sage Owl and Ponder. I'm not sure what to swap them for though. I have the Pike to boost my Stalker. If I am facing someone with massive destruction capabilities the Stalker is my best shot at victory. That said, I can't win dealing one damage at a time. Thus, the Pike is pretty essential. Kraken's Eye is my only source of life. If I am facing a direct damage deck I will have trouble winning with my enemy hitting me left and right for small quantities of damage. I can't possibly counter all the destruction or direct damage in some of these decks. So it seems that that also is essential. I have the Messenger Drake because I needed more flyers and card draw. I would like to replace him with ponder. But then I'm down a flyer. If you think I'm incorrect in my deductions please explain. I like your suggestions, I'm just trying to work out the mechanics in my head. Thanks for the Comment!

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Posted 21 August 2014 at 23:59 in reply to #496877 on Kraken

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Right! I really like this deck, I about had a heart-attack when I saw the prices though. lol.

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Posted 21 August 2014 at 21:14 in reply to #489900 on Jund

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I want to keep the Acid-Moss and Wreak Havoc. I tested the sample draw and calculated where I would be by turn ten. That is, how many creatures I would have, how much mana would be available and how many lands I would have burned. With my current deck stats I would, burn an average of five land, have an average of six creatures and an average of eight mana available by turn ten. Wreak Havoc was not intended for artifact destruction I would use it for burning land. The reason I chose it instead of one of the cheaper land burns is because it can't be countered. The Acid-Moss really helps ramp up the land which makes it easier to play lots of creatures mid game. I thought about Prey Upon, but opted against it because I put in DayBreak Ranger. His transformed ability is essentially the same thing. Now, I am considering the possibility of removing Dosan and replacing him with a couple more Rangers. The problem with that is Dosan also has anti countering and anti aggressive properties. Anyone wanting to maximize what little mana they have by using it to play spells on my turn will be brought up short. And counters will be completely useless. I am ok with it being a 75 card deck. It was pushing 80 before which is a bit much. I have never had much success with 60 card decks, they seem too inflexible, but that's probably just me. Thanks for the pointers! If I hadn't been messing with those Gangs I probably wouldn't have noticed for a long time what the Immerwolf actually does.

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Posted 11 August 2014 at 14:42 in reply to #493454 on Werewolves and Dessolation

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Wow...I feel a little stupid. I just realized that Immerwolf prevents "non-human werewolves from transforming". I thought nothing of that ability because all my werewolves are human. But that's only while they are in human form, once they transform into their werewolf form none of them have the human creature type anymore. Hence, they will not be able to transform back into a human until immerwolf is removed from the battlefield. That makes him so much better and my deck so much stronger. Time to make sure I have a full play set.

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Posted 11 August 2014 at 04:20 in reply to #493454 on Werewolves and Dessolation

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I wanted to add the Kruin Outlaw, but I was running into deck size issues, so I opted to remove him and added anther Mondronen and Huntmaster. The Huntmaster is by far the best werewolf in there. Mainly because he has benefits for transforming in either direction. Mondronen helps dissuade opponents from playing too many spells. The only issue I see with adding a couple of Instigator Gangs is their mana cost. My hope was to keep my creatures really low mana cost so I could put out lots of them then transform them and deal heavy damage early to mid game, because I would have a lot more creatures than my opponent. If I added the Gangs it would make the deck a little heavier than I had hoped. On the other hand, they might add enough power to make them worth it. I'll mess with them for a bit and see how the sample draw looks. Thanks for the suggestion!

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Posted 10 August 2014 at 23:24 in reply to #493454 on Werewolves and Dessolation

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Great! The Oracle of Mul Daya is a little better than the Courser because you can play two lands per turn instead of one, but the Oracle of Mul Daya isn't legal in standard and the life gain is nice.

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Posted 05 August 2014 at 00:32 in reply to #489900 on Jund

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Yup, when I want cards I go to amazon. So I don't spend much time at the shops.

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Posted 01 August 2014 at 19:33 in reply to #489687 on Archons Judgment

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I'm sure I could find a few if I looked. I just haven't gone looking yet. I am not in town most Friday nights anyway, work and what-not.

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Posted 01 August 2014 at 17:13 in reply to #489687 on Archons Judgment

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Ah, got it. No I have not. I play mostly at home or at friends houses, I have yet to go out and find local organized game locations. That said, I have used this deck several times in casual play and it has proven very interesting. If I can get my Stalker+Hidden Strings combo early game I have high chances of winning.

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Posted 01 August 2014 at 16:04 in reply to #489687 on Archons Judgment

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I like it! I hadn't thought of using the planeswalkers to produce all the creatures for this deck. Mizzium mortars is pretty neat. I also really like Chandra's 0 ability combined with your scrying lands and Read the Bones. Very nice indeed.

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Posted 01 August 2014 at 15:33 as a comment on Jund

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Thanks! I am not familiar with that acronym, please elaborate.

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Posted 01 August 2014 at 01:29 in reply to #489687 on Archons Judgment

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I'm not very experienced, but I think you should remove Nykthos, Shine to Nyx. It doesn't do much for you unless you have massive devotion to a single color. It might be ok for getting you green mana late game, but other than that, it's just another colorless land. I think I would also remove Master of the Feast as well. If your deck is slow at all your opponents will overrun you off his ability. (an ability you don't benefit from). I think you should add four Courser of Kruphix for that extra mana ramp you need. And finally, I think you should have a higher land ratio. Right now you're sitting at about 33%, I have had great difficulty using decks with a land ratio that low. I usually keep my decks between 37% and 40%. Again, I'm no professional, this is just what I would do.

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Posted 31 July 2014 at 20:37 as a comment on Garruk Meets Xenagos

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I like the combination of creature boosts and life gain. Those Pridemates make early game very difficult for your opponent. That Godsend artifact is incredible. As is that Ajani planeswalker. I don't play standard, but this is pretty cool.

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Posted 31 July 2014 at 19:42 as a comment on The Godsent

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