Edna

32 Decks, 612 Comments, 53 Reputation

Did you see the sideboard?

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Posted 03 September 2010 at 10:32 in reply to #84533 on Kiln Fiend Fling Attack

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Cool deck! May want some form of sideboard against decks that actually play a lot of black cards and maybe even add a few cards like llanowar elves that can tap (that aren't lands) so you can still get green mana even after playing the contamination! Looks fun though. MrBarrelRoll has great suggestions too.^^ Other ideas would be some form of cards to bring back your good stuff from the graveyard.

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Posted 01 September 2010 at 15:26 as a comment on Contaminated Pact

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Biggest problem I see in a deck like this is being able to play your cards like gatekeeper consistently when you splash red like that. Idk... Seems like it could use a stronger mana base somehow. Looks good if you can figure that out right though. I agree with Atrum though. Vein Drinker costs 6 for a 4/4 that does nothing for an entire turn. After that, it may kill something off for you if you're lucky. But often times, what it can kill wont matter much anymore and it isn't worth the 6 mana to do it! Cards like Sarkhan can net you extra cards, make your own guys much more powerful and is just all around awesome. It can also take some of the heat off yourself as they struggle to kill your new "teammate" instead of you.

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Posted 01 September 2010 at 15:21 as a comment on vampire 2.0

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Just curious... how do you plan to play any blue spells in this deck? Nothing taps for blue mana...

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Posted 31 August 2010 at 14:35 as a comment on Kiln Fiend Fling Attack

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Personally i don't like the ritual much and you need more land than 16 (at least that's all I can see in the main as of right now)... I'd go with between 22 and 24 or so. You also really don't need the blue at all in this deck. It's just basically pointless as I see it. Fine deck otherwise.

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Posted 30 August 2010 at 16:00 as a comment on Kiln Fiend Fling Attack

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The thing that actually made the deck strong was the time warps... I kind of doubt it will have much potential after those rotate out. You're a little down on the win conditions now without it...

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Posted 27 August 2010 at 15:57 as a comment on pyromancer ascension / mass polymorph

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For now, I think Fauna Shaman seems like it would slow the deck down a bit but it's a great suggestion and I'll keep it in mind. I think I will switch the mana leaks with the Avengers though.

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Posted 27 August 2010 at 15:51 in reply to #83598 on Rite of Valakut

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DoJ seems like it could backfire pretty easily in a deck like this that is practically white weenie... Even if you do play knight exemplars. Adding another 2 land seems like it would benefit you and pulling a couple gideon and one or 2 elspeth seems like a good idea too. Silence is a sideboard card at best i think for a deck like this. Otherwise, i like most of it. Seems to have potential. White knights maybe?

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Posted 27 August 2010 at 10:12 as a comment on i dont no

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No mana leaks? Also, I'd add some more blue card draw. Forsee is actually quite incredible. After you've unloaded your ramp cards and played something big, Forsee lets you get rid of up to 4 more (at this point) useless ramp cards in favor of more win conditions as back up and/or counters to keep your win conditions going. Not too sure about the main deck fogs either. Great card, but not for the main deck.

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Posted 27 August 2010 at 09:52 as a comment on Green/Blue Titan Ramp

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If lifegain is the goal, check out some of the soul sisters decks from the U.S. Nationals last weekend. They run 4 soul wardens, 4 Ajani's pridemate, 4 soul's attendents, 4 serra's ascendent, and other cards like that. It seems to work quite surprisingly well.

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Posted 27 August 2010 at 09:16 as a comment on GainLife Control Combo-Based

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Also, for all that landfall, I'm surprised not to see any lotus cobra, arguably the best landfall creature of them all.

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Posted 27 August 2010 at 09:01 in reply to #83500 on G/B Ramp

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Once you get a titan down, getting to 10 mana shouldn't be too hard. What about adding a couple sadistic sacrament? If you can resolve one, it's almost a automatic win. Even if you don't kick it, against control decks you can take out half their win conditions or more. And it's even better against combo decks like pyromancer's ascension. If they only have 1 ascension left to look for, their game plan gets pretty rough.

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Posted 27 August 2010 at 09:00 as a comment on G/B Ramp

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Great, thanks for the advice! What do you think about adding in Mana Leaks instead?

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Posted 27 August 2010 at 08:51 in reply to #83182 on Rite of Valakut

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Sweet deck! Only thing for me is that the captivating vampires dont seem to do much w/o a kicked rite... Mana leaks are awesome support. Another option to replace the captivating vampires could simply be vampire nighthawk. Dont underestimate it. It's incredible.

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Posted 18 August 2010 at 01:24 as a comment on Triskelion Combo

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I agree with almost everything MrBarrelRoll has to say. Personally, I'm not a big fan of fireball but lightning bolt seems like a fair red alternative. Arbor elves are great but the best is still the traditional llanowar elves. I'd cut the oracle because the mana ramp is useless past 4 pretty much anyways. The gilt leaf seer is even worse though. Wren's run Vanquisher is absutely amazing in an elf deck! 2 mana for a 3/3, plus deathtouch!!!!! Also, I'd add more jagged scar archers & maybe some Thornweald Archers. As for the Nissa, lifegain is often as good or better than wasting slots with the chosen i think.. One last card to think about is immaculate magistrate. It is incredibly insane when comboed with joraga warcaller (another card that you could/should add).

Any comments for my valakut deck?

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Posted 18 August 2010 at 01:17 in reply to #81191 on FLE V1

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Path wouldn't help with Emrakul at all. What I meant was that if one gets milled into their graveyard, they shuffle all of their graveyard back into their library. While I'm not too sure about any specifically blue or white graveyard removal, I do know that relic of progenitus will work quite well as a 1 mana, colorless artifact. There may be other options I'm missing too but it seems like a fairly good option.

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Posted 17 August 2010 at 15:52 in reply to #81090 on No More Cards? (coments)

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Cool deck. Only issue I see is that the curve appears to be quite high overall. Your first play in general will likely be turn 3 or later. (Disentomb, Lightning bolt, fling, and Terminate are hardly cards meant for the 1st two turns of play...)

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Posted 17 August 2010 at 15:50 as a comment on Creature control

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Your deck does seem to have potential and a good fun factor though. An opposite route may be to cut down all cards (except basic lands) to just 1 each and make a highlander deck. Those can be quite fun because every game is always a bit different then. As one final suggestion, 27 plains seems quite high for this deck. I'd cut it down to at least 25 probably. Maybe even 24.

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Posted 17 August 2010 at 15:43 in reply to #81091 on Kor and Ajani Goldmane

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The biggest problem I see with this, just looking at a glance, would likely be consistency. To make a more reliable deck, play with this build a bit and figure out what really works best and what doesn't. Then, cut out the cards that don't work as well and add more that have worked well, while trying to keep a nice curve of course. Trying to keep a fewer number of different cards but at 3 or 4 each, leads to a much more streamlined and consistent deck.

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Posted 17 August 2010 at 15:40 as a comment on Kor and Ajani Goldmane

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Pretty neat but if it's all about the assembly workers, why not run the full 4 Mishra's Factory? That's my biggest complaint. I'd probably play those over the Vesuva or maybe cut 1 or 2 Urza's Factory's because you need essentially 8 land to use them anyways...

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Posted 17 August 2010 at 15:37 as a comment on Asseble the workers?

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