ESPRcon

75 Decks, 415 Comments, 33 Reputation

I would play 2-4 dissipates

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Posted 07 January 2012 at 22:57 as a comment on U/B Control

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that sounds good. I like your inclusion of Druidic Satchel

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Posted 07 January 2012 at 22:47 in reply to #226655 on Tap Out B**ch!

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I would not play dispatch with only 8 artifacts unless, the main function is to tap the creature

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Posted 07 January 2012 at 12:12 as a comment on Tap Out B**ch!

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vendilion clique

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Posted 07 January 2012 at 12:10 as a comment on Faerie Wrecking-Ball

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cool deck. I think its called Spanish Inquisition (SI). I would defiantly play cabal ritual, and maybe Lion's eye diamond + infernal tutor.

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Posted 06 January 2012 at 15:02 as a comment on 1st Turn Kill

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I would also play more lands. something like 22-24 and some carddraw spells

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Posted 05 January 2012 at 23:18 in reply to #225782 on My first Deck

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I would add fetchlands so that you can shuffle dead cards away, when using brainstorm. I would also ad force of will, though that card does cost much.

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Posted 05 January 2012 at 17:58 as a comment on Painter/Grind: Turn 1 win (Legacy)

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I have a suggestion: add æther vial and discard. But if its casual it looks pretty good

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Posted 03 January 2012 at 01:47 as a comment on Legacy Zombies/Skeletons

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first of all: you need to decide wether you want to play infect or not. Its a really bad idea to have a mix of infect and non-infect creatures. You will also have to decide if you want to mill them to death or kill them with creature damage.
second: krakens eye is not a good card, I would cut it.

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Posted 02 January 2012 at 23:02 as a comment on My first Deck

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why would you play one drops in a control deck?

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Posted 31 December 2011 at 01:13 as a comment on Standard White aggro/control

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I agree with Setherial, why would you play glimpse ? Also some targeted discard is pretty good

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Posted 30 December 2011 at 15:10 as a comment on Tombstalker + Dark Depths Legacy

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yes

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Posted 28 December 2011 at 15:03 in reply to #224465 on Token deck, any suggestions?

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the innenstrad rare GW land

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Posted 26 December 2011 at 02:32 as a comment on Token deck, any suggestions?

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I get what you are thinking about vial, but a ramp spell would be better then. Vial is best when you have a bunch of efficent, cheap creatures with the roughly same cmc.

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Posted 26 December 2011 at 02:12 in reply to #224457 on Modern Eldrazi

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Yes but 15 lands?! Most of the time you wont even draw one in your opener. And even if you get a wall out you will still be bottlenecked (by missing land drops) and that is the opposite of what ramp decks wants to be doing.
Also that one æther vial seems really random, idk it may have a function

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Posted 26 December 2011 at 02:06 in reply to #224457 on Modern Eldrazi

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æther vial and only 15 lands in a ramp deck?

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Posted 26 December 2011 at 02:01 as a comment on Modern Eldrazi

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I would play instant speed carddraw in mUC (like think twice and jace's ingenity), because you generally need to hold you mana up for counterspells.
I personally dont like tap effects or ice cage effects in control (because it doesnt solve the problem permanently), but if you are playing mono blue control then thats the only option you have for removal.
I like wall of frost in muc. The sphinx's are your win conditions. Wall of frost is a staller. I would recommend sphinx of jwar isle as a finisher, but the other sphinx is fine.
Overall I'll say its a good start for a control deck and you seem to understand the principles.

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Posted 26 December 2011 at 02:00 as a comment on Mill/Control

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Its generally a bad idea to try and mill them and deal them damage. Also a control deck NEEDS good carddraw.

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Posted 26 December 2011 at 01:10 as a comment on Mill/Control

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try mana drain and force, they are expensive

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Posted 25 December 2011 at 21:40 as a comment on The most expensive deck ever

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I think I will do that, I really like the art. Thanks

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Posted 24 December 2011 at 16:57 in reply to #224039 on mono white edh

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