ESPRcon

75 Decks, 415 Comments, 33 Reputation

scroll rack seems good with land tax and the fetchlands

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Posted 24 December 2011 at 16:55 as a comment on Radiant Archangel EDH

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legacy merfolks, tempo thresh/rug tempo, team america, new horizon (though that deck isnt as popular as it used to be)

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Posted 24 December 2011 at 10:55 in reply to #223095 on Tempo Aggro/Control 2.0

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I would add goblin guide. I think you can play less than 24 lands, considering you have nothing above 2 mana.

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Posted 24 December 2011 at 10:52 as a comment on Burn

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it surprises me that its Ub fish and it doesn't run perish in the sb.

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Posted 24 December 2011 at 02:04 as a comment on Out of the blue

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you need more lands.
I would splash either black or white for creature removal and planeswalkers. I would also cut the random creatures. Control decks play to types of creatures: stallers (ex wall of omens) and win conditions (ex baneslayer angel)

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Posted 23 December 2011 at 22:25 as a comment on Ultimate control

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nice!

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Posted 23 December 2011 at 20:11 as a comment on A Christmas Carol

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I think that 19 lands isnt enough, because you are running both pox and smallpox and you have no way of bringing lands back from the graveyard

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Posted 23 December 2011 at 13:16 as a comment on Oppression

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I would add more lands, you are trying to cast 7 and 10 drops after all

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Posted 22 December 2011 at 22:04 as a comment on Sheoldred Control

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I would get some sort of dual lands, otherwise nice deck

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Posted 22 December 2011 at 18:13 as a comment on darkfire

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I would play 4 goblin guides. The card is insane. I would also add hellspark elemental. I would also cut the deck to 60 cards by taking out browbeat and Quest for Pure Flame.

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Posted 22 December 2011 at 11:17 as a comment on BurnTastic

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but, in my opinion, a control deck doesn't want a aggressive start. It wants to grind the opponent out and delver seems quite bad at that.
Just my 0.02

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Posted 22 December 2011 at 00:04 in reply to #223474 on B/U Control T2

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it seems strange to me to play delver in a control deck. I would play 4 dissipates before playing 4 negates.
I would also cut the sorins vegeance's and divinations and play think twice and forbidden alchemy instead.
I like all your other card choices

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Posted 21 December 2011 at 23:00 as a comment on B/U Control T2

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the creatures are fine, but I would cut the fogs and get more spells like Lead the Stampede and explore/harrow/cultivate since it seems to be what a green deck wants to be doing

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Posted 21 December 2011 at 00:51 as a comment on new player looking for advice

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As far as I understand, tempo is all about making the opponent react to your threats and generally hinder and destroy his gameplan. RUG tempo is a good example:
(on the play)T1: delver of secrets
T2: delver is a 3/2, attack. Then ponder. stifle the opponents threat, then on his turn daze his spell
T3: burn a creature down, swing with delver, play goyf.
If I understand tempo correctly its all about advancing your own board position, while destroying your opponents. To do this you have to play aggro-control.

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Posted 21 December 2011 at 00:49 in reply to #223095 on Tempo Aggro/Control 2.0

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It looks like a good deck, my only suggestion whould be to add some shcoklands and fetches

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Posted 20 December 2011 at 23:05 as a comment on Modern Anti-hero

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I agree that the deck is far too slow, but I dont think control is completelly unplayable. You need swords to plowshares though.
Some of the cretures are to slow or ineffective for legacy

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Posted 20 December 2011 at 09:03 as a comment on Tempo Aggro/Control 2.0

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First of all: cool deck! I would cut the dreads. For two reasons: first of all you only run 20 lands and second of all the vigors and necroplasms seems to be enough.
just my two cents

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Posted 19 December 2011 at 15:13 as a comment on Golgari (Modern)

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I was thinking something like misty rainforest. If you are not going to play with fetchlands then I would recommend swapping brainstorm for preordain.
Just my two eurocents

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Posted 19 December 2011 at 00:52 in reply to #222655 on Full Control

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you need more lands. Also if you play brainstorm, fetchlands are a good idea

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Posted 18 December 2011 at 20:46 as a comment on Full Control

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the plan is to kill people before the lategame. Its a tempo deck. If a merfolk deck gets to the late game it will use the mana to pump coralhelm and activate mutavault.

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Posted 18 December 2011 at 11:25 in reply to #222503 on Merfolk_Fish

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