fifthdawn11

31 Decks, 10 Comments, 0 Reputation

Seismic Assult.

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Posted 05 September 2009 at 03:00 as a comment on Ad Nauseam

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Thanks, yea I'm on a budget so I'm going to have to do without noble hieracrch and rafiq, I build about a deck a week so I'm trying not to spend too much even on land. But I'll def add Knotvine Paladin.

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Posted 19 August 2009 at 15:38 as a comment on Bant Exalted

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Yea I know about the combo. It was a little cheap to have an infinitely strong monster so I didn't put it in.

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Posted 18 August 2009 at 06:37 as a comment on B/G Beatdown

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Shouldn't be a problem. The slower decks are not a threat for obvious reasons. Weenie decks you're going to have to take a beating the first few turn. Il-vec serves as a decent weenie block, matyr of sand averages 12-15 life gain per sacrafice, matyr of ashes avg 2-3 damage to every creature which wipes out weenies.

With 4 death render and 4 steelshaper's gift, its hard not to have one of those in the beginning hand, so that an extremely high change you'll have death render down by 3-4th turn. As soon as you have one angel down, you're going to keep having angel down. If anything is to happen to your angels, ex, removal, deathrender's effect will just bring down another angel. Most of the angels bring creatures back to your hand or field in some way so it'll be pretty tough to get rid of them without an impressive hand on your opponent's side

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Posted 17 August 2009 at 07:10 as a comment on Angel

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I actually based it around the X concept. You can see that most of my creatures have R to +1/+1. Soulbright Flamekin creates a ridiculous amount of mana easily so I figured X spells would help a lot. But I'll look into the usual burns like lightning bolts.

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Posted 03 August 2009 at 01:28 as a comment on Elemental

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I don't put megrim because I already have a megrim+underworld dreams deck. I don't want my friends and I getting bored of the same idea. Second, I need to have megrim reliably in my first few draws or early game, other wise, its quite useless midgame since they're probably out of cards, or could play whatever they draw. Megrims loose effectiveness in this case.

When I first made it, I imagined my win as card advantage. Second would be suicidal attacking with rats, or double+triple blocking any threat. Thats the only reason I have so much revival cards. I already planned on the rats dying.

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Posted 03 August 2009 at 01:25 as a comment on Land Destruction

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This deck is actually a lot faster when played. You usually start with at least 1 megrim or underworld dreams on open hand. About 12 cards can tranmute and over 50% of the deck can be bought out through transmute. You only need one underworld dream/megrim, transmute the other, and any of the draw cards would deal over 10 damage on opponent. Transmute again next turn for the win. I usually get turn 3-6 wins.

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Posted 29 July 2009 at 06:58 as a comment on Discard

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lol I actually have aunties and the knucklebone witch before I edited it which is the version you saw. I plan on buying the deck and I've made 6 decks so the cost is going to add up. I tried to remove the expensive cards and auntie + witch was about 6 dollars total so I switched them out. Y ea its a budget deck ><

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Posted 29 July 2009 at 06:37 as a comment on Goblin

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Nope never saw your deck. The nature of aurochs and how little there are is probably the reason for the lack of variation so that would explain why they look similar. My llnowar and boreal are my mana acceleration and hibernation is creature accerlation. Pump cards like giant growth resize, etc are very common in green aggro decks esp in casual. I would assume any other auroch decks out there would look something like everyone elses as well.

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Posted 29 July 2009 at 06:34 as a comment on Aurochs

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lol this is going to be a budget deck so everything is like under 30 cents. I didn't like the idea of me losing health, so instead, I focused on getting faerie tauntings down either by draw or harbinger and flash summon my opponent.

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Posted 29 July 2009 at 06:26 as a comment on Faerie

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