Ghost1599

4 Decks, 247 Comments, 16 Reputation

Hmmm, I dunno for sure but would Smallpox be a good suggestion? Helps keep their creature count down, allows for you to sac that dredgle land to fuel Ichorid, and could even be used to sac off Plague spitter if needed.

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Posted 02 June 2011 at 08:11 as a comment on Under to the Night

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Putting a -1/-1 counter on a creature that has a +1/+1 counter on it means they both disappear. Due to a +1/+1 counter being removed from hydra, it gets 2 more at the end step. It HAS to be either damage or -1/-1 counters as dismember simply gives it -5/-5, doesn't deal with counters at all.

It's a rather great concept actually, because at the cost of reducing its power and toughness by one during your turn, it gets 2 bigger at the end step AND it can hit for infect which is ridiculous due to the whole hydra /prevent damage stuff.

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Posted 25 May 2011 at 17:37 as a comment on Glistean Hydra

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I have found that volt charge is amazing, I also threw in a few pyromancers as there isn't much draw in black/red so you might not even see a Bloodchief or mindcrank all game so it's just an alternate win condition.

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Posted 20 May 2011 at 02:11 as a comment on Bloodcrank Ascension

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eww furnace scamp is mean o.o

"I'll take the one damage....."

"No, you'll take 4 poison!"

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Posted 19 May 2011 at 06:06 as a comment on Jund Infect

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You're right, they technically deal damage as though they had infect but you cannot get poison counters. I questioned the same thing haha.

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Posted 19 May 2011 at 05:59 in reply to #163974 on Heaven's Gate (phyrexian unlife+melira combo)

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Furnace Scamp doesn't have haste so it can't deal 4 damage turn 1...

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Posted 18 May 2011 at 04:50 as a comment on Immolating Assault

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Dagbaker's correct. You cannot get infinite mana with the multiple cloudposts + Candelabra of Tawnos cause it's been erata'd to X, Tap: Untap X Lands. Unless you have a way of untapping it, then there's no way to achieve infinite mana this way.

I don't see why you listed Mothdusk Changeling at all cause it doesn't relate to any of the cards in any way....

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Posted 18 May 2011 at 02:11 as a comment on Infinite damage combos

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You don't have anything that can sacrifice creatures. You can't just go "Oh I choose to sacrifice this creature for no reason." There has to be something that makes you sacrifice it such as the cost of activating an ability or a spell such as geth's verdict.

I would suggest + 4 Flesh Eater Imp cause you can sacrifice all the myr tokens to make it huge if it's left unblocked, cast fresh meat before damage is dealt, and sacrifice all the 3/3 beast tokens to deliver a killing blow with infect.

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Posted 14 May 2011 at 20:38 as a comment on Fresh Myr Meat

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Keep the batterskull in, more stuff for stoneforge to search for instead of the Shaman. YOu also seem to have a ton of one-ofs which personally I never do as the chances of getting them are so slim that they're hardly worth running.

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Posted 14 May 2011 at 07:50 as a comment on Stoneforge Bant (standard)

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You have no sources of white mana for the white splicers. Also, I would recommend throwing in 2 Asceticisms or at least Emerge Unscathed.

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Posted 13 May 2011 at 06:05 as a comment on Golems

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Entirely too many equipments.

-2 Batterskull
-2 SoFF
-2 SoBM
+3 Puresteel Paladin
+3 Journey to Nowhere

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Posted 13 May 2011 at 03:35 as a comment on Swords

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Emperial Archangel, Path to Exile

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Posted 11 May 2011 at 23:19 as a comment on Best MTG Art?

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Unwinding clock!

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Posted 09 May 2011 at 06:36 as a comment on Machine Gun Mark 2

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Thus the whole Channel + Fireball reference you see around. It's the most well known 3 card win combo.

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Posted 08 May 2011 at 07:02 in reply to #160554 on ohk blaze/fireball/banefire/red sun zenith

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Captain Sisay + Dragon Arch = broken.

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Posted 08 May 2011 at 05:37 as a comment on Coalition Dragons

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This'd be a real fun deck to play in two headed giant with your teammate using a similar deck haha.

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Posted 05 May 2011 at 07:22 as a comment on Rites of Flame

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TBH all but Chancellor of the Annex suck.

-1 Tangle
-1 Spires
-1 Forge
-1 Dross

+2 BoP
+4 Joraga Treespeaker

Karn is best utilized by cheating out high costing things that all but end the game. The Blue and green praetor are the only two of the 5 praetors that do this so drop all the others, add maybe one more copy of each, and possibly throw in blightsteels. They're a turn 1 game if you reset the game with karn and have him in play turn 0. Also, by removing all but the white chancellor and all but the blue and green praetor, you can completely remove red and black from the deck.

-1 Elesh Norn
-1 Sheoldred
-1 Urabrask

+1 Vorinclex
+1 Jin-Gitaxias

-4 Lightning bolt.
+3 Harrow.

-3 Moutain
-2 Blackcleave
-2 Copperline
-2 darkslick

+2 Razorverge
+2 Seachrome
+3 Sunpetal Grove
+3 Glacial Fortress

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Posted 05 May 2011 at 05:48 as a comment on Karn

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TBH all but Chancellor of the Annex suck.

-1 Tangle
-1 Spires
-1 Forge
-1 Dross

+2 BoP
+4 Joraga Treespeaker

Karn is best utilized by cheating out high costing things that all but end the game. The Blue and green praetor are the only two of the 5 praetors that do this so drop all the others, add maybe one more copy of each, and possibly throw in blightsteels. They're a turn 1 game if you reset the game with karn and have him in play turn 0. Also, by removing all but the white chancellor and all but the blue and green praetor, you can completely remove red and black from the deck.

-1 Elesh Norn
-1 Sheoldred
-1 Urabrask

+1 Vorinclex
+1 Jin-Gitaxias

-4 Lightning bolt.
+3 Harrow.

-3 Moutain
-2 Blackcleave
-2 Copperline
-2 darkslick

+2 Razorverge
+2 Seachrome
+3 Sunpetal Grove
+3 Glacial Fortress

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Posted 05 May 2011 at 05:47 as a comment on Karn

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Karn restarts the game with the permanents he exiled being in play turn 0. If you exile Ob NIx with karn then restart the game, you can play a fetch land turn 1 and pop it for 6 damage, swing with a 9/9 that same turn, drop a second fetch land turn two (dealing 6 more damage) and swinging for game unless they played a creature they could chump with.

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Posted 05 May 2011 at 02:43 as a comment on Karn works.

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Might I suggest red so you can throw in something such as arc trail or cunning sparkmage to get you from 2 life to 1 life for the win xD.

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Posted 04 May 2011 at 01:33 as a comment on T2 Easy Win Combo

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