Gotterdammerung

12 Decks, 12 Comments, 0 Reputation

Thanks for the comments! Right now with the perfect draw I can deck some one out on turn 4. Usually though it's closer to around turn 7. While I agree that 4 traumatize may be a bit much, I often get the kill by double casting them. I may want to drop them down to 3, and find a way to squeeze in the twin casts. Right now the walking atlas pull the least weight, but every now and again they do shorten the combo by a turn. Otherwise they are just a chump blocker. I appreciate the feed back.

Mario

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Posted 28 March 2010 at 22:35 as a comment on Mono blue mill (comment)

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Well, technically according to the rules, If a card and a rule have a dispute the card always wins... so you might get away with it

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Posted 15 March 2010 at 17:52 as a comment on literal omnipotence

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Thanks for "useful" feedback Marlo.

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Posted 15 March 2010 at 17:31 in reply to #56798 on Mono blue mill (comment)

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TYPE 2 means standard= no lackeys allowded =)

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Posted 14 March 2010 at 16:15 in reply to #56651 on Type-2 What's For Dinner.. GOBLINS!

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Mesa's and Tarn and cards like it arent just useful for landfall decks and multi colored decks. Sometimes decks have a low mana requirement to function. You may have 20 mana in your deck but you dont need it all out to function, its just there to balance the likelihood of drawing mana on the first turns. Using cards like Mesa and Tarn basically allows me to have a 52 card deck for purposes of speed but still keep my initial spell to mana ratio. As For Molten Pinnacle, i thought about it but having a tapped land on the first couple of turns seemed more likely to slow me down and cause me to lose, these kinds of decks either win fast n big or the opponent survives and counters the onslaught and ur left wide open. I just dont see such a situational card like molten pinnacle saving me from losing if they survive thru the barrage.

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Posted 14 March 2010 at 16:14 in reply to #56599 on Type-2 What's For Dinner.. GOBLINS!

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Doesnt matter its not an important component. It could be replaced with any spell that burns. It could even be replaced with tome scour if you just wanted to win by milling. Your turn never ends you just keep drawing discard 1 blue draw discard 1 blue play draw play lotus sac lotus discard card play draw card over no over shuffle graveyard into library rinse repeat. Watever card you choose as your kill card, your going to get plenty of chances to use it. I like fireball because its funny. Banefire might be a better burn card but this deck doesnt need a great card to win. Any card that mills or burns will do just fine.

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Posted 08 March 2010 at 17:12 in reply to #55627 on Old School Infinite Turn Cheese

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Thanks for the land comment. As far as the Reminisce, graveyard removal isnt as big of a threat as it sounds like it would be. The combo can break out as early as turn 2 most decks dont have the cards counter out by then. And if they did you could always be paranoid and keep a counterspell in hand before you merge your graveyard to stop any graveyard removal attempts. The basic thing keeping an opponent from messing with you is that you no longer need land once the combo breaks and your turn never ends so watever they spend there mana on ,however much it is, thats all the mana there gonna get. So the speed of the combo plus the limited mana of your opponent plus the ability tou counter his attempt to mess with your combo = pretty solid. And if your still paranoid about it you can take out a fireball for a lobotomy and start taking peeks at wat ur up against and systematically removing the current threats.

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Posted 08 March 2010 at 17:07 in reply to #55578 on Old School Infinite Turn Cheese

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No i didnt just grab some mermaids n stuff em in a deck. Stonybrook keeps costs low. Sage of fables speeds up my draw and buffs my monsters. Merflk Sovereign buffs my creatres and it and Caller of Gales help Wanderwine prophets do direct damage when she comes out so i can take multiple turns in a row. The counters help me stop anything game ending that might come out and also fuel Lullmage's ability if hes out giving me lots of merfolk to sack for wanderwine.

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Posted 01 March 2010 at 13:44 in reply to #54137 on The Little Mermaid

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The deck attacks on 2 fronts. Choking mana to slow player and throwing out unblockable creatures.
Against blue and colorless the mana choke is severly hampered so i added cards in the side deck to help get the creatures out. Should still move at an alright pace kind of like a basic old flyer deck when playing against colorless and blue.

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Posted 26 February 2010 at 17:51 in reply to #53650 on Gilgamesh

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Fixed it. Just replaced it with Clone's.

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Posted 26 February 2010 at 01:48 as a comment on Gilgamesh

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oops. thanks its like 3 am and i just missed a word.

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Posted 26 February 2010 at 01:29 in reply to #53626 on Gilgamesh

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I would take a look at some of the merfolk wizards. They would integrate into this deck well.
Stonybrook Banneret
Merrow Harbinger
Sage of Fables
Are some good examples

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Posted 26 February 2010 at 01:25 as a comment on Wizard Control

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