intrep1d

8 Decks, 14 Comments, 2 Reputation

Youd be better off switching loxodon with honor of the pure.

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Posted 06 March 2011 at 13:46 as a comment on Battle cry!!!!!!!!!

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Student of warfare is a x4 for sure. Most importantly Because its a 3/3 first strike on turn 2. Also Because its a 1 drop. And on top of that, it adds flexibility for you throughout the course of any game.
I agree with you on the white knights effectiveness. Its not the card I would consider trading for student either.
I would personally sideboard all 4 leonin skyhunters, then sub them in for the white knights if you need. Black doesn't put much in the air anyways. Should never be a problem for you.
4 Day of judgement is too much. Its too heavily dependent on knight exemplar.

Your lands are way too low for the current build. You have no 1 drops, and 20 is almost too little for any deck. Emeria is pointless, it requires 8 lands be in play. Even in a 24 land deck, its effect wont happen until about 13-14 turns in.

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Posted 02 March 2011 at 15:11 as a comment on knights any suggestions ?

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I cant believe I overlooked effigy. I'm still a little anti-mage, but I see you did drop chimeric down to 1 so the mage definitely more practical. Revoker would be amazing for shutting down Jace, but that will also keep you from putting yours on the table. However its a much cheaper option than dropping yours and nerfing both. So far though its looking pretty good, my suggestion were mostly based around making some awesome 5/5s with tezzeret. Hence Darksteel Axe equals an indestructible 5/5, although I can see how its not viable without Tezz. Etched Champion on the other hand, is very powerful in here, even without Tezz. Id lean more towards counter than discard but looks pretty good.

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Posted 15 February 2011 at 19:39 in reply to #127499 on Ub Artifacts

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Thanks for your reply. Its always nice to see ones opinion not go unnoticed.

I ended up sectioning this out because there was so much. lol Don't mistake any of this for negativity as I do like your build. Ive just been working on something very similar the last few days and have quite alot to say.

part 1: treasure/trinket mage, everflowing chalices
I am still all for the chalices. My opinion with the architects still stands, however I can understand your wanting to keep him at less than 4. I myself am in the making of a blue black Tezzeret build and trying as much as I can to not put too much blue in there. But the architects themselves can pump out 2 mana per turn for free, the equivalent of a palladium myr. Not only is that a huge plus but they'll always retain the option of pulling 2 more mana out of other blues, and 1 from your artifact creatures. Theyre great for pumping your chalices as well.
Now this is just a guess, but it seems like your trinket mages are there to pull the chalices. They could always pull the chimeric mass but Ill get to him later. My main concern with this is that your dropping 3 mana to pull a chalice or will have to be played next turn or kicked for 3 less than what you have available.(that turn) If you were to run the architect, you could drop him for 3, and get 2 back from him the same turn to play artifacts. You're already running 4 chalices so your odds of drawing one are high. Multiple chalices are nice but end up being wasted late game. The good thing about tezz though is that you can boost them or just keep pushing them to the bottom of your deck.
Now as for the treasure mage, he is one 3 drop that is meant to grab 1 out of 6 drops with a cost of 6 or higher. Odds are that you'll pull 3 of those 6 drops before you even get the treasure mage, making him an expensive 2/2 that tezzeret isnt friends with. I personally would be much happier being 2 mana ahead of the game with an architect on the field, than I would be having 4 big creature in my hand.

In summary, the architects will add some much needed speed to this deck. Nothing sucks more than getting raped by turn 3 or 4 from a goblin deck before you've gotten anything on the field.

part 2: creatures
Chimeric mass is still so useless in here in my opinion, his flexible cost is nice, but the fact that you need to animate him throws the cost factor out the window. While proliferate can really take advantage of it, there's nothing else for it to offer. I definitely love the hellkite, hes one of my favorite artifact creatures. Same goes for wurmcoil. Myr battlesphere im a little iffy on, but if managed to get that guy in the mimic vat then god help whoever youre playing. Not to mention it would work awesome with tezz. An awesome combo would be using jace to recast it, and tezzeret to direct damage them for ALOT. Pilgrims eye is nice for flying and land fetching. Putting that land on the field would make it worth it for me, but as it stands it's abilities just doesn't it's cost.

In summary, outside of the pilgrims eye, the creature base looks like something out of a control deck, except instead of grave titans and frost titans, youre using artifacts. I dont have a problem with this strategy IF youre running the right amount of control and have a reliable card base. Both of which are a little slim in this build.

part 3: Control, everything else.
I love the brittle effigy, especially in an artifact deck. Stoic rebuttle could have a huge place here if there were more early game artifacts. Go for the throat is always great, really rounds everything out. Youve got pretty much every blue black land in standard lol, not bad but seems like alot will go in tapped. Having the reliability of both colors is awesome though.

part 4: cards to consider
mox opal, etched champion, Phyrexian Revoker, darksteel axe.

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Posted 13 February 2011 at 20:27 in reply to #127499 on Ub Artifacts

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Take out 1 plains, 24 is decent number for this deck, the mana requirements are all 4 or less but because its so compact, its also very likely that you wont pull any 1 or 2 drops.
Sideboard the silence for any sort of aggro or control deck.
Good move on the ajani, most people are confused by his position in this deck but firsthand his -1 is a total game changer.
Journey is conditional, might end up being sideboarded. Definitely sideboard revoke existence x4.
Accorder Paladin is cool, but he almost never gets through, hes an early game threat and hes just too easy to kill. If hes not lightning bolted or infected hell definitely be blocked by some junk 1/1. Your best bet is to run 4 signal pest, evens out the mana curve by alot, gets battlecry online sooner, and he'll stay in play twice as often.
Sideboard Leonin Skyhunter x4. This is a must. With this build, it might even be best to put them in place of journey and sub journey in accordingly. This deck is meant to take out threats in combat, not journey everything. Late game should bring even honor of the pures or exemplars to finish it off.
If you have any breathing room, throw a sun titan or two on top. Hes an awesome drop with honor of the pure and great if your exemplar gets nerfed.

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Posted 12 February 2011 at 19:26 as a comment on knight

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Honestly, the mana curve in this deck is a little bit painful. Your wont be able to do much with tezzeret by the time he hits the table. The same might be said for Jace. Seems like its pulling in too many directions.
Theres not enough control to keep cards off the table.
Tezzerets first ability might help out in here, but your really missing out on his -1 and -4.
Jace is the only real threat when he hits the table, but I doubt he would stay alive long enough to do any real damage.
Since Pilgrims eye isn't putting land on the table, youd be better off with a myr.
Brittle Effigy is a great card but its activated ability will take the place of your tezzeret, jace, or one of your larger threats.
Mimic vat is great, but you wont have any of your own cards to put into it. You can probably grab an opponents creature but its doubtful at x1.
Grand architect can really make this deck. I would really consider running 4.
Drop the mages, the 1 treasure mage is grabbing 1/6 cards. Very ineffective.
Chimeric Mass is great with some form of proliferate and as somebody already said, useless with tezzeret. It is however a very flexible spender.

Don't mean to be rude just giving an honest opinion.

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Posted 10 February 2011 at 18:13 as a comment on Ub Artifacts

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Yeah I had a tough time with the 1 drops. Origin seemed like a good play though, draw card and myr for 3. And the cost can be split into 1+(2 or 1). As for the battlesphere, its not meant to played directly. Only summoned with turbine. I did remove 2 of the battlespheres and replaced them with Elspeth Tirel.
Thanks for your advice.

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Posted 04 February 2011 at 16:24 in reply to #124883 on Myr Battleforce

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Myr propogator are almost never worth it. Id go for the darksteel myr. Or better yet throw 4 of the origin spellbomb in there. 1/1 myr and card draw for 2.

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Posted 28 January 2011 at 14:11 as a comment on Myr Overload

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I like the idea of it because discard could put a big hole in the combos. But unless its in my opening hand, I want any 4 drops to be game enders. Maybe inspired charge? Theres got to be something more powerful than +2/+1

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Posted 28 January 2011 at 03:08 in reply to #121622 on Artifact Overwhelm

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2 memnite, 1 plains, 1 mox, 2 glint hawks, and a quest for holy relic will swing for 12 on turn 2 with the argentum armor and destroy a permanent. I'm considering putting all 4 silence in to keep my opponent down 1 extra turn from the get go.

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Posted 28 January 2011 at 03:04 as a comment on Artifact Overwhelm

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trying to keep it standard but I really like that card.

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Posted 28 January 2011 at 02:57 in reply to #121623 on Artifact Overwhelm

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You multiply odds, not add. 40% is the possibility that you have one of those cards in your starting hand, not all of them.

Its almost impossible to figure the odds on this for a functioning first turn win hand. Because you
A: Have mana dependent cards that produce mana such as the rituals, and culling the weak.
B: Have Chrome mox, a card dependent on removing other cards from your hand that do not function for your first turn win.
C: Lion's eye Diamond will not work out of order because of its discard requirement.

Ultimately this deck requires at least 1/7 cards first hand, (2 of which are dependent-chrome mox) and various rituals(1-2). Then on top of all that, you HAVE to find the Charbelcher.

I could see it working occasionally, but theres no way youll get the cards right that often. You need to pull 7 mana out of 6 cards, of which 1 needs to be something you only have 5 of in your deck. And thats under the assumption that the remaining 4 are x2 or more mana producers.

I will say that this is the most flexible 1st turn win Ive seen though. Awesome if you can pull it off by turn 3 and avoid the counter spell. lol


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Posted 25 January 2011 at 15:31 in reply to #30729 on First Turn Win (9)

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I second the splnter twin addition. That card is essential to the myr galvanizer combo.

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Posted 21 January 2011 at 14:39 in reply to #116628 on Myr Inferno Infinite

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try drowned catacomb or dragonskull summit instead of the terramorphic combo. Look into whispersilk cloak and sac the red all together. Maybe even splash some green. 2 giant growths on an ichorclaw and its over.

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Posted 20 January 2011 at 11:41 as a comment on Infinite Infection Help

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