JediFu

13 Decks, 57 Comments, 7 Reputation

Good stuff ^^

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Posted 21 March 2013 at 03:46 as a comment on Spec Optimized Populate

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^^ I remember that land. It won me the limited we played when you got your first Ravnica boosters :D I must get me some of those.

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Posted 21 March 2013 at 03:42 in reply to #333424 on I will shoot you down

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You have some nice spells there. I'm particularly lovin' Massive Raid. I could use those for my build. And frontline medic is a beast of a creature card!

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Posted 20 March 2013 at 21:57 as a comment on Legions of Justice

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Nice. I'm lovin' guttersnipe. Eventually you will want to max those out. Maybe get some Artful Dodge, or Tricks of the Trade to make your Scroll Thiefs unblockable. Also I'd run a flicker or two, to help abuse the Archaeomancers (for instance). Good stuff.

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Posted 20 March 2013 at 09:39 as a comment on I will shoot you down

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Thoughts:

So far, it plays rather well. As expected, the deck is highly vulnerable, due to its lack of support spells. As I tweak it I will look to adding appropriate:

1. Creature removal/control/disabling spells
2. Damage protection spells
3. Cancels

I also want to look into possible ways to token support; boosting numbers, damage, etc.

Specific cards that may end up being replaced:
- Ghoulcaller's Bell
- Endless Ranks of the Dead
- 1x cellar door

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Posted 20 March 2013 at 06:11 as a comment on Brain Insane

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Thanks for introducing me to Slaughter Games. Wicked ideas!

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Posted 18 March 2013 at 03:01 as a comment on How I Run Slaughter Games

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It's a good start. Medium paced, and could be faster. Basically Evolve appears to be all about counter juggling, and opportune striking. This means cards like Bioshift, and spells that have trample and unblockable.

Flicker is a dream with this. I need more Ghostly Flickers! I only have one, and have to rely on Archaeomancers to bring it back, but even one Flicker can go along way. Also, I could possibly use one more Thragtusk. With only one Thragtusk, flickering it has worked nicely to trigger Evolve, boost HP and add a 3/3 beastie (which could also potentially trigger evolve). Fun stuff!

All in all, it's a solid base. I have deliberately avoided including any defensive spells/counters, because I want to get an idea what specifically is needed to increase the deck's survivability. As I get a better feel for it, I'll adjust it accordingly.

Any and all suggestions are welcome!

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Posted 18 March 2013 at 02:33 as a comment on Gene Benders

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Dangerous deck. More Essence Harvests would definitely help. Vizkopa Guild mage's activated ability + an exalted attacking creature with lifelink + Essence Harvest = insane combo!

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Posted 18 March 2013 at 00:59 as a comment on Exalt or Extort

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Thoughts (after two games):

1. It's fast and aggressive.
2. I want to reduce the number of creatures and bring in some other non-creature spells that fit the theme. So I will be looking at how little vamps I can get away with having, while still maintaining the necessary aggression.
3. Possible ideas for spells include Bump in the Night, Traitorous Blood. Will look into other low-cost spells that fit the theme. Also may want to add more armaments.

Next few games I will focus on pacing and trimming down needless spells to make room for upgrades. I want to end up with a deck that is fast, aggressive, and versatile enough to respond to non-creature threats.

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Posted 16 March 2013 at 23:20 as a comment on Blood Rising II

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Hi Gothy. Thanks for dropping by!

This deck is pretty much what I could put together with the Toolkit and the boosters that I've purchased. I haven't made any individual card purchases yet. In the future, I would definitely like to get my hands on Olivia Voldaren (hoped luck up with her in my last booster purchase, but alas!), and a few other powerful vamps.

Once I get some disposable income, I'll want to build a completely different vamp deck, that focuses on human sacrifice buffing (as opposed to player damage buffing). This deck won't get neglected though, as I enjoy the charm of red/black vamps. They feel so fast and reckless.

Thanks again for the suggestions! I'm curious what specific specialist decks would some of the weaker vamps be more useful in. I'm always looking for creative ways to use vampires. They are my favorite creature type.

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Posted 16 March 2013 at 21:23 in reply to #331890 on Blood Rising II

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I'm curious what strategies prepared to counter.

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Posted 15 March 2013 at 02:46 as a comment on Spec Optimized Populate

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True, I may end up just buying individual cards. Boosters/intro packs helped me get started, but I think now I'm at the stage where I'll just end up accumulating a lot of cards I don't need. Is there a specific go-to vendor that you recommend?

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Posted 14 March 2013 at 23:55 in reply to #331002 on Storm the Armada

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I fell in love when I purchased the Simic Synthesis intro pack. I was skeptical at first, but just wanted to try out an off-the-wall mechanic. It works beautifully. I have since decided to purchase a few other intro packs with unfamiliar mechanics, as a way to expand my awareness of the variety of mechanics.

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Posted 13 March 2013 at 20:40 in reply to #330903 on Corpsejack Biomancer

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Dude! That's an awesome suggestion! And Avacyn Restored boosters are next on my list to purchase, so I'll definitely keep an eye out for them (or I might just buy them from Amazon.com individually, they are cheap enough.). Good lookin' out!

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Posted 13 March 2013 at 20:33 in reply to #330905 on Storm the Armada

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Personally, I would cut that deck down to 60 cards, though, to increase the odds of drawing the really good cards. You could cut out a few creatures. For instance, Flayer of the Hatebound doesn't quite fit, because you don't have enough creatures with Undying to capitalize off of his triggered ability. You might find yourself not really needing a lot of the really big creatures (that cost 7 mana to summon), so some of those could be removed as well. Anyway, best way to determine if this is even necessary is to play a few games.

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Posted 13 March 2013 at 11:42 as a comment on Fire in the Loins

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I have recently started playing with the Evolve ability, and I am in love. This deck is insane, and gives me some inspiration. I second surewhynot's suggestion of upping the Bioshifts.

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Posted 13 March 2013 at 07:27 as a comment on Corpsejack Biomancer

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Reviews:
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So far, it is a very speedy deck. With the right starting hand, it has a very good chance of summoning a creature a turn -- at least. I love Boros Legion's Battalion ability, it really brings out the team-work aspect of this army deck.

To really jack this deck's speed up, I intend to add more creatures with haste, and swap out the two artifacts. I'd love to get my hands on a couple of Skyknight Legionnaires (they work perfectly with this deck). At three mana, they have proven to time perfectly with Firefist Striker, swooping in to enable a Battalion powered ambush. Additionally, I want to replace Murder Investigation with another Five-Alarm Fire enchantment, to increase its chances of being drawn (or to give me an extra, encase it gets stripped). That enchantment is brutal!

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Posted 13 March 2013 at 07:19 as a comment on Storm the Armada

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I want three more Elixer of Immortality cards.

:3

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Posted 13 March 2013 at 06:43 as a comment on Green Viagra

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This is a formidable mid-speed deck. Your enemies will want to end you early, because once you get the mana down... Let me know how it plays! You have enough smaller and faster creatures in your side-board to swap out if you feel the need to speed the deck up.

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Posted 13 March 2013 at 02:57 as a comment on Fire in the Loins

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So many good memories in that deck! XD Looks like it'll be fun.

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Posted 12 March 2013 at 22:23 as a comment on Shufti

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