JoeTuber

10 Decks, 8 Comments, 0 Reputation

Actually, it's not perfect. You tap a land in order to play it, meaning that you have to play at least two comes-into-play-tapped lands afterward in order to benefit from it. While that's not difficult, the small benefit gained is not worth the card disadvantage of playing Amulet of Vigor. If you ask me, it would be better to kill one of your opponent's creatures or draw a card or advance your board presence in some way rather than lose a card in your hand in return for a small future benefit that might not even be relevant.

Furthermore, your only reason for running Amulet of Vigor is to make the deck faster. Why do you need the deck to be faster? You should be playing control anyway, so I don't see why you need to be winning quickly. Making your deck faster doesn't necessarily mean it'll win more often - if your deck is less stable but quick to win, you'll still lose more often than if your deck is slow and consistent. You should go for a slow and consistent deck rather than a fast, unstable build by including board control cards like Lightning Bolt and possibly Wall of Omens.

Anyways, feel free to keep your deck as-is. I thought you were posting here for advice, but it's up to you if you want the deck to stay bad.

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Posted 01 April 2011 at 00:03 in reply to #148135 on 31 Land

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Also, Amulet of Vigor is horrible.

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Posted 30 March 2011 at 19:00 in reply to #148135 on 31 Land

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You need more control effects. This deck seems like it's almost good, but you need more ways to interact with your opponent. All you have at the moment are Ratchet Bomb and Day of Judgement, so you won't end up doing much throughout most of the game.

Also, Tectonic Edge would probably be a good idea. With 31 lands, you should be able to have a pretty stable mana base even with 4 colorless lands - plus you can recur the Tectonic Edges with Zendikons.

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Posted 30 March 2011 at 18:58 as a comment on 31 Land

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WRONG!!!!!

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Posted 30 March 2011 at 18:50 in reply to #148095 on Covert Beasts

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I've got to be honest. Polymorph would be terrible in this deck.

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Posted 26 March 2011 at 08:31 in reply to #146209 on Legacy Gamekeeper

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That's better. I don't much like Beseech the Queen in this deck due to the cost, but there aren't many other tutors that will work.

-4 Into the Roil
+4 Remand

-2 Awakening Zone, -2 Beseech the Queen
+1 Garruk, +3 Island

That's all for now. Also, drawing multiple Garruks is not a bad thing in this deck.

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Posted 10 March 2011 at 03:27 in reply to #139977 on Mass polymorph instakill (Modern)

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Wow. Your recent deck designs seem to be getting a lot better.

You could probably make a pseudo-competitive Extended or Standard deck with this. We'd need to find a new instant kill, though.

In the meantime, you should take out Flash for another See Beyond. Also, take out the Street Wraiths -- they make the combo less consistent.

I think Awakening Zone is probably not the best option for this deck. I do, however, think that Garruk would be a good way to both ramp and get tokens. He can even be an alternate win condition.

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Posted 10 March 2011 at 00:10 as a comment on Mass polymorph instakill (Modern)

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Hmm. This actually seems fairly strong.

Just a few things: Crucible of Worlds should probably be maindeck in place of Sword of Fire and Ice. Also, Platinum Angel and Razormane Masticore seem like they won't be great sideboard cards in vintage.

This deck could run Mox Opal easily. Probably 2 of them, more if you were running Goblin Welder.

Three Karns is probably too many. One or two should be enough.

I really feel like you should be using a Goblin Welder-centric build.

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Posted 09 March 2011 at 23:55 as a comment on Oldschool Stax (Vintage)

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