Karab

12 Decks, 15 Comments, 3 Reputation

I've playtested this deck a bit, and I haven't yet been in a situation where a creature became a dead draw. Unless I can find something that works better than each creature, they stay in

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Posted 11 November 2012 at 23:09 in reply to #303202 on Burning Visions

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I'd replace the Plague Myr's with Ichorclaw Myrs

Same cost, but Ichorclaws get +2+2 if they get blocked, which would then give you some monster removal, which is the main thing that this deck is missing

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Posted 23 June 2012 at 20:08 as a comment on Deadly Poison (G/U Infect)

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Thank you
I was trying to think of something that would work as a cheaper Xenograft on LotU, as waiting the 3 turns in between 2 mana and 5 is a little to long to leave someone as valuable as him lying around

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Posted 23 June 2012 at 20:04 in reply to #267438 on Rising Illusions

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I like it, it isn't reliant on the Illusions, but once it get Lord of the Unreal, getting 2-3 out pretty quickly is no problem

Could You look at the Illusion deck I made? (It's quite a bit different in the way it runs)
http://www.mtgvault.com/EditDeck.aspx?DeckID=353319

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Posted 23 June 2012 at 16:58 as a comment on Illusionary Might

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Anything that uses counters, like Chimeric Masses, Tumble Magnets etc

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Posted 10 April 2012 at 04:20 in reply to #246349 on tezzy myr

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I don't know about Unbound, I just don't like the way it'd play in a deck where every card is unique. It'd be very hard to clear a fullhand, and I wouldn't want to discard much.

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Posted 10 April 2012 at 04:01 in reply to #246350 on Cloudhoof Kirin EDH

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Major waste of proliferation
I mean, you're basically holding out for Tezzeret and at least one Contagion engine, which it seems to take a while (I've drawn 5 test hands and both haven't yet shown up in the first 8 turns together, which is when you'd need them.)

I'd remove the flight spellbombs, because they aren't necisarry, the only thing which would be attacking is the battlespehere, which deals it's damage anyway, so is better reserved as a defender.
The Galvanizers are also fairly useless, other than to bump up the Battlesphere

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Posted 09 April 2012 at 23:17 as a comment on tezzy myr

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Why don't you have anything big in there?
I mean the deck wouldn't support a Blightsteel Colossus, but it would support a Phyrexian Juggernaut (5 infect for 6 colourless). And with all those counter reliant artifacts, why not throw in some proliferation, increase your items utility AND rack up the infect

I mean, a contagion engine would make that deck amazing

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Posted 05 April 2012 at 13:49 as a comment on InFeCt

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Why aren't you making use of the new Zombie flood cards?
Remove a few Geth's Verdicts, it's too situational and the Phyrexian Metamorph, I mean, it does nothing for your deck and replace them with Endless Ranks of the Dead and Army of the Damned

Now that'll fuel Falkenrath Aristocrat AND still give you great flooding power

Also, why not go for a full x4 Tragic Slips? with F Aristo. and flood, you're basically garunteed that Morbid

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Posted 04 April 2012 at 20:27 as a comment on Zombz

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What do you expect from pure Blue?

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Posted 04 April 2012 at 20:18 in reply to #245348 on Mono Blue/Milling Deck

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I don't have this deck posted yet, so bear with me for another long post,

Creatures:
x4 Hedron Crab
x2 Wall of Frost
x1 Mnemonic Wall
x2 Merfolk Mesmerist
x1 Augury Owl
x1 Erayo, Soratami Ascendant

Spells:
x1 Unsummon
x2 Dissapate
x2 Mana Leak
x1 Ponder
x1 Forsee
x4 Tome Scour
x4 Dream Twist
x1 Increasing Confusion

Enchantments:
x3 Curse of the Bloody Tome
x1 Jace's Erasure

Artifacts:
x3 Shriekhorn

Planeswalkers:
x1 Jace, Memory Adept

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Posted 04 April 2012 at 19:40 in reply to #245341 on Mono Blue/Milling Deck

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Theoretically, Though always having 7 cards in your hand, even with Blue, is unlikely but I'll go with it :P

I don't have anything other than my Green/White beat-stick, though I'll take any advice you're willing to give on it:
[url]http://www.mtgvault.com/ViewDeck.aspx?DeckID=318727[/url]

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Posted 04 April 2012 at 19:26 in reply to #245300 on John's mill deck

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1: Jace Beleren is next to useless in your deck, for 4 turns at minimum, if you're VERY lucky, he does next to nothing, and then he'll mill for 20 (pretty good admittedly) and then it'll be 5 turns before he's useful again. It's be better if you replaced him with another Jace, MA.

2: What's with the hand size cards? maybe if you threw in a Descendant of Soramaro you'd get some use out of it, but with the way it is, it looks like a mildly desperate attempt at gaining back some of that life you'll be losing pretty fast.

3: You are playing blue. Why is there absolutely no control at all in any form? Take out the Time Reversal, it's too chancey that you'd have it when you need it, and in the end it's just a dick move that'll annoy your opponent while actually helping them, seen as it won't affect their field, but it'll restore their Deck.

4: 30 islands? That's a tad too far overboard, seen as you don't seem to be focusing on your Hedron Crabs anyway. 25 should be you max, seen as, right now, you have a 50% chance of drawing a land, period.

5: 7 creatures? out of 60 cards? in a deck with no control? That means you have roughly a 1/6 chance of drawing a creature on your opening hand, that should be more like 3/4, unless you throw in the few Unsummons and Dissapates (which will actually work with Time Reversal if you just want to keep it in)

Changes I'd make:
Remove ALL the current extra draw cards, except maybe Venser's Journal, because that's always useful, whether or not you're playing a large hand. Maybe put in a Jace's Ingenuity if you want a bunch of cards in your hand for your Upkeep.

Maybe put in a few Mana Leaks, Unsummons, Cancels (I personally prefer Dissapates actually, same cost, and effect, but it exiles the target instead of just sending it to the graveyard). Not too many though, mill doesn't particularly need them.
Definitely put in a Grasp of Phantoms or two, as with mill they effectively destroy the target monster, or else they can really lock up your opponent, forcing them to basically repeat their turn.

And put in a Wall of Frost, that'll bring up your creature count while giving you incredibly solid defense (a 0/7 that prevents blocked creatures from untapping for a turn anyone?)

Anyway, it's entirely up to you, that's just my suggestion.

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Posted 04 April 2012 at 19:16 as a comment on Mono Blue/Milling Deck

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Just to note before I start, The deck was made up of cards I got from the 2011 Deckbuilders Toolkit.

Sunblast isn't really the main focus at all, What really works is a large green field, copperhorn and Bellowing Tanglewurm

That way you tap all monsters to attack, no green's can be blocked and copperhorn untaps them all again. That also gives huge mana ramp with Joraga. Genisis wave looks good, but also very unwieldy, as by the time I had enough mana to use it effectively, there wouldn't be any need for it. Also, why get rid of G Companion? 2 for a 3/2 with trample is very good at any point in any game.

Mighty Leap is also great when you have Duskdale/Tyrranax and your opponent has a lot of non reach/flying blockers. and 2/2 is never a bad boost. Which is why I'd also be against removing Travel prep.
Though I would prefer something more useful than Kor Hook (needs too much mana to work with Sunblast, even in this deck) and Mirran.

Also, removing Sylvan wouldn't be a good idea at all, I mean grants you an extra land AND when Joraga hits full power (which is very fast, 2-3 turns) taps for 2 green.

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Posted 04 April 2012 at 18:28 in reply to #245310 on Binding Putrid Flames

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Why not replace one or two of the Erasures with a Curse of the Bloody Tome?

Seen as they're more reliable, and you don't actually have to remember to declare their effect (not that that's a huge thing, buut. Also, your Erasures can only mill for 2 10 times, while CotBT will do that infinitely.
Just a thought

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Posted 04 April 2012 at 15:24 as a comment on John's mill deck

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