Lucian_Devine

8 Decks, 270 Comments, 13 Reputation

When Scars rotates in, you should swap out the Celestial Mantles for True Convictions.

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Posted 25 September 2010 at 07:06 as a comment on Long Life...

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Looks decent enough if you don't mind spending hundreds of dollars on the land base, and then a couple hundred more on the planeswalkers.

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Posted 25 September 2010 at 05:29 as a comment on Koth, Mountain Ruler

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It does seem to me, that with that much fire, the game could very well be over. However, if you can resolve a cloak and a fiend, nothing short of a board wipe will kill it, unless they deal with the cloak first. Then, you can cast your fire freely, almost uncaring if it gets countered, since Kiln powers up with the cast, not the resolution of each instant and sorcery.

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Posted 24 September 2010 at 03:54 as a comment on Kiln fiend - standard

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You might consider Whispersilk Cloak, instead of the boots, since most of your strategy is based on attacking with Kiln Fiend. Creature removal could really mess you up.

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Posted 23 September 2010 at 13:19 as a comment on Kiln fiend - standard

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Another card for your deck just occurred to me. Wouldn't it be that much more enjoyable if all of your Voices were singing a Glorious Anthem?

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Posted 23 September 2010 at 01:43 as a comment on voices

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That's actually a pretty cool theme. There are of course newer cards that work better than some of your enchantments, but I like the way you managed to focus everything on and around the voices.

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Posted 19 September 2010 at 16:52 as a comment on voices

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I think Dragonmaster Outcast fits pretty well in this deck. He works for the exact same reason that Scute Mob does, especially if you drop him with the 6 lands you need already in play, with an Emerge Unscathed in your hand to protect him at least once.

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Posted 12 September 2010 at 20:49 as a comment on 1 Mana Nayan Hell

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Personally, not a fan of all of the 1 of's. That makes it seem unpredictable at best.

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Posted 11 September 2010 at 08:09 as a comment on Elf, Wurms and Beast Enialation

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I think it's a solid mid-late game deck, but I don't think there's quite enough ramp to be reliably fast.. 6 1 drop mana producers, 2 cultivates, 1 Oracle, and 4 Garruks. If you don't get one of those 1 drops in a starting hand, your effectively sitting on nothing till turn 3-4. Once shards rotates out I think it'll pace and curve out well enough though.

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Posted 11 September 2010 at 08:07 as a comment on Modern Elf Warfare

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Eldrazi Monument gives flying!

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Posted 11 September 2010 at 04:00 as a comment on eldrazi?

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No spells seems to me like it might be vulnerable to removal, but it does look like a pretty solid batch of creatures.

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Posted 05 September 2010 at 21:45 as a comment on Type2 Leveler

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Those are the two spots that I am really looking to replace. I'm trying to avoid more legendaries though. Hopefully Scars will add another fatty to the mix, and if not, I'll prolly toss in another Emrakul and Ulamog.

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Posted 05 September 2010 at 19:53 as a comment on Elfdrazi Trap

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That is a pretty brutal looking deck. One thing to consider though, is maybe Vines of Vastwood instead of Giant Growth. I didn't check up the rules on the 1 mana cost, but if kicker doesn't count, then Vines would work well in that spot.

Another suggestion would be Emerge Unscathed instead of Brave the elements. Since only 2/5 of your creatures are white, it might be more useful.

Anyway, just my 2 cents, solid deck either way.

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Posted 04 September 2010 at 17:45 as a comment on 1 Mana Nayan Hell

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I've seen alot of mana ramp eldrazi decks that use overgrown battlements, and for the part it works. The only problem though, is when they start killing your battlements. All the defenders in the world won't help your mana ramp if your battlements eat doom blades and smothers. If your defenders stick though, your curve is pretty solid and I was always a personal fan of Summoning Trap.

(Side Note) Drop a comment on my elf eldrazi ramp deck.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=90041

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Posted 03 September 2010 at 17:08 as a comment on Oh Captain, My Captain

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He's running conscriptions, not monuments. Though I do agree with him. With a build like this, you don't really go for that much removal or disruption. Push the 4 slimes into the side board, along with the omnaths. Fill their spots with at least 2 Garruks and some eldrazi monuments. I would also knock the Treespeaker count down to 3 so you can put in a 4th warcaller. Your mana curve is fine, so you don't really need the 4th. Another warcaller however, is generally devastating. In addition, if you main deck eldrazi monuments, you won't need the pummets in the board, since the monument gives flying. Other than that, it looks pretty good.

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Posted 03 September 2010 at 17:01 as a comment on Elves T2 (plz comment)

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If you're playing Spawnsire, I recommend putting together some sort of sideboard, lol.

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Posted 03 September 2010 at 09:05 as a comment on Fast Eldrazi Deck

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For the lesser Eldrazi, I'm a personal fan of Artisan of Kozilek. If you end up with a Predator of Kozilek or Nest Invader in the graveyard, you can get a 3-4 for 1 on a single hard cast.

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Posted 02 September 2010 at 14:14 as a comment on Eldrazi Ramp

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Thank you for the compliment. As I said, I generally found the ramp in this deck to be faster and more efficient that others I've come across. Turn 1 Llanowar/Arbor into turn 2 Archdruid, note this does leave me briefly vulnerable to a removal spell on the Archdruid. If the Archdruid lives though, and I don't miss a land drop, that makes 6 mana on my turn 3, which is enough for a titan or a trap. I've generally been doing the Titan, even if I have a trap in hand, because if they can counter the titan, they probably can't counter the trap that follows up for free.

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Posted 29 August 2010 at 17:36 as a comment on Elfdrazi Trap

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This is effectively a repost of a deck that I already posted and deleted, but I wanted to use it as a bit of a discussion topic.

I've come across version after version of green mana ramp, some with Joraga Treespeakers, some with Everflowing Chalices, and some with Nest Invaders and Pedators of Kozilek. I freely admit that this version is vulnerable to something like Consume the Meek, but I've found it to generally be faster than the decks running the aforementioned cards. Anybody can feel free to comment on my words/deck, but I'm basically looking for knowledge from experience from what other people have played against.

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Posted 29 August 2010 at 08:03 as a comment on Elfdrazi Trap

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I agree with Turtles, for a build like this, I would run 4 ofs for both of your key combo combo pieces, in addition to explores, rampant growths, and either harrow or cultivate. You're effectively running a mana ramp into combo pieces, so you want to get your lands and vampires in as fast as you can.

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Posted 20 August 2010 at 05:26 as a comment on G/B Sanguine Ramp

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