Luttersign

37 Decks, 281 Comments, 110 Reputation

Ouch! I'm seeing a double strike deck for extended! Great work with the deck, this is big for simic in standard. But.. Why run two? I'm going to three!! Drop the pike? Good luck.

1
Posted 04 April 2013 at 03:59 as a comment on Defiant Quirion Dryad

Permalink

Lol! What a concept. Props

0
Posted 04 April 2013 at 00:12 as a comment on Shahrazad

Permalink

Holy nuts.. i didn't know about hide and seek. This is a beautiful deck but it might not have enough board control to stand up against vial decks and goblins. This could be remided by sideboarding "engineered plague" or "bonfire of the damned". Hey what is the affect of Urborg? Does it allow lands to tap for one black? I have four but never knew what they did... do they allow tap lands to come into play untapped (provided it says "comes into play tapped unless you own a swamp"? This deck has my love:)

1
Posted 04 April 2013 at 00:05 as a comment on [Modern] LD Planeswalker Ctrl

Permalink

I like this build but I'd drop the Zamek Guildmages for two master biomancer. I know he's rare, but he's worth the trade. I'd switch tragic slip for rapid hybridation because you could use it on your own creatures (like late game experiment ones) to evolve other creatures. Its also good to use before damage resolves. If your running thags, you might want to think about ghost flicker. Its especially good with master biomancer. Your sideboard should include simic charms because your running heavy creature. Goodluck!

0
Posted 03 April 2013 at 23:48 as a comment on BUG counters

Permalink

I dislike Mindgrind because it's unreliable. How many times have I grinded for three only to knock out the top five cards of their library. If you switch to Traumatize... you get half thier deck.. everytime. Consuming Aberrition should be cut down to two copies. Its a five cost and its ability isn't that great because by turn five you've cast most of your opening hand. This deck isn't drawing enough to merit using four copies. Trepanation blade is ok but four copies is a bit much unless your playing with mana acceleration. Because your only running twenty lands (which is low) it doesn't seem likely that your making all your land drops and therefore you might end up holding a few copies because you're waiting to cast other spells. I like twenty three lands if over two thirds of the spells (not counting land) are below three casting cost. Otherwise 24 is safer. Goodluck. My mill has changed a few times, but feel free to check it out. It consistantly decks opponents by turn eight. It also uses enough board control to survive for eight turns. Goodluck!

0
Posted 03 April 2013 at 23:39 as a comment on Avid Librarians

Permalink

I like the creature concept but would argue for the following changes; 1)main deck your Thalia's because they help you and hinder your opponent. 2)Maindeck you Reckoners because your running four frontline medics. The possiblity of the combo is enough to force your opponets to spend resources to shut down the reckoners, medics, and avengers. Personally, I'd drop one medic, one zealot, and one Elite for three reckoners. 3)sideboard your conscript because your over one card. Check out my deck "War is hell" for my standard zoo deck which evolved from a deck much like this. Goodluck!!

0
Posted 03 April 2013 at 23:21 as a comment on W/R/G blitzkrieg

Permalink

I like the idea, but the deck moves at socery speed. Also some of your card picks are subpar. For example, Allied Strategy is a socery and delivers five cards at best... for a big five mana cost... for one more mana, you could run time spirral that draws seven cards (EVERY TIME) and then untaps seven lands. However, I'd loose the big mana cost and go with brainstrom or accumulate knowledge because its a cheap instant. Cultivate is another socery spell that could be replaced with something cheap and fast..like harror or crop rotation. I'm surprised your not using mana flare or that "lens" artifact for acceleration. I do like your creature control spells but would argue that you could drop several copies for more card drawing. The end effect would get you the spellls while helping you make land drops. Goodluck!!

0
Posted 03 April 2013 at 22:42 as a comment on Master's of Mana

Permalink

I like the wild defiance addition. I play Dark Dryad which is based on cypher spells to increase the dryad, but now I'm thinking of a revision to include this underrated enchatment. Thanks;)

1
Posted 03 April 2013 at 22:30 as a comment on Defiant Quirion Dryad

Permalink

Guttersnipe + spells with "storm" = faster guttersnipe for legacy.

0
Posted 02 April 2013 at 15:49 as a comment on Fast Guttersnipe V2

Permalink

Like it! It's a good rep of whats being played in Legacy now. I'm not a huge fan of the build myself because I'm prefer a more "drop your hand" version but I appreciate its ability to play Tezzert on the first or second turn consistantly. Good luck

0
Posted 02 April 2013 at 15:47 as a comment on Modern Affinity [legacy]

Permalink

Thanks for the inspiration. My Dark Dryad deck needed some love. I took some cues from you:)

0
Posted 29 March 2013 at 17:46 as a comment on Cipher Time

Permalink

only one:(

0
Posted 29 March 2013 at 15:12 in reply to #336792 on Wild Dryad

Permalink

I'm guessing because you don't have enough blue to make FOW useful. I disagree in a sense that I would run two FOW and two Misdirection.

0
Posted 27 March 2013 at 23:27 in reply to #336143 on U/W Prison

Permalink

I run mortal combat in mine. Check it out.. its hilarious. However, I run crystal veins, ancient tombs, and lotus petal so I can win on turn one:) Its called Livestrong Cycling and its rather broken because its based on the credo of my favorite broken cyclist, Lance Armstrong.

0
Posted 27 March 2013 at 23:22 as a comment on Cycling

Permalink

main deck ground seal? Go with two more cloud shift.

0
Posted 27 March 2013 at 21:35 as a comment on prime speaker bant

Permalink

You need more "bored" control;)

0
Posted 27 March 2013 at 18:32 as a comment on TROLOL EDH

Permalink

I'm curious about this deck. Have you tried a more aggressive "hulk/flash" mana base? It would reduce your control on the board but you could still keep the counters. By flash hulk mana base I mean gemstone caverns, simian spirit guide, and mox diamond. I like the four copies of the four key cards. Goodluck!

0
Posted 26 March 2013 at 04:02 as a comment on Sneak & Show

Permalink

I always liked mana echoes and sliver Queen for infinite slivers:)

1
Posted 25 March 2013 at 22:45 as a comment on Scurvy's Slivers

Permalink

I like this more than my version of "one man army" because it adds blue and thus has more control to it. Mass appeal is also an underrated card. However, your sideboard looks kinda off. When are you subbing cathars' crusade or sudden D? I would go with some direct countermagic in order to offset against cards like Bonfire and graveyard whiping spells which will pop up more often in the second game. If you like white, "rootborn defense" could be a better fit than faith's reward because you don't have to worry about summoning sickness. Goodluck with your test!

0
Posted 25 March 2013 at 22:32 as a comment on Immortal Humans

Permalink

I love the curiosity suggestion and have gone with it because Golgari charm isn't agressive enough. However, Canopy cover is not in standard. Thanks for the comment!!

0
Posted 25 March 2013 at 22:11 in reply to #335392 on Wild Dryad

Permalink

161-180 of 264 items