Mark-023

82 Decks, 138 Comments, 5 Reputation

Is true that Doubling Season could work, but its price is not that acceptable, and in that case, I could run Paralell Lives instead for token production. But the real culprit is that this idea is not running token production, instead relying on creatures and good equipment to deal with the enemy, alongside some proliferation in the form of the Clasps.
I could envision a transformative SB using Lives and tokens, but not on the main deck, as it is designed to blow the opponent as quick as it can (turns 2-4 preferably)

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Posted 20 June 2012 at 16:36 in reply to #260652 on Mono Infect Wins

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No, as from this day of spoilers, wizards is planning to rotate them out, and It makes sense: those had seen 2 years of play in Standard, probably they will be replaced by the Legendary Creatures cycle. Why?

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Posted 18 June 2012 at 04:42 in reply to #265257 on Milling Darkness

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From an initial look, it is a nice idea, and actually I built something very similar to this deck (that happens to be my FNM deck, although using a 3 color mana base with black). About possible routes, as the comments before say it, use Mulch, for a deck that wants to ramp/mill, is an all-star choice for its price. Other thing worth a hard look is Dawntreader Elk: the abilty to block, trigger morbid and simultaneously ramp is extremely useful for a build like this, and also can make you use a third color, along with Caravan Vigil. BoP is nice, but you need more forms to make black mana, otherwise those Alchemy's will rot in your graveyard. Seeing the amount of creatures, I would suggest you cut the Ghoultree and replace them with Kessig Cagebreakers, that card works wonders for self-milling decks as being a deadly threat in itself.
If you want some ideas, you could look into my deck, which is very similar to yours, but lacking Laboratory Maniac/Splinterfrigh, and using Spider Spawning as another win conditiont: http://www.mtgvault.com/ViewDeck.aspx?DeckID=278506
One last word, when M13 enters, beware Tormod's Crypt, it will be reprinted.

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Posted 16 June 2012 at 22:36 as a comment on A Grave Vengance

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Nice idea, I actually love ninjas, but here I think needs some improvements. Have you considered running Tormented Spirit (unblockable) or cheaper, utility creatures, in order to trigger ninjutsu? Also, being legendary can sometimes be a problem, so you could maybe try running less legendary ninjas for more support. And try to mix the instant removal, in order not to be vulnerable to things like Affinity (Modern) or Tempered Steel. Otherwise, is a very nice deck

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Posted 13 June 2012 at 04:32 as a comment on Ninja

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Damn, I forgot that, thanks for pointing it out!

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Posted 09 June 2012 at 01:21 in reply to #262704 on Uril Enchanting Charm

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Thanks for the compliment! I took word and I replaced some cards for Fog, although my original plan was to use high toughness creatures like Blightwidow and the Juggernaut

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Posted 01 June 2012 at 17:24 in reply to #260652 on Mono Infect Wins

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If I can recall, both get bonuses for auras, the main problem is that the gnarlid could be a boltbait, biut yeah, I will include both and use some totem armor to remedy that, thanks!

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Posted 27 May 2012 at 13:28 in reply to #259467 on Uril Enchanting Charm

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Looks solid, nice idea. I would advise using Ulvenwald Tracker instead of Kessig Recluse, in order to kill it as soon as the opponent takes control of it, along with Vorapede (good size, trample plus undying) replacing one Demonlord of Ashmouth. You could also use Altar's Reap to draw cards and trigger undying, and I think using 4 killing waves is a little too much, with 2-3 you should be OK

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Posted 14 May 2012 at 10:48 as a comment on GB Undeath (Agro?)

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Thanks a lot!

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Posted 13 May 2012 at 02:34 in reply to #255181 on Uril Enchanting Charm

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Nice idea pal, a particularly rare but interesting tribe. The only thing I see is that I think that the rings could work better as SB cards, using banishment stroke instead. While I like dual lands, I understand that some can get very expensive, but is a nice land base there, without a lot of color intensive cards. This could probably put to good use Ponder, for sculpting hands and cantrip, and maybe Divination. Hope this helps!

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Posted 13 May 2012 at 02:26 as a comment on Gargoyle's Revenge

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Thanks for the compliment. I took word of the sideboard cards you mentioned, and instead I placed other auras to complement the creatures, along them, the vow cycle

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Posted 12 May 2012 at 18:13 in reply to #255117 on Uril Enchanting Charm

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I know about that, that is why I didn't placed the Knell in first place. White counterspells are a little hard to look (especially when I'm searching in Modern format, I don't want to go back more than that), and the removal suite is quite important. The other problem is that the original decklist could get out of steam really fast, so that defends the inclusion of Griselbrand and Harvester of Souls (also because both are demons, and especially their stats as 7/7 and 5/5 deathtouch)

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Posted 22 April 2012 at 17:22 in reply to #249072 on Kaalia of the Slaughter

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Never thought about Knell, i could add it here, but what can I remove from it?

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Posted 22 April 2012 at 00:00 in reply to #249000 on Kaalia of the Slaughter

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I agree that quicksilver amulet is a good addition here, but because of Kaalia, most of the things can get out very early, because of their types (angels, demons and dragons). Other thing that I looked in the original decklist for her is the lack of card draw, which can get the deck out of steam

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Posted 21 April 2012 at 23:53 in reply to #249000 on Kaalia of the Slaughter

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Nice idea of a deck, i really like weenies

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Posted 21 April 2012 at 02:25 as a comment on Flying weenies!

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Good point there, but what worthy proxies work in this Standard environment?

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Posted 21 April 2012 at 02:21 in reply to #248855 on Triumph of Power

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Abomination starts as a 0/3 that needs counters to grow to that size. Withengar starts as a legendary equip that needs the creature to deal combat damage first

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Posted 18 April 2012 at 02:28 in reply to #247874 on First Turn Win (2)

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Quick and real, but there are some things: what if the opponent (especially if they have a blue component) gets the early game? Rite of Flame is banned in Modern, but I think that in Legacy/Vintage there are better mana accels than rite.

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Posted 18 April 2012 at 02:24 as a comment on Turn 3: Unlimited Life, Damage, and Creatures

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If I need to be honest, I hate first turn win decks, standing with surewhynot in his argument. They're cheap, require a lot of luck, and they don't need a lot of skill. Even still, they're used and enjoyed so I can't complain a lot, is part of this game. Seems to me that is a real one at least, not some bombo, but for that, I'd rather play Eggs (Modern preferably, but Legacy works), than first turn wins.

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Posted 18 April 2012 at 02:20 as a comment on First Turn Win (9)

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Simply use Virtual Playtable for testings. I use it and believe, is simple, very user-friendly, and FREE.

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Posted 18 April 2012 at 02:12 in reply to #30804 on First Turn Win (9)

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