mcobb83

19 Decks, 16 Comments, 1 Reputation

Great, thanks for the comment!

I overlooked creatures, thinking that I could perhaps win by keeping the other guys hand empty, but you have shown me several viable options. I especially like Horrifying Revelation.

0
Posted 04 March 2012 at 02:36 in reply to #238505 on Discard, comments appreciated

Permalink

Thanks for the comment, but I avoided lava spike because it stipulates target player. Ulitmately I suppose I could hit myself with it and Pariah's Shield over to Stuffy/Spitemare to hit the opponent for 24 (assuming furnace is in play).

I can see value as a one shot 3 damage, but what would you propose I take out?

0
Posted 01 March 2012 at 01:14 as a comment on It Burns, It Burns!

Permalink

Mayael the Anima seems like a good card, but its activation cost is a bit of a turn off for me personally.

Have you considered Mighty Emergence?

0
Posted 27 February 2012 at 11:52 as a comment on Naya Extended

Permalink

Elesh Norn is a wicked card. It basically says to token decks "you lose." It also works well with Mayael's Aria, in conjuction with other creatures. Godsire is amazing, but he lacks flying, trample, regen, or really anything. Truly epic if you have Doubling Season. I would use Elesh Norn. 2 if you have them, to increase the odds of drawing it.

Birds, if you can find 4, are epic for mana acceleration, especially in a multicolor deck.

You also definitely want to hit 20 lands. My preference is for fetch lands because they suck cards out of your library, which means you have a higher chance of drawing the good stuff. Bounce lands and dual lands are also excellent in multicolor decks. Since you have land search in the deck already, I would go dual, since they typically run faster than bounce.

0
Posted 27 February 2012 at 04:50 as a comment on Naya Extended

Permalink

In my opinion you look a little too diversified, like you're trying to do too much. I say that because you are running singles and doubles; the only thing that has more than 2 cards that isn't a land is Naya Hushblade. Were I you I would pick something that will lock up the win, like Primordial Hydra and put 4 in. Of course, Primordial Hydra is not an easy card to get your hands on, I understand. I have a buddy who has tens of thousands of cards and he has only 1 -- and he had to trade to get it. So I undersand there are limitations on deck building.

However, given your mana curve the first thing I would do is ditch the level up cards. All they will do is suck up mana, and the turn you get them to max level, someone is just going to laugh and snuff them. And then you've poured 15 mana into this level up creature and its gone. Better to pour 15 mana into 3 creatures and make them snuff three times as many targets, is my opinion.

After that I would say drop Clinging Mists. At 3 mana that means its 3 mana you haven't put into a creature on the previous turn. You have a pretty wide spread in your creatures, and so many of them, that you shouldn't need to stop an assault like that -- they should need to stop it from you. Blunt the assault is the same poop -- you have enough other forms of life gain that you shouldn't need it, and at 4 mana its just ridculous to expect that you will not put a creature in play in favor of holding that card. You have things like Leyline and Beastmaster that want you to put ceatures on the table. Don't give yourself an excuse to hold them off the table.

I'm also not a fan of the borderpost. Better to play a Razorverge Thicket or a Sunpetal Grove.

So by my count that is 6 cards you can pull out (2xBlunt the Assault, Clinging Mists, Kabira Vindicator, Hedron Field Purists, and Wildfield Borderpost) and put in either some fetch lands or other non-basic lands (again, Razorverge, or Sunpetal. If you have them Selesnya Sanctuaries, Boros Garrisons, Grul Turf are all good land adds for this deck).

0
Posted 27 February 2012 at 03:04 as a comment on Naya Extended

Permalink

It's also running 8 artifact lands (Synod and Darksteel Citadel); they provide mana and give me something to bounce with the Master Transmuter.

0
Posted 20 February 2012 at 23:00 in reply to #235991 on Transmutation

Permalink

Try using Oblivion ring with your Worldslayer bouncing.

0
Posted 05 February 2012 at 05:11 as a comment on worldslayer

Permalink

More palladium myrs

0
Posted 24 January 2012 at 14:31 as a comment on Myr Test

Permalink

I would add in Myr Superion and Myr Battlesphere. I would also ditch the Myr Matrix (5 for a 1/1 token!?) Lodestone Myr seems a little weak, especially when compared to the Battlesphere. Add a 4th resovoir, and to get back down to 60 reduce the amount of mana myrs you have. Maybe 2 of each, except the Palladium Myr. And get rid of the Myr Servitor.

I understand that the mana Myr are in there to ramp to the hugely expensive Citadel, but the fastest you will get there is turn 4 anyway. Taking some mana myrs out and putting in the battlesphere and the superion gives you beef that can defend you until you get the citadel, especially since the battlesphere also comes with 4 1/1 tokens.

0
Posted 24 January 2012 at 14:30 as a comment on Myr Deck

Permalink

I would add in creature and land boardwipes. With Timber Protector all your forests and treefolk are indestructible, and with the combination of the Bosk Banneret and the Treefolk Harbinger, you should be able to play the Protector by turn 4 without much trouble. Then you drop a bomb, wiping out all his land followed by another bomb to wipe out creatures. Sure you lose the Protector, but then you laugh maniacally as you set your opponent back 4 or 5 turns.

You'd have to add black to do it, which would mean sacrificing swamps to land kill (unless you use forest swamps like Bayou and Overgrown Tomb).

1
Posted 24 January 2012 at 14:16 as a comment on Treefolk

Permalink

Actually, I had Luminarch Ascension in there, but the fact that I have to go 4 turns (get 4 quest counters) without taking damage before I could begin to summon the angels for cheap seemed a little prohibitve without proliferate to speed up counter accumulation. And proliferate seemed pointless to add, since ideally I'd have to take something out to keep the deck size down. Damage control would have required thins going out too. I have enough on hand to keep things under control until the deck starts going, but after that I will probably be out of instants and will rely upon creatures to do the heavy lifting.

0
Posted 11 January 2012 at 03:09 in reply to #227230 on Creatureless White

Permalink

I agree with Replenish (didn't know that card existed); I am also trying to cut down to 60 cards by ditching the New Dawn, Humble, and a couple of the Opal enchantments. Mistveil plains is also out. I like Kabira Crossroads because of the life gain effect though.

0
Posted 10 January 2012 at 18:10 in reply to #227011 on Creatureless White

Permalink

I was thinking about dropping Luminarch entirely. Without proliferate it takes a long time to get going unless you play a multiplayer game. I was thinking of adding in Decree of Justice instead. Once I get some plains switched out for better land types (but not losing so many plains that Extraplanar Lens becomes useless) then the mana curve should be fast enough to get enough to make Decree worth it.

0
Posted 09 January 2012 at 15:09 in reply to #226885 on Creatureless White

Permalink

So what effect will Sigil of the New Dawn have? will it take effect as the card hits the graveyard before it returns to being an enchantment?

0
Posted 07 January 2012 at 12:36 in reply to #226604 on Creatureless White

Permalink

Emeria was in because once the Opals go creature, that's the form that they are in the graveyard in. But Serra's Sanctum is 100 times better for this deck, thanks!

0
Posted 07 January 2012 at 05:37 as a comment on Creatureless White

Permalink

Yeah, that would be a good add. I also conteplated dropping in Asceticism too, for the hexproof...not sure about that one yet though.

0
Posted 04 January 2012 at 03:22 as a comment on The Ents are Marching to War

Permalink