muktidata

213 Decks, 76 Comments, 13 Reputation

I don't know if they would do very well in your list. Yours is more of a tempo deck.

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Posted 15 July 2014 at 08:15 in reply to #483168 on Shrapnel Deck Wins (standard)

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He was going for post Ravnica rotation. Otherwise Darksteel Ingot and Prophetic Prism go straight into the deck.

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Posted 15 July 2014 at 08:10 in reply to #483168 on Shrapnel Deck Wins (standard)

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Hey, now! I would like to point out that black gives you access to hand disruption and Varolz the Scar-Striped plus Death's Shadow! ;-)

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Posted 15 July 2014 at 07:53 in reply to #482497 on Budget: Infected growth

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I think that Satyr Firedancer is strong, but if you want to play the Ensoul, I think you need more artifacts. The only thing really left to cut is your burn which makes the Satyr less good (though still an option). I'd personally make the following changes to the mainboard:

-4 Generator Servant - The only thing you have to ramp into really is the Engine.
-4 Satyr Firedancer - I'd either go basically full burn and keep this guy, but abandon Ensoul Artifact or drop this guy and keep Ensoul Artifact.
-3 Goblin Kaboomist - Fun card, sure, but I'm assuming you want to win.
-2 Anger of the Gods - You play a lot of small guys.
-4 Lightning Strike - Less good with no Satyrs.
-5 Mountain - More blue and Scry are good.

+4 Chief Engineer
+3 Phyrexian Revoker
+3 Haunted Plate Mail
+2 Scuttling Doom Engine
+1 Stoke the Flames
+2 Keranos, God of Storms
+4 Temple of Epiphany
+3 Island

This puts your land count up to 24, but gives you a stronger late game which is important. You are still mostly relying on your burn for removal, but you're most consistently playing the artifact game. Chief helps you ramp into Plate Mails and Doom Engines and gives your Ornithopers something to do in case they're not Ensouled. Plate Mail also gives your Ornithopters somethings to do by making them 4/4's. Keranos is just a valuable card that can help you push lethal or act as a draw engine. More Doom Engines means more chances for the fancy 11-17 damage combo with Shrapnel Blast.

I think your list is great. Cool. But I think for consistency's sake, you should either go with a full blue/red artifact deck or take out your Ensoul Artifacts from that deck and focus on burning your opponent to death and using Satyr Firedancer to keep yourself from dying along the way.

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Posted 15 July 2014 at 07:48 as a comment on Shrapnel Deck Wins (standard)

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If you go with Red, I would consider the following changes:

-4 Rakdos Shred-Freak
-4 Slaughterhorn
-4 Slitherhead
-3 Zhur-Taa Druid
-3 Zhur-Taa Swine
-2 Rubblebelt Maaka
-4 Giant Growth
-4 Gruul Guildgate
-8 Forest
-1 Snow-Covered Mountain
-1 Snow-Covered Forest

+4 Foundry Street Denizen
+4 Akroan Crusader
+4 Frenzied Goblin
+4 Firefist Striker
+4 Titan's Strength
+4 Dragon Mantle
+2 Shock
+2 Lightning Strike
+1 Blinding Flare
+9 Mountain

This gives you access to tons of raw power. You can trigger Akroan Crusader for days with all the targeted things including your own Blinding Flare. You really only need two lands to play off of so it's only running 17 and the rest of the deck is pure gasoline. For a possible sideboard consider the following:

2 Lightning Strike
2 Shock
2 Searing Blood
2 Seismic Stomp
3 Smelt
4 Skullcrack

Lightning Strike is for if you face a lot of bigger guys or they play creatures that you can't kill in combat.
Shock is the same.
Searing Blood is the same.
Seismic Stomp is for getting around big creatures or Walls.
Smelt is against what will probably be a popular U/R Artifacts strategy.
Skullcrack is against decks that can gain life.

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Posted 15 July 2014 at 07:16 as a comment on Kinda Rakdos Bloodrush a bit

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I think you should choose Red -OR- Green and not try to play both since you don't have access to rares to fix your mana problems and when you're going aggressive you really want to . My comments will reflect that:

If you go Green:

-4 Rakdos Cackler
-4 Rakdos Shredfreak
-4 Rubblebelt Makka
-4 Slitherhead
-3 Zhur-Taa Druid
-3 Zhur-Taa Swine
-4 Madcap Skills
-4 Giant Growth
-4 Gruul Guildgate
-8 Mountain
-1 Snow-Covered Mountain (Illegal in Standard)
-1 Snow-Covered Forest (Illegal in Standard)

+4 Dryad Militant
+4 Spire Tracer
+4 Elvish Mystic
+4 Kalonian Tusker
+4 Brushstrider
+4 Swordwise Centaur
+4 Aspect of the Hydra
+4 Titanic Growth
+2 Ranger's Guile
+10 Forest

This gives you a really great aggressive strategy full of devotion for a humongous Aspect of the Hydra. Titanic Growth pretty much replaces Giant Growth as an option of something to follow up your Burning-Tree Emissary with. This is likely one of the better things you could play at this event. For a sideboard, I would consider something like this:

2 Ranger's Guile
3 Reclamation Sage
3 Hunt the Hunter
3 Plummet
4 Nylea's Disciple

Ranger's Guile comes in against a lot of spot removal probably played by black decks.
Reclamation Sage comes in against Ensoul Artifact/Shrapnel Blast decks and any voltron strategy.
Hunt the Hunter helps you in a mirror match.
Plummet stops flying strategies.
Nylea's Disciple helps you against decks that try to race you.


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Posted 15 July 2014 at 07:02 as a comment on Kinda Rakdos Bloodrush a bit

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Yeah, I had definitely considered Whispersilk Cloak. I think it's okay as long as I wait for the necessary pieces to pump someone's damage. I feel a bit bad considering playing a deck with multiple infinite combos in a pauper EDH environment, but at least they shouldn't show up too often.

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Posted 15 July 2014 at 06:13 in reply to #482702 on [PDH] Skarrgan Skybreaker

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A mono green version could, though.

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Posted 15 July 2014 at 04:48 in reply to #483093 on Budget: Infected growth

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Simic Charm is a direct downgrade from Vines of Vastwood, though.

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Posted 15 July 2014 at 04:22 in reply to #482314 on Budget: Infected growth

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Yeah, Red definitely adds three very usuable cards to the deck and broadens your sideboard options. I'm not sure what I'm doing to get negative feedback on my posts, but I'm sorry to whomever they're offending.

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Posted 15 July 2014 at 04:11 in reply to #482940 on Budget: Infected growth

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I gotcha on the Wild Defiance comment. That's what I thought you meant. It could potentially help blank Dismember as well. I think getting Path'ed is pretty good for this deck - helps fix your mana! Did you mean to say the deck plays blue for Blighted Agent? I think you did. He's very good. So is the rebound card. Simic Growth should just be Vines of Vastwood, I think. Aqueous Form I could see being great and awful so I'm not sure about it. I guess it's the best replacement for Rancor for the money.

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Posted 15 July 2014 at 04:09 in reply to #482314 on Budget: Infected growth

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How does Wild Defiance help against removal other than burn? Or are you saying that's mostly the removal that is played? Vines of Vastwood is a great help against removal, but is a bit restrictive mana-wise. If he simply HAS to win the game on turn 2 (lol) or 3, because he will lose immediately after one of those turns, why is he making his deck clunky by adding blue? My original suggestion was get rid of the blue. Then I said if you're going to play blue, fix your mana. I've seen way too many modern games where a Delver, Snapcaster, Dark Confidant, etc. do tons of damage to somebody.

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Posted 15 July 2014 at 03:57 in reply to #482314 on Budget: Infected growth

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There's not a lot of reasons to splash with infect, but red is a very real one for Assault Strobe, Ghor-Clan Rampager, and Flesh/Blood. I don't think it offers as much as blue especially when you step out of the budget realm, but Assault Strobe is hilarious.

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Posted 15 July 2014 at 03:50 in reply to #482940 on Budget: Infected growth

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I don't know if you've ever played with or against infect, but while you want turn 2-3 kills to happen as often as possible, it's just not when you win a lot of games. Maybe I'm assuming too much about this deck's metagame, but cheap removal is real and with a low creature count you're typically not playing your Glistener Elf until turn 2 at the earliest where you can protect it. Without fixing this mana base, on top of all of the roadblocks you can already run into, you're adding another problem: mana. The double forest draw with three blue spells, the double island draw with all green spells. This is mitigated somewhat by playing the artifact creatures, but even considering that, I don't think this mana base is up to snuff. I think the easiest fix is to switch to mono green (as I suggested), but another option is to steal a page from Pauper's playbook and play the common fetches. Infect doesn't "survive" a long game, but it does "just win" consistently around turn 4 or 5 if you can set it up. A lot of modern (I don't know what metagame this deck isn't "surviving a long game" in, so I'll use modern as an example) games are decided by a Snapcaster Mage doing 14 damage over the course of 7 turns or something equally silly. I'd like to assume this deck isn't meant to be played in a turn 3 format, but if it is, the reasons to go fully green at a budget level become even more convincing.

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Posted 15 July 2014 at 03:42 in reply to #482314 on Budget: Infected growth

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There is a lot of budget mana fixing and since this version is slow he can absolutely afford to wait while he pecks away a poison counter at a time building up to a turn where he deals 6-7 counters. Infect decks are always listed under "Infect Combo" because it's more about chaining buffs which doesn't happen until turn four or five a lot of the time. I think cards like Terramorphic Expanse, Evolving Wilds, Simic Growth Chamber should probably make an appearance at the very least.

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Posted 15 July 2014 at 03:08 in reply to #482314 on Budget: Infected growth

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Tom Ross would also say play a better mana base than 8 Forest, 8 Island, 4 Simic Guildgate. Even for a budget deck that's inexcusable.

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Posted 14 July 2014 at 19:15 in reply to #482314 on Budget: Infected growth

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My suggestions were good and all dirt cheap cards except for Wild Defiance which will run you two quarters a piece. Pendelhaven would be a one or two-of, so if you ever break your $.50 card price limit or whatever, you could look into including one. Rancor is a bit more expensive because you'd want to run a full four, but like I said, they're for if you decided the deck's worth investing a few dollars in. If you want to run a two color infect deck, OK. But please put a real mana base in it. If you need help on cheap mana fixing, take a look at some pauper decks and how they approach the issue.

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Posted 14 July 2014 at 05:11 in reply to #482314 on Budget: Infected growth

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Eh, I think if you're going to do something on a budget you should stay away from two colors. Especially if you're trying to make a fast deck because with a low land count like this, getting stuck with one color and no lands for it will happen often enough. I'd make the following changes to speed up the deck and give it a competitive edge:

-8 Island
-4 Simic Guildgate
-4 Ironclaw Myr
-4 Necropede
-4 Blighted Agent
-4 Distortion Strike
-3 Giant Growth
-2 Aqueous Form
-2 Simic Charm

+11 Forest
+4 Blight Mamba
+4 Viridian Shaman
+4 Viridian Betrayers
+1 Groundswell
+1 Apostle's Blessing
+3 Might of Old Krosa
+1 Phytoburst
+4 Vines of Vastwood
+2 Wild Defiance

Other fairly cheap cards to consider are Rancor ($1.50), Pendelhaven ($3.50), and Cathedral of War ($1.50).

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Posted 13 July 2014 at 22:02 as a comment on Budget: Infected growth

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I can almost approve. Some changes I'd make:

-3 Ethereal Armor
-3 Oppressive Rays
-2 Sphere of Safety
-3 Nyx-Fleece Ram
-3 Eidolon of Countless Battles
-1 Gods Willing
-1 Boros Charm

+3 Trostani, Voice of Selesnya
+4 Voice of Resurgence
+3 Banishing Light (Mainboard)
+3 Fated Intervention
+2 Dictate of Heliod
+1 Heliod, God of the Sun

I'd change your mana accordingly.

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Posted 11 June 2014 at 04:52 as a comment on Naya Constellation

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Thanks for the respect! I think aggro is well positioned in the format and, like I said, I favor the consistency of mono color aggro to a more powerful option like Brave Naya. The 5K ended up being a bit smaller than I would have liked and I didn't see the match ups I wanted. This deck has been doing extremely well at my store which is chock full of Green-shell midrange decks and U/W/X control.

Your comment about smacking over-thought decks is true. I have no idea how many games my opponent just seems to do nothing because I've killed them on turn 4 or they have their recovery plans completely foiled by the utility of the cards in white.

Fencing Ace, hmm. If he was a 1/1 for 1 I would consider him over the Dryad Militant for sure. As it stands, I think the 3/1 bodies are necessary at the two spot and Imposing Sovereign is indispensable.

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Posted 08 June 2014 at 07:03 in reply to #470818 on [Standard] White Weenie

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