Mursh

531 Decks, 573 Comments, 114 Reputation

Not a problem. When I see a deck that I think I can contribute to I chime in and a lot of the time I learn something new because of it. I will try to make a contribution to your combotastic deck when I have something worth contributing. As a player who has been playing casually on and off since Unlimited came out it will take me a little while to get in the groove with modern. BUT modern does interest me unlike standard and extended so I will be educating myself on it more. I have only been looking into the competitive scene for the past 1-2 years and most of my research has been geared toward Legacy.

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Posted 16 August 2011 at 21:25 in reply to #192846 on Voted Off

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Yeah this deck is still a work in progress.
I was thinking of trying something else out with the scepter and ended up not doing it and haven't figured out what I want to put in its place yet. Its great but doesn't have enough synergy or instants in this deck build to work out.
I had thought about brain freeze with or without the scepter and I also thought about Echoing Truth which is similar to Aether Burst. I just couldn't get a nice looking build together for this deck. Maybe I will try another build more focused on scepter and some good bounce, mill and counter spells.

Probably going to put in black suns zenith in its place and use it to kill small creatures and hope that my eradicates can be there for the bigger ones.

I have never played with Aether Burst before. Do you think it is more effective than Echoing truth? I can see both being better in different situations. Aether Burst has the potential to bounce multiple types of creatures to your hand but is not guaranteed to do more than one. (especially with one exiled with the scepter. Echoing truth can do all of any one type of non land permanent so it seems a little more versatile.

Ill try to keep you updated as I get new builds and ill let you know if I ever figure out the best build. :-P

Thanks for checking my deck out.

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Posted 16 August 2011 at 21:11 in reply to #192851 on Mill Extraction U/B

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I agree with Kaim. Zoo with punishing/grove combo seems like it will dominate modern for the time being. Probably a good ideal to add that into this zoo.

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Posted 16 August 2011 at 20:42 in reply to #192911 on Modern Naya ZOO

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I really like this deck a lot but I do have a suggestion. I think you need to up your card advantage. This deck will come right out of the gate very quickly; which is great, but when you play out your hand, by turn 4 you will start start to run out of steam. If you haven't overwhelmed them in the beginning they will catch up and might out run you. Or if you get hit with a board wipe it will be hard to recover.

I think you should cut 4 Kird Ape and replace them with Ranger of Eos. Thats 3 creatures for just 4 mana.
Also I understand putting lynx in here. He can get nasty if you play a Verdant Catacombs after you have 1 or 2 Knight of the Reliquary in play, potentially making him a 6/7 or 8/9. The problem is if you can't get that to time out right he is just a 0/1 or more often a 2/3 or maybe a 4/5.
Personally though I would rather run Figure of Destiny because he will be a more consistent creature and quickly becomes a persistent 4/4 and on top of that he can become a 8/8 flying beater that wins games.

Either way good luck with the deck!

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Posted 16 August 2011 at 06:19 as a comment on Modern Naya ZOO

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Hi there Kilgore23! I have been working on a Mill/Extraction hybrid myself and today I saw this deck. I have been trying to build a competitive Mill deck forever, but it just hasn't worked out right yet. If you are interested maybe we can bounce ideas off each other and work toward making the best possible deck. I will come back and post when I have ideas and would love some feed back from you too.

Looking at this deck I see the same problems I am running into. This deck seems to take 7-8 turns or more to mill out a deck unless you get very lucky or if your opponent is playing lots of fetch lands or something else to search their deck with that you can trigger archive trap with.
The deck is just too slow and crumbles to aggressive agro decks. You will extract a lot of their best cards but if they get a few creatures to stick around and you don't draw a doom blade or Go for the Throat then you are going to loose.
The problem with mill is it works similar to burn but the cards are less versatile and cost more mana. Compare your mana curve to a legacy burn deck and you will see the problem. I think for mill to work you need to either mill quicker or have more defense or more disruption. There aren't many options you have for milling quicker unless you are making a combo deck like Painters Servant and Grindstone. But then it really becomes a combo deck instead of a mill deck.

Like burn, I understand that you are trying to keep your creature count low, but their are some creatures that are just too efficient not to run. The best option I know of is to run Hedron Crab. He gives more defense and he mills quickly if you play him right. Combine him with fetchlands and you start milling 6 card per turn just by playing lands. He also works well with cards that bounce lands back to your hand or better yet a land card like Oboro, Palace in the Clouds.

Anther ideal I have been looking into is Wind Zendikon and Eradicate. Both cards work well on their own or can combo very effectively. Wind Zendikon by itself can be a respectable 2/2 flyinig creature to attack with or block with and if it dies you can bounce you land and land fall your crab again. Eradicate works well by doing the same as your other extraction cards but it can target creatures that are already in play. Finally both cards together make for a great combo. Just cast Wind Zendikon onto one of you opponents land and then cast eradicate on that land. It will cause them to extract all land of that type from play and from their deck. If you targeted a basic land then you can easily extract 1/3 of their deck with that combo and leave me crippled. If you follow that up with a Mind funeral it will most likely mill out their deck because of lack of land.

If you are still opposed to running any type of creatures then you need to find room for cards like Damnation or Black Sun Zenith to help keep aggro drecks from crushing you. Cards I would cut 1st are Haunting Echoes and Cabal Ritual.

I will stop back in with more comments and suggestions and hopefully one day we will be able to nail down a consistent competitive mill deck.

Good luck with the deck!

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Posted 15 August 2011 at 22:08 as a comment on Voted Off

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I want to start out by saying that Sundial of the Infinite really confuses the heck out of me so my comment may not be correct. However I believe Kiki-Jiki, Mirror Breaker will work the way you want it to. Mimic Vat also will work in the same way.

I think the reason for the confusion over Kiki-Jiki is because its original text says at the end of turn. In this case you would sac it during your "Clean up step" when the turn ends. (regardless of how the turn ended)
BUT Kiki-Jiki has had an errata and now it reads. "Put a token that's a copy of target nonlegendary creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step."

With the errata you should be able to clear the stack with Sundail and keep the creature. However if the creature itself has "Sacrifice it at the beginning of the next end step", such as Ball Lightning, you can keep it from triggering during your turn but it will trigger again during your opponents next end step and you will have to sacrifice it then.

Hope that helps and that it is all correct information.

Good luck with the deck

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Posted 15 August 2011 at 20:28 in reply to #192486 on Orb Beatdown

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Saw this guy today and thought about this deck.

Kumano, Master Yamabushi

Gotta be worth running one of theses guys.

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Posted 13 August 2011 at 01:31 as a comment on Lobbing Deathtouch

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This looks like a really fun deck to play.

Vithian Stinger seem like better choice than than Prodigal Pyromancer. I am not a big fan of Flamekin Spitfire but I can see it being better when Seedborn Muse is in play. However I would personally rather have Cinder Pyromancer, Wojek Embermage or even Goblin Fireslinger in its place. Cinder is great for repeat damage but can only target players, Wojek has a higher casting cost and can only target creatures but can lay down a lot of damage and Goblin fireslilnger can only target players but is a great 1 drop which you could use.

This deck could also use something like maybe Asceticism to help protect your creatures from pingers or you can regenerate them if you need to use one as a blocker.

Also make sure you sideboard some enchantment/artifact hate incase you run up against leyline of sanctity or something. Maybe Spring Cleaning or Krosan Grip.
Sideboarding some more direct damage spells like lightning bolt is also a good idea.


Good luck with the deck

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Posted 10 August 2011 at 15:36 as a comment on Lobbing Deathtouch

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Looks like a really fun deck. Nice build.

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Posted 07 August 2011 at 19:11 as a comment on merfolk explosion

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Hi. I really like the concept of your deck. I agree with castroa that you should take a more balanced approach and put in cards that deal damage as soon as they come into play. You should also smooth out your mana curve to make sure your deck plays consistently.
I think this deck could be great with Grim Lavamancer and more cheap burn spells.
Keldon Marauders is a great card and can fuel lavamancer. Mogg Fanatic doesn't break the theme too much and is a great 1 drop.
I have never played with Kamahi but hes seems way to inefficient and is very weak. I would cut him completely. Goblin Bangchuckers also seems too unreliable to be worth his mana cost.
Since this deck runs no creatures that you will want to block with you need to speed it up so you can out pace your opponent.

Good luck with your deck!

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Posted 05 August 2011 at 01:26 as a comment on Direct Damage

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You're welcome. Oh just a few other thoughts, you may want to put in something to help your mana base a bit. On the cheaper end something like Flooded Grove or on the upper end breeding pool, Misty Rainforest or tropical island.

You may also consider squeezing in 1 or 2 Urza's Incubator since all your creatures are mutants but it may not be worth it since you have a few other cards with higher casting cost.

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Posted 04 August 2011 at 15:27 in reply to #188208 on Grafting

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Hi there. This seems like a neat deck. I have always liked Graft because Dissension was the new set out when I started playing magic again after a 6 year hiatus.

I haven't built a good graft deck myself so I don't know how sound my advice is but I will give you some suggestions to consider either way.
I have wanted to revisit Graft or Modular every since the Proliferate cards came out. I think there could be a lot of potential there, especially with doubling season.
Look at cards like Tezzeret's Gambit and Steady Progress. It may even be worth trying something like Contagion Clasp or Inexorable Tide or possibly even Thrummingbird.

Garruk, Primal Hunter is awesome, particuarlly if you have Doubling season in play, however since you are in need of mana acceleration with this deck Garruk Wildspeaker could be a better option.

Echoing Truth is better than Disperse.
I also think you would be better off playing Oran-Rief, the Vastwood instead of Llanowar Reborn.

I don't really care for Gigantiform and that may be a good card to take out in favor of something like Contagion Clasp or Inexorable Tide.

If I think of any other suggestions or make a graft deck myself I will let you know.
Good luck with your deck!

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Posted 03 August 2011 at 21:09 as a comment on Grafting

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Yeah this build looks much nicer. I love hiding Ninjas in Ornithopters. Nothing is funnier than swinging at your opponent with a 0/2 flyer. If they havn't played the deck before they will never see it coming and probably think you are dumb for swinging with a 0 toughness creature. They will also rarely waste a spell on such a cheap creature.
Its a great way to get ninjas out quickly and earlier in the game.

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Posted 02 August 2011 at 18:31 in reply to #187810 on Ninjas done right.

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I like this deck and you have some good things going on. However I feel like you have went too heavy on enchantments and equipment and a little too light on creatures. You have 27 cards that require creatures to use but only have 16 creatures. I suggest 4 Ornithopter and 2-4 signal pest.

The great thing about them is that they can be a chump blocker or you can swing with them. Since they have flying or can't be blocked except by flying they will go unblocked often and then you can Ninjutsu out a ninja. Since ornithopter is free and singal pest is cheap you can play them again during your second main phase and be ready to attack again next turn.

I would take out Shuriken and Neko-Te. I would also cut back on Mirror Gallery and Blinding Powder or even consider taking them out. Maybe look into something like Mutagenic Growth so you can get in some extra damage when you opponent doesn't expect it.

Good luck with the deck!

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Posted 02 August 2011 at 14:41 as a comment on Ninjas done right.

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This looks like a fun deck and you have some good stuff going on in here. Check out Cold-Eyed Selkie, he is great for helping you get card advantage. Also look at Tidal Warrior he can turn lands to islands on your opponents turn and is a great pest or can be a cheap engine for a islandwalk assault. I feel like you are focusing too much on island walk and could scale it back a lot. Too many redundant spells become dead draws.

Good luck with the deck!

Check out my Merfolk deck with a bit of Islandwalk if you like.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=200972

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Posted 28 July 2011 at 05:53 as a comment on Merfolk Islandwalk

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Thanks! Crystal veins does work out really well with this build and its cheap too!

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Posted 28 July 2011 at 05:14 in reply to #185341 on Fast Mill Combo U/B

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Haha yeah I saw that it shot to the front page. I did find out unfortunately that I did jump the gun. Sundial of the Infinite doesn't work out like I thought because you will have to sacrifice them at the end of your opponents turn anyway. :-( Big bummer.

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Posted 28 July 2011 at 05:02 in reply to #184897 on Classic Beatdown Deck

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Thanks for the comment! It was a good deck before Sundial of Infinte came out but that card really put it over the top.

Spark Elementals make this deck capable of very fast damage. They are my 1 drop of the game and are a good way to start things out. They are great for using Teetering Peaks with because I don't miss the land coming into play tapped as much. Cast assault strobe for 1 and you can have a turn 3 10/1 trampler coming at you.
Ultimately Arc Runner doesn't have trample either which makes him too easy to block.

Good luck with your deck, let me know when you post it. I would like to take a look at your build.

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Posted 25 July 2011 at 06:26 in reply to #184779 on Sundial of Infinte Elementals.

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Pretty neat deck. I have a kinda similar elemental deck that you can check out if you like. It uses sundial of infinite to let me skip my end step and then I don't have to sacrifice my creatures at the end of turn. You may want to take a look at that card.
Heres my deck
http://www.mtgvault.com/ViewDeck.aspx?DeckID=211047

Pandemonium is really cool in this deck.
I also like World at war in here.

I have to question your use of Pyromancer Ascension however. A lot of your spells only have 2 copies so it seems doubtful that you will even get to use it. I would take it out for Sundial of the Infinite or Mimic Vat.

Good luck with your deck.

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Posted 21 July 2011 at 18:14 as a comment on Infinite turns

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Looks great. I personally would run at least 3 Honor of the Pure and run 2 or 3 angelic destiny and cut Armoured ascension. Most of the time Destiny will be better and if they find a way to kill your creature then you just play it on a new creature next turn. Armoured ascension can get bigger but most of the time that is over kill and first stike and possible card advantage is always nice to have.

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Posted 21 July 2011 at 17:08 as a comment on Knights Assemble

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