nickbooth

79 Decks, 465 Comments, 62 Reputation

even decks that try to win early drag into turns 6-8 at least 25% of the time. for those cases i would run 1 Bloodlord as a complete game changer and 2 Bloodline keepers as a complete game winner.

The nocturnus loses a lot of luster in non-mono black vamp decks, so i probably shouldnt have mentioned him. His casting cost is highly restrictive and if you reveal a slagstorm or Heir you kinda screwed yourself. They know your next draw and you dont get a bonus.

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Posted 19 May 2012 at 17:31 in reply to #256924 on Blood, Sex, and Booze

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If youre not confining yourself to standard legal, there are a whole slew of incredible vampires.

Vampire Nighthawk has always been a favorite of mine, providing incredibly strong offense and defense.

Bloodlord of Vaasgoth makes every vampire you draw into a bomb.

Bloodline Keeper is one of the best lords I have ever seen. Tap, get a body, probably trasform to tap and get a HUGE body. Game-winner by itself.

Vampire Nocturnus might be a bit pricey for casual play, but hes simply incredible.


But the most important thing is the Green Day reference. An awesome deck just because of that:D

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Posted 18 May 2012 at 05:18 as a comment on Blood, Sex, and Booze

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I would recommend 4x Ornithropter. Hes great for blocking, but the best part is you can fly him in turn 2 for no damage. Your opponent stares at you like youre nuts. you pull him back for a deep hours/mistblade/walker and all of a sudden theyre screwed. Post-combat main phase you play ornithropter again to do it all again next turn.

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Posted 13 May 2012 at 21:48 as a comment on Steve the Ninja

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Very impressive story:D im a vorothos myself, and even tho a few of the details of the history are wrong its very well written. The last line is quite catchy:D

As for the deck, very nice. I would ditch the chosens. They take too long to become effective and the deprive you of a creature to attack with, and this is a very aggressive deck. Instead consider the Falkenrath exterminator, who can become very lethal when he gets through.

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Posted 10 May 2012 at 01:44 as a comment on Inn of the Night's Thirst

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-1 urabrask. That one time you surge into 2 urabrasks in the first 10 cards will be devastating.

+1 Tyrant of Discord. He will be a very exciting one-of to surge into, wiping out half of their potential blockers (hopefully). At worst you get a 7/7 for 7 and destory one of their lands.

Vexing devil is another awesome red card to include here. he cuts into their life at turn 1 and can decimate them if multiple are surged into. definitely 4 of.

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Posted 09 May 2012 at 01:38 as a comment on Primal Surge Ramp

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4x Lightning Mauler plus 4x Wolfir Silverheart + a Primal Surge before attacking step = 56 damage smashing into their face. Jackpot!

The Lightning Mauler is really essential here regardless of the combo above. You are going to want to swing with the deck you just put on the battlefield, and the Mauler gives your bombs haste.

Another way to win is include 1 Labaratory Maniac and 1 Abundant Growth. Use the surge to stick everything on the battlefield, when the growth hits the battlefield you put the EtB draw a card ability on the stack to resolve after you finish Primal Surging, deck yourself, including the Maniac, resolve the Growth's ability, draw a card, and win.

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Posted 08 May 2012 at 00:14 as a comment on Primal Surge Ramp

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Well, if i cant kill their creature, the "deals 2 damage to target player" ability still resolves, which is always helpful. And if they use a removal spell on Huntmaster, they didnt use it on the outlaw, mayor, gang, or immerwolf that are probably bigger bombs in this kind of deck anyways. I do alway want to draw one, either to apply pressure or finish the game, which is why i have 3 and not 2, but he does have too many drawback (many of which you reference) to be a 4-of.

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Posted 07 May 2012 at 00:39 in reply to #253489 on Beware the Wolfpack

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You need some more sacrifice outlets. I would say Altar's Reap, Skirsdag Flayer, Demonlord of Ashmouth, Demonic Taskmaster (although he might steal some of the archdemon's prey, so much so you have to sac the archdemon), and blood artist or Falkenrath noble will get you a lot from saccing the creatures. Not all of those at once, dont overwhelm the deck, but some.

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Posted 07 May 2012 at 00:34 as a comment on human sacrifice

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Meloku + Fastbond + Grazing Gladehart = Infinite creatures AND infinite life. WHAT?!?!?!?!?!?!? Thats a phenomenal combo!

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Posted 06 May 2012 at 20:42 as a comment on Land Before Library

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I would suggest curse of oblivion or nihil spellbomb to activate right before living death so they dont have any creatures to reanimate.

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Posted 06 May 2012 at 18:27 as a comment on Living Cemetery

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Hellrider isnt a human, but damn HE WINS GAMES. He swings in for 4 on turn 4 plus all the other creatures you have in play.

Thatcher Revolt + Kruin Striker is just ridiculous. I know. My face got bashed by it at the pre release.

Bring Zealous Conscripts into your Mainboard. "Steal their creature" effects like traitorous blood cost 3 at the least, so youre getting a hastey 3/3 for 2. Plus you can jack ANY permanent. "That a lovely fully charged planeswalker you have there. Zealous Conscripts, that planeswalker is mine, ultimate time! Oh look, using that ultimate made it go away. Sorry, opponent. Thanks for the emblem, Tamiyo!"

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Posted 05 May 2012 at 20:16 as a comment on Mono Red Human Aggro

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BIRTHING POD. Grafdigger's Cage was literally printed just to combo the Undying/Birthing pod combo. Sacrificing a Vorapede to get a bigger Vorapede AND an Wurmcoil Engine? I think yes!

There are a few ways to get more out of your undying, the easiest of which is Virulent Wound. For [B] you get another use (the -1/-1 and +1/+1 nullify and remove each other), 2 damage from the Myr, or the possibilty of removing your opponent's Stromkirk Noble or Snapcaster Mage.

Finally, I would up the number of Grim Backwoods. It gives you card advantage and a chance to make your undying creatures better.

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Posted 05 May 2012 at 20:08 as a comment on Standard Undying

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Mondronen kicks ass as a werewolf, but a vanilla 3/2 for 4 is really unexciting, mainly because my opponent can lay down a shock/pillar of fire before she even flips and i get my 2 damage. My other 4s, Instigator Gang a 2/3 that hits for 3 damage that pumps everyone else and Huntmaster, who just rapes, the Shaman loses a lot of her luster. Even the Ranger has something happening as a human, even if it is only useful in certain situations.

And thanks. Werewolves are really under-represented at my FNM, and i want to show them how wrong they are.

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Posted 05 May 2012 at 19:49 in reply to #253108 on Beware the Wolfpack

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Dude, have you ever played against a huntmaster? I have, not an experience im gonna forget in a while. Wasnt with this deck, but i got whooped like 4 times in a row, 3 times solely because Huntmaster kept bouncing, popping my creatures (and me) and giving him a chump blocker and life.

But, yes, I believe i need 4 Captives. ill drop a Daybreak, i dont really like him anyway.

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Posted 05 May 2012 at 19:41 in reply to #252764 on Beware the Wolfpack

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They are different. Wizards just added a clause stating that a +1/+1 counter and -1/-1 counter cannot co-exist on the same creature, as they cancel each other out and keeping them there is just redundant.

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Posted 02 May 2012 at 21:53 in reply to #251656 on Hell's trickery(Standard)

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Another fun card with undying is Virulent Wound. For [B] you get another use out of an undying creature plus you have the option to take down a creature (champion of the parish, Snapcaster mage) before they get too dangerous.

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Posted 02 May 2012 at 04:00 in reply to #251656 on Hell's trickery(Standard)

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However, it is important to note that the creature cant die. For example, if you have an undead Demonlord (6/5), and you hit BSZ for 5 counters, the Demonlord will die before the "remove counters
" clause resolves, and the lord wont come back. You can only use BSZ for 4 counters, so the Demonlord has 1 toughness left, so the +1/+1 counter can get removed after BSZ resolves. Then you can fling the demonlord (or something, that would only be a measly 2 damage) and he will come back.

This is a really powerful deck IF you get topor orb out. the pit-dweller is too dangerous in my opinion without the orb to run 4 of.

Despise is a better card than Appetite for Brains because most threats over 4 CMC is a creature or a planeswalker anyway. Despise provides more versatility to remove Snapcaster Mage or something. However, Appetite for Brains really shines against Reanimation/Unburial rights decks. That exile clause will save you countless times. "Oh ill just look at your hand. Wow, thats a nice Griselbrand! Oh look, you also have an unburial rights! Naughty! Goodbye Griselbrand!"

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Posted 01 May 2012 at 23:40 in reply to #251656 on Hell's trickery(Standard)

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Definitely add Gisela, Blade of Goldnight and Griselbrand. Swinging in with Kaalia and bringing in either of them pretty much ends the game right there. Avacyn is slightly less impressive, as her ability doesnt practically win the game, but she does make it impossible for the opponents to win.

There are a multitude of W/B cards that are just incredible that rarely get played due to the fact that they are White and Black. The most prevelant being Sorin, Lord of Innistrad. His emblem making revolutionizes games.

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Posted 29 April 2012 at 02:57 as a comment on My Frist Commander

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Grapeshot would be easier and more reliable than storm entity.

And this combo actually doesnt work unfortunately. The plan is excellent, what actually happens is this:
1) play heartless summoning
2) Pay [R] and cast the ingus.
3) Pay [R] and return him to your hand, add [2][R] to your mana pool.
4) Use the [R] from the ingus to recast the ingus.
5) You're stuck, cuz the Ignus requires a [R] to return to your hand but all you have is [2], which is colorless and doesnt work.

Sorry man, but this idea does work, but this is the best way. its also B/U/R.

You need:
Faithless Looting, Devil's Play, Havengul Lich, Heartless Summoning, Necrotic Ooze, Priest of Urabrask, Swamp, Swamp, Mountain.

Turn 1: Play Mountain, cast Looting, draw into 2 of the above pieces but discarding the Lich and Devil's Play.
Turn 2: Play Swamp, cast Heartless Summoning.
Turn 3: 1) Play Swamp, tap 2 Swamps for Necrotic Ooze. Ooze now has the Lich's reanimator ability.
2) tap Mountain and cast Priest of Urabrask. Add [R][R][R] to your mana pool.
3) as soon as the Priest enters the battlefield, it dies from the Summoning.
4) Pay [R] from the Priest to activate the Lich's ability via the ooze.
5) Pay [R] from the Priest to cast the Priest from the graveyard.
6) The Priest enters the battlefield and adds [R][R][R] to your mana pool again.
7) Repeat steps 4-6 infinite amount of times, as it only costs [R][R] to do and you get [R][R][R], for a net gain of [R].
8) Flashback Devil's Play for the win.

Standard Legal, too. I can't take credit for this, I read it in an article. To integrate it into your deck, i would
-4 Ignuses, -4 Entities, -4 Rituals, -4 Inner Fires, -4 Pyretic Ritual, -2 Staffs, +4 Looting, +4 Devil's Play, +4 Havegul Lich, +4 Necrotic Ooze, +4 Priest of Urabrask, +2 Myr Superion (because a 5/6 for no mana is just plain awesome).

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Posted 28 April 2012 at 03:04 as a comment on Heartless Priests

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If you consider breaking your no-creature rule, Niv-Mizzet, the Firemind will just go bananas with Accumulated Knowledge and Ascension. If not, Curse of Bloodletting is just as helpful.

A lot of Pyromancer burn decks end the game with a well-timed Grapeshot. The enchantment ensures a ton of spells cast, so the Grapeshot delivers 10 damage easy.

Finally, Desolute Lighthouse works double duty here, cycling through your deck to find the ascension and filling your graveyard with a few spells to get Pyromancer pumped.

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Posted 26 April 2012 at 23:52 as a comment on Creatures are for sissies

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