nickbooth

79 Decks, 465 Comments, 62 Reputation

I would suggest some cards that force your opponents' creatures to attack, like Curse of the Nightly Hunt, to get the most out of Kazuul.

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Posted 26 April 2012 at 23:42 as a comment on Kazuul EDH Deck

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yeah, you need a win condition. Infinite turns is a beautiful thing, but the only way you have to win is to swing in with the chronologist with your infinite turns until they die. Laboratory maniac would work, but it would take FOREVER to finish, making the game really boring for both you and your opponents, which defeats the purpose of playing. I would look for better ways to win, but gatherer is down as i am writing this, so all i got off the top of my head is getting a Goblin fireslinger to hit 20 times. Still really slow, but will get you a win and its quicker than 60 upkeeps (give or take) for the maniac.

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Posted 26 April 2012 at 23:36 as a comment on Time Warp/Panoptic Mirror Unlimited turns. Comments helpfull!!!

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The trellises and the wall of roots. The trellises are just worse Battlements, and i dont think the roots are modern. In exchange, 4 Harrows.

Also, -4 Ancient Stirrings for 4 Growth Spasms, and -2 Forests for 2 Eye of Ugins. The Eyes provide a much better tutor for your bombs than the stirrings, as the spasms are great 2 drops.

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Posted 26 April 2012 at 00:54 as a comment on Green Eldrazi Ramp(Format:Modern)

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I would highly recommend getting 1-2 Eye of Ugins back in. You might not think theyll be as helpful as you cant get mana from them but believe me, they make a huge difference in my mono-white eldrazi deck (http://www.mtgvault.com/ViewDeck.aspx?DeckID=199328).

i would take out the walls in exchange for mana elves and/or some more ramp. If Rampant Growth is a magnificent card, which it is, Harrow is just ridiculously good. Tap 3 lands, sacrifice 1 of them, get 2 untapped lands, cast something else, like Growth Spasm (which is a really good card too.)

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Posted 26 April 2012 at 00:47 as a comment on Green Eldrazi Ramp(Format:Modern)

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yeah, its a clever idea but you do only end it on your turn so it wouldnt help.

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Posted 25 April 2012 at 23:42 in reply to #249855 on The 260 card deck win

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You could just run 1 Battle of Wits and like 250 islands. Mulligan until you land the battle of wits, always draw an island and play it, win turn 6.

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Posted 25 April 2012 at 04:28 as a comment on The 260 card deck win

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dude, huntmaster is so powerful i dont even want to know how expensive he is. true, he can transform my games, but my friends already hate this deck and i dont play professionals enough to warrant pouring that much cash into my hobby.

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Posted 25 April 2012 at 03:08 in reply to #249614 on Beware the Wolfpack

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You'd be surprised how many games ive won by smashing ten damage into their face. the +1/+1 and trample can push them over the top, especially with a mayor/immerwolf/instigator gang providing half the damage just from lord pumps.

But you do raise an interesting point. Ive never had trouble with spot removal, but i think the main difference between what you are talking about and what im aiming for is that i want this deck to be able to survive into turn 10. Being able to blast through with 15 damage on turn 4 is great and easily reachable, but i want this to be able to shrug off a couple of mana leaks/doom blades that take out a few creatures, which is why each creature can hold its own.

Speaking of, Lambholt Elder (grandma wolf) is a truely amazing card (4/5 with card advantage for only 3 mana?!?!) but only when transformed. She enters as a vanilla 1/2 for 3, which cant pack a punch nor survive stopping much else that comes in turn 3.

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Posted 25 April 2012 at 03:06 in reply to #249633 on Beware the Wolfpack

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I have the primal hunter in here because of his card drawing. The beast thing is a little bit of a hassle, but his -3 ability is so much better than Relentless. The only uses of Relentless i would have are the tokens, whereas Primal Hunter has much more to offer to every green deck.

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Posted 25 April 2012 at 02:59 in reply to #249117 on Beware the Wolfpack

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Its because of the phyrexian mana. MTG Vaults computer systems cant comprehend the different symbol or something. in some of my decks i have cards from mutagenic growth to birthing pod and you just have to keep it square in your mind and remember that its not right.

I would post a complaint to the managers of this site if i knew how, but i dont. I dont know how easy of a fix it would be, but theres nothing we users can really do about it.

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Posted 25 April 2012 at 02:49 in reply to #249788 on Sorin, Lord of Virtue

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over what?

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Posted 22 April 2012 at 03:28 in reply to #249030 on Beware the Wolfpack

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I would suggest 2 Birthing Pods, and with it some 3 drop creatures like Aether Adepts or Ulvenwald Bears (morbid activated automatically). Most of your creatures dont mind dying, and sacrificing an Strangleroot Geist to find a Bear, the Geist returns (i think) before the bear, for a 5/4 hastey creature sounds fantastic. Then its easier to find things to end the game.

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Posted 21 April 2012 at 23:16 as a comment on G/U FNM steamroller

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Hitting for 3 on turn 2 is fantatstic, but the same can be achieved with Captive, by playing him turn 1 and buffing turn 2 (which also guarentees a transformation) or playing him turn 1, him transforming, then playing a mayor.

Waif is also less appealing when you consider drawing him late. a 1/1 that is sometimes a 3/2 on turn 6 pales in comparison to a 6/6 titan that can come down the same turn. The captive, however, can be a 1/1, 2/2, 3/3, or a 6/6, depending on what he is and how much mana i can put into him. He has a chance to be brilliant late, something Waif doesnt.

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Posted 21 April 2012 at 22:57 in reply to #248981 on Beware the Wolfpack

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yeah, but unless im facing a horde of spirit tokens (for example) i would prefer the extra damage and trample. the act's mana cost is also very unreliable. i dont want to pay 5 to destroy 2 of their creatures and one of my enchantments. But payiing 1 to wipe their board is extremely powerful against the right deck, which is why its on the sideboard.

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Posted 21 April 2012 at 22:33 in reply to #248969 on Beware the Wolfpack

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I really dont know how efficient Daybreak Ranger is. The amount of red in this deck is seriously dwindling, and i wanted to add another red creature and Afflicted was the best in my opinion. Daybreak can turn certain games around, but i weigh both the mana weight and the fact he might too often be a vanilla 2/2 due to lack of flying. I'll run him for a while, but im not convinced.

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Posted 21 April 2012 at 18:11 in reply to #248909 on Beware the Wolfpack

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i would do so in a heartbeat, but Huntmaster is one of the most in-demand cards, and he costs an arm and a leg. I dont play Magic enough competitively to warrant spending $200 dollars on him when this deck kicks arse without him. Im sure he can make this deck unstoppable, but the decks i ususally play against hate this deck right now anyway. Thanks tho.

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Posted 21 April 2012 at 18:08 in reply to #248928 on Beware the Wolfpack

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I really like Garruk, and his -3 ability can be huge with a transformed dude. I really like the idea of bringing him in, but the swords have been incredible with Terror. Enough of this deck is spells so that lead the stampede wont be as helpful as possible. But point taken, i do have problems with card draw, so the swords are going to go. I now have Triumph to be a sudden finisher.

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Posted 21 April 2012 at 17:55 as a comment on Beware the Wolfpack

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Only 1 Lightning Helix? What? You have nothing to proliferate, so i would take out the Tezzeret's and have a full 4 Helixes.

Gisela, Blade of Goldnight will just be awesome here when Avacyn Restored gets out. Slayer's Stronghold just looks ridculously broken, and would definitely fit in here better than the refuges.

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Posted 19 April 2012 at 03:58 as a comment on Phyrexian Artifacts

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ok, if you dont want birthing pod, any other reusable-sacrifice outlet is highly recommended.

Also, some more boardwipes wouldnt go amiss (kill all of your opponents creatures, make all of yours bigger), and neither would the new blinking spells in Avacyn Restored, if there are any in G or R (By bouncing them out of the game for the slightest second it gets rid of that counter so they can come back again).

But seriously, undying was made for birthing pod. They are ridiculous together. You will get so many wins in these six months.

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Posted 17 April 2012 at 21:53 in reply to #247938 on Hate

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Yes. With both on the battlefield. When you hit 0 life, the Unlife kicks in and gives all your opponents creatures infect and makes you get poison counters. However, Melira forces all you opponents creatures to lose the infect they just gained, forcing them to deal normal damage to you, which should be in poison counters thanks to unlife but isnt thanks to melira, so you just chill at zero life, and you dont die because of it. The only downside is you cant spend life to pump/cast Moltensteel and Spellskite because for all intents and purposes you have no life to spend. I dont believe you go into negative life, thats just weird.

Its just that the combo is so much more risky than other combos, because 1) it doesnt provide a way to win, just a way to avoid losing, hence the fateful hour dudes, and 2) if it breaks you are pretty much dead. If they kill melira, its not so bad, either fetch another with GSZ or kill them before they hit for 10 damage, but if they have a Beast Within or Ray of Revelation you have no chance for recovery. Hence the tree, so i can get 13 life at instant speed (activated abilities are at instant speed).

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Posted 17 April 2012 at 21:48 in reply to #248068 on Fateful Hour!

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