nickhayes

39 Decks, 31 Comments, 0 Reputation

Yeah, Master Transmuter makes this deck a lot faster than most control decks. I can get Sphinx of the Steel Wind out as early as turn four if I'm lucky, and it's pretty much my game at that point. It's loads of fun.

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Posted 31 August 2009 at 19:03 as a comment on Esper Control

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Why do you have Aven Trailblazer in the sideboard when you only have one color of land?

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Posted 31 August 2009 at 13:32 as a comment on Mono white (black) control Mk.2

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It's usually smart to run more than 19 lands in a normal deck, but this is ridiculous. First off, the minimum deck size is 60 cards for a reason; you should try to keep your card count low. 94 cards is just bad, especially when most of them are just random one-ofs. Also, there's no real synergy for this deck. Some cards exile stuff in the graveyard, while other things require cards in the graveyard... You're messing up your own strategy. Sure, it "messes with the graveyard" but that's not going to help you win... It's just going to let you mess around until you die because there's no point to it.

Advice: Scrap this deck. Just take it apart and start from the beginning. The first thing you need to do is determine a main strategy or win condition. That could be resurrecting cards from the graveyard, Zombies, something else, or a combination of two strategies that fit well, meaning that there are cards that work with both themes (For example, there is a lot of overlap between Zombies and resurrecting things from the grave).

Once you've chosen a theme, commit to it. You can't just throw any card in a deck just because it's the right colors. If a card doesn't fit the theme you've chosen, even if it's a good card or you really like it, you should consider removing it.

Also, you should run more copies of each card. Running 3-4 copies of something will help you get it more consistently, so you can create a reliable strategy with your deck.

Go search for some deck-building guides to help you. Good luck.

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Posted 31 August 2009 at 11:29 as a comment on graveyards

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Very nice... I wish I had the cards to build this myself. I don't think I have any suggestions for improvement, it looks great as it is.

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Posted 30 August 2009 at 22:03 as a comment on Bant Aggro

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With so few basic lands and so much precise mana needs, I think you should swap the Dragonskull Summits and Glacial Fortresses with Savage Lands and Arcane Sanctums. Other than that, though, it looks fun. Maybe add some Door of Destinies/Coat of Arms?

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Posted 30 August 2009 at 17:27 as a comment on 5 Color Scouts

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Sign In Blood actually helps a lot in a discard deck, forcing your opponent to pay two life and draw cards so that you can do more damage with Megrim.

As for your deck, I think you should go with either life gain or discard, not both. I run both types of deck myself and like both styles, but if you try and put them together it will just be clumsy and probably won't work well.

As for general suggestions, you should remove Assassinate to maindeck Royal Assassin, and make room for Underworld Dreams.

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Posted 29 August 2009 at 08:46 as a comment on Black Deck

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I totally forgot about Relic of Progenitus; now that you mention it, though, it would be great for this deck. I think I'll replace the Beckon Apparitions with them since they're going to rotate out anyways.

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Posted 28 August 2009 at 22:29 as a comment on A Very Silly Deck

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I think you should replace Borderland Ranger with Farhaven Elf and Changeling Titan with Wren's Run Packmaster. That way, you'll get more lands and wolves into play quicker. Plus, if you champion Farhaven Elf, it's ability will activate again when the Packmaster leaves play.

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Posted 26 August 2009 at 09:48 as a comment on wolf deck

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You're right about Hollowborn Barghest, it's just too expensive to be useful. I put Rotting Rats main deck and put Black Knight in the sideboard. I disagree with you on Scepter of Fugue, though. I've been playing it a lot, and it gives me cheap and repeatable discard that ended up working out great for me.

Also, I only play standard, so Ravenous Rats isn't an option for me. I might use Sanity Gnawers, which is the next best thing.

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Posted 26 August 2009 at 09:24 as a comment on Megrim Hand Control

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Okay, I changed the deck around a bit. I made it just red/green instead of Naya colors and added Ram-Gangs, Colossal Might, and Overrun. They're a more reliable alternate win condition than Knight of the Reliquary. Because the deck doesn't run white anymore, the Knight is out, but I might put it into the sideboard along with some white mana sources.

I could still use Naya Sojourners for cycling (which is why I had it in the deck originally), but I figured it wasn't worth it if I couldn't actually play it, so I took it out. Between lands, borderposts, and Llanowars, I had enough mana, and Druid of the Anima felt unnecessary.

Also, I would definitely put Birds of Paradise in this deck, but they're just too expensive. Doubling Season is good, too, but I only play Standard, and, again, it costs too much.

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Posted 20 August 2009 at 15:34 as a comment on Goblin Razerunners (Extended)

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The point of getting weenies out is that those cards all have exalted (except for a few). Even a weak creature can get pretty tough when you have a bunch of exalted creatures out. Anyways, for a cheap deck, it looks pretty good, and it should work for casual play.

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Posted 09 June 2009 at 21:25 as a comment on Exalted Weenie

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