OldFool

20 Decks, 36 Comments, 7 Reputation

Thanks for all the input. Have tweaked the deck - see what you think. As Emperor, your generals will hopefully be able to hold off your opponents while you set up Forge/Disk/Lattice/Orb. Once those four are in play, you should be nearly (though not completely) unstoppable.

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Posted 13 April 2013 at 08:23 as a comment on Coat of ... Indestructibility?

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I can't believe I forgot Mycosynth Lattice. Good call. Shatterstorm isn't necessary once the Disk is in play (accomplishes the same thing and Disk doesn't destroy itself in this case). Thanks!

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Posted 13 April 2013 at 08:22 in reply to #340838 on Coat of ... Indestructibility?

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I like Door of Destinies - I was not familiar with that one. Thanks!

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Posted 13 April 2013 at 08:20 in reply to #340795 on Coat of ... Indestructibility?

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Tinker is an absolutely awesome card but I tend not to use cards that are only permitted in Vintage. Thanks!

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Posted 13 April 2013 at 08:19 in reply to #340794 on Coat of ... Indestructibility?

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With the exalted, it really doesn't seem that you need the enchantments you run. I would replace them with some control. Definitely a set of Oblivion Rings and probably a set of Arrests (assuming you want to keep this Standard/Extended legal).

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Posted 03 April 2013 at 08:21 as a comment on Exalted Aggro?

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I would try cutting the Clones and putting in (2) Well of Lost Dreams and (2) Wrath of God. Same converted costs on the swaps so your mana curve stays intact. Well should provide you with a fair amount of card draw with the Clerics. Wrath could save you from a creature standoff if you can manage to pair it with Ghostway. That's all I've got for now.

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Posted 27 March 2013 at 08:19 as a comment on Allies Unite!

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Like the Retribution of the Meek, I hadn't thought of that one. Looks like you accidentally put in an extra (3) Niveous Wisps also.

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Posted 12 March 2013 at 00:13 as a comment on revised meek stone deck

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I did try to take that into account but really won't know how well I did without play testing. Anything I'm running less than four of is intended to be more of a mid to late game card and I put in eight instants that give me a card draw (in addition to Mentor of the Meek). Hoping those will get me out of most situations. I might try including one more Meekstone but will probably give it a test run first before I tweak it too much. Thanks for the input!

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Posted 12 March 2013 at 00:10 in reply to #330401 on Little Creatures, Big Stick

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Thanks. The "Withering Wisps" deck I have on here is also essentially a "Pestilence" deck that uses Withering Wisps and Death Pits of Rath, along with a few pro-black creatures, to keep the opponent's field swept. They are fun and really annoying to your opponent once they get going.

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Posted 06 March 2013 at 08:06 in reply to #329081 on Edge of Ridiculousness

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I decided I couldn't really get this thing to be very competitive so I reworked it for more of a casual environment. If you manage to stay alive long enough, you should be having some fun by turn five or six...

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Posted 05 March 2013 at 07:59 as a comment on Proteus Cheat

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Just added some early control to try to give the combo more time to set up (Golgari Charm, Marsh Casualties, Thougtseize).

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Posted 22 February 2013 at 10:43 as a comment on Proteus Cheat

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Great suggestions - I have made appropriate substitutions for a lot of the "fillers" I had in here (mostly the draw cards). Rites and Savor are great in here. Phantasmal Image also does well in here so I got those in (decided to keep a couple of the Clones and Doppelgangers though). Extraction is wickedly useful. Thanks.

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Posted 19 February 2013 at 18:44 in reply to #324852 on Oh No! I've got Crabs!

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I'm guessing this is a deck for casual play, as Demonic Tutor is banned in all formats except Vintage where you would still be limited to only one in your deck? Also, this deck is a mill deck, as cards are going directly from your opponent's library to their graveyard rather than from their hand to their graveyard. I mention this because you include Liliana's Caress, which isn't going to damage your opponent when cards are being milled rather than discarded. Not trying to be mean or anything, it just seems you may be new to the game and may not understand some of the mechanics. Otherwise, a decent casual mill deck :-)

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Posted 19 February 2013 at 04:21 as a comment on mill deck

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This one is pretty tough. Good assortment of creatures and the artifacts all have their pluses and minuses. I have a few ideas but not sure how good they would be without play testing. Here goes...

Pull (1) Angel's Feather and replace it with one more Tablet of the Guilds. Take out the Vampire Nighthawks (as much as I love them) and replace them with (2) Mourning Thrull and (2) Nip Gwyllion (both of these use less mana, are black and white, and have built-in lifelink). Take out (1) Gift of Orzhova and both Soul Links and replace them with (3) Basilisk Collar. Ajani is too expensive in this deck for what he does and I would only use Rest for the Weary if I were trying to make a win condition that depended on my life total. I think you would be better served in those five slots with some control - Disenchants, Path to Exile, or Vindicates (if you don't mind shelling out the cash). A few Evolving Wilds splashed into your land mix would probably help as well. Hope at least some of this helps.

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Posted 17 February 2013 at 08:55 as a comment on Gain Drain (old)

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For this deck I would be going for a fast beat down. Run 19 or 20 lands that are all capable of producing black and white mana (Cathedral of War is neat but not fast enough and you will have plenty of creatures with exalted out). I would run four each of Akrasan Squire, Aven Squire, and Duty-Bound Dead. Three each of Knight of Glory, Knight of Infamy, and Sigiled Paladin. Give your creatures some extra help with three each of Basilisk Collar, Avacyn's Collar, and Flickering Ward. Throw in four Oblivion Rings for problems you can't otherwise handle. All this leaves room for a half-dozen or so other cards. I would probably keep the Tutor, Sorin, and Nefarox and add some other big potential game swingers. Hope this helps - use what you like, throw out the rest. Enjoy!

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Posted 08 February 2013 at 08:26 as a comment on B/W Exalted Help!!!

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Pretty tight deck as it stands for a casual environment. I have a few suggestions, see what you think. Drop the Arbor Elves (you have enough mana acceleration) and the Beast Trackers (a number of the beasts you use can't be searched for with him). Drop the Rangers Paths for another Nature's Lore and (2) Skyshroud Claim. You could probably get away with one or two fewer Forests as well. Add in one more each of the Garruk, Primal Hunters and Wirewood Savages. Drop in two or three Indrik Stomphowlers for artifact and enchantment control. Happy stomping!

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Posted 08 February 2013 at 07:40 as a comment on Casual: Beasts!

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This is an interesting idea for a first deck. I like the forcing your opponent to attack theme. The obvious focus of the deck is Curse of the Nightly Hunt - you should be running four of those. I like the walls you have chosen. An 0/4 that gives you a draw for {2} and an 0/4 that flies for {2) are great here. "Helping out" the walls with some artifacts and enchantments could work nicely. Lightning Bolt is almost always a good call. The Lust for Wars are great to play on your opponents creatures that can be tapped for other effects (and thus avoid having to attack - e.g. Llanowar Elves).

What I don't like - the land destruction. This isn't really a land destruction deck so unless you are frequently playing opponents who are using a specific land that is causing you trouble, you don't need cards to destroy land. Disenchants are much more effective for artifact and enchantment control in this deck.

Using your fundamental ideas for this deck, I would build it as follows: (9) Mountains, (9) Plains, (4) Evolving Wilds, (4) Wall of Omens, (4) Wall of Hope, (3) Wall of Razors, (3) Angelic Wall, (4) Curse of the Nightly Hunt, (2) Lust for War, (3) Disenchant, (4) Lightning Bolt, (4) Viridian Longbow, (2) Fire Whip, (2) Power of Fire, (3) Path to Exile. Take look and see what you think. Keep what you like, throw out the rest! If you have questions about my reasoning for any of the choices I made, just ask.

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Posted 03 February 2013 at 11:31 as a comment on My first deck

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I agree with swapping out the Feldon's Canes for Elixer of Immortality (and I would only run two in the deck). Evolving Wilds and Terramorphic Expanse work great with Hedron Crab. Nausea can help get rid of pesky 1 toughness creatures while leaving your Crabs intact. Lose Traumatize, they are just too slow (particularly with no mana acceleration). Maybe add some Fog Banks or Delver of Secrets to help with early creature rushes (Control Magic is a bit slow here, maybe run just one or two). I would drop (2) Nemesis of Reason as well (they are a bit slow). A couple of Curiosity(s) would help with keeping the cards coming, especially if you can get one on an early Delver. Hope this helps.

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Posted 26 January 2013 at 10:43 as a comment on mill please leave suggestions

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I've got a lot of recommendations here, so please bear with me.

First, the changes. I would lose (1) Balefire Dragon, (4) Dragon Hatchling, (1) Furnace Whelp, (1) Two-Headed Dragon, (2) Bear Umbra, (2) Boar Umbra, (4) Crucible of Fire, (2) Reclaim, (3) Explore, (2) Rootbound Crag, (7) Mountain, and (1) Dragonspeaker Shaman. I would add (3) Sundering Growth, (4) Growing Ranks, (2) Culling Dias, (3) Cultivate, (4) Flameblast Dragon, (3) Dragon Broodmother, (2) Utvara Hellkite, (1) Sarkhan Vol, (7) Forest, and (1) Prey Upon.

The cards I would pull don't seem to contribute as much as they should to the decks overall theme or provide much synergy (the Crucibles of Fire were a tough call). Reasoning behind additions as follows: Sundering Growth gives some artifact / enchantment removal along with populate. Growing Ranks gives more populate. Culling Dias, in conjunction with Sarkhan Vol, allows you to attack with one of your opponent's creatures and then sacrifice it to draw cards later. Cultivate thins your deck and gives some mana acceleration. I like Flameblast Dragon over Balefire Dragon as he doesn't have to hit to trigger his ability (although I would consider running two of each). The Broodmothers and Hellkites get the token generation going and I like Prey Upon to help with creature removal. The land balance was shifted to give a much better start in green as that is what you need to power the Rampant Growths and Cultivates (use those to get to your mountains).

Hope these suggestions at least give you something to work with :)

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Posted 25 January 2013 at 21:56 as a comment on Dragons

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Thanks for the feedback. I took a look at your deck and it looks to play quite differently than what I've put together (your deck also looks much more versatile than mine as well).

The Delver of Secrets would probably work well in my deck, considering the amount of instants / sorceries I run. I would be worried about being able to get the Tombstalker out quickly enough, though more fetch lands would help with that. I'll probably keep the Horrors though as I like their potential to kill with three hits. I'll try swapping the AEther Bursts for some Delvers.

I will likely keep Echoing Truth as it is a nice general purpose token sweeper (elves, goblins, etc.).

I worry about losing the pain lands as I sometimes open with a Death's Shadow and no way to effectively lower my life total (though I suppose I could just wait for my opponent to help out with that problem...).

Thanks again.

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Posted 25 January 2013 at 20:42 in reply to #318531 on Shadow Suicide

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