Pockets11

7 Decks, 53 Comments, 3 Reputation

This looks pretty deadly, especially since no one really plays shadow....pretty much makes all your creatures unblockable.

Because everything is such a low casting cost, I think it could really benefit from card draw. If you were willing to splash just a little bit of blue, you could equip your creatures with curiosity or mask of riddles. Both of those would allow you to draw a card everytime that creature deals damage to your opponent.

If you decided to do that, I would take out the Death's Shadows to make room.

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Posted 03 November 2011 at 05:05 as a comment on Shadow's of Shadow

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That's a ton of land, especially with the palladium myrs in there. Also, arrest could be replaced with journey to nowhere which essentially does the same thing for 1 less mana.

I would try to keep the 1 of's to a minimum in order to make the deck more consistent. Add 2 more tempered steel as well, if you've got two of them you might as well have 4. Argentum armor is good but it's costly, there is a myr squire that allows you to equip for free...he might be a good add, but you would want to bump the armors up to at least 2.

You don't have much to deal with flying, which could be a problem. There is a flying myr card with vigilence but I can't think of the name at the moment.

Lastly, morrorworks isn't a terrible card but I like prototype portal better from what I have experienced.

Feel free to take a look at my myr deck, it runs pretty well.

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Posted 03 November 2011 at 00:13 as a comment on Myr making

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I care about this alot....

http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everyth ing.html

If that irks you, you will enjoy this link

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Posted 02 November 2011 at 23:29 in reply to #211357 on People building their first decks!

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For what it's worth, I think Emrakul is a pretty awesome addition to this. It's a fun and different way to play a legacy elf deck and having fun is what this game is all about, right? I do agree with throwing in wirewood lodge, it's cheap, would be really easy to fit in, and would really improve the deck.

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Posted 02 November 2011 at 05:23 as a comment on First Elf Deck(Legacy)

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Thanks :)

I've been determined to make a zombie deck that is actually competitive, this is the best I've been able to do so far. It starts moving really fast after turn 3, especially with the Grimoire out. I think some card draw would help, just not sure how to fit it in.

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Posted 01 November 2011 at 23:22 in reply to #211123 on Son of a Lich

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Yeah, just add some white control. Look at your mana curve, half the deck is 5 casting cost or higher...

In order to survive the early game and prevent your opponent from beating you down before you get a chance to get your big guns out, you need to have some removal/lockdown cards for early game....like journey to no where or oblivion rings. Those are just two examples, but white literally has tons of options available to you in that department.

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Posted 31 October 2011 at 23:57 in reply to #211068 on Angelic power

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Not a bad start, but I think this is going to move too slow. You're going to be lucky to have any sort of reasonable defense going before turn 4 or 5, and 4x holy day isn't going to be enough to save you from eating damage early game. Unfortunately, this will prevent you from being able to activate Luminarch Ascension on any sort of consistant basis.

Luckily, white has tons of low mana control and lockdown options available that will help this hang in there early game.

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Posted 31 October 2011 at 23:02 as a comment on Angelic power

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I would pull 1 Asceticism for 1 more Full Moon's Rise, replace Brimstone Volley with Blasphemus Act, replace 3 naturalize with 1 Moonmist and 2 Reclaim.

Reasoning: Asceticism is just a spendy card, 2 is enough...besides you will be regenerating with FMR anyways. Blasphemus Act kills everything for almost nothing, you regen all your werewolves = win. And lastly, Moonmist is just awesome and the reclaims will get you extra uses from Full Moon's Rise, Moonmist, and Blasphemus act.

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Posted 12 October 2011 at 03:03 as a comment on Werwolf squad

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I disagree about feast of blood, it's an awesome card. I run 4 of them in my vamp deck and I have never once been a situation where I needed to play it but couldn't. I would keep them in

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Posted 12 October 2011 at 00:40 in reply to #206129 on *Vampire Weenie*

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Pretty sure he's down to about $3...could be wrong though.

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Posted 11 October 2011 at 03:02 in reply to #206023 on *Vampire Weenie*

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I really like this, it's a really creative deck. I agree a little bit Xenograft because it would make the deck standard.

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Posted 11 October 2011 at 00:50 as a comment on Ludevic's Moonmist

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Looks pretty good, the only suggestion I could think of would be Bloodghast. He works really well with Blade of the Bloodchief. Also, this deck really becomes a threat after you you have 5 vamps on the board because of Captivating Vampire and the Bloodline Keeper, Bloodghast can really help with getting and maintaining your 5 vamps since he's pretty much impossible to get rid of.

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Posted 11 October 2011 at 00:45 as a comment on *Vampire Weenie*

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Looks like a fun deck to play, but your mana curve is too high to run only 20 land.

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Posted 10 October 2011 at 23:52 as a comment on Capitan Hipster

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Olivia is such a good card....it's borderline broken.

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Posted 10 October 2011 at 03:10 as a comment on Olivia's party

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Drew some sample hands...I think you need more creatures or some control, this is going to have a really hard time surviving since it really can't do much until you drop enchanted evening (Which is turn 5 if you're lucky, not a good point to just be getting started)

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Posted 10 October 2011 at 03:09 as a comment on Enchanted Evening? Yes sir, it is.

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You have absolutely nothing going for you until you can play your 7 drop...

Aggro wins - Runs you down before you can play phage

Control wins - counters your only win con

Mill wins - mills out all your phages, or your entire library before you can even drop it.

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Posted 07 October 2011 at 05:01 as a comment on Phage the Untouchable

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Cool idea, but the problems I see are that 1) your whole deck is banking on you pulling Liquimetal Coating, so if you don't within the first few turns...you're pretty hosed. 2) hexproof and shroud will rape you. 3) You have no real muscle, so even if your deck works as advertised you're going to be plinking away at your opponent with 2/2's

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Posted 07 October 2011 at 04:35 as a comment on everything turns to rust

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I would try to fit in blasphemus act, it's just too good when combined with full moon rise to not have in a werewolf deck.

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Posted 07 October 2011 at 04:22 as a comment on Werewolf

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Not a bad idea, although I usually find myself tutoring for spells like moonmist or parallel lives because the deck is pretty creature heavy. Thanks for the advice though.

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Posted 07 October 2011 at 00:49 in reply to #204795 on Werewolves Done Right

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That's awesome, have you thought about adding any of the planeswalkers that have tutor abilities? like lilian or the new garruk? Could make it a bit more fluid

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Posted 05 October 2011 at 00:54 as a comment on myr....sort of

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