PotatoKing

27 Decks, 39 Comments, 44 Reputation

Damn it Garruk.

Well, I don't actually know. My friend wanted to surprise his girlfriend with an EDH deck (because they normally start and participate in most activities and hobbies together). He found a werewolf deck from tapped out, I looked at it and it wasn't all that great. So I offered to just revise it. But then the whole flipping werewolf thing bothered me because as a new player, I wouldn't understand that and would possibly be annoyed or think most cards worked that way (now that we have a ton more flip cards coming). I didn't want it to be terribly confusing. She's really quite and soft spoken, so I don't know how well she'd play with having to announce or be told to flip her cards.

And yeah, that's kind of what I'm doing. Just not sure where I'm going with this. There are combos with some of the elves I found that make wolf tokens and thought it would be good to incorporate those in there, but then I just kept seeing really awesome elf tokens.

Yeah, I'm not entirely sure... And I'm making my spell casting assumption off of the people who currently play in the EDH group @ GameQore. 2 Mono Blue, 1 Mono Red, me, and then red/green elemental dude who also plays an oona.
In my experience, they usually play a couple spells every turn, and even during my turn as well.

So say my werewolves are flipped. I cast one spell, it's countered. Then I'm either forced to end my spell casting there in hopes the next person doesn't play more than two, of sacrifice those flipped creatures and play another spell. It's almost too aggravating having to limit yourself on how many spells you can play. Maybe that's just me, but that's how I feel when I play Arlinn. The only time I flip those werewolves and sac a turn, is when I'm about to Ult Arlinn.

So.. I don't know. I don't want to scare her away or think the game is difficult based on that.

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Posted 30 June 2016 at 05:48 in reply to #584568 on Mary//On Hold

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Gilt-Leaf Archdruid

I was thinking about running a combo around this card. I'd need a way to get druid tokens.

I don't really know what werewolves I should put in the deck. I'm just worried that if I put more werewolves in they won't be super helpful. Most of the EDH games here, like I expressed before, people play more than two spells every turn. So that's the one thing i'm worried about for her deck. I think balancing it out, maybe having a couple good werewolves and getting an immerwolf out is fine, but I definitely don't want it to be a main part of her deck.

I feel like ramping with a crap ton of token generation will be a little easier too. At least gameplay wise.

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Posted 30 June 2016 at 04:50 in reply to #584568 on Mary//On Hold

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Garruk Relentless is Green All Green

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Posted 30 June 2016 at 04:38 in reply to #584568 on Mary//On Hold

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Also: The ram should stay because they're harder to get rid of than the soul sisters

I had people sideboard because of those rams. The soul sisters are easy to get rid of when going against red.

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Posted 29 June 2016 at 02:36 in reply to #584480 on Chalice

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lmao the loneriders. I like brave the sands... How about. Keep brave the sands, -1 pac -1 sun

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Posted 29 June 2016 at 02:35 in reply to #584480 on Chalice

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Ok do it. Yeh

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Posted 29 June 2016 at 02:20 in reply to #584480 on Chalice

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So... sideboard?

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Posted 29 June 2016 at 02:13 in reply to #584480 on Chalice

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Yes that one

REVISED:
So I took out 2 Angel Accords
Put in 1 Lifelink (I want to add more)
and took out True Conviction.

I was wondering, maybe I should take out some creatures??

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Posted 29 June 2016 at 01:41 in reply to #584480 on Chalice

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Well I was going to say, what if I took out True Conviction and threw in a few Lifelink?

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Posted 29 June 2016 at 01:36 in reply to #584480 on Chalice

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So Angelic Accord is really nice, but only paired with Archangel of Thune (she's why you threw so many of the accords in there). That or I have all four sheep out or two sheep and a couple sisters.

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Posted 29 June 2016 at 01:19 in reply to #584480 on Chalice

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Ok so I want to keep pacifism, brave the sands, and sunbond. Those cards usually come out and they help when I'm in a pinch. Especially brave the sands comboed with sunbond and that heckin sheep

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Posted 29 June 2016 at 01:11 in reply to #584480 on Chalice

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I'm loling at your last comment, what a rebel

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Posted 27 June 2016 at 21:01 in reply to #584407 on jk just new standard lol

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Stoneforge: I'm willing to give that up, I was just thinking of putting it on the non-token creatures, I hadn't realized I had those kor ally's as well.

Touch of Moonglove is nice, just to have in case my opponent tries blocking one of the elves, then I can just instaspell it.

Although Ayli is cool, but I only have one of her, and I can't use her second ability until I have 30 life. Cool if I can pump the allies, but I don't have anything that does other than my instants (honestly I really didn't have anything planned for those tokens)

Gleam of Authority is nice because it's a quick play earlier in the game. I don't mind if it's kill spelled, but it gives my creatures a chance to get pumped.

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Posted 27 June 2016 at 20:59 in reply to #584407 on jk just new standard lol

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#trying to trim down deck LOL

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Posted 27 June 2016 at 20:44 in reply to #584407 on jk just new standard lol

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Damn, Sorin is crazy. I do have Anguished Unmaking, if you advise it, I'll throw one in there.

I was hoping to trim the deck down, I feel a little uneasy about 75 cards.

Any suggestions?

And I saw that white eldrazi when I was looking through my stuff earlier, yeah, idk if I want to throw in a different land.

I was planning on throwing in some dual lands too.

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Posted 27 June 2016 at 20:39 in reply to #584407 on jk just new standard lol

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Also: Drowned Catacomb?? Instead of... Choked or ...?

And Perplex:
Does the transmute ability only count CMC of 1 blue black or just CMC 3?

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Posted 23 June 2016 at 22:41 in reply to #584232 on Oona's Demons

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Ok so maybe this list for land then:

2 Choked Estuary
3 Sunken Hollow
3 Secluded Glen
3 Westvale Abbey
7 Island
7 Swamp
================
Total: 25 Land

As for Faerie Imposter, I am assuming I draw it opening hand, then I can't use it; it's also one blue mana, so, although I probably won't have a problem getting blue mana, I like that Oona's Gatewarden has the option to pay blue or black.

Also: Does the ability Wither on Oona's Gatewarden stay? I'm trying to see if I can at least get a low-drop creature out on the field while I search for Oona or another Faerie. Quickling is cool, but the only thing I worry about is just not having a creature out and it dies/wasted card in hand.

The deck does run around tokens, but I only get those out with Oona and Clone Legion/Followed footsteps. So I do have some card draw and some search library, but I don't really want to add cards that don't exactly help with that unless they're very low drop with an ability that synergizes well with the deck. The bounce back would be perfect if I had more Vendillion Clique cards... Maybe I should add more Faerie Harbinger?

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Posted 23 June 2016 at 21:27 in reply to #584232 on Oona's Demons

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As for the Choken Estuary, I chose that assuming I'd have at least one of the basic lands in my hand at the time I would cast it, so I wouldn't have to wait a turn to use the land. I did add Sunken Hollow though, should I just do two and two?

Secluded Glen is super pretty but significantly more pricey than Choked Estuary, which does the same thing, but I'll add it in there. I currently have too much land though so should I just take out some basics?

Note: I sideboarded Faerie Swarm and put 2 Oona's Gatewarden, they're defender, but 1 drops and2/1 flying.

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Posted 23 June 2016 at 18:05 in reply to #584232 on Oona's Demons

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I like the Notorious Throng, the extra turn is a plus. ANd yeh, those Blitterblossoms are dang expensive.

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Posted 23 June 2016 at 18:02 in reply to #584232 on Oona's Demons

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