Puschkin

111 Decks, 2,320 Comments, 1,024 Reputation

Somebody wanna help brainstorming on a theme deck?
http://www.mtgvault.com/puschkin/decks/kingdoms/
(not public yet)

0
Posted 06 October 2017 at 22:37 as a comment on MTGVault: The Gathering

Permalink

Somebody wanna help brainstorming on a theme deck?
http://www.mtgvault.com/puschkin/decks/kingdoms/
(not public yet)

0
Posted 06 October 2017 at 22:37 as a comment on Deckhelp Alliance Reloaded

Permalink

Hm, okay then maybe add a "primer" tag :)

About the spear, I know what it does, but why do you splash it? It's double-white which is hard to pull of and you could have another +1/+1 effect with native cards like more lords, most notably Lord of Atlantis, which would syngergize with those Spreading Seas.

0
Posted 22 September 2017 at 13:33 in reply to #606693 on Merfolk Bdg

Permalink

Maybe update the deck description? Because I am reading about Springleaf Drums, Lord of Atlantis and other cards that I just can't find in the current decklist.

Why is Spear of Heliod in this!?

0
Posted 21 September 2017 at 20:46 as a comment on Merfolk Bdg

Permalink

Reconnaissance!! Maze of Ith! Kor Haven!

I think the deck lacks carddraw.

Only 24 mana sources on 100 cards with an average casting cost of about 4!?

0
Posted 15 September 2017 at 18:25 as a comment on Personal Sanctuary

Permalink

Currently I don't have any time for administration, please keep on going for a while without my help.

0
Posted 13 September 2017 at 23:09 as a comment on MTGVault: The Gathering

Permalink

Forget Forgotten Ancient, all you need is Sunbond! That turns any creature into Ageless Entities and means unlimited life with Spike Feeder!
For reference: http://www.mtgvault.com/puschkin/decks/life-is-infinite-life/

0
Posted 12 September 2017 at 20:23 as a comment on [31] Mega Life Gain-! !

Permalink

You know the rules? It's actually quite simple, players are arranged like the colours on the back of the card. All players are considered your opponents and you can attack whoever you want, however, winners are declared as follows: If the two guys opposite of you are dead, you win, no matter how they died. That makes the guys left and right to you pseudo-partners because you don't have a direct reason to kill them, actually you want them to stay alive. However, as soon as one player is out (sometimes way earlier when someone is weak) politics shift.
Turn order is supposed to be in zig-zag pattern so that it's always one of the active player's targets to play next, however, we found this too confusing and prefer to play in normal play order.
And after some players started to abuse cards like Fact or Fiction we added the rule that you cannot target your "partners" with "target opponnent" cards even though they are your opponents. Untargetted spells like Underworld Dreams still hit them, though.

1
Posted 12 September 2017 at 19:24 in reply to #604681 on We are Legion

Permalink

I try to avoid Commander at all costs^^. As well es all free-for-all games. Multiplayer FFA-Commander is about the most tedious thing in Magic ...

It is usually like this (for each line, first entry is the default):
3 players: FFA (this is the only case where FFA makes sense)
4 players: 2vs2 Team, Archenemy
5 players: Pentagram, French Emperor
6 players: 2vs2vs2 Team, Emperor (rarely)
7+ players: We split in groups and play something from above.

0
Posted 12 September 2017 at 05:21 in reply to #606338 on Anti-EDH EDH

Permalink

Not only when forced ... attacking your pseudo-partners may become an necessity at some point if they are about to win once the first player is out. Or when you want to win alone. Lets say the "green" and "blue" players are dead. If the white one dies, both red and black win. So, if black wants to win all by himself and red is kindof weak, he might want to kill red first, then white.

This is part of he reason why we consider Pentagram the highest art of multiplayer.

0
Posted 12 September 2017 at 05:16 in reply to #604681 on We are Legion

Permalink

Hm, interesting card, but no. Most of the time we are 5 players and that means Pentagram. Trove of Temptation would be suicide in that format since the guys left and right of me are still "opponents".

0
Posted 11 September 2017 at 21:07 in reply to #604681 on We are Legion

Permalink

Could you elaborate on a few choices here?

For starters, why do you play Dash Hopes when you also run blue!? It is strictly worse than most blue counterspells. And since you are running Circu, it would be beneficial to run counterspells (or generally spells for that matter) that are both black and blue, for example Undermine. Okay, it should cost two mana so you can put it on Isochron, so maybe Countersquall.

Talking of Circu, you should tun it at 4 copies since it seems to be the main if not only way this deck can lock someone down.

Next, why Hinder? At 3 mana you cannot put it on the Scepter! My choice would probably be Confound, it protects your few but all-important creatures and draws you a card. But there are dozens of other spells to choose from.

Why Animate Artifact? What for? Seems totally random or am I missing something?

Then Intruder Alarm, why? That's awfully risky in multiplayer because of the untap effect, it can fuel all kinds of combos and other problematic things. If there is a creature with a good tap ability, he can use it multiple times if he play some small creatures.

Runed Halo? I can somewhat understand Meddling Mage but Runed Halo is way too narrow since only few cards actually deal damage. This should be something like Story Circle which covers so much more.


So, I would strongly recommend to ditch the Alarms and Animate Artifacts for more Lobotomists and Soul Foundrys (the latter could also be Mimic Vat - it's probably better anyway because it adds utility since it could also copy opponents creatures) and make the other choices I mentioned. Because as it is I am puzzled how this deck could "clean the field on it's own in an Emperor game" or "beat 4 afvanced players in turn 5" ... the deck has zero lifegain and zero removal for anything the opponents managed to get into play, what kinds of decks did you play these against? Decks that do nothing the first 5 turns?

0
Posted 11 September 2017 at 20:58 as a comment on The Banned Deck.

Permalink

You'd be surprised. It's actually only a select few cards that are expensive, most of them are just a few cents, which is a pity. If you went back in time to the mid-nineties you might get cards like Metalworker for a few dollars but on the flipside other rares were at least a dollar apiece, even comparetively bad ones. These days you can get about 80% of all cards (inlcuding rares) for about 20 cents inclding cards that are way better than what we had back then. Or can you imagine that Ernham Djinn was once the best creature in Type II (the "Standard" of ye olde times) and worth builind a deck around it ("Ernham-Geddon")?

0
Posted 10 September 2017 at 11:04 in reply to #605214 on Colossus Factory

Permalink

Lotus Guardian!? If you want artifact creature flyers that you can sink mana into, use Steel Hellkite. If you want a Colossus, you are missing out the excellent Phyrexian Colossus! Works well with Voltaic Key.

There are better things to do for you than Snake Basket. Staff of Domination has already been mentioned. I'd like to suggest Predator, Flagship (this would also compensate for the loss of flyers when you replace Lotus Guardian).

0
Posted 07 September 2017 at 21:41 as a comment on Colossus Factory

Permalink

They were good when you still had Frantic Search, but now Rotting Rats is the better choice. Funny thing they are zombies :)

0
Posted 01 September 2017 at 21:30 in reply to #604991 on B/U zombies

Permalink

Maybe Rotting Rats or the new Miasmatic Mummy.

Oh and Withered Wretch and Vodalian Zombie for the sideboard (the *actual* sideboard).

1
Posted 01 September 2017 at 13:01 in reply to #604991 on B/U zombies

Permalink

Tons of new cards and mountains of other cards that have been reprinted. The amount of product releases from Wizards is batshit insane.
The newest is Commander 2017 (not on Vault yet) and the craziest cards of that set would be:
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433249
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433291
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433287
Actually it's hard to pick. My new favourite (for multiplayer) is
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433266
The other players will just kill each other, I am unscathed and when my next turn starts, everybody else will have next to no blockers.

0
Posted 01 September 2017 at 04:47 in reply to #604918 on We are Legion

Permalink

Check out Mind Bomb, maybe that's easier for you than some of the discard outlets you currently have.

Ancient Excarvation is way better in this than Absorb Vis !! Or Jhessian Zombies for that matter.

You might consider adding Squee to always have something to discard.

1
Posted 31 August 2017 at 20:16 as a comment on B/U zombies

Permalink

Hi, Jessie, welcome back! This time for longer I hope?

0
Posted 30 August 2017 at 19:57 in reply to #604918 on We are Legion

Permalink

The most crucial thing is:
You overdosed on shadow! It means you cannot block at all. Moreover, you run some cards that are almost useless like Spirit En-Dal (the forecast part is pointless in a deck that is shadow-dudes only) or fully useless (Temporal Isolation - otherwise a good card because it eitehr makes you guy virtually unblockable or deprives one of your opponents guys of the ability to block. However, in this deck all your guys have shadow already and if you play it on an opponents creature, you will grant him the ability to block your stuff!).
Furthermore, you don't really need vanilla shadows like the Foot Soldier and I think red is the wrong colour to splash. Guerillas are great but it's the only red card. Blue has many very good shadow guys to offer.
Finally, the mix of equipment. You cannot block, so you should emphasize on equipments that keep you alive like that Loxodon Warhammer. But something like Swords of Feast and Famine aren't that helpful here.

Soooo :

* Foot Soldier could go. It's only useful in a very fast aggressive deck that wants an unblockable in turn one followed up with pump spells on turn two. The only nice thing about him is that, as a one-drop, it smoothes out your mana curve. But you are probably better off having some utility in that slot like Path to Exile.

* Spirit En-Dal is, as I said, almost pointless. If you consider to also ditch the Guerillas and splash blue instead, have a look at Looter il-Kor which will help you finding the right cards and the excellent Thalakos Seer. However, it will stop being a Soltari deck, I don' know how important that is.

* Temporal Isolation is completely useless, so you have 3 open slots now. Could be used for many things of course, here some suggestions:
- Things to fetch the right equipment: Quest for the Holy Relic or Steelshaper's Gift
- Flexible utility: Collective Effort, Austere Command, Righteous Confluence
- Card draw: Inheritance (as a one-drop, this could also replace the Foot Soldier!)
- Cards to recover from a disaster: Frantic Salvage, Marshal's Anthem
- Cards that are important in your meta

* I consider the following equipments suboptimal for this deck: Moonsilver Spear (that First Strike is useless), Sword of Feast and Famine (both abilities don't help you survive), Sword of Body and Mind (milling is useless at best and dangerous at worst). Possible replacements:
- More Warhammers (unless you got equipment fetchers in the step before)
- Swiftfoot Boots (haste and protection. Note that it grants hexproof, now shroud, so you can still keep on attaching equipments)
- Bloodforged Battle-Axe (from Commander 2017, check it out, it's disgusting)

1
Posted 28 August 2017 at 21:49 as a comment on Soltari invasion

Permalink

181-200 of 2,315 items

First 1 2 3 4 5 6 7 8 9 10 ... Last