samuraibarak

100 Decks, 86 Comments, 9 Reputation

Go for it. He's one of my favorite, since he's a decent general that doesn't immediately get hated off the table. I'm still optimizing the list, but copy as much of it as you like.

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Posted 15 May 2013 at 06:47 in reply to #352126 on Bosh, Iron Golem EDH

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Staff was not sweet. If I ever have enough mana to get it going, I should just be casting Bosh.

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Posted 11 May 2013 at 21:05 in reply to #344204 on Bosh, Iron Golem EDH

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Captivating Vampire would be amazing in this list. By the time you get him out, you'll probably be able to immediately use his ability, and it has the added benefit of buffing all your guys.

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Posted 01 May 2013 at 06:12 as a comment on Olivia Voldaren EDH

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Yup! Staff of Domination should be sweet in this list when the mana ramp gets going.

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Posted 24 April 2013 at 06:46 in reply to #344204 on Bosh, Iron Golem EDH

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Thanks for the comment. Sigarda is an awesome general, and in my opinion probably the best one to build around for a Voltron style deck. That being said, I can't help but think you didn't look at my cards choices very closely. Let me try to give some explanations of decisions I made.

First things first, the comment about not being sure about the early game is misleading, since I figured out what I was going to do as the deck was coming together. I should not have kept it when the deck was published. Sorry about that.

My reason for not running ramp spells and artifacts is for synergy purposes. Things like Rampant Growth and Sol Ring are great in the first couple turns of the game, but after that they get much, much worse since they have no synergy with all of the "enchantments matter" cards, like the various enchantresses and Sigil of the Empty Throne. You'll also notice that I do have ramp, albeit in enchantment form. Wild Growth, Utopia Sprawl, Khalni Heart Expedition, Rites of Flourishing, Heartbeat of Spring, Fertile Ground, and Mana Bloom all serve as ramp in the early game, while Mirari's Wake and Awakening Zone can ramp later in the match. I also included Llanowar Elves, Birds of Paradise, and Avacyn's Pilgrim in the original draft of the deck.

I should find space to make room for Swords to Plowshares and Path to Exile, as they are some of the best removal spells in the game, but I do still have lots of removal in the deck as it stands. For normal removal, there's Forced Worship, Journey to Nowhere, Prison Term, and Oblivion Ring (Forced Worship also has the added benefit of being a repeatable source of angels when Sigil of the Empty Throne is in play). For prison effects, which act as pseudo-removal since it stops attackers, there's Deuling Grounds and Ghostly Prison. I also put in a bunch of effects to slow my opponents down and buy myself some extra time in the form of Nevermore, Runed Halo, Curse of Exhaustion, Leyline of Sanctity, and City of Solitude. Karmic Justice can also act as fantastic removal in certain circumstances.

You're right that I should put in a Ray of Revelation. I should have my own defense against enchantments, since it will probably come up eventually. I'll have to find space for it.

Thanks again for your input, and I hope my wall of text cleared some things up about the deck. Post a link of your version when you finish it. It'd be awesome to compare.

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Posted 21 April 2013 at 16:40 in reply to #343229 on Sigarda EDH

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Thanks for the input. I didn't add cards like safe passage because for the most part, a well place doom blade will do much the same thing. I'll probably put it in the board though for super aggressive decks. Predator's Gambit is sweet, but was not included because I only have 4 creatures that actually stay creatures. If I put it on Gideon or a Glint Hawk Idol, it falls off at the end of the turn. Same goes for Angelic Benediction. I have Lingering Soul's, so Midnight haunting is largely unnecessary. It has the added benefit of being an instant, but lingering souls has so much more resilience and reach. Bone Splinters isn't really the way the deck runs, since I need my creatures. It also ends up being just as mana intensive as DB or GftT since I would have to activate most of my creatures to use it. For this deck, Angelic Benediction is just a worse Homicidal Seclusion. Erase is a definite sideboard card, and Faith's Reward is not for this type of deck.

I hope this helps explain some of what I included and some of what I didn't.

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Posted 13 July 2012 at 04:16 in reply to #272606 on Homicidal

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Boon reflection is not competitive, but it is super fun.

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Posted 25 June 2012 at 17:41 as a comment on Healing Aura

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It's bad. It's too susceptible to graveyard hate, since a lot of the deck's intention is to miracle over and over again using noxious revival.

Miracles are also just slower than pike, and they take up more slots.

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Posted 10 June 2012 at 19:16 in reply to #262970 on Miracle Grow

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Absolutely terrible. :P

You might look into dangerous wager. I wouldn't run four copies, but a couple could help fill your graveyard early game and your hand late game.

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Posted 20 May 2012 at 03:19 as a comment on Flammin' Pike

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Cool, nice to see you thought everything out. It always refreshing to see original decks doing well.

Also (in a very much not original way), I think I'm going to build a similar deck to this, but I like the idea of using Black more than White. I figure I can recoup the life loss with Vault Skirge and Pristine Talisman. Plus Dismember becomes ridiculous with an Extractor in play.

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Posted 16 May 2012 at 03:20 in reply to #255809 on Rage Extraction

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Also, Why are you using Divination instead of Tezzeret's Gambit? They can be cast for the same cost, and with a Rage extractor in play, Gambit is way better.

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Posted 14 May 2012 at 21:57 in reply to #255809 on Rage Extraction

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Looks like a fun deck to play. I really like the Grand Architect tech. How has it been doing in matchups?

I would definitely lose the Temporal Mastery. I don't think this deck really wants it, especially if it puts you over 60 cards.

Also, why no gut shot? Rage extractor turns it into Forked Bolt, which is awesome considering all the X/1's in standard.

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Posted 14 May 2012 at 21:52 as a comment on Rage Extraction

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Maybe add in tormented soul? It's another aggressive one drop like Delver and can actually do some damage with a pike.

You might also consider adding in forbidden alchemy to help you find what you need.

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Posted 08 May 2012 at 04:17 as a comment on Demonic Delver

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Would you consider adding ramp to this for potentially faster Flayers? I know that ramp is severely limited in Innistrad block, but Scorned villager can lead to some broken starts.

Just a thought, since getting flayer out really strengthens your game plan.

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Posted 17 April 2012 at 01:02 as a comment on Hate

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Seconded for otterbox's comment. Lifegain is good, but never as pure lifegain. Look at any of the cards that gain life that are used in competetive play. Lightning helix bolts your opponent while gaining three life. The Martyr Proclamation deck in Modern gains a ton of life, but all while putting +1/+1 counters on Ajani's Pridemate and making Serra Ascendant huge.

So yeah, long answer to basically say that you should cut war report. Pure life gain just isn't that good.

Also cut myr propagator. It's not good enough to be good. Plus, if you cut it and war report, you'll be at 60 cards with no detriment to your deck's power level.

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Posted 15 April 2012 at 07:38 as a comment on Myr's Unite

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Games probably won't go this long for you most of the time, but have you considered putting 1 or 2 copies of emeria, the sky ruin into your mana base? it could be really helpful for you late game since you don't have any card draw.

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Posted 15 April 2012 at 05:40 as a comment on Angels

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From what I understand, these cards have a separate trigger for losing the game. For example, the oracle text for warrior's oath reads "take an extra turn after this one. At the beginning of that turn's end step, you lose the game." To me, that means at the end step, a "you lose the game" trigger goes on the stack. You can place the sundial trigger on top of that, which nulls all the triggers below it, allowing you to take extra turns with no consequence.

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Posted 15 April 2012 at 02:04 as a comment on Sundial Shenanigans

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Awesome. I hope it performs as it should for you. Let me know how the matchups are.

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Posted 15 April 2012 at 01:59 in reply to #247533 on A Game of Thrones

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Add White. Having access to perimeter captain will give you more explosive draws and will also shut down aggro decks since you'll be gaining life every time to block. Pride gaurdian fits much the same bill, though it's not as good. white also gives you access to wall of omens, which is sweet.

Also, green sun's zenith to help you find overgrown battlements. Having twice as many chances to draw battlements will really help your game plan of ramping up mana.

As a final note, I think that feed the pack would be a better win condition than eldrazi conscription. you only have 4 creatures that can attack in this deck. With feed the pack, you can churn out wolves, especially with tree of redemption. you do lose out on gaining 10 life every two turns with conscription on tree, but that combo isn't really all that great to begin with.

There's more I could talk about (I love defender decks) but I'll leave you with these suggestions for now.

TL;DR: add white, add Green sun's zenith, trade Eldrazi Conscription for Feed the Pack.

Hope this helps.

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Posted 13 April 2012 at 00:40 as a comment on Defender

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Yeah, I'm just not in the mood to figure out the math for a mana base right now. It would be all the standard stuff like duals and fetches, though you could get away with basics and the cheaper duals.

I think the deck will be pretty good with some testing and tweaking. it just has to get to that level first.

Also, commented on your zombie deck.

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Posted 12 April 2012 at 22:46 in reply to #247117 on Modern Mythic

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