sevensided

14 Decks, 76 Comments, 1 Reputation

Extirpate, you lose.

Magus of the Moat, you lose.

You need a way to get the rats out faster than just hard casting them. Like with Thrumming stone.

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Posted 20 November 2007 at 11:48 as a comment on

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Kavu Predator is synergistic in that it's a 2/2 with trample for 2 that I can slap with Unstable mutation and have it run over my opponents creatures.

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Posted 20 November 2007 at 11:45 as a comment on The Glow

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Verdun is not Type 2 legal anymore. This is a type 2 deck. If this were an extended deck, I'd be playing plax shield and gatherer of graces as well.

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Posted 19 November 2007 at 16:20 as a comment on The Glow

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1st turn- Virulent, 2nd turn, muscle, third turn mirror, 4th turn swing for 15. Its just another win condition. I like having good options.

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Posted 18 November 2007 at 19:25 as a comment on Sliver Mirror

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Took out blanchwood and elves, added ophihian, BoPs, and guise. Iopt not for the plainswalker, because I don't have him. I opt to keep the creatures because less than 20 and I will have difficulty keeping pressure on my opponent.

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Posted 18 November 2007 at 18:01 as a comment on The Glow

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Simple: I can pay X to make all my creatures X/X, plus the bonuses of all the other slivers. I don't care about making them all changelings. I have mirror strictly for the pump.

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Posted 18 November 2007 at 17:21 as a comment on Sliver Mirror

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Also- Why is rewind in there? Is this not a type 2 deck? I recommend dropping the unsummons, rewinds, remove souls, reminisce(god help you if you need to put your graveyard back in your deck)and familiar's ruse (you have very few creatures anyways). The only card I'm going to suggest putting in is scattering stroke- you have a chance of using it to cast Guile or Arcanis with only 4 lands on the board. Otherwise, I suggest trying to find a balance between faster card draw/counters/ & creatures

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Posted 18 November 2007 at 16:16 as a comment on CounterMill

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Also, you have nothing to protect Jace with aside from counters, and with minimal card draw(arcanis on turn six?), that's not reliable. Add to that you have a whopping 7 cards that are reasonable win conditions in a 70 card deck, and some of them require the rings to be effective. You have no way to tutor for them, you have no deck thinning, no acceleration, and only card draw after turn six.

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Posted 18 November 2007 at 16:11 as a comment on CounterMill

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I hate that this doesn't show planeswalkers, however, Madrock is correct. Only Jace (I'm assuming thats the card that makes this a 68 card deck and not the 66 I count) and Arcanis have activated abilities, the rest are triggered.
And this deck is... not good. Too many spells, not enough creatures. Any good deck has enough removal to deal with Guile and everything else, and you won't be able to stop it with counters(chances are, you'll be tapped out by casting Guile or said creatures).

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Posted 18 November 2007 at 16:06 as a comment on CounterMill

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Elves are meh- I'd rather have the Birds, and more treefolk. Seedguide ash is not great in constructed- you get better investment for your mana with another battlewand and more protectors and dorans.
And why is the dourback not maindeck? Thats a treefolk that doesn't need Doran to be brilliant.

You need to look into using the splash colors for good removal- like crib swap and nameless inversion, both of which are treefolk spells, and oblivion ring.

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Posted 18 November 2007 at 15:52 as a comment on Dorans Visions

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Gah. Horrible. Drop regeneration. Drop seal of primodium. And switch out rampant growth with search for tomorrow. Put in 4 Dorans, and 4 Birds of paradise. Get at least 23 lands, and try to get some with multiple color capacity (dual lands, gemstone mines, vivid swamps or plains) or put in terramorphics. This is a three color deck, you need more lands and multipurpose lands.

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Posted 18 November 2007 at 15:44 as a comment on Dorans Visions

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Why would I need more counter spells? This isn't a control deck per se. Its more of an aggro deck, ergo, it would make sense to have more creatures.

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Posted 18 November 2007 at 15:39 as a comment on Forest Fairies

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Drop the Coat of Arms, Healing Leaves, Sentinel, Thornwealds, and Death Render. Focus on what you are trying to do: Kill your opponent by swamping them.

Consider putting in Pendlehavens, Jagged Scar Archers, and 4 Wren's Run Vanquishers. Put in Fistful of Force. Put in Leaf Gilders (2/1 that taps for green mana). Put in Epic Proportions and Garrick Wildspeaker if you have them, or at the least, put in Primal Rage.

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Posted 13 November 2007 at 19:31 as a comment on

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Yes, I have thought about Ambassador Laquatus, but I couldn't make him quite fit into the deck.

And I've already commented on your Jace Beleren deck.

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Posted 11 November 2007 at 13:21 as a comment on Merrow Mill

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Might I suggest instead of Keldons you take Kavu Predators, since you are running Groves, at anyrate.

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Posted 10 November 2007 at 13:24 as a comment on Forest Fire Stompy

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Take a look at my version of the Haakon: http://www.mtgvault.com/viewdeck.php?did=5777

Basically, more Oona's Prowlers. Run four of them. It's the easiest, most reliable, and fastest out for Haakon, and still leaves you with a troublesome creature. The Gathan Raiders are a nice touch, but the Trespassers are garbage. I'd also run four Haakons, since he is the linchpin of the deck, and with no way to tutor for him, you'll need four.

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Posted 10 November 2007 at 13:19 as a comment on Haakon Haakoff

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This is a really bad deck. No mana acceleration before 4th turn, and no way to deal with decks faster than 6 turns, which is almost every other deck in magic.

Try some prismatic lenses(just for the turn two extra mana source), llanowar elves, and overgrowth/search for tomorrow/rampant growth etc etc.

I'd also reccomend treetop village to give you some early beefy creature.

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Posted 09 November 2007 at 03:03 as a comment on

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And Lastly: Try getting a couple of Cairn wanderers. When you are playing a hand destruction deck, haveing a creatures that has all your opponent's creature's abilities is nice.

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Posted 08 November 2007 at 16:44 as a comment on wut hand

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Fourth: I recommend an Urborg or two in the deck. You don't need it so much, but that card can help iron out mana issues, and it can be used against other players that play black decks that rely on Urborg (Teachings anyone?).

Fifth: I recommend 3 racks and 3 megrims. Megrim can do more damage and faster, but rack is cheaper and has a sense of 'eventuality'.

Sixth: You need card drawing. Harmonise and/or hoarders greed could do wonders.

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Posted 08 November 2007 at 16:43 as a comment on wut hand

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First: I highly recommend a sideboard with extirpates,yxlid jailers, and Tormod's crypt. If you run into any well built re animator/bridge deck or a Haakon Inversion deck (similar to my Haakon Impersonator deck), you will lose.

Second, you don't need elves in your sideboard. When would you ever put them in your deck?

Third: don't run 4 of each creature land. They come into play tapped and will slow your game down immensely. Magic is still a game all about speed. 2 of each should enough.

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Posted 08 November 2007 at 16:38 as a comment on wut hand

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