swordeh

5 Decks, 59 Comments, 1 Reputation

Instead of Ball Lightning, I'd suggest Hellspark Elemental.

It may only be a 3/1 with haste and trample, so at first you'll think it's a bad choice, but think of it this way...

You play a Ball Lightning, they Lightning Bolt, Harms Way, Volcanic Fallout, Doomblade, or any kind of instant monster destruction. Ball Lightning was just basically wasted. But with Hellspark, if they use there destruction on it, you can just unearth it later which could actually come in more handy, because you can pick when you wanna bring him back and hit for three, it could make or break, so, basically with four you get eight creatures instead of the four with Ball Lightning.

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Posted 04 October 2009 at 15:32 as a comment on first attempt at a competitive standard deck (help please!!!!!)

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"10/1/2005: Any comes-into-play abilities of the copied creature trigger when the creature tokens come into play. The creature tokens also have any "this comes into play with" or "as this comes into play" abilities that the copied creature has."

To quote when you click on the Followed Footsteps card, so if come into play abilities still work, I don't see why abilities that happen when they enter the battlefield wouldn't either. They are in fact entering the battlefield.

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Posted 08 September 2009 at 12:34 as a comment on day of the dragons(just read it)

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The only thing I could think of is that Double Negative is really only good if you're going against a cascade deck, otherwise you're usually just going to get one counter out of the possible two. Switch it in for something that costs a little less like either a Negate or Essence Scatter.

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Posted 04 September 2009 at 01:05 as a comment on Grixis Control

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Elsewhere Flask is good fodder for Time Sieve, 2 to cost and lets you draw a card.

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Posted 29 August 2009 at 12:10 as a comment on Artifact Combo

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Llanowar Elves should be Birds of Paradise, but only if you can afford there hefty price.

Might wanna consider taking out Moonhold for some spot removal such as Lightning Bolt or Path to Exile, they might prove a little bit more worth it and cost a heck of a lot less.

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Posted 25 August 2009 at 20:51 as a comment on Naya Burst

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Not much power, unless your Planeswalkers live, you can't do much with the deck, the best other thing you got going is the Shepherd and Enlisted Wurms. You also have 4 Knight of the Reliquary and what seems like almost no outside source of mana except for the borderposts, which shouldn't be relied upon. Birds of paradise or even llanowar elves would be a much better pick.

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Posted 25 August 2009 at 09:54 as a comment on Three color control

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Yes, it is, but it's only mill if you have the Quillspike/Cinder combo, mainly because if your opponent gets those cards and you don't have a way to get rid of them, it could easily give them an edge over you to beat you faster next turn. Make sure to play smart, I think Psychic Drain is just a little bit more of a direct mill that doesn't give your opponent a possible edge over you.

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Posted 20 August 2009 at 14:33 as a comment on Discard

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Well, as far as creatures go, Mahamoti Djinn is bad, 6 for a 5/6 flyer, there's better stuff out there, a lot better. There's stuff like Baneslayer angel that's 5 for 5/5 but has amazing effects.

Also, instead of Reprisal, which is a limited two cost card, you should look at Path to Exiles, one less mana and just removes the creature from the game, it nets your opponent a land, but usually it shouldn't make that much of a difference.

The Peach Garden Oaths also seem a tad out of place, a lot of your creatures are kinda big and there's a few that can't even be played till much later, you could probably replace it with some more counters like Negate/Counterspell/Cancel, whatever, or just take it out all together to slim down your deck.

Also, Stormfront Pegasus is far superior to Armored Pegasus. It costs two as well and is a 2/1 not a 1/2, which would probably help you out a little bit more.

Also, the artifact life gain cards are kinda meh, there's better stuff you could add in it, or again you could just cut them out to slim down the deck and get your other stuff sooner.

Just a few things to maybe help point you in the right direction. :) Happy building!

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Posted 20 August 2009 at 14:29 as a comment on brewing doom

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Love the idea of this deck, but I think that your Knight of the Reliquarys would do better main decked instead of the Naya Sojourners. It would give you an alternative way to win if your getting unlucky with pulling Razerunners or if someone gets rid of them, you could just plow through them with the Knights.

As for the Druid of the Anima's, there ok, but if you could get ahold of them, Birds of Paradise are much better for mana producing and there one less to play.

You might wanna also look into Doubling Season, would double all the counters and make the deck move a lot faster.

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Posted 20 August 2009 at 13:59 as a comment on Goblin Razerunners (Extended)

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Also, for what it's worth, Bant Panorama isn't as good as Seaside Citadel. It's a land that may come into play tapped at first, but adds either G, U, or W. Makes for a great first turn drop usually and can help out with what ever you get.

If your gonna go with more of the exalted theme, I'd highly recommend the above mentioned Rafiq the Many, and maybe a few Knotivine Paladins. Not only do they get exalted, but +1/1 for each untapped creature you control, so it gets like a double version of exalted, with Finest Hour, it's a huge hitter.

Hope I helped :D

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Posted 18 August 2009 at 23:52 as a comment on Bant Exalted

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I agree with Skyrim, Spearbreakers are only good if there's a lot of counters in your opponents deck, so I'd suggest moving them to the Sidedeck. If anything I'd main deck the Path to Exiles, gives your big hitters a chance to hit unblocked, meaning a ton of damage.

Also, I like Cascade as much as the next person, but imo, Enlisted Wurm is just to expensive to run. Instead of running him and hoping you get something big, maybe run some low big hitters. Wild Nactal is a one drop that can be a 3/3 pretty quickly. Mana ramps are good too, like Llanowar and birds.

Also, Masked Admirers seem to expensive for what there worth, you get to draw a card, and you can bring them back if there in the graveyard, but your mana would be better spent on your big monsters so you can overwelm your opponent. Might also wanna look into Garuuk the Wildspeaker, his main ability to untap lands is extremely helpful for getting out more monsters, and he can make 3/3 beast tokens, and his last ability just screams use me with big hitters. Who doesn't love a 8/7 three drop Woolly Thoctar with Trample :)

Hope I helped.

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Posted 17 August 2009 at 22:46 as a comment on Naya Beast

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Ah, I get it. Makes sense if you're looking to keep it a mainly two color deck, again, I just saw black cards and assumed you were trying to play black lol. xD

Then all I can think of is maybe do 4x Plumeviel and 3x Walls of Denial, I like the 4/4 flash a little better than a 0/8 shroud. Nice little surprise for someone who thinks they can just attack you.

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Posted 17 August 2009 at 19:47 as a comment on Glassdust Sharuum Combo Deck

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I do believe that Blood Funnel with no creatures isn't a good idea, sure your spells cost less, but there all going to be countered which kinda makes it all pointless.

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Posted 17 August 2009 at 19:30 as a comment on Megrim 2.0

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Entomb is probably your best bet for something like that. One black and it goes straight there, but like I said, I didn't even see those Merfolk Looters, and I like those a lot actually, you not only get a card, but you can discard a card as well. Discard the Sharuum and bring it right back.

If your playing black and Sharuum, I'd also look into Makeshift Mannequins, only because then you could put both Sharuums in your graveyard and not have to hard summon any of them.

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Posted 17 August 2009 at 19:26 as a comment on Glassdust Sharuum Combo Deck

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Hmmm, didn't even see the looters there. Nevermind :D

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Posted 17 August 2009 at 18:39 as a comment on Glassdust Sharuum Combo Deck

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The idea is good, but it requires you to loose a Sharuum, and from the way it looks, the only way for you to loose one is for your opponent to destroy one. Might I suggest adding a few cards that allow you to take a creature card from your deck and put it straight into the graveyard, could help speed up the combo and make things a little easier to get going.

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Posted 17 August 2009 at 18:27 as a comment on Glassdust Sharuum Combo Deck

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If your gonna run counters, I think you might have a few to many. I'd take out the Dream Fractures, you don't really want to have your opponent drawing cards, and Cancel/Countersquall are obviously better for being the same mana/cheaper to play.

I'm going to assume the Terrors are Doomblades, If not I'd suggest using those, much better, although with all the counters, I'd take out the Terrors and add more of other things, like another PtE, another CSq and Cancel.

Soul Manipulation also seems like something you could cut out with cancels/Countersqualls.

Hope I helped. :D

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Posted 17 August 2009 at 18:14 as a comment on New Artifact Deck (Don't have the cards) Comment!!

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