Thorai

41 Decks, 104 Comments, 9 Reputation

Well, almost everything about the deck I would consider tempo, and it is has just one card that a control deck would play. Plus you run very few lands.

0
Posted 11 May 2012 at 17:55 as a comment on Tibalt's Playground (standard)

Permalink

I like the idea but seems to be more of a control trick then would fit in aggro.

0
Posted 05 May 2012 at 16:02 as a comment on Tibalt's Playground (standard)

Permalink

Mortar pod is the best card of the deck to be honest, seems a waste not to use it. Ratchet bomb is a must in the standard meta-game aswell probably.

0
Posted 05 May 2012 at 16:01 as a comment on Standard Undying

Permalink

Why the WoG (DoJ)? You have an aggro deck so you do not want to draw control cards. And Moorland Haunt is the best card in this deck so 2x will be good.

0
Posted 05 May 2012 at 15:59 as a comment on Standard Spirit

Permalink

Yeah, I have been playing it on MTGO and it does very well against the top-decks. With DA spoiled I can say Turbo Fog will be a real thing. We get two new fogs, one hosses rdw aswell. And a few borderline good cards.

0
Posted 23 January 2012 at 14:39 as a comment on Turbo Fogs Finale

Permalink

This is a budget deck? If not Hero would be great.

0
Posted 23 January 2012 at 14:37 as a comment on Standard human white weenie - help appreciated

Permalink

It is a Standard deck, so no Iso. Snapcaster is cool but it is a creature and I try not to run any of them. And it wins by not doing anything. If the Counsel resolves there is no way you can lose anymore. You have almost 30 fog effect in deck then and hardly any land.

The Finale is against control. Take out all wincons and just fog till it is time and you get 1-0.

0
Posted 21 January 2012 at 14:16 as a comment on Turbo Fogs Finale

Permalink

It is not a control deck. Most control decks play around 28-29 land at the moment.

0
Posted 21 January 2012 at 01:56 as a comment on u/w control

Permalink

Yeah, the ghostquarters are going aswell. Post sideboard the RG match up is fine anyways.

0
Posted 21 January 2012 at 01:54 as a comment on Saint Aggro

Permalink

An extra moorland haunt, less blades (too expensive). Geist of course. And another Snapcaster and O-ring. Negate for Leak perhaps. And Vapor snag. Blade slicer does not seem that great.

0
Posted 19 January 2012 at 00:43 as a comment on BlueWhite Blade standard

Permalink

Really defeats the purpose of Wolfrun Ramp with Black. The idea is you make 3 mobs and boost the one he can not black. If your zombies get -2/-2 that really does not do anything.

0
Posted 18 January 2012 at 22:56 as a comment on Heartless Summoning Ramp

Permalink

Mox Opal perhaps? Metal craft is not an issue and saves you to life for the gambits.

0
Posted 15 January 2012 at 21:04 as a comment on Karn-Coil Cannon

Permalink

I really like it. Tough ratchet bomb main seems like a good idea against aggro.

0
Posted 15 January 2012 at 20:59 as a comment on Karn-Coil Cannon

Permalink

How is this a control deck? A control deck plays removal (WoG etc.) and high mana creatures to close the game.

2
Posted 12 January 2012 at 13:10 as a comment on Standard White aggro/control

Permalink

I really do not get the deck. Delver is good, but only in a deck that has the spells for it. Geist would seem awesome in any aggro deck that has UW. A WW deck without HoP seems the forego the main reason to play WW. Your deck seems to lack any good two drops. Really needed in any aggro deck. Mana leak is not great in lategame. Most decks will have the mana for it. In the control mirror negate is a lot better anyways. Vapor snag is a tempo card but your curve is not effective enough to support tempo. Perhaps if you want to build a budget aggro deck keep the curve below 4 mana and run a lot of good 2 drops.

0
Posted 10 January 2012 at 20:45 as a comment on NEW! Standard UW weenie-control

Permalink

Normal RDW seems a lot stronger. Turn 6 win is not great for a red deck.

0
Posted 06 January 2012 at 01:56 as a comment on Goblin Slap (T2 turn 4 win)

Permalink

You should look at your cuve. So add some 1-dropps, 2-dropps etc. And the spot removal is a bit clunky aswell.

0
Posted 06 January 2012 at 01:26 as a comment on vampire standard

Permalink

thanks, will add it

0
Posted 05 January 2012 at 15:57 as a comment on Soul Sisters

Permalink

Both are turn 3+ spells. Would be nice to have something to do in turn 1 and 2. Almost all of the dragons can win the game on their own so the deck would not lose a lot of power if you cut a few for a smaller dragon.

0
Posted 01 January 2012 at 14:19 as a comment on Blood and Thunder

Permalink

I am quite sure that when it goes to the graveyard it goes as a werewolf and not as a human (had a judge ruling on that in a limited tournament with the cannibals)

0
Posted 01 January 2012 at 14:16 as a comment on Werewolf - Wolf run

Permalink

1-20 of 95 items

1 2 3 4 5 Last