Toasty

106 Decks, 80 Comments, 0 Reputation

Eldrazi Conscription! You'll want to fetch for that one, when you have Sovereigns on the field.

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Posted 19 May 2010 at 23:28 as a comment on Enchantress

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The main reason, I dont like man lands so much in this deck, is because of the style of the deck, and how fast it actually is. Believe it or not, but with all of these snake umbras and "when play enchantment/aura, draw a card" cards I have, I'm going to need to keep my mana cost low, to play them as fast as I can. I've actually pulled out a Aura Gnarlid with 1x Canopy Cover, 1x Hyena Umbra, 2x Snake Umbra, and about 2 trace of abundance on my lands around turn 4, 5. That's a 11/11 flyer, shroud, first strike, draws 2 cards each time it deals damage. This deck builds so quick, I need to try and keep things low costing.

And for the sigil of the empty throne, that one does seem like a good card, I'll consider it. Only thing i dont like about it is that the angels don't have shroud, and 1 maelstrom pulse will obliterate them. Good card to use against UW control/ UWr Planeswalker decks though.

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Posted 19 May 2010 at 17:57 in reply to #66312 on Naya-Umbras T2

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Yeah... I did look at him, but I didnt like. His mana is a bit out there. Once I get to Late Game, my Mortician Beetle / Bloodthrone + Blade of the Bloodchief combo should be much more powerful than him. 3/3 for 6 mana didnt thrill me.

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Posted 17 May 2010 at 00:21 in reply to #65943 on Sacrifical Vampires

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Nevermind, I instead decided to drop lands to 23, then threw in Blade of the Bloodchief, additional bonus counters, probably to Bloodthrone Vamp.

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Posted 16 May 2010 at 22:22 in reply to #65929 on Sacrifical Vampires

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True, I was a tad bit heavy on lands, but that's mainly because I couldnt find too much to fill a 1-for spot :P

I guess I'll take out 4 refuge, +2 basic lands, and +2 umm... I wanna add Conquering Manticore, either that or something else big.

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Posted 16 May 2010 at 22:20 in reply to #65929 on Sacrifical Vampires

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Dont worry, Kiln Fiend wont hit the board if I'm worried about heavy spot removal, that or next game I side in swerves. Spell Pierces can be a life saver.

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Posted 16 May 2010 at 12:18 in reply to #65800 on Kiln Distortion T2

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If I'm playing a burn deck, I would probably drop my Plated Geopede on Turn 2, then drop Kiln Fiend on Turn 3 (with a spell pierce, mind you.) Then, Turn 4, crack a fetch land (Plated Geopede gets +4/+4), throw down 2 distortion strikes on each, 1 lightning bolt, and spell pierce JUST in case.

Without Spell Pierce - I just did 20 damage (Geopede - 6, Kiln Fiend - 11, Lightning Bolt - 3).
With Spell Piercing on of their spells - I just did 23 damage. (+3 to Kiln Fiend)

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Posted 16 May 2010 at 12:17 in reply to #65791 on Kiln Distortion T2

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That is a good argument, but at the same time, I'm only focused on things that can target my Kiln Fiend, Swerve can redirect Day of Judgment too, mind you. Also works on Lightning Bolt, Doom Blade, Tendrils of Corruption, Polymorph. Once I assemble the right cards, I'll play test and see what I prefer.

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Posted 16 May 2010 at 12:14 in reply to #65783 on Kiln Distortion T2

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I would consider adding Quietus Spike to this deck.

Artifact - Equipment for 3 mana, 3 equip. Creature gets deathtouch and whenever creature does combat damage to an opponent, they lose half their life, rounded up.

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Posted 15 May 2010 at 15:06 as a comment on The Unblockables

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Alright, a few cards you might want to considering adding.

To start off. Jund Hackblade, 3/2 with haste if you already have Grixis on the field.

Ashenmoor Liege. Gives all your mono color guys +1/+1 and double colors +2/+2, while having a damage inflicting shroud.

Fists of the Demigod. +2/+2, First Strike, AND Wither for only 2 mana? This card was crazy strong back in the days of Shadowmoor.

Cunning Sparkmage. Same as Vithian, but has Haste, so can damage quicker.

Basilisk Collar. Throw one of these onto your Vithian Stinger/Cunning Sparkmage so they can KILL any targetable creature with 1 damage, then gain 1 life from it :D

Kulrath Knight. Big 3/3 Flyer, has Wither, and makes your counters deadly awesome.

Scar. Weaken your opponent's creatures. Also stupid annoying with Kulrath Knight on the field, acts like a black/red pacifism.


It really depends on where you want to take this deck. Do you want to use it at Standard Tournaments? If so, drop the Shadowmoor creatures. Do some research online, see what cards are good, and come up with some awesome combos. Good luck.

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Posted 13 May 2010 at 00:18 as a comment on B/R Aggro (Plz Help)

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Oh, kinda mis-worded the above.

Ruinous Minotar permentaly replaces Surrakar Sureblade.
Plated Geopede was TEMPORARILY replaced with Goblin Arsonist.
Wind Zendikars were thrown in to help with creature balance.
Replace Scalding Tarn with Evolving Wilds, for cheapness, but switched back.
World at War was replaced with Devastating Summons. Much better use.

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Posted 04 May 2010 at 21:16 in reply to #64323 on U/R Sneaky Aggro

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I modernized it for cheaper game play. I'll change it back in a second.

I did test it, and it's good with Geopedes, but I switched with Ruinous Minotar, since they're only good with alot of fetchs.

And I threw in the wind zendikons, because it's a 2/2 flyer for 1 mana, it's better than goblin guide. No haste, but flys and doesnt give card advantage. I can also sacrifice the wind zendikon for devastating summons, and return the land.

Surrakar Sureblade I didnt like. He was just...useless. By the time I got to use him, I only used him for chump blocking. He's amazing if he hits, but you usually have to waste a distortion strike on him. Aint worth it.

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Posted 04 May 2010 at 21:13 in reply to #64323 on U/R Sneaky Aggro

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They could, but with my Mul Daya Elf combo, I dont plan on waiting too long for them to buff up. Just look at my idea of a perfect play

Turn 1: Forest - Mana Dork (Birds of Paradise/Llanowar Elves)
Turn 2: Mountain - Harrow (tap mana dork + 2 lands)
Turn 3: Land (4 total) - Oracle of Mul Daya, Land again, Mul Daya Channelers
Turn 4: Land (5), then Land again (6 Oracle) - Hellkite Charger, tap Mana Dork + Channelers to play Mage Slayer.
Turn 5: Land (7), then Land again (8 Oracle) - Bear Umbra on Hellkite Charger, then equip Mage Slayer on Hellkite, attack with Hellkite, untap lands, attack again with ability, rinse wash and repeat till dead.

With this deck, I can kill on Turn 5, assuming I get the right amount of lands at the right time. Garruk is there for additional rush + mana ramp. I will in theory get enough land by turn 4, but on turn 5, they're already dead. I'll try and play with the idea once I get this combo running, but till then, will try as it is.

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Posted 02 May 2010 at 22:52 in reply to #63991 on Hellkite Bear

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I do like the idea of that combo, but I didnt want to cut my Garruks. Mainly because, they're my only Overrun ability cards. And if you think attacking every turn can be bad, wait till you give all of them +3/+3 and trample for EACH HIT? Turns my little Birds of Paradise into a 4/4 flyer with trample. THAT'S deadly.

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Posted 02 May 2010 at 22:44 in reply to #64007 on Hellkite Bear

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Your welcome. Had to look through a total of 156 cards (each card had quantity of x4 during my pre planning, so 39 cards to look at.) to get together what I thought would be efficient.

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Posted 01 May 2010 at 20:17 in reply to #63855 on Esper Time

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psssst, training grounds wont work for Crab Umbra. It says that it reduces CREATURE ABILITIES by 2 mana, while Cram Umbra is the ENCHANTMENT'S ABILITY, so it still costs 2U.

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Posted 30 April 2010 at 23:09 as a comment on Venerated Teachings

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If i was you, going for RDW with a splash of B, I would add Terminate for spot removal.

Also think about Grim Discovery, lets you recover your Ball Lightnings and a Fetch Land.

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Posted 30 April 2010 at 21:37 as a comment on Red deck wins blightning

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No Honor of the Pure? That card is AWESOME for Mono White, +1/+1 for all white creatures!

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Posted 30 April 2010 at 21:29 as a comment on FNM mono-white

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Hello, this is his "Red/Blue Burn Deck" Buddy that stomps him all the time :D here to HELP!

I like your creature choices, but not the quantity. Iona is the way to go for U/W Control, but I dont like only 1x Baneslayer and 1x Sphinx of Jwar Island. If i were you, I would either...
A) Pick the one you prefer and make it 2x, while putting 1x of the other in your sideboard (3 total)
B) make one 3x (1 in side) while eliminating the other (NOT SUGGESTED)

For your lands, I would invest in some Tectonic Edges. If you arent drawing any lands yet, for your cancels or draws, then you might as well try and smash theirs. Stalling for your kill cards makes Tectonic good, but only for about 2x land, not 4. Helps counter Man-Lands.

For your artifacts, I would pump Chalice to x4, to help with mana ramp. Also consider adding Fieldmist Borderpost.

Spells. I like the basic counters, Hindering Light, Negate, etc, but becareful with your Path to Exile, it can be bad if you give them way too much extra mana. To help counter this, you could run some "Knight of the White Orchid" cards in your deck. Lets you search for a Plains if they have more land. Only draw back would be you would want to get rid of the chalices for it. Also, for the Silences, I would either save them for when it's the beginning of the game, to get quick walls out, for when you're building up your Jace/Elspeth combo, or when you're in late game and you got Iona in your hand. Also, if Martial Coup doesnt work well for you, u can always try Day of Judgement, it's a 3 mana cheaper Martial Coup without the 1/1 guys.


Best of luck in your deck. and BRING IT ON:3

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Posted 29 April 2010 at 21:06 as a comment on Lightning Bolt,Chain Reaction Get rid of-er

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For Walking Atlas, it was a card print typo. It IS an artifact.

And how does it need help? Do you wish to try and say what's wrong with it?

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Posted 28 April 2010 at 19:16 in reply to #63444 on R/G Eldrazi Stompy

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