ValdezMarshall

1 Deck, 7 Comments, 2 Reputation

Having the Training Grounds in there really is kind of pointless since even with all 4in play you still have to pay at least 1 mana to activate any abilities, and with the Basal giving 2mana everytime you sac it it pays for the Queens ability cost in full. What you should look into is something along the lines of Grave Pact (I think thats the name), it makes opponents sac a creatures everyt time one of yours dies. That or Doubling Season or Paralell Lives, that way every one you sac, you get two back, then you have more to sac for other abilities or till other players have nothing left and they rage quit hahaha

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Posted 05 June 2013 at 09:32 in reply to #358546 on Sliver's Infinite Token Epic

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You choose which "player" to attack but either players are able to block for the other. Thus they share one life total.

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Posted 05 June 2013 at 09:23 in reply to #362052 on B/W Wall Deck

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I actually made a deck similar to this one an am in the middle of posting it. I stuck with only one of each of Bringers and two of the Shrines. I kept the White Bringer and threw in a few of the legendary equipment to fetch back make anything just that much deadlier. Ill check around to seewhat else it is I have and will get back to you.

Check out my Dragon Legends deck!! Let me know!!

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Posted 07 September 2010 at 17:07 as a comment on T1.5 The Bringers Of Honden (IRB)

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Add another Merrow-Knawer. Maybe even two. You get them out quick that way and you dont have to worry as much about one leaving play, just laugh and watch them cry when you flop another down and do it again. May as well throw in a couple of them annoying as hell rats that make an opponent discard a card to help stay ahead and get more chump blockers as well.

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Posted 07 September 2010 at 14:22 as a comment on Rats until you decide to cheat

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Ill tell ya now, withall the life gain in Vampire decks, use 4 of the Sign in Blood. Toss a few life points to keep on drawing and layin pain. I have built a few Vampire Untouchables with that in mind.

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Posted 07 September 2010 at 14:15 as a comment on Vampire Deck

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The thing about that is no matter how it is "put" into play, it still "comes" into play no matter what. So, even if he was to Zombify it into play, it triggers. If he was to use an Elvish Piper, it still triggers. The cards would have a specific text bounding them to a certain condition before it is allowed, therefor, any creature entering the 'battlefield' in any way will allow the Intruder Alarm to trigger.

Chris Marshall
Player since 1994

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Posted 05 September 2010 at 10:17 in reply to #85450 on Elven intruder

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I have made a deck similar to this, and I am actually posting it up soon, next day or two. It will be titled 'Dragon Legends'..

I would, (and did), add a few Wild Pair in there. It makes you skip your turn by playing it (just because it takes 6 to cast), but, as long as you have a blocker or two then you can start bringing out your big dragons by the two's!!!! I stuffed all the Legends I had in mine, ending with 7-8 different Legendary Dragons and then throwing in a few Eldrazi (with doubles of each, of course).. Also, do away with a couple of the enchantments and replace then with something in the lines of Ondu Giant, or whatever elf that is that lets you search for a land and put it into play. Also, do away with the Rite of Replication.. As cool as it would be, most of your creatures are Legends, therefor you cannot have any more than one at a time.

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Posted 05 September 2010 at 10:09 as a comment on Legendary Dragons

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