XxSasorixX

10 Decks, 23 Comments, 3 Reputation

I already said that the check lands are placeholders, in my description.

Dimir Keyrune may not be a bad idea, with cipher. I had not thought about that.

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Posted 31 August 2013 at 19:46 in reply to #392723 on Fun (Slightly Competitive) BUG

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There is more info than that, please read this thread.

http://forums.mtgsalvation.com/showthread.php?t=521641

Here is a thread for more info on it, lol.

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Posted 31 August 2013 at 19:45 in reply to #391342 on Fun (Slightly Competitive) BUG

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Well, I want to keep it standard, so I can't use Dimir Cutpurse, otherwise I totally would.

I agree, about the Enchantment hate. Abrupt Decay can help with that, but if it's as heavy as implied, I'd probably need some more.

I wish I had some more Card Draw, but with Thought Scour leaving, there isn't much. Pilfered Plans isn't bad, but it's 3 cost, which makes it somewhat expensive with no ramp or extra mana. Last Thoughts is priced way to high because its'a a Cipher card.

So much I want to put into this deck, just not enough room!

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Posted 25 August 2013 at 00:57 in reply to #391478 on Fun (Slightly Competitive) BUG

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Here is my new post-rotation DImir/BUG Deck!

http://www.mtgvault.com/xxsasorixx/decks/post-innistradbug-dimir/

I'm eager for Feedback!

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Posted 25 August 2013 at 00:23 as a comment on GeneralM_ Read the description

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I've actually thought about decreasing some of the Essence scatters, for a bit more mill. Traumatize is great, and is better than Mind Grind, IMO. The only thing I like more about Mind Grind is I can play it a bit sooner. Since Milling isn't a Primary WinCon, I'm okay with less mil. Traumatize is pretty much the best Mil Card around though. It's a touch choice, since I want to keep the curve rather low.

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Posted 24 August 2013 at 21:31 in reply to #391236 on Fun (Slightly Competitive) BUG

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http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/ld/254

Here is a relevant quote here for the Article
"Again, I believe the lands we have in place for Theros block are wonderful, but they do not offer the same level of ease and power with three-color mana bases as the shockland/M10-dual-land combination."

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Posted 24 August 2013 at 18:56 in reply to #391342 on Fun (Slightly Competitive) BUG

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Theros won't have Checklands, but it is confirmed to have dual lands.

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Posted 24 August 2013 at 06:44 in reply to #391354 on Fun (Slightly Competitive) BUG

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The Checklands are placeholders for the Dual Lands that are confirmed to be in Theros. They may not be checklands, but there will be dual lands.

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Posted 24 August 2013 at 06:44 in reply to #391342 on Fun (Slightly Competitive) BUG

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I'm also experimenting with something similar, it's really hard to find the right deck, that works. Tempo is so critical, and a lot Decks are so quick right now, milling is a difficult condition to win by.

Have you tested this vs various Aggro Decks? That would be my main concern since you are light on removal. I like Far // Away though, I may add that into my deck as well.

http://www.mtgvault.com/xxsasorixx/decks/post-innistradbug-dimir/ Here is what I've come up with right now, which operates on a similar principal to yours, except it's more focused on killing/countering that mill. It's also Tri-color, so that has it's advantages/disadvantages.

Have you thought about some one drops, to help keep off Aggro? I find Deathrite Shaman works wonders, with even a little mill, and is an excellent blocker with 1/2. He can also keep you alive a little longer tapping stuff for life, or even extra mana. That can get the Aberration out a turn sooner!



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Posted 23 August 2013 at 00:07 as a comment on RtR/M14 - Control, Mill, Kill

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It's looking a lot better! The cheaper creatures will help, and Three colors makes it much more reliable!

Here is some further thoughts I have.

Throw in a Mana Dork. Avacyns pilgram plays that Role in Bant Hexproof, and it can allow you to get things like Witchstalker out on turn 2. I would suggest Elvish Mystic.

Drop the expensive Enchantments- 4 and above is generally a bit too much for enchantments. You want to try to stick in the 1-3 cost area. I would suggest bringing back the Divine Favors now, since you have lots of cards you can drop for them easier.

However, until Theros comes out, there really isn't a whole lot of choice in that matter, which is understandable. I'm sure we'll have our fill of Enchantments, as Theros is supposed to be Enchant-heavy.

I would consider Trollhide. It's a +2/+2 and adds the ability to Regenerate, which is huge against stuff like Supreme Verdict. For this same Reason, I'd throw some Mending touches in your Sideboard. I'd also consider throwing in Fogs in the sideboard. Most Aggro decks will out pace you, and Fog can save you.

I like the forced Adaptation! I never even thought about it.

Good luck!

P.S. I don't mean to flog my deck around, but here is my post rotation Dimir Deck, and I would like you to check out!
http://www.mtgvault.com/xxsasorixx/decks/post-innistradbug-dimir/

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Posted 22 August 2013 at 02:58 as a comment on Post-Theros Hexproof

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Keep in mind, that the only real reason that Hexproof works so well now is because of Stalker, and Geist.

Hexproof is my main competitive deck, and I don't foresee it staying top notch, come Theros. Stalker and Geist are just so valuable to the deck, and losing them is pretty much the end of the competitive version of the deck (Barring anything crazy from Theros)

Stalker, because he is unblockable, and hexproof, so you are pretty much always swinging for at least 5, turn 3. Geist is even better, since he's got the Angel, and he can be brought out turn 2, if you get an excellent draw.

The problem is this deck doesn't have the Unblockable, or quickness and damage of Geist. It's really hard to do damage with it, as chump blockers can keep you out, until you get a Gift or Ascended Lawmage out, but that's getting dangerously close to the point where you should be winning, instead of just starting to do damage.

Your best bet is hoping for a Gladecover T1, and amping it up, but that' s just not reliable. You're not going to be doing enough damage quick enough, as Hexproof is always a race.

With that said,

If I were to modify your deck, the first thing I would do is drop a color, which would most likely be black. If you want to keep the four Colors going, then you'd need at least 4x Watery Graves, and whatever dual lands Theros brings. I have all Dual lands in my Hexproof deck, and they are a must, and it's only 3-color.

Ajani is also an excellent choice. I run 2 of him, and generally throw him down and use his -3 right away. Flying and Double Strike can win the game right then, and it will help with your problem of getting damage to the player.

I would also consider swapping out the 4 Favors, for some negates. You need a bit of stall, as it will take time for your deck to start doing damage.


Good luck!

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Posted 20 August 2013 at 06:18 as a comment on Post-Theros Hexproof

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Haha. It's not a deck I bust out for friendly games, that's for sure.

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Posted 02 August 2013 at 05:58 in reply to #385320 on Traps of Maze's End

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I like it!

The only thing I would consider swapping out is Dreadbore. You have much better removal, available.

I'd consider some more control oriented options.

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Posted 02 August 2013 at 03:56 as a comment on Blood Witch

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I played a deck like this at my last FNM, it had a lot more spells like Fog and other damage blockers, with less creatures.

It's incredibly frustrating to play against. My Bant Hexproof deck actually lost to it.

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Posted 01 August 2013 at 21:46 as a comment on Traps of Maze's End

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I can see where you are going with this, but I'm really curious to see it's effectiveness. I'd be concerned it may be a bit too gimmicky to pull off reliably.

My Eldrazi deck has a few ways to put he Eldrazi on the field quickly so you may consider looking at it, to see if something can help. I'm always a fan of Sol Rings, and Quicksilver amulets to help.

http://www.mtgvault.com/xxsasorixx/decks/eldrazi-domination-deck/

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Posted 28 July 2013 at 20:17 as a comment on Mutavault is an Eldrazi >8D

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Hey, Nice Golgari Deck! I've been running one myself! http://www.mtgvault.com/xxsasorixx/decks/golgari-swarm-standard-deck/

I can tell you from experience, that Corpsejack Meance just doesn't work out really well when it comes to actual play. I had him in my deck before, but it rarely made a difference. I found It didn't play as quickly, and with the current meta, you need the quick play.

Do you plan to take more advantage of the Scavenge mechanic? If so, you really want to add a Few Varolz. That way you can scavenge things like Diregraf ghouls, and your desecration demon.

Gravecrawler also works really well with Lotelth troll, as you can discard him for the 1/1 counter, then cast him from the Graveyard.

I would also add in 4x Doomblades.

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Posted 22 July 2013 at 05:13 as a comment on Golgarifying

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Here is my R/G/BLK Aggro Deck for standard.

Trying to get at least two good decks for standard, without dropping the massive amount of money that a Bant Hexproof would cost.

Looking Forward to feedback!

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Posted 22 July 2013 at 04:34 as a comment on GeneralM_ Read the description

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I've thought about adding Grisly Salvage a few times, I think if I did that, I would swap the Deathrite Shamans into the Mainboard. However, I'm not quite sure what I would replace to add them in.

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Posted 22 July 2013 at 01:31 in reply to #380869 on Golgari Swarm (Standard Deck)

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Made some more Modifications! Feel free to come check it out!

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Posted 20 July 2013 at 00:02 in reply to #380236 on GeneralM_ Read the description

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I checked out your deck, and commented on it!

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Posted 19 July 2013 at 23:54 in reply to #379757 on Golgari Swarm (Standard Deck)

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