Chiligyro

236 Decks, 150 Comments, 9 Reputation

This really deserves a thumbs up, Radiate + a cmc 1 card makes it even a semi-fast combo.

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Posted 27 November 2009 at 09:56 as a comment on Radiant Goblins

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Hate when I misread cards...
Well even though I misread it, it is still powerful enough as it is right now. Turn 5, Shock the Rector (assuming the true believer is out) cast Scorching Missile. Turn 6 cast a Lava Axe followed by Lava Spike and it is a game. Normally around 7-8 would be the winning rounds and remember Ivory Mask is in the deck too with both that and True Believer the door gets harder to open.

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Posted 25 November 2009 at 13:39 as a comment on One-sided Storm

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Dash Hopes, black counterspell or 5 damage to the owner could save your rats from WoG/DoJ or just deal 5 damage to the owner of the spell.

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Posted 24 November 2009 at 15:32 as a comment on Rat Tribe

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In Flames we trust! (Black-Ash Inheritance is just plain awesome) .

Ok, more serious now:
Cards I would consider in a red/white giant deck with a punishing theme:
Sunhome Enforcer (a strong defensive creature in multplayer as you might need to block more than just one time before it is you again)
Stinkdrinker Daredevil
Pandemonium (it is a heavy power deck right?)
Boldwyr Heavyweights (because of Pandemonium, also if you play multiplayer you are likely to be loved)
Aven Mindcensor (to reduce the drawback of the heavyweights)
Earthquake
Feudkiller's Verdict
Scythe of the Wretched (Hammerfist Giant)
Gorgon's Flail (Hammerfist Giant)
Quietus Spike (Hammerfist Giant, a bit suicidal maybe, but the song DO mention suicide era)

Only suggestions from my side so if you want to use them go ahead. Personally I like the Scythe + Flail + Giant combo (in multiplayer you can get a LOT of creatures).

Hope you would consider some of the ideas and good luck with the giant deck.

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Posted 24 November 2009 at 11:37 as a comment on I would like some help please.

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I disagree with you, Sigil of the Empty Throne and Luminarch Ascension create creatures. So Honor of the Pure can be more effective the longer the game lasts.

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Posted 23 November 2009 at 00:25 as a comment on Enchanting Angels

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I would not judge this as serious because of the unhinged card :)

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Posted 22 November 2009 at 15:07 as a comment on I CANNOT LOSE!!!

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To be honest I think you would need a very large amounts of counterspells in order to beat this deck, as soon you will play your game ender in your draw go deck I could easily have packed a lot of cards(in my hand) to play where you do not have enough counterspells to stop me.
Also it can win without Islands just by outlasting the opponent in a long game with it's many defenders and if you just destroy my islands who said I wasn't going to bring some more with tutors.

And by the way.
All decks have weak points and when you came up with those two options you could not possibly be running both things at the same time as it would overall weaken your deck too much. Furthermore my many 2cmc transmution cards would be able to give me some Muddle the Mixture to counter your counterspells and make my cards arriving safely on the field.
And against a draw go I would rather get a few Wall of Denials or Fog Banks out and then just wait for you to have milled yourself to death.

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Posted 22 November 2009 at 11:54 as a comment on Mortal Wits

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Woops my bad for misreading the card then, just makes it even more awesome then.

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Posted 22 November 2009 at 09:11 as a comment on Wolf Infinite

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Oh just noticed a way you could win with this deck, add Hagra Diabolist to the deck :)

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Posted 22 November 2009 at 05:35 as a comment on Wolf Infinite

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The "mana pool" is a "fictive area" and is not visible the mana come from the card to the mana pool and it is not from your hand nor library, it just come there for the phase and then vanishes. In my example from earlier you will still have two swamps out after you played cabal ritual.

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Posted 22 November 2009 at 05:27 as a comment on First Deck

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Actually you will never get to swing as the process will repeat itself and force the game into a draw as far as I know.
Maybe it would be possible to "respond" to TTR's ability with a Doom Blade to kill him, but I really do not know that for sure.

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Posted 22 November 2009 at 05:23 as a comment on Wolf Infinite

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First of all I would say that this deck looks somewhat familiar to the Liliana deck from the new duel decks :)

Second, the answer to your question:
Neither of your suggestions are correct. Adding mana to the mana pool gives you extra mana for the phase you currently are in (pre-combat main phase for example) and will disappear if it isn't used.

Example:
At turn two swamps in play and are having a cabal ritual alongside with Dread Warlock. The Dread Warlock costs three mana so you will normally not be able to play him with only two swamps. Instead you tap the two swamps and by doing that you add two black mana to your mana pool. Then you use the two mana to play cabal ritual. Cabal ritual gives you three mana in your mana pool to spend so you play Dead Warlock.

I think that answers your question and besides that, If I were you I would buy 1-2 more duel deck boxes if you can afford it and then create a deck using the best of those cards in a deck of 60 cards total.

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Posted 21 November 2009 at 16:50 as a comment on First Deck

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Cool deck and it is actually quite funny that I made a deck including mortivore earlier today too, but my use was not milling, but brute force. :)

Only problem about the deck is that fastbond is banned lol

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Posted 20 November 2009 at 16:35 as a comment on Buzz Millington

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I would say that you should add some cheaper creatures in the deck for early defence. Angelic Wall for a defender that fits the angel theme and you could add some other one or two drops with vigilance as well, Veteran Cavalier, Steadfast Guard and Mystic Penitent might be cards used in this deck, the knight fits the theme best, but the mystic can end up being flying later on.
Besides the slow speed it do have potential to be a strong late game deck, especially in multi-player if you manage to survive long enough.

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Posted 20 November 2009 at 13:34 as a comment on Always Ready 1.0

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Awesome deck, I like the ability to play "free" goblins. Oh and Siege Gang Commander would be a terrifying card to let out in round two.

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Posted 20 November 2009 at 00:24 as a comment on Prepare to be gobbled.

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I like the deck, I just have a question have you looked into Sword of Meek and Krak Clan Ironworks. Those two can do wonders alongside Thopter Foundry and it would also help you do those immense amounts of damage with Leonin Elder+Sanguine Bond and Disciple of the Vault.
+1 from me, keep up the good work

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Posted 20 November 2009 at 00:18 as a comment on Artifact Burn

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For this I only have two things to say:
1. find a replacement for deathmark as you have no idea if you are going to play against white or green. (maybe twincast if you got it)
2. Looks fun to play with, good job.

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Posted 19 November 2009 at 00:34 as a comment on U/B Frustration

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To be honest I only see a little connection to my deck, but anyway good job on this one. This one uses basic lands which I only used very little of in my deck (and it was on purpose that my lands weren't creatures all the time). Also my deck is without creatures besides lands. It might have been inspired by my deck, but to call it an improved version I would not go that far.

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Posted 17 November 2009 at 09:44 as a comment on Green Mana Mayhem

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Oh, I forgot to mention. This is an Aggro deck that is capable of a turn 4 win (assuming the opponent gets unlucky and you get lucky) with the right cards, so maybe the radiate combo blinded your eyes when reading this deck.
I will explain turn 1 Forest + Mana Bond play out 3 Mutavault/Mishra's Factory and two other lands doesn't matter. Turn two play out a land(The last mutavault/Mishra's factory needs to be played this or the following turn for turn 4 win) tap 3 mana and make the Mutavault/Mishra's Factory 2/2 and attack =6 damage. Turn 3 play out a land, tap out and do the same as last time, this turn it is either 6 or 8 damage depending on the land played at turn 2. And turn 4 is the round the fatal blow is inflicted in a similar way.
Of course this is not likely to happen but it was just to demonstrate the "power" of this deck, turn 5, 6 or 7 is more likely to be the rounds were the kill is made and radiate + vivify actually most serves as a back-up plan, but I first noticed that they were back-up when I had posted this deck and it was a bit too late to change that.

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Posted 13 November 2009 at 15:11 as a comment on Vivifying Radiation

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Well this deck can win without radiate + vivify, using cards like treetop village, faerie conclave, mutavault and Mishra's factory etc. Vivify is not used to create an unstoppable land army the turn it is played, but simply to put out many lands that can be used as an army. I have considered taking mind spring instead of the tutor, but went away from that too. I know the chances are small, but I do not need 15 lands to win. With luck I can have the combo in play at turn 5, so my "real" army can attack at turn 6 (turn 5 most likely 12 lands in play at least =12 more cards where 7-8 most likely is going to be lands). I know it is unstable and I can most likely do it better, IF I don't have to use radiate.

Anyway ty for the feedback, I will leave the deck as this, because after all it is a contest. But your words are heard and if I ever make such a wierdo deck again it wont include radiate.

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Posted 13 November 2009 at 14:39 as a comment on Vivifying Radiation

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