Chiligyro

236 Decks, 150 Comments, 9 Reputation

To be honest I find this deck way to slow. If this shall work you need to put in some cheap cards that can keep pressure of you until you can play your howl of the night pack. As it is right now you will be killed before having a chance to strike back. Being able to play a howl of the night pack at turn four is possible with some luck, but at that time most aggro decks would have killed you or nearly killed you and the 7 wolf tokens wouldn't save you. (Other decks will probably also win against this as there is lots of lovely board sweepers around to kill the wolf's).
That was all from me take it or leave it and good luck with making this work.

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Posted 11 November 2009 at 09:46 as a comment on Wolves Unleashed

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Even though it is an expensive card, Master of the Wild Hunt, is a very good token generator and his ability is very strong in their post-combat mainphase, to take out an annoying creature, without too much loss for you. I agree with wildwest on land flowing cards. Kodama's Reach is a better one of those instead of your Gaea's Bounty. And yes I would take Overrun over Overwhelm so if you got some of those lying around, use them. I really like the idea and have thought of making a wolf deck myself.
Keep up the good work.

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Posted 10 November 2009 at 02:01 as a comment on Howl of the Night Pack (wolf tokens)

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The first thing that strikes me is. Where is Doom Blade?
Besides that it looks fine to me.
And you might consider adding some sort of tutor instead of slaughter pact, I think it is better to increase the chance of you getting the planeswalker in play and the slaughter pact somewhat cripples you next turn after using it.

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Posted 31 October 2009 at 19:28 as a comment on Destroy and reanimate

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I just noticed a deck that looks a lot like it http://www.mtgvault.com/ViewDeck.aspx?DeckID=26964
I did not know until after I build this deck, but I thought I should say this as someone came with this idea before me. So I thought it was best to mention it before somebody else did.

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Posted 27 October 2009 at 13:42 as a comment on Roulette

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Ah ok, so that was the reason the lands were there. The one drop creatures are not only for first turn, but they add nice nicely up later on turn and if you have 3 one drop creatures and play them turn 3 (assuming you kept sign in blood and drew 2 cards turn 2 and used duress first turn to remove a nasty card) then playing a nocturnus turn 4 could mess the opponent really bad.

And yes I admit I was too fast judging the fetch lands as landfall lands and sign in blood as useless. I have just, when thinking vamp aggro, thought of more speed as in creatures and not card drawing even though when rethinking it drawing 2 cards adds a huge speed advantage. But your learn as long as you live.

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Posted 13 October 2009 at 15:17 as a comment on Blightning Vampires

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For what exact reason is the Marsh Flats there. Vampire Aggro is not really a landfall deck (besides Bloodghast) . If I were you I would just replace them with basic Swamps as I do not really see what they are there for. You might want to add Vampire Lacerator and Guul Draz Vampire instead of Tendrils of Corruption and Sign in Blood. If you added Tendrils of Corruption I would recommend replacing disfigure with Feast of Blood.
The key to in aggro decks is speed and if you don't have any first turn drops you lose speed.

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Posted 13 October 2009 at 13:55 as a comment on Blightning Vampires

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I would maybe remove the Disentombs and Knight of the Meadowgrain, add Vampire Nighthawk for creatures instead and add 2 Blood Tributes.
But as it is now it is also very strong, it was just to give you some better use for the black mana in your deck I might consider these changes.

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Posted 13 October 2009 at 10:34 as a comment on Sanguine Bond Fun

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I updated the deck thanks to Hark for the new list and the idea of Anger :)

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Posted 13 October 2009 at 05:22 as a comment on Phage turn 2

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Anger requires you to control a mountain and there is several reasons not to include mountains in the deck as it would lessen the chance of working (already very small), but yes I could add them as "just in case" I got it :)

Then the I would also have to drop a mountain turn 2 instead of a swamp, but as I see it it wont hurt putting it in. Ty for letting me know

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Posted 13 October 2009 at 05:17 as a comment on Phage turn 2

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I am glad you could use it and do not worry experience comes with time. Your deck little was a bit misleading so I judged your deck from that. And I do not play at big leagues either, but that does not stop me from having some strong decks :p

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Posted 12 October 2009 at 18:04 as a comment on Merfolk/Faerie Deck

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Ok, first of all I count 7 counterspells and 1 creature that can be sacrificed to counter a spell that is not much for a counter deck. Second with so many different cards it can be hard to get what you want as there is just too many different cards. So more cards with 4 copies of each in the deck. Then remove all of the noncounterspells and add up with a total of 4 cancel, 4 negate etc. so you have a base of at least 20 counterspells.
I would get completely remove your enchantments as I do not really see what use they are going to have in your deck.
When I look at your mana base it is not very big, remove the 2 nonbasic lands and add 6 Islands, you are running mono-blue so using basics should be just fine (faerie conclave is a nonbasic land that is usable as it can give you some attack power).
When running a counter deck you should not have that many creatures so cut a lot of them. I would maybe keep the Cursecatcher and then use a total of 4 of him, but a Kraken Hatchling (Zendikar Common cost a single blue mana and is 0/4) would maybe be a better choice for a one drop as it can take all the beating it needs.
To win the game add some strong evasive creatures, if you are on a budget I would say 4 Air Elementals, otherwise the new Sphinx of Jwar Isle would be a good choice and skip the rest of the creatures in the deck.
With all this I have said so far it gives you the freedom to personalize the deck 8 cards in total. You could use some you your enchantments here if you think you cannot live without them, or add a few more creatures or counterspells maybe some cards to make you draw more cards for card advantage.

Of course this is just my opinion and you can use fragments of it or nothing I do not care what you do, the most important part is that you can win with it and it is fun to play.

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Posted 12 October 2009 at 13:25 as a comment on Merfolk/Faerie Deck

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Transcendence fits perfectly with Forsaken Wastes. You cannot get any life and you cannot lose the game for having zero life, so an immortality combo against everything else but Mill decks. So cruel that I like it!

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Posted 12 October 2009 at 08:41 as a comment on Forsaken Dreams

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Chiligyro

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Posted 11 October 2009 at 18:17 as a comment on Member Database

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Yes, you are correct about the sleep, but also it adds a bonus against other aggro decks by taking a valuable turn of theirs where they cannot attack, so Sleep surely is one of the key cards in the deck.

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Posted 11 October 2009 at 18:11 as a comment on Mono-Blue Aggro

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Not bad at all, maybe remove the 2x Telemin Performance, you could sideboard them, as you have the Ambassador and to get it down to 60 cards. As most of your deck is expensive I might think you should add some lands, maybe remove the Ponders to have space for the lands. But overall solid deck.

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Posted 11 October 2009 at 14:58 as a comment on Crappy Blue Deck

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