Cruncher

341 Decks, 231 Comments, 64 Reputation

How about Lava Spike / Skullcrack / Rift Bolt / Flame Javelin / Magma Jet? Just some really nice burn spells :)

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Posted 28 August 2013 at 17:57 as a comment on Burn More!

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Tripedge, do you also play Modern? It would be interesting to see what you can make of the Apostle in that format. There are numerous ways to bring them back each turn, as well as more demons to choose from.

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Posted 15 August 2013 at 12:39 as a comment on The Cult of Immortal Shadows

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Some updates.

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Posted 09 August 2013 at 17:22 as a comment on Blood Hydra

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Updated the deck with Xathrid Necromancer (to sacrifice excess witches and aristocrats).

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Posted 09 August 2013 at 15:26 as a comment on Witch Project

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How well can you deal with R/G aggro and friends? For example a Burning-Tree-Emissary chain seems hard to beat with only spot removal.
Mutilate works with your Swamps, often it should only be -2/-2, which is perfect as most of your dragons stay alive, making it a one-sided board wipe.
Other choices could be Magmaquake / Rolling Temblor. They deal with non-flying, leaving your creatures unscathed.
Finally Bonfire of the Damned can be a strong win condition while being a one-sided board wipe, however it's really expensive without Miracle.

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Posted 07 August 2013 at 21:58 as a comment on Diabolic Dragons

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Just another way to sacrifice my creatures, or to be sacrificed in exchange for an angel or to deal some damage.

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Posted 26 July 2013 at 15:05 in reply to #383058 on Witch Project

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Updated the deck, now with Sorin and more Lingering Souls :)

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Posted 24 July 2013 at 21:20 as a comment on Bashing Skulls

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You start with 7 cards, by turn 4 you have seen 10 cards.
T1 Land + Apostle
T2 Land + 2x Apostle
T3 Land + 3x Apostle
T4 Sac. You have a single card left. If your opponent removed 2 Apostles during those 3-4 turns (depending on who was on the draw), you can't get a Demon out and are in top-deck mode.

Or
T1 Land + Apostle
T2 Land + 2x Apostle
T3 2x Apostle
T4 Apostle + Sac. In this scenario you have 2 cards in hand but only 2 lands by turn 4, so your demon better be worth it. Also if your opponent removed a single Apostle you have to wait a whole turn to sac them.

What I want to show you with both those scenarios: You have way to few Apostles in the deck. Both scenarios needed to have hands with ~75% Apostle's which isn't likely with your 19 in the deck. Either pack a lot more removal into your deck to be able to stall or more Apostle's, otherwise you can't deal with anything your opponent does.

Of course this deck doesn't want to be top tier, but it should at least work every now and then, imo.

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Posted 21 July 2013 at 13:01 as a comment on The Cult of Immortal Shadows

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It can be done but it isn't necessary to win, the deck can end the game earlier than turn 5 if things go right.

Added 2x Doom Blade and removed 2x Swamp.

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Posted 16 July 2013 at 09:52 in reply to #378435 on Bashing Skulls

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Huh I have no idea how it even got in the deck lol. Made the deck at 2 a.m., so that must be the reason.

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Posted 13 July 2013 at 09:44 in reply to #377365 on Apostle's Call

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MTGVault could have updated the Modern Masters cards, there are some reprints of suspend cards with the new wording. But now I just hope they get M14 in the database quickly :)

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Posted 11 July 2013 at 11:10 in reply to #376399 on Emrakul Suspended

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Yeah back in the Time Spiral block they had different wording which can lead to confusion. Comes into play became enters the battlefield later on, for example.

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Posted 11 July 2013 at 08:32 in reply to #376399 on Emrakul Suspended

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I try to keep the deck Standard legal, but yeah that's a nice card for Exalted :P

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Posted 29 June 2013 at 08:21 in reply to #372028 on Exalted Soulbond

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Yeah Haze speeds it up but not as good as the Elemental.
T4 Suspend Emrakul, remove a counter
T5 Remove two more counters with the Elemental, attack with Emrakul, your opponent gives up

Here's a deck from me that's a bit older and uses more "suspend acceleration": http://www.mtgvault.com/cruncher/decks/the-suspense-is-killing-me/

Rituals and more acceleration are both nice but they force even more commitment to my combo. I like having counterspells and a bit of removal in case I don't even draw into Jhoira.

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Posted 27 June 2013 at 15:46 in reply to #371286 on Emrakul Suspended

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Yeah it's a great card but I think it's better to either wait it out or get your Rift Elemental ready. Also Remand and the other counterspells are there to buy me time. Maybe another card to search my deck for Rift Elemental, but I don't know what the good Brainstorm-cards in Modern are or what to remove.

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Posted 27 June 2013 at 13:32 in reply to #371269 on Emrakul Suspended

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Made the deck a bit faster :)

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Posted 25 June 2013 at 20:16 as a comment on The Suspense Is Killing Me

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Did some updates, no more ramp, much faster :)

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Posted 24 June 2013 at 23:16 as a comment on Landyard

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Updated to be budget.

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Posted 18 June 2013 at 12:02 as a comment on Izzet Spellthrower

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Or Think Twice, in case you mill it.

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Posted 18 June 2013 at 09:23 in reply to #366674 on Goodbye library! (Self Mill)

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Did a lot of testing with my version and I think you could ditch green completely, together with the lantern. Instead of pump spells it's better to have removal or card draw for your "spell eaters". Think Twice turns the Cyclops into a 4/4 while drawing you the next card to pump him more, Mizzium Mortars make sure you don't need Artful Dodge every time. Also Guttersnipe is really good for this deck, you should lower the amount of Fluxchargers for a better curve :)

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Posted 17 June 2013 at 09:56 as a comment on RUG Cyclops

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