dainir

93 Decks, 214 Comments, 34 Reputation

So, I've gotten to like the combo of having some creature sac tokens, its a primary mechanic in another deck of mine. This deck uses that a little bit.

But other than that I got the idea while at a besieged prerelease, and thought how fun would it be to play double strike infect. I knew this would require a black and white deck. That in and of itself threw up some red flags for me. But after some mulling over this is what I've come up with.

Comments and criticism are welcome. I also don't know what to do for the sideboard other than revoke existence.

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Posted 11 March 2011 at 01:06 as a comment on Double strike infect

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The only card that I can think of that might be a good addition is consuming vapors. You get to activate Glissa's ability in two consecutive turns, for the same cost as two go for the throats or grasp of darkness. I do understand that you may want the ability to choose which card you destroy.

BTW, brilliant use of spellbomb with glissa, I definitely need to add it to my deck.

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Posted 07 March 2011 at 04:56 as a comment on BG Glissa Control (standard legal)

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I don't know how it will play but it looks like a lot of fun.

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Posted 06 March 2011 at 01:18 as a comment on Trogdor, The burnanator.

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I didn't see the scribnibbler side board before, I like that even better than cosi's ravager (I do realize the ravager gets the job done faster but still...)

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Posted 05 March 2011 at 13:14 as a comment on Funny landfall combo

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You need to add fetch lands. That way you can have as many lands enter the field of play as possible. 4 scalding tarns, 4 Arid Mesa, 4 Misty rainforests. Also wouldn't a Venser's journal be useful?

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Posted 05 March 2011 at 13:12 as a comment on Funny landfall combo

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Add a couple of mimic vats to pair with your liliana's specter, and it will allow you to have an instant speed discard.

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Posted 05 March 2011 at 11:28 as a comment on Liliana has her way

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Why do I need those, I realize they kill my opponent, but they lower my likelihood of drawing other discard abilities. With the deck as it is currently it has the ability to stop my opponent from ever being able to play, and the quicker I reach that the better. Once I do reach that, its a done deal, regardless of any enchantment I have in play.

I mean are things likely to explode that fast against me?

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Posted 05 March 2011 at 11:25 in reply to #138039 on Hand control

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If anything I think I would go for black sun's zenith then. I imagine anything that is a really fast start aims to get a lot of creatures going fast, but are all relatively low in defense.

Also, I think I would favor vendetta over go for the throat. Anything that starts off that quick wouldn't have too much toughness. Thanks I am definately adding atleast a couple vendetta.

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Posted 05 March 2011 at 11:15 as a comment on Hand control

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Thanks a lot!

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Posted 05 March 2011 at 10:29 in reply to #137983 on Glissa, the Butcher v.3.0

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If you are using Glissa you really need to have some artifacts in your deck, so why not go for the mother of all artifacts: Wurmcoil Engine.

I also notice that you have bunch of elves in this deck, maybe toss in a Joraga Treespeaker or two.

If I were to rework the deck, I would:
Remove 4 flensermites, 4 Glissa's couriers, and 2 copperhorn scouts;
Replace them with 2 Wurmcoil Engines, and 4 Corpse Curs and 4 Joraga Treespeakers.

This keeps in tact your focus of infect, and enhances it with your corpse curs, the wurmcoil will add a big boy to your deck. Joraga Treespeaker will give you plenty of mana.

Another card to consider, but only if you add the treespeakers is Genesis Wave.

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Posted 05 March 2011 at 05:48 as a comment on Glissa's forces

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Here's the thing you are missing in what you said, you don't have tons of infect creatures to summon. You have 10. Yes corpse cur will bring any of them back, but they have to get into your graveyard before you can bring them back. Your trouble is going be getting them out in the first place.

What's more is that they all have 2 toughness or less, that means they are dead pretty much the first time they are blocked (7of your 10 almost definitely are...)

As for counting on contagion clasp and contagion engine to kill of creatures. I wouldn't count on it. If your opponent has a creature with 2 toughness, and you bring out your clasp on turn two. Turn four is the first time chance you get to kill it. Its just too slow.

The trigon of corruption is good for this purpose.

The point I think I was trying to make is that your deck looks like it will work well once you get the mana out to make it work. But, how are you going to survive until then. What's more is a lot of your opponent's decks will be in full gear by the time you get up and running.


Also, if you want a cheap way to make your titans infect, check out phyresis: 1B+{1}: enchanted creature has infect.


I also second vYzion in looking up core prowler. When combined with corpse cur you could get a lot of infect/proliferate action going.

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Posted 18 February 2011 at 15:09 as a comment on Proliferate. Repeat.

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Its a decent start for a deck, but it does have hits weak spots. You don't really have anything in the way of creature removal, because your matches will get drawn out. The other option is to add some means of pumping your creatures.

If you really really want to stick with proliferate, you could splice in spread the sickness.
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221557

Another card that would be really good for you, given your proliferate heavy deck is virulent wound. Its a quick way to assure that your opponent gets a poison counter, in addition you will also have something to cast your first turn for one mana.
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213777

Another card worth checking out is Hand of the Praetors.
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=215086

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Posted 17 February 2011 at 18:19 as a comment on Proliferate. Repeat.

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With the amount of burn you have, I imagine you will be taking out a lot of creatures early. If that is the case, it might be a good thing to add a couple blades of the bloodchief in place of maybe a gatekeeper or one of your lower casting cost vamps.

But otherwise I really like the looks of it.

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Posted 07 February 2011 at 22:28 as a comment on Red/Black Vampires Ascension

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The biggest thing I see with your deck is that the only thing you are ramping up to that is necessary is your 4 Wurmcoil engines. Geth is nice, but you can return the same artifacts from your deck with glissa and a doom blade. Now if you have Geth in their to use your opponents artifacts, okay I can see that a little better, but does that mean he should be the target of your ramp? I don't really think so.

What I would do instead is replace the Geths with palladium myrs, which would get you to your wurmcoil engine faster.

I would probably also take out Garruck in favor of some type of removal, be it doom blade or something similar.

Basically, its cool that you want to focus on glissa, but what do you want her to do, what do you want your deck to do around her.

I have a deck that features her as well. If you want to take a look at how I am trying it may give you an idea or two. Plus I'd like to hear some comments on it.


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Posted 07 February 2011 at 22:23 as a comment on Glissa Ramp

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