DedWards

1,281 Decks, 4,874 Comments, 1,241 Reputation

Plus they help with the landfall.

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Posted 15 March 2010 at 10:59 in reply to #56785 on GreenThumb

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A problem with the piper is that as soon as you play it your opponent knows you're trying to bring out something big, so piper gets countered, bounced, burned,killed or exiled before it does what it's supposed to. I'd stick with mana ramp to get the big ones out, like Llanowar Elves and Rampent Growth.

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Posted 15 March 2010 at 08:33 as a comment on GreenThumb

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Add 2 more Fabricates and 4 Etherium Sculptor. Also take out cards not really needed to add more copies of the ones needed, it'll make the deck more consistant and reliable.

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Posted 15 March 2010 at 08:19 as a comment on Urza's Artifact Smackdown!

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Love the deck name and description.

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Posted 15 March 2010 at 04:17 in reply to #56757 on The American Way

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Looks like it mite work. Just remember that sidebord has to = 15 cards

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Posted 15 March 2010 at 02:46 as a comment on Mono blue mill (comment)

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Nice idea, but wouldn't I be able to produce the original mana before you spell / ability changes the land?

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Posted 15 March 2010 at 02:43 as a comment on The American Way

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Too inconsistant (ie. too many single cards).

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Posted 13 March 2010 at 20:28 as a comment on dragons unite

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Interesting idea

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Posted 13 March 2010 at 17:46 in reply to #47365 on Krakens of the sea

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Most of your cards that give you another turn will make you lose the game at the end of the extra turn, how do you plan on getting around that?

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Posted 13 March 2010 at 17:35 as a comment on Luck Stormwalker

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Ha ha ha. There's actually a "Meddling Kids"? I like your use of "Clone". I'd replace "Negate" with "Counter Spell" and add bounce cards.

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Posted 13 March 2010 at 17:07 as a comment on Those Meddling Kids

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Nice deck. You're 10 cards short of the min 60 though.

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Posted 13 March 2010 at 16:54 as a comment on Infinity

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I've also got a dragonstorm deck called "Storming Dragons". I like what I'm seeing here. Try looking into a few more dragon's. Also take a look at my dragonstorm deck, you mite get a few ideas.

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Posted 13 March 2010 at 16:42 as a comment on Dragon Storm(Comment)

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Seeing that you're not going for standard, try looking for cards that remove a creature from the battlefield and returns it to the battlefield (for the knight-captain). Two I can think of are Otherworldly Journy and Flickerform (my spelling mite be off).

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Posted 11 March 2010 at 23:49 as a comment on redone Of token/prevent damage awesome deck!!!!!

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Other than being 2 cards short of the minimum 60, nice deck.

There are a few ways to stop this though. Because you need to deal combat damage to a player, any of the Fog cards, a creature blocking the Nacatl War-Pride enchanted with Breath of Fury, bouncing the Nacatl War-Pride, or exiling the Nacatl War-Pride.

Sorry, but it's a habbit of mine to look for weak points in a deck :-P

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Posted 11 March 2010 at 05:40 as a comment on Unity of the Pride

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If you Flashback Conflagrate, it can still be countered. You're still casting it, even if it's from the graveyard and for an alternative cost.

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Posted 10 March 2010 at 05:59 as a comment on pokemon treasures

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I'm going to assume you're trying to get out Platinum Angel, Darksteel Colossus, Progenitus, est. using Elvish Piper or Summoning Trap.

The bigest problem with this is the Piper. Piper gets countered, bounced, burned, killed or removed before it can be of any use, because Piper screams "I'm going to bring out something big", everyone will get rid of it asap and that's the reason I don't like Piper.

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Posted 10 March 2010 at 05:35 as a comment on elvish

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I have to agree with Ghero, 3x and 4x a card is more consistant. If you're wanting to maximize token production with Rhys, you going to need to have at least 2 of him in the deck, 4 elvish harbinger (to search for Rhys), 4 Heratige Druid (to help pay for Rhys's 2nd ability) and any elf token production spells and abilities (but 4x those cards).

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Posted 08 March 2010 at 23:50 as a comment on When Elves Attack

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I like the idea. One flaw I can see is Reminisce is a sorcery, any instant speed graveyard removal spell or ability would screw this "combo". Oh, lands are colourless, so you can't use the leftover lands in your hand for Dream Halls.

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Posted 08 March 2010 at 07:55 as a comment on Old School Infinite Turn Cheese

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Most me the removal you just mentioned can only be played after my turn ends, by then the evening stars have done what they where supposed to do. And I do have more dragons than most people play removal cards, most with haste.

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Posted 08 March 2010 at 06:19 in reply to #54892 on Storming Dragons

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I'd also use dragons with haste.

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Posted 08 March 2010 at 03:26 in reply to #55560 on First Shot at Dragon deck

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