dobledanger

28 Decks, 240 Comments, 22 Reputation

I like the deck concept, though it's easy to disrupt but that's the risk with combos. Since you only have one win-con, I would suggest adding some more bombs; since you have infinite toughnes, fluxcharger would be a nice finisher since it's toughness swaps to power; even though the swap is on stack, you can do this infinitely so the infinite toughness becomes infinite power too since they both get buffed. another bomb would be any x burn spell, but you'd need a creature that could produce at least 2 mana for infinite mana. If you put in burn spells, I would swap voyaging satyr with karametara's acolyte, it's on the expensive side, but it's the only one that can produce more than one mana (there's gyre sage, but kiora is the ony one that can buff it, so it's unlikely)

hope this gives more more ideas!

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Posted 24 April 2014 at 16:57 as a comment on RUG Burn!

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the domri should help a lot with your deck. Since you took out mystic, I would take out one 4 drop for another zhur; you want to have one mana dork in your opening hand, and normally having 10 mana dork=1 in your hand statistically speaking. 8 should be fine though, especially since you don't need a turn one mana dork. I would still consider ghor clan since it's just reliable in any stage of the game; whether a creature, early aggo, combat tricks, or even sneaking in a win. I would think of swapping polis with ghor imo since polis is fairly slow and less versatile in comparison. plus his monstrous ability wouldn't kill the gods, so his power isn't overwhelming.

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Posted 10 April 2014 at 16:02 in reply to #454057 on Jund Monsters

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since you don't have the devotion land, sylvan isn't as important. I would consider zhur-taa druid since he also works as a pinger every turn as well. If the color cost is too much, just stick with sylvan. if you take out mogis and corpsejack, that would leave 7 slots in your deck, enough to put 3 mana dorks and 2 domri. that would leave 2 cards left and make your deck r/g so it would help with the mana color. I just noticed that you have 4 of polukranos as well, so I would take it down to 3 since you only want to draw one. if you only add 2 domri, that leaves 3 slots left, which you could possibly add the r/g planeswalker, garruk, or ghorclan for making your deck have more immediate threats.

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Posted 09 April 2014 at 18:46 in reply to #454057 on Jund Monsters

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I like the deck with all of it's threats. the only cards I see not being fast are either mogis or corpsejack, both of these cards are more of win-more if they stay on the field long enough. I would say add 3 of a 2 mana dork since you want to have a mana dork in your starting hand. for the last 4 cards, you can either go with removal, like abundant growth, or the planeswalkers for added threat. if you go with planes walkers, 2 is usually a good number since you don't want to draw multiples usually. hope this helps!

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Posted 08 April 2014 at 18:48 as a comment on Jund Monsters

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Karametra, she has huge synergy with my bant deck and has been the reason I've made comebacks when I get the devotion up. http://www.mtgvault.com/dobledanger/decks/standard-bounce-testing-deck/

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Posted 06 April 2014 at 17:56 as a comment on Which God Do You Worship?

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thank you. The ciphers themselves usually give me an opening to let me hit: hidden strings and hands of binding are the main control: the other control spells are mainly for non-situational control. It also helps when I cipher the tokens instead, making it more difficult to either destroy the ciphered creature which may cast the spell for free, or the creatures that go off when a spell is cast. it's really strong early on because the opponent usually has only 1-2 creatures at the start of the game.

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Posted 05 March 2014 at 05:17 in reply to #444285 on Standard Cipher

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not too many though, since this is meant to overpower so his creatures should be the biggest guys around. the geth's verdict should be fine since they are cheap, and early on they shouldn't have too many creatures.

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Posted 04 March 2014 at 20:11 in reply to #444090 on It's how you Torpor the Worm

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yea, if your group is strict on rules, consultation is restricted to one. that's why spoils is a good alternative. otherwise, demonic is the better card, and is like 60 cents.

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Posted 04 March 2014 at 18:59 in reply to #444092 on Sundial of the Orb

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Since you're keeping budget, I would suggest spoils of the vault and demonic consultation for tutors. they're both 1cmc, and will guarantee the orb is in your hand first turn. spoils can accidently kill you, but if the orb was that far down, odds are you would've died anyways.

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Posted 04 March 2014 at 18:56 as a comment on Sundial of the Orb

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I've made a deck like this a while back. it's really risky but here are some suggestions to increase the odds of being able to play your creatures.

remove
phyrexian arena, darkness, hero's downfall, read the bones.
You need to get your torpor orb out asap, and these cards are really slow for this idea or don't help in general.

4 lands
the highest card cost is 4, so 24 is a bit excessive for a deck like this.

Cards to add
Spoils of the vault-if following the rules, demonic consultation is a one-of, so this is a good alternative. it's high risk-but, then again, if you don't have torpor orb you'll die quickly either way.

Demonic consultation-this is a terrific tutor for this deck; play it turn one and you are guaranteed your torpor orb. the cards you lost should be irrelevant as long as you have your orb

dark ritual-if you go down to 20-18 lands, this will help you out with mana. this also helps with acceleration, which potentially playing phyrexian dreadnought turn 1 is scary.

sundial of the infinite-like other's said, another way to play creatures if you don't have torpor orb, making at least 8 utility cards. it also slows EOT decks.

momentous fall-if you want to splash green, fills up your hand and a large life gain.

unearth-works as a draw in a pinch, and brings back majority of your creatures.

Valroz-again if you splash green-he'll help with adding pressure if your creatures die to their removal. with built in regenerate and utility ability, he becomes hard to kill.

Hope this helps.

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Posted 04 March 2014 at 18:48 as a comment on It's how you Torpor the Worm

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I would actually advise agaisnt using triton tactic; it tends to be either a win-more or a dead card. imagine the same scenario that Zenosia stated; with phenax, you can tap to mill for 13 before your next turn, and your next turn would be for a total of 26 (you need 7 total devotion, so another creature is needed). since you commonly start with 7 (excluding mill), that leaves only 27 cards. In combination with ashiok and jace, those two should easily reduce your opponent to 0, without the tactics. to have a safe measure of effectively milling, you need 3 breaking at least. Even one breaking hurts your opponent early game with all the scrying.

The main issue I see with this deck is that it's really slow and you don't interact to much with your opponent; you essentially put up as many walls as you can and hope that can't go around it.

I would also replace duskmantle with Wight instead; it's easier to cast, synergizes with phenax, and damage is redundant since your deck is meant to mill them in one-2 turns.

Here's my variant of Standard mill for other ideas. http://www.mtgvault.com/dobledanger/decks/standard-mill/

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Posted 22 February 2014 at 22:27 in reply to #437973 on Mill to Kill

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Ty. It usually consistent; as long as I have tome scour/breaking and a low cmc creature in my hand. I think at best, I had Wight become a 7/7 turn 3. it's not as strong compared to control though since abberation is the only one that doesn't need creatures in the graveyard.

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Posted 21 February 2014 at 20:41 in reply to #441066 on Your knowledge is my strength

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I like you're deck a lot! I've run sample draws, and it's fairly consistent with creature drops. The only thing I would consider is SB centaur healer and put in loxodon smiter; despite the centaur healing you for 3, the smiter is bigger and can't be countered, so he provides a bigger threat and is more likely to survive against more creatures, burn spells, minus effects than the centaur.

If you can take a look at my deck, I would appreciate it: http://www.mtgvault.com/dobledanger/decks/either-way-youre-gonna-die/

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Posted 03 February 2014 at 02:50 as a comment on Bant Flash Midrange

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I like your idea of making use of the enchantment type on the creatures. Here's some ideas to consider

If budget is not an issue, I would try to include Helios; he count's as an enchantment, and his ability adds more enchantment creatures, either that or consider ajani's chosen since he provides free tokens for playing your creatures, which could escalate with the cheap creatures you've included.

I would try to include a couple of detention spheres in your main board; soul tithe slows them early game , but becomes a dead draw late game. Detention sphere is more reliable imo.

As for Soul tithe, I would consider SB them in place with pacifism. Soul tithe is less reliable, and can end up becoming a dead draw. pacifism effectively stops the creature from attacking and blocking, so threats like brimaz and desecration demon, are dealt with instead of giving your opponent the option. Soul tithe may be more effective agaisnt aggro to buy time to set up your field. also, pacifism synergives better with ethereal armor.

If you need more protection cards, Mizzium skin is another alternative as well.

For SB, other than soul tithe, I would consider glare of heresy and an additional rootborn agaisnt field wipes.

Hope this helps, if you can comment on my deck, I would appreciate it. :)

http://www.mtgvault.com/dobledanger/decks/either-way-youre-gonna-die/

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Posted 03 February 2014 at 02:37 as a comment on and unto thee I Bestow...

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I'm always happy to see other tribal hydra decks. :) Only thing I would suggest is bring sol ring to one since one is what's accepted, and also take out boundless realms in place for a playset of cultivates/rampant growth instead; boundless gives more lands sure, but cultivate/rampant growth is faster and having a playset would be more consistent to get more mana early on instead of having to wait for 7 mana to get more lands.

Here's My take on a tribal hydra deck I made a couple of years ago and is still my favorite. http://www.mtgvault.com/dobledanger/decks/hydras-wrath/

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Posted 25 January 2014 at 20:25 as a comment on Hydra Ramp!

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thank you. I want to keep it mono green though since several cards and abilities are green extensive.

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Posted 29 December 2013 at 19:20 in reply to #423095 on Buzz buzz motherf@!#%*

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yea, from what I see this deck is missing a bit of late-game power and removal. I am thinking of taking out another ant queen for one more coat of arms, and possibly removing hornet sting for prey upon. I'm not sure how strong my creatures will be without coat of arms though. I thought about vorapede, but I would have to replace either ant queen or hornet queen, and Id rather keep them.

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Posted 29 December 2013 at 19:07 in reply to #423094 on Buzz buzz motherf@!#%*

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I like it so far, but you have way too many pumps. having 4 shared triumph and 2 coat of arms would still give you 8 pumps in total with wolfblood. You could also find better 3 cmc cards than dauntless onslaught as well. with 8 free slots, you can add in more support cards like removal since you don't have any atm. If you want to keep with the flavor, use the fight cards that green has for removal, and hunter's insight for draw. that would give your deck a nice buff without breaking your wallet.

You may want to look into other bombs as well; here are some i found

master of the wild hunt: for consistent wolves with repeated removal
Briar elemental: for a burst
wolfir silverheart: gives +4/+4, but I imagine your wolves prefer attacking all at once, so I would suggest Overrun instead for one final boost and trample.

Can you take a look at my deck as well? thank you
http://www.mtgvault.com/dobledanger/decks/lets-share/

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Posted 15 October 2013 at 05:46 as a comment on Wolves Wolves Wolves!

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*Raises hands up*

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Posted 05 July 2013 at 01:09 in reply to #374174 on March of the Gnomes!

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Journeyer's Kite only pulls out basic lands, so i can't pull out the Urza lands.

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Posted 05 July 2013 at 01:08 in reply to #374152 on March of the Gnomes!

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