dobledanger

28 Decks, 240 Comments, 22 Reputation

I would take out the dragon hatchlings, it's to slow for this style. You would rather be using your mana to play spells than buffing up the hatchling. I would say another Krenko and thunderous wrath to replace the dragon.

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Posted 12 July 2012 at 22:57 as a comment on New Goblin/Burn

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The only things i can think of is replace the latchseeker's for a fog bank and a land; if your goal is to stall untill you can swam than latchseeker doesn't benefit you. I would also take out trepenation blade too for another 2 more lands. For control decks, it's important to be never be mana screwed, and since there's no mana ramp in this deck, having more lands is the only option.

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Posted 12 July 2012 at 22:54 as a comment on Delver/Drake

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The only thing I can think of is replace captain's call with gather the townsfolk. it looks a little slow from turn 1-3, but i'm not to sure what to do to fix that problem. Sorry, this type of play isn't my forte.

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Posted 12 July 2012 at 22:50 as a comment on White/Black Tokens

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Thanks man. Yea parallel lives would be great

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Posted 03 June 2012 at 22:44 in reply to #261080 on Little creatures in a Jund world

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Then why only use two? he has a 1/32 chance to pull it out with his current deck. He should have 8 cards to deal with creatures (4 more cards being pop spells) and 1-2cmc chump blockers, reassembling skeleton being a good choice for this deck imo.

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Posted 14 May 2012 at 17:07 in reply to #254134 on Demons Arise!

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Like what a lot of people have already said, You need to balance out your mana curve. The easiest way to start off is going based off of a normal curve, with 3-4 cmc being the median. Also, you should consider what demons you want to put in here to maximize there effect.

The cards listed are cards I would suggest you take out regardless of what theme you want to try. these cards pale in comparison to other cards with the same cmc.

artifacts
demon's horn
elbrus, the binding blade

creatures
cackling imp
cadaver imp
lord of the pit

enchantments
vampire link- (It's a win-more card in this deck.)

lands
6 swamp (24 is the most you need having more lands doesn't make your deck better able to bring out your demons. You would be more likely to have too many lands and not enough spells.)

spells
demonic collusion
corrupt

Other then that, you should mess with your deck to find what theme you like. It seems you like the sac theme, so find 1-4 cmc cards to support that theme. Good luck!

If you have the time can you take a look and comment on my demon/devil deck? Thank you.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=331742

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Posted 11 May 2012 at 02:17 as a comment on Demons Arise!

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Ah, I never thought about the demon token/haste, that makes uncanny a lot scarier. :) It's still a good card to since your deck is more agro, I just have a hard time making agro decks. Thank again for the comment!

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Posted 06 May 2012 at 01:00 in reply to #252948 on Hell's trickery(Standard)

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I really liked this deck, and made a budget form of it. If you could take a look and comment that'd be great. :) http://www.mtgvault.com/ViewDeck.aspx?DeckID=331742

The only card I'm not fond of is uncanny speed, since it doesn't maean it'll be usefull everytime. I would say to look at scroll of grislebrand since it techically does one more point of damage and makes them lose a card for the same cmc, but that's my preference.

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Posted 04 May 2012 at 20:17 as a comment on Hell's trickery(Standard)

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The problem with scorned villager is that her effects are not worth the mana. As a human, it's two mana for the same effect as llanowar elf. For the flipped side, you have vigalance and can tap for two mana, which is better than birds and the elf. However, this deck doesn't need that much mana, so one mana dorks are a better fit than the villager. For combat. at best It's a 2/2 vigalance creature, and that doesnt cut it for playing 2 mana and either casting moonmist or or skipping your turn. Werewolves need to be able to stand on their own as a human and hit hard as a werewolf, and scorned villager doesn't do that.

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Posted 15 March 2012 at 17:48 in reply to #241493 on Why werewolves are underrated: A Novel

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I might give Wild hunger a try. It sounds like a better card for late game.

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Posted 15 March 2012 at 02:34 in reply to #237574 on Beware the Wolfpack

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I really like this deck, and I play with the same style as you when it comes to werewolves: Use the transform mechanic as an advantage, not a weakness. I may switch my mutagenic growth's for shock or incernerates, but I'm not sure yet.

The only suggestion I have would be to take out the llanowar elves and afflicted deserter to main 3 beast within. Afflicted deserter should be side boarded in case your opponent plays a lot of artifacts, and beast within is universal. the 3/3 isn't a problem either. 4 birds is usually a good number for mana excell in a low mana cost deck like this, you don't want to many mana dorks.

I would think of taking out gatstaf for another wolfbitten too. Gatstaf ability is only usefull in certain situations, while wolfbitten is universall. If anything I would sideboard it. Plus one of's just bother me, but that's imo.

This is just me, but I would take out one mountain for another kessig too, to have a better chance of drawing one.with the dual lands and birds, this shouldn't affect your mana fix either.

I don't see any more room, but you should consider huntmaster, if you get ahold of one. It's a very useful card in advantage, pressure, mid-late game and making the players debate if they want to play 2 spells to transform them back. As for immerwolf, someone said on the wizards search forum, "All the awkward interaction is doing is keeping overkill from becoming mega-overkill"

If you have the time Would you check my werewolf deck and comment on it? Thank you.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=291645

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Posted 15 March 2012 at 02:10 as a comment on Why werewolves are underrated: A Novel

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Yes. As long as anything has a counter you can add one of it to that permament.

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Posted 12 March 2012 at 15:07 in reply to #239946 on ...Bigger red.

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I considered all is dust, but it's expenzive mana-wise and might mess up the curve. I took a look at spreading plague, and wow I didn't know a card like that existed 0.0. it's a great card, but that would make me worried about the mana, since I need it to be mono blue for the search cards. I don't need a permament solution, just a way to deal with my opponents field if they have something I can't stop.

This deck relies on mana excel, and the locus cards really help with that. Vesuva and Glimmer post both increase the cloudpost's mana cost, so it can easily tap for 4+.

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Posted 10 March 2012 at 02:17 in reply to #240154 on Artifact: Clockwork Deck

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Btw, I like the new hydra deck you have. It's very scary now with braid fire.

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Posted 04 March 2012 at 20:28 as a comment on Hydras and other +1/+1 fun

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Sounds good man, glad I can help. :)

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Posted 04 March 2012 at 20:26 in reply to #238671 on Hydras and other +1/+1 fun

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sorry, you should have up to 19 free slots if you take out the mana reflection and mana flare cards.

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Posted 04 March 2012 at 07:48 in reply to #238671 on Hydras and other +1/+1 fun

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There are a few things I would suggest. First, I don't know if this bothers your group, but you're only allowed 1 sol ring in a deck.

Second, I would say to take out Mana flare and Mana reflection because you don't want to give your opponents any advantage. you may get a big hydra, but they will also be able to play their game ending spells or combinations with ease.

You should also take out some hydras too and add some support cards (Creature removal, search for creatures, etc.). 10-12 hydras is usually a good number, plus this can help make your choose between what hydras are important for your deck. that should leave 9 slots (13 If you take out the titan and 3 sol rings) for support cards. 7-8 mana dorks are good for a hydra deck regardless of what sub-theme you want to do.

From what I've seen, there are 3 sub-themes for a Hydra deck; Mana ramp, Proliferate, and, the lesser common sub theme, Immunity to damage with different hydras benefiting from each sub-set. Here's a basic list I made with each subset.

Support Cards for mana ramp: Fireball, cultivate, etc.
-Hydras: Apocalypse Hydra, Feral Hydra

Proliferate: Contaigon Clasp, Volt charge, quest for the gemblades etc.
-Hydras: Molten Hydra, Primordial Hydra

Damage Immunity: Blasphemous act, Predatory Urge, Pyroclasm, etc.
-Hydras: Protean Hydra, Phytohydra

There may be more combinations so you would need to experiment for that. This is my hydra deck too if you want a template of a hydra deck. It's based off of damage immunity.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=275869

Hope this helps you!

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Posted 04 March 2012 at 07:44 as a comment on Hydras and other +1/+1 fun

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Like pelkdaddy said, this deck should use some other cheap evasive creatures to help with ninjutsu too like cloud of faeries or thalakos seer. Here's my ninja deck

http://www.mtgvault.com/ViewDeck.aspx?DeckID=193727

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Posted 04 March 2012 at 07:05 as a comment on Everything's Better With Ninjas

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sorry I was off in my math (I suck at it) You need 22 lands, so you wouldn't change your lands.

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Posted 26 February 2012 at 23:31 in reply to #237277 on Werewolf Unleashed

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This deck has a lot of 2 ofs in the deck. The cards that needs 4 of at least are the mayors (It's your lord for this deck.) They dropped in price too, they're only 3 dollars at tcg. As for the deck overall, the mana curve is off. You have 5 one drops, and you have a 3 mana dorks for 2 cmc. It may be a werewolf, but it's transform ability is irrelevant when it does transform for a low cmc deck like this and birds of llanowar elf can replace it for its non- transform side for one mana less, making your deck faster.

heres a common mana curve for werewolves with the cards you posted

1 mana: 8
8 creatures (4 being a mana dork like birds of elves, the other 4 are werewolves. If you don't want mana dorks, then 4 wolfbitten (best one drop for werewolves imo) and 4 reckless waif/youngwolf (they help with agro too)

2 mana: 11
4 Mayor (he's the only strong 2 mana werewolf imo)
4 moonmist (the main card needed for a werewolf deck along with mayor)
3 full moon's rise (this card is iffy with me, but that's just me, a lot of people like it.)

3 mana: 13
4 kruin/pyreheart wolf (if you want more overall power, kruin is the one but if you want instant ability pyreheart is the better choice)
3 immerwolf (A second lord is always good, he may become a target from pop spells, but that protects your werewolves from it and if he stays on the field, your werewolves become a strong force.)
3 Beast within (a great pop spell for green)
3 Brimstone volley (a potential surprise kill spell or a finisher when your creatures dont cut it)

4 mana: 6
6 creatures (These should be your finishers since there's no good 5+ cmc werewolves; huntmaster and instigator gang are the main heavy hitters for a werewolf deck. since they alone can finish the game for you, which is why I don't think mondronen shaman is the best choice for the 4 cost slot )

Land: 20 (The best werewolves are only 4 cmc, and if you choose to have one mana creatures in your deck, you won't need 22 lands which lets you have more werewolves and spells in your deck.

This would make your deck more consistent and faster. Can you take a look at my werewolf deck too? Thank you, and hope this helps!
http://www.mtgvault.com/ViewDeck.aspx?DeckID=291645


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Posted 26 February 2012 at 23:24 as a comment on Werewolf Unleashed

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