dsomers1

5 Decks, 17 Comments, 0 Reputation

I just checked out your mill deck.... Lol. The only person to play dragon shift EVER. However looking at your list did make me feel better. Criticisms from someone who doesn't know how to build a deck don't bother me.

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Posted 01 April 2014 at 19:23 in reply to #451702 on Grixis Hate Mill

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Thank you for your helpful comment. Last time I checked it was a mill deck. You know what milling is right? But I see your point, there are no decks that run one creature.... Except esper control but that deck isn't doing anything right now right? * sarcasm intended* Maybe you should read some of the other cards like entering as well. Next time instead of trolling offer some helpful advice.

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Posted 01 April 2014 at 19:18 in reply to #451702 on Grixis Hate Mill

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Griptide could work. It needs to be an instant so you can put it on top of their deck during their turn.

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Posted 31 March 2014 at 18:02 in reply to #450870 on Suicide Seers

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Here's my problem with Pain Seer, you might get like one or two swings and then it just sits there. I was thinking maybe you could fit in some spring leaf drums and maybe a few siren of the silent songs. Not only would the drums give you a way to keep triggering your inspire but could also let you cast Duskmantle on turn 3. The siren would just be for some added "inspire hate" but you could do without.

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Posted 31 March 2014 at 17:57 as a comment on Suicide Seers

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CAN A BROTHER GET A COMMENT?

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Posted 31 March 2014 at 17:38 as a comment on Grixis Hate Mill

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702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature's toughness. See rules 510.1c-d.

702.18b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that's being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that's actually dealt. The attacking creature's controller need not assign lethal damage to all those blocking creatures but in that case can't assign any damage to the player or planeswalker it's attacking.

So there you go. You can assign just 1 damage and the rest tramples over regardless of the toughness.

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Posted 18 March 2014 at 17:20 in reply to #446692 on Rampaging Honey Badger

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I would consider adding wasteland viper. If a trample creature has deathtouch you only have to assign 1 damage to the blocking creature. So if you have a t1 badger, t2 you can can bloodrush the viper and cast a titans strength. That gives you a 5 damage deathtouch trample where 4 damage can get through. Another option is T1 viper, turn 2 bloodrush ghorclan. That's another 5 damage creature where 4 is getting through. Even t4 or t5 you have a good chance of getting through even more damage.

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Posted 12 March 2014 at 17:41 as a comment on Rampaging Honey Badger

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I have a similar deck that I've play tested a bunch and has done extremely well on MTGO. When it goes off which is fairly consistent I get a turn 5 win. It's done well against G/R monsters and mono blue. Precinct captain I've found is a must have. It works well with Eidolon of Countless Battles and if they remove it that means one less removal spell to target your hero. Soldier of the pantheon is also very nice as it's protected from a lot of control cards and can block fleecemane lion and other such multicolored cards. The hopeful eidolon is nice because if you ethereal armor it on turn two it's 3/3 lifelink. Double ethereal armor on turn two means its a 7/7 lifelink. That's hard to come back from. It's also good at the end of the game for the life link. I would run 3 or even 4 ajanis because it often times ends up being a turn 4-5 game winner and the purpose of it is it's -3 ability so having two in your hand is ok. Cast one then -3, next turn cast the other replacing the first one and -3. What I would like to see for the next set is a bestow that's cheap to cast and grants indestructability.

Creatures:24
4 Hopeful Eidolon
4 Soldier of the Pantheon
4 Hero of Iroas
4 Precinct Captain
4 Banisher Priest
4 Eidolon of Countless Battles
Spells:16
4 Brave the Elements
3 Ethereal Armor
4 Gods Willing
3 Ajani, Caller of the Pride
2 Spear of Heliod
Lands:20
20 Plains
Sideboard:15
4 Last Breath
4 Revoke Existence
4 Fiendslayer Paladin
3 Rootborn Defenses

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Posted 05 March 2014 at 18:56 as a comment on Mono White Bestowic

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False, bestowed or not it pumps up the armor. Ethereal Armor says "enchantment" not "Aura" and enchantment creatures are enchantments.

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Posted 05 March 2014 at 18:41 in reply to #442293 on Mono White Bestowic

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http://www.mtgvault.com/dsomers1/decks/savageborn-beastmaster/

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Posted 22 July 2013 at 22:07 as a comment on gruul aggro

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http://www.mtgvault.com/dsomers1/decks/savageborn-beastmaster/

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Posted 22 July 2013 at 22:05 as a comment on gruul warpath

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http://www.mtgvault.com/dsomers1/decks/savageborn-beastmaster/

Here's my version

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Posted 22 July 2013 at 22:05 as a comment on the new Beastmaster Humans

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http://www.mtgvault.com/dsomers1/decks/savageborn-beastmaster/

Here's mine. Works pretty well

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Posted 22 July 2013 at 22:04 as a comment on Gruul Bloodrush - Suggestions?

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I need help with the sideboard

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Posted 22 July 2013 at 18:23 as a comment on Savageborn Beastmaster

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You definitely want to run 4 savaeborn hydras in this deck. That way you have 8 awesome cards you could possibly play on turn 2 (need some elves for ramp) and then bloodrush on turn 3.

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Posted 22 July 2013 at 17:32 in reply to #352835 on Call of the Wild

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4 Arbor Elf, 4 Mystic Elf, 3-4 legion loyalists, 4 slaughterhorn, 4 rampager, 4 rubblebelt maka, 4 savage born hydra, 4 rancor. Turn one elf, turn two you either have a 1/1 hydra or a beastmaster, turn 3 you can do 3-4 bloodrushes on either if your lucky. I have this deck and I get turn 4 wins a lot. You can throw in flesh/blood incase you get to turn 5 or 6. Its super fast but also fragile. Tragic slip would ruin your day. Definitely ditch the other bloodrush cards because they're too slow. Domri is also too slow. Revenge of the Hunted could be worthwhile. For sideboard I would add rangers guile and naturalize.

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Posted 22 July 2013 at 17:29 as a comment on Call of the Wild

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