_Epsilon_

62 Decks, 212 Comments, 61 Reputation

Why would you include Homeward Path when you intend to be stealing creatures?

Memnarch is just "good stuff" that will get you punched in the taint.

10 counterspells makes you a dick. You can't handle the hate it will draw. It also wastes a lot of your deck where you could be using stronger card and slows you down since you'll always be holding 2-4 mana back. Permission does not work in EDH, you cannot counter everything three players intend to cast. Play enough counters to block the game enders but don't let it consume your deck.

I still think I need to steal your Sen Triplets and build a deck around them designed to force you to win rather than let you build around them and get hated out every game...

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Posted 25 September 2012 at 12:17 as a comment on Sen Control

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I personally prefer draw but it depends on what you're going for. If you're trying to combo off as fast as possible, tutors are going to be superior. If you just want to keep a full grip and let things play out while always having something to do, albeit not always the right thing, card draw is superior. Having a balance of both is usually best.

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Posted 24 September 2012 at 07:06 in reply to #291587 on Help Plz Ghave Revamped

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You can get your elves to tap for 2. Several of them cost 2 or less. With haste, that is an infinite combo. The 1 CMC elves lead to infinite mana. The Visionaries are infinite card draw. If you added the Witness you could infinitely return the lotus to your hand for an alternate source of infinite mana.

You'll be able to draw everything from your deck that you need and then cast a huge Treespeaker to make all your hasted elves super big for a turn 1 kill.

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Posted 21 September 2012 at 06:32 in reply to #290622 on Hippie Might

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There's actually a fair amount of redundancy in it. Obviously, it's not going to be a turn 0 Jin every game but it will reliably cause a full discard by the second turn which is clearly much faster than the T1 duress T2 hymn variants...

You've got Gemstone and Lotus Petals as the original mana sources. Entomb and Buried Alive to take them from the library or Last Rites if you happened to draw it. Then Reanimate or Animate Dead to pull it from the yard. The only mandatory piece without redundancy is the Leyline. There are some test draws that didn't even require a dark ritual to get him in turn 0.

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Posted 21 September 2012 at 06:11 in reply to #290725 on Challenge: Fast Discard

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It looks like it tries to do too much and is a very slow deck with the rare exception of a nut draw.

You have 8 lands that can't tap for black or even at all before turn 3 as well as 4 copies of Urborg so you will have upwards of 3 dead draws during a game. The Korlash loop is nice if you can actually get it going but with a dozen or so sample hands, I couldn't get anything going. Four copies of your utility lands is too much. A mono color deck should not have such a high probability of being land/color screwed. If they are that relevant to your strategy, put in tutors for them.

You have no mana curve. You have one 1 CMC zombie that is fairly terrible since your entire focus is on putting your dead creatures back rather than exiling them. Yes, it can target other players but that is not all that useful at effectively sorcery speed. He's far too slow and won't be around to block or even get bigger until later turns. The first strike focus is fairly irrelevant and makes for very overcosted creatures with the number of lords in the deck, your creatures will be bigger when it's time to battle, even if they aren't, they will death touch, regen or be regrowthed. You have no two slot at all so you'll very like land go the first 2-3 turns UNLESS you got one or two of the rituals in your opener.

I like what your deck attempts to do once it gets going but I don't see it being very effective the majority of games to actually get to that point... Not trying to be a jerk, just pointing out the flaws I see so that it could be improved.

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Posted 20 September 2012 at 15:27 as a comment on Updated Zombies - Sideboard, lands, and deck explination.

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With the setup of this deck, how are they getting to turn 5? Unless you get a horrible initial draw, you start taking extra turns before turn 2-3. The first two traumatizes are going to be as good if not better than the first two traps and to be fair I specifically said to replace SOME of them, not all of them. It also prevents your coworkers from making a battle of wits type deck to just ignore your mill efforts.

Yes, "late game" it becomes worse but by that point, your mill/turn engine is active and it doesn't matter what you use anymore since just passing your turn to start drawing on your next turn will become more productive.

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Posted 20 September 2012 at 10:20 in reply to #290619 on Time Lord

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Concordant Crossroads, Cloudstone Curio, Eternal Witness. replacing your other spells would allow for a turn 1 win with the right draw. Could be done without the Witness if you want to stay just elves but would require a much more specific draw.

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Posted 20 September 2012 at 09:29 as a comment on Hippie Might

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You need at least four more lands and Eye of the Storm instead of Cast Through Time. I'd replace some of the Archive Traps with Traumatize since it's the same CMC and your intention is to take multiple turns while they get infinitely milled so the sorcery speed really doesn't matter.

You'll need a Trickbind or Stifle in case they get smart to your plan and side in an Eldrazi Titan which would just cause you to kill yourself as they reshuffle their library until you run out of cards...

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Posted 20 September 2012 at 09:10 as a comment on Time Lord

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In a counter/token looping deck there's no Grave Pact?

There is a distinct lack of card draw in my opinion. It's clear that you're going for combo with dozens of infinite combos in the deck but aside from sign in blood and skull clamp, there's no real draw in the deck while green and black have amazing draw potential.

There is only one ramp spell in the deck. Sure, oracle is great, especially when you can get the top going with her but if you don't draw into her or cultivate you might as well not be playing green at all. Get a Kodama's Reach if you can and preferably at least one other ramp spell. Ramp is godly in EDH, that is why they just banned prime time since he does it far too well.

The mana base appears lacking. You have 9 lands that come in tapped. If you can get the good duals or fetches that would improve your speed and decrease the "flop" aspect significantly. If they are outside your budget, I'd replace all the cycle lands with basics.

Improving those things will increase your potential to combo out. Keep in mind that by playing Ghave, you put a big target on yourself because people know you have a very easy combo potential even if they have never seen your deck so you will be one of the main targets.

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Posted 20 September 2012 at 08:42 as a comment on Help Plz Ghave Revamped

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Mayael decks need a seedborn muse and quicksilver amulet.

Awakening can be good for redundancy but also helps your opponents. Usually not enough to matter since you can spin with her every turn which gets crazy much faster than most decks can keep up.

You also need a Homeward Path or Brand to get back stolen creatures since you're a prime Bribery target.

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Posted 20 September 2012 at 08:14 as a comment on Mayael the Anima EDH

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I do have an extra library but not tower

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Posted 18 September 2012 at 13:02 in reply to #289986 on Better Metal Snake

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Extraplanar Lens works better in mono color decks. You're extremely land light so it's unlikely it will benefit you greatly with only 12 of either land type in your deck. The exile on it will set you back a lot more than it would a mono color deck.

I would flag Isochron Scepter as well for some testing with only 9-10 two or less cost spells, it's questionable how often you'll draw both a two drop and scepter to not leave it as a dead draw. You MAY have enough but I would watch it in testing.

Spellbook is rather underwhelming. I would either replace it entirely or get the same effect from Library of Leng or Reliquary Tower so you aren't taking a spell slot for ONLY that effect.

You may be a bit short on lands even with the ramp and card draw. If you need to find things to cut, I would look towards the life gain stuff first. It can be useful but even once you go infinite life through the combos in this deck, it still only takes 21 general damage to kill you.

If you have an extra Meloku or Soratami Savant, I need those. Was able to find all the other moonfolk I needed for my Patron of the Moon deck but the store didn't have those two. :(

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Posted 17 September 2012 at 07:23 as a comment on Better Metal Snake

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Go check out the new Rakdos from RtR. Rebrew your deck around him. You're welcome.

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Posted 17 September 2012 at 02:39 as a comment on Kaervek the Merciless

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I'll probably put together the cards I have sometime this week and then see about finding some of the missing parts. Once I have an actual deck put together I'll update the list.

It definitely will be a fun deck but it may be too comborific.

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Posted 10 September 2012 at 08:58 as a comment on Flowing Waters - Patron of the

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Sai of the Shinobi would be in the deck but mtgvault does not appear to have Planechase cards added yet.

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Posted 06 September 2012 at 20:22 as a comment on Bargain Binge

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I'd replace the pyromania's with something less terrible. Five mana for one damage is horribly slow in a deck that needs to be fast. Brightstone Ritual or Skirk Prospector would help you power out creatures and such faster or even a generic fireball would be better.

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Posted 06 September 2012 at 18:01 as a comment on Goblins bring Pandemonium!

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There are mono black options to do exactly the same thing without messing up a necessary mono black mana base. With Nightmare and Underworld Dreams being the main focus of the deck, it needs to have swamps and only swamps.

Eradicate, Cranial Extraction, Nightmare Incursion, Sadistic Sacrament to name a few.

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Posted 06 September 2012 at 17:46 in reply to #287783 on All nightmare long

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They have off color symbols on them. They are illegal. Wizards officially supporting the format adjusted some rules.

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Posted 05 September 2012 at 00:50 as a comment on In My World

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No Griselbrand?

I'm sure if you really wanted to you could guarantee a demon by the second turn or even the first turn with the right draw. Get another playset of the 4 mana creature sac ritual and switch out rise from the grave for cheaper options. (Animate dead, necromancy, etc)

Turn 0/1 storm wins are possible with Griselbrand reanimator decks so getting just regular demons out by turn 2 shouldn't be too hard.

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Posted 04 September 2012 at 23:25 as a comment on Waking the Demon

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The three non-izzet signets and Skeleton Shard are illegal in the deck.

Sharding Sphinx is pretty OP in any artifact creature deck.

Ophidian Eye is another curiousity effect to combo with Niv.

Charisma would be pretty funny on Niv as well.

You have no way to shuffle your yard or hand into your library which will limit the potential of Niv. I'd rather not suggest an Eldrazi Titan cause they're dumb but there are plenty of artifact centered options like Feldon's Cane or Elixir of Immortality.

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Posted 04 September 2012 at 23:07 as a comment on In My World

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