Everfree

22 Decks, 13 Comments, 1 Reputation

E. Plauge is weak. Chalice of the Void shuts down elves and GobGob's better, though it does muck with your spells.
Extirpate should be Surgical Extraction; Free spells are good spells.
Damnation would be better as Ensnare; with Stasis on board it's as good, better really, because it returns lands to feed Stasis.
Cut your black, if you can; Green can be strong (Add Rootmaze?), and it gives you something to win with, though Azor's Electors come to mind for a more mono-blue core: Hard to remove when you've locked down, puts them on a clock.
I'm tempted to tell you to cut the visions for Gitaxian Probe, because, you know, free draw with a hand peek. Probably a play style preference here.

Don't run four of of Daze; put in two Misdirections. Generally, there are more useful in most situations, and they let you steal wonderful things like, say... Jace?

Tanglewire is strong in this deck, it's almost a timewalk. Perhaps run it?

Ditch two lands for Ancient Tomb's, getting one on turn two gives you a Tanglewire on turn two, which pretty much can win the game right there. Also drop Lotus Petals in here; they may seem a bit loose, but turn one Frozen AEther is hard to say no to.

The mastermind seems really really lose, in general, he's really easy to remove. The Howling Mines are also really weak in this, no offense; you're giving them card advantage to find a way to break out. I'd give yourself some Boomerangs; more things to return your stasis and more wiggle room to bounce land or things that are bothering you.


On the aside, if you are running green, thrown in Crop Rotation, Maze of Ith and A few more utility lands; Academy Ruin's if you're gonna go with tanglewire, and Glacial Chasm are good choices. The latter seems kinda iffy on first read, but rotating out a island for a superfog seems pretty decent, seeing it is at instant speed.

Hopefully this is somewhat helpful to you.

0
Posted 25 October 2013 at 19:10 as a comment on Tournament Legal Legacy Mono Blue Stasis

Permalink

Ok, here's a few ideas; Drop the Riddle Smiths for Mishra's Baubles: They can draw you cards or feed into the Titan or Ravager, and while creatures are nice, being able to drop these turn one and crack open for better draw is priceless.
Drop the Sheilds for Welding Jar; regenerating the Titan or Ravager is nice.
Put two of the Crypts on mainboard, other two on side, for another two baubles.

Executioner's Capsule and Courier's Capsule could find a place in there, both are decent enough.

Glaze Fiend is another good card, and with Mishra it turns into something of a pain in the ass.
Vault Skirge Only sorta fits, but he's a great little killjoy.

You need to get up to four mana quite quickly, but might possibly be running a few too many lands; maybe cut down to 16 for a few play tests and see if you can make it via more draw acceleration instead; or even trade some lands for Mistvein Borderpost and Veinfire Borderpost; early game they can replace a land, seeing you'll have plenty of zero drops to cover your field in the meantime, and late game you can use them to feed your combo engine.
I would definitely put in Cavern of Souls, just so Mishra has a bit easier of a time not dying horribly when you try to cast him.



Another idea would be to run Gemstone Caverns, though it is a most risky move.


The core of this deck is solid, it's actually very close to something I am working on; that's where most of my suggestions come from.
Keep up the good work.

0
Posted 19 September 2013 at 06:59 as a comment on Salvage Titan Modern

Permalink

Drop the Guild Mages, put in Increasing Vengeance.

Better cost effectiveness.

0
Posted 29 November 2012 at 19:03 as a comment on Izzet Good? Oh, it is!

Permalink

Reminds me of my Epic Electromancer Deck; http://www.mtgvault.com/ViewDeck.aspx?DeckID=407396 Yours looks like it's a bit more stable off the draw...

I'd suggest Increasing Vengeance; Becasue the Electromancers count towards X cost and Buybacks, doubling up on a Bonfire Could just outright win you a game. Also, with the amount of spells you need to run to make this viable, being able to double up on larger ones can be handy (Temporal Mastery; take two, three, -Seven- turns... Two Vengances in the graveyard. Target Mastery with one, then the first Increasing Vengance with the second. Because it copies the spell as cast, you now have two copies that make two copies. Take Seven turns.)

1
Posted 29 November 2012 at 18:38 as a comment on Guttersnipe'd

Permalink

This is a wonderful little gem of Throwing good cards in a pile.

It gets a bit battered by CounterBurn decks it would seem, and Could get ripped a new one by a Speed Sadistic Sacrament Deck - Fifteen cards exiled on turn Zero.

0
Posted 22 November 2012 at 20:18 as a comment on Turn 2-4 Blue deck i call it RAGE!!!!

Permalink

Needs Killing Wave. Nothing acts like a big middle finger like killing all your stuff for massive damage to the point they HAVE to sac their stuff - and then they die anyways.

0
Posted 22 November 2012 at 20:14 as a comment on blood tokens

Permalink

I was thinking of Talrand's Invocation, because It's easy to double up on and give me more bodies to block with. In theory, one can Fire off one of these with two flash-back'd Increasing Vengeance to put, for six glorious Mana, 14 2/2 fliers on the field in one go.

0
Posted 22 November 2012 at 20:05 in reply to #305312 on Epic Electromancers (Standard)

Permalink

First off, you do not have enough basic lands to pull off the Core set Duals. Cut though down, add in more of the Ravnica Painlands.

Secondly, ditch the Elderscale Wurms - While cool, the Thragtusks are more reliable. Add more basic lands or pain lands.

Otherwise, it seems like it should work...

0
Posted 22 November 2012 at 20:01 as a comment on NANANANANA BANTMAAAAN

Permalink

Uuuh, Thought Scour? Mill two, draw a card.

With what you're running for cards you could go down two mana and add some more draw or mill power; Your only heavy cost Is Jace, and When you'll be drawing like a Mofo you can live with slightly less lands.

0
Posted 03 June 2012 at 07:33 as a comment on Creatureless Mill

Permalink

Razorfield Thresher. Pay Seven mana, get flavour text.


Bog Hoodlums is useful, because it lets you get rid of the next card on your deck if it's something you can't use at that point. It's not great, but I've seen much worse.

0
Posted 03 June 2012 at 07:04 as a comment on |-Worst Cards In MTG History-|

Permalink