ewarner820

28 Decks, 12 Comments, 0 Reputation

i agree the idea's a bitch, but the part i must be missing is what do you do after you attack with chronatog once? it seems to me anyway that you would kind of halt after that until either you run out of islands to tap or you draw another chronatog or stasis.

on another note, if you allow a good token deck to get started before you get stasis out, i think you're pretty much boned.

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Posted 21 January 2011 at 13:05 as a comment on MTG, broken

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if you're speaking of pili-pala, then it still reduces the untap to 1 mana, so tap, gain 1 mana, use it to untap, and gain 1 mana. net is 1 mana per cycle.

gilder bairn net is zero, but the counters are doubled, so good enough.

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Posted 19 January 2011 at 19:01 in reply to #115483 on Helix Win

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basically the thought was: contain creatures until i can get pyromancer ascension out, burn down his lands, or both. then as he's unable to do anything, burn him down.

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Posted 05 January 2011 at 00:10 in reply to #112488 on Crush, Kill, Destroy

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not if you proliferate the counters or use something like gilder bairn and can reset him.

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Posted 04 January 2011 at 11:24 in reply to #112271 on Infinite turns - Standard

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Yah Metallica reference! And if it wan't intentional, you listen to the song right now! lol

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Posted 27 December 2010 at 14:26 as a comment on Damage Incorperated!

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Well, my criticism on this particular setup is that you have a pretty big gap between needing 2-3 mana to needing 8, and the drawing and adding cards are meant to cope with that. The problem arises when you don't get the particular cards you need, which will make your deck rather slow and vulnerable.

My first suggestion to fix that is to replace arbor elf with a green monster with converted mana 3 or 4 which of course will be stronger. That or use Scute Mob which has {g} mana cost and gets stronger the more lands you have and lines up with asceticism quite nicely. Or a third option for this is an ambiguous card like Protean Hydra who is as strong as the mana you pay for him.

Second suggestion is to either back off some of the mana drawing cards or the lands themselves in your deck because you have 20, after 8 you have 12 useless draws. I personally would back down to 16 and keep the mana drawing cards, or 18 and take a few away and replace with monsters.

Just my personal opinion. Take it for what its worth.

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Posted 26 December 2010 at 21:57 as a comment on first green deck attempt help!

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ooo, forgot about that one

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Posted 26 December 2010 at 21:32 in reply to #109541 on Goblin Blitz/Burn

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I really like this deck. However it's big weakness is creatureless/straight burn decks because of the few cards you have in place for that situation.

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Posted 26 December 2010 at 19:00 as a comment on Anything You Can Do I Can Do Better

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that's actually a really good combo, but it's the wrong kind of combo for this deck cause i'm relying on the +1/+1 counters. i'd have to make another one lol

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Posted 24 December 2010 at 14:33 in reply to #108766 on One-Hit Kill

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I always love those ideas that are a little off beat from normal. Nice deck!

p.s. surewhynot, its actually "Imitation is the sincerest form of flattery." by the way :-p

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Posted 23 December 2010 at 16:50 as a comment on Littler Bastards

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Nice idea! I was thinking of a R/B version of that basically does the same thing with the help of a few creatures, but for this specific one, I would suggest you think about Staggershock and Treasure Hunt. Other than that, I have no criticism for you.

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Posted 23 December 2010 at 16:36 as a comment on Pyromaniac's Ascension

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Ok, there are actually 3 possibilities at an infinite loop in this deck to get helix pinnacle to 100+ counters in one turn. I'll go fastest down

--Loop 1 (Can be done in 3 turns)--
Helix Pinnacle, Training Grounds, Paradise Mantle, Pili-Pala
Turn 1: Island, Training Grounds || Forest, Helix Pinnacle
Turn 2: Forest/Island, Pili-Pala, Paradise Mantle (whichever land you didn't play last turn)
Turn 3: Equip Paradise Mantle to Pili-Pala, play whichever you didn't play on turn 1. Now Pili-Pala can tap to gain a mana, spend that mana to untap and gain that mana back. Rinse, repeat, put all mana on Helix Pinnacle and you win next turn supposing you survive.

--Loop 2 (Can be done in 4 turns)--
Helix Pinnacle, Training Grounds, Paradise Mantle, Gilder Bairn
Turns 1&2: Paradise Mantle, Island, Training Grounds, Forest, Helix Pinnacle
Turn 3: Forest/Island, Gilder Bairn
Turn 4: Equip Paradise Mantle to Gilder Bairn. Put one counter on Helix Pinnalce. Now you may tap Gilder Bairn for a blue mana, then spend it to untap him and double the number of counters on helix pinnacle, repeat until it has 128 (or more if you must) counters. You win next turn so long as you survive.

--Loop 3 (can be done in 4 turns)--
Helix Pinnacle, Overgrown Battlement, Orochi Leafcaller, Freed from the Real, random defender(s)
Ok, this one is more tedious, but the pieces all help in the case you don't get loops 1 or 2.
Turn 1: Forest, Helix Pinnacle/Orochi Leafcaller
Turn 2: Forest, Overgrown Battlement
Turn 3: Island, Freed from the Real on OB, tap OB for mana to play what you didn't on turn 1
Turn 4: Play whichever defender you can, tap OB for 2 green mana, use Orochi to change one to blue mana, use it to untap OB, you get the picture by now.


And those are the loops. If you don't draw Helix Pinnacle, then you may use the loops to give Feral Hydra infinite P/T. Enjoy!

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Posted 22 December 2010 at 01:46 as a comment on Helix Win

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