Flying_Toaster

4 Decks, 55 Comments, 2 Reputation

Take a look at my Myr deck, trust me, it runs like a charm!
http://www.mtgvault.com/ViewDeck.aspx?DeckID=191167

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Posted 16 June 2012 at 04:19 as a comment on Myr's Unite

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I've personally played a legacy zombie deck for a while, and i find, sadly, that Endless Ranks of the Dead is a TERRIBLE card! I seriously don't think you should ever pay 4 CMC and THEN wait a whole turn to get any benefit out of a card. And such limited benefit too. If you cast it when you have 4 mana available, you won't have more than what? 3-4 creatures in play? That a total of 1-2 extra zombies on your next upkeep. Not worth the mana or time investment it demands.

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Posted 13 June 2012 at 07:05 in reply to #264072 on The Watery Dead

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And call me a double-idiot, but i forgot Sign In Blood isn't standard legal right now. Go with Tezzeret's Gambit then.

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Posted 13 June 2012 at 07:02 as a comment on The Watery Dead

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Hmm, now that I think about it. I think you'd be much better off making this deck mono-black. The only blue cards you'd have left is Havengul Lich, which is STILL inferior to Grave Titan tbh, and Diregraf Captain, which is really good, i admit, but adds an unneeded extra colour to your deck. I'd go with either Black Cat, Unbreathing Horde or Smallpox, depending on your play environment.

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Posted 13 June 2012 at 07:01 in reply to #264080 on The Watery Dead

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Take out Grimgrin. You really don't want to be sacrificing your own zombies, you want to overwhelm your opponent. Mathematically, with all those +1/+1 bonuses going around, you want many small creatures, not just a single big one. In it's place you should put Grave Titan. It'll help you spew out even more zombies. And i'm not so sure about those ghostforms. I m mean they're useful, but with the amount of creature kill you have AND the amount of zombies you SHOULD have, unblockable isn't really a priority. I would throw in some Sign In Blood in there instead. You really need a way to replenish your hand, get some new threats in there to keep the pressure up.

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Posted 13 June 2012 at 06:55 as a comment on The Watery Dead

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Mesmeric Orb

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Posted 20 April 2012 at 22:40 as a comment on Mill--Any Advice?

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Unfortunately, against a pure red burn, there aren't many decks that can win easily. Especially one with no threats on the table for him to have to deal with, all that damage is going straight to your face. But you can't build a deck that can win against everything.

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Posted 01 March 2012 at 15:58 as a comment on Library Ingester!

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Hey man, how's your deck doing against your play group? Lemme know how it's going!

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Posted 29 February 2012 at 04:32 as a comment on Library Ingester!

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Deck is starting to look pretty good. Though instead of Essence Scatter, i would recommend a different counterspell. "Counter target creature spell" is simply too limiting. And with 4x Go For The Throat, countering creature spells isn't what you need. My personal favorites to recommend are Remand or Mana Leak. I'm personally a huge fan of Remand tbh. Sure it might not "permanently" counter your opponent's spell, but setting him back one turn while drawing an extra card is always helpful. Besides, chances are if you counter his spell he has another just as threatening one in his hand anyway. However, depending on your play environment, mana leak may be a better option here. Otherwise, i'd have to say your deck is looking pretty decent now. Let me know how it works out! :)

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Posted 14 February 2012 at 18:08 as a comment on Library Ingester!

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Personally i would recommend switching out the 4x Twincast in favor of 4x Smallpox. The 4x Vision Charm and 4x Tome Scour should be replaced either by counter spells or create destruction like Go For Throat. With 4x Mesmeric Orb, 4x Archive Trap, 4x Glimpse the Unthinkable, 4x Mind Funeral AND 4x Hedron Crab, you really, really shouldn't have a problem milling your opponent. So like bellabom said, creature destruction wouldn't be a bad idea at this point...

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Posted 13 February 2012 at 19:52 in reply to #234384 on Library Ingester!

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Check out my deck and you can use it as a base for yours: http://www.mtgvault.com/ViewDeck.aspx?DeckID=270773

i suggest you either go all-out for a mill win, or you concentrate your efforts on using Guiltfeeder and/or Sewer Nemesis. I have found that a combination of both isn't the greatest idea in the world. And Memory Erosion is terrible... Mesmeric Orb is 20x better.

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Posted 13 February 2012 at 16:20 as a comment on Library Ingester!

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Thanks, you're more than welcome :) Feel free to ask me any questions in my inbox

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Posted 27 December 2011 at 20:39 in reply to #223299 on Treefolks & Druids

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I meant Protector, not Defender, sorry lol.
And by the way, the 2 key treefolk, as I see it, are Leaf-Crowned Elder and Heartwood Storyteller. So you should really take advantage of them. Heartwood Storyteller in particular, as he's a beast. To really get the most out of him, you want him 4x in your deck, and play with as LITTLE non-creature spells as possible (hence why I went for all-creatures). It really stacks up and makes your opponent pay for playing counter spells and creature destruction, and replenishes your hand with MORE threats to continue putting on the pressure despite your losses.

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Posted 21 December 2011 at 03:26 in reply to #223299 on Treefolks & Druids

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Hi! I also have a treefolk deck, and I've spent quite some time modifying it. My advice would be: focus on speed over survivability. Treefolks are so big for a tribe-deck, if you out-number your opponent you'll end up overpowering him. There are very few permanents that really pose a threat to you. And again, because of their size, treefolks can play as real good blockers. Here's my treefolk deck, you should check it out:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=191156

It's a bit dated though and right now I'm looking to take out the Defenders and throw something else instead. Haven't decided on what yet.

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Posted 21 December 2011 at 03:14 as a comment on Treefolks & Druids

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To be more specific though, the biggest changes I would strongly recommend taking out 2x Nemesis of Reason and 2x Traumatize, replacing them with 4x Archive Trap. The reasons for this are two-fold. First, in regards to Nemesis of Reason, you pay a relatively high cost to play a vulnerable creature who won't have any impact until the next turn, IF he survives. As for Traumatize, if you're playing your deck right, there is no way your opponent should have much more than 30-40 cards in his library by the time you can cast Traumatize. So on average it'll mill your opponent by 15-20 cards, not much more than the 13 from Archive Trap. The advantage of Archive Trap over those two cards is you get immediate results AND you can cast it for 0, which is pretty easy considering all the fetch-lands being used.

Next, I would take out the 4x Nihil Spellbomb and add 4x Surgical Extraction (or Extirpate) instead. You are going to fill up your opponent's graveyard with cards very quickly, so why not take advantage of that fact and use Surgical Extraction to COMPLETELY remove an opponent's threat from his deck? And with Tome Scour you can do that as early as first turn!

Lastly, as much as I LOVE Creeping Tar-pit (by far my favorite man-land), it serves no real purpose in your deck, considering how you're going for the mill and not the kill. The fact that it comes into play taped will play against you more often than not.

(Btw, I'd also try and find a way to squeeze in 4x Remand in there instead of Dissipate)

Hope it helps! :)

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Posted 18 December 2011 at 01:45 in reply to #222451 on Modern Mill

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I recommend you take a look at my deck for inspiration: http://www.mtgvault.com/ViewDeck.aspx?DeckID=270773
I tried MANY different versions of this deck before finalizing it on this one, a few of them closely resembling your own. Though after 10 years of upgrading/modifying my deck, this is the most efficient it's ever been and you could pull quite a few ideas from it.

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Posted 18 December 2011 at 01:22 as a comment on Modern Mill

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Get rid of the kamigawa snakes. 4x Ohran Viper, 4x Lorescale Coatl and 4x Winged Coatl are the way to go. Favor of the Overbeing is not a bad idea for this deck seing how much it can boost those snakes. I would suggest adding in 4x Remand (great counterspell AND you draw a card) and maybe 2-3 Cryptic Coommand

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Posted 18 December 2011 at 01:07 as a comment on MEGA SNAKES

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I'd say remove Maralen completely, replace her with something else. Maralen right now helps out the other player WAY too much by allowing them to tutor for any card they want, effectively countering any strategy you try and come up with. For the same reason I would recommend switching out Arcane Denial for Remand instead. Trapmaker's Snare is not all that great... Some plain old card draw would be better. Otherwise I don't see any major problems with your deck. Take a loot at mine for inspiration: http://www.mtgvault.com/ViewDeck.aspx?DeckID=270773 And Guiltfeeder, from personal experience, is a better kill than Sewer Nemesis due to his evasion. Although Sewer Nemesis is pretty badass by himself too.

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Posted 14 December 2011 at 16:56 as a comment on scissors paper stone

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Also, as awesome as Sword of Body and Mind is, it serves no real purpose. I'd recommend switching it out for something else. Some extra counter spells would be welcome, if not then Murkfiend Liege would be good in two copies, or a 1-cost spell like Spell Pierce or Brainstorm. Spell Pierce would be my suggestion though.

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Posted 13 December 2011 at 16:48 in reply to #221424 on Wolfseule

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I honestly don't see Parallel Lives as being all that useful. It'd be better if you had more spells that create tokens but right now, it's too high of a cost for a card for not enough impact. Replacing it with something that can work and be efficient on it's own without being dependant of other cards would be better. If you really want to use Fable of Wolf and Owl to it's maximum potential, you want lots of cheap, dual-colored, ideally cantrip spells. So you constantly refill your hand with lots of cheap spells and can then really take advantage of Fable.

My suggestions would be:
-Remove-
2x Spire Owl
3x Augury Owl
2x Wolfbriar Elemental
3x Nulltread Gargantuan
4x Parallel Lives
4x Prey Upon
3x Overbeing of Myth

-Add-
1x Slippery Bogle
4x Favor of the Overbeing
4x Cold-Eyes Selkie
4x Temporal Spring
4x Remand
4x Winged Coatl

This should give you much better board control and really get the most out of Fable of Wolf and Owl. The Remands and Temporal Springs alongside Winged Coatl will help you keep your opponent in check until you can get the enchantment out. Cold-Eyed Selkie helps with the card draw and Favor of the Overbeing gives you something to beat with early game.

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Posted 13 December 2011 at 16:41 as a comment on Wolfseule

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