JamesLTR

9 Decks, 25 Comments, 2 Reputation

Supreme verdict is uncounterable for a start :P usually i find the artifcat destruction they have is an oblivion ring, which flops to an end step cyclonic rift anyways. I managed to aquire 1 of each shockland and a full set of mortars by now, and games are going well. Also added a sphinxes revelation for more draw power, and a nicol bolas as an alternate win con. Looking for some slaughter games (mainly to stop thragtusk) and a devils play or two as an alternate win condition now. :)

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Posted 10 November 2012 at 22:23 as a comment on Winning

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damn it, i thought it was diabolic tutor, have changed it now apologies for confusion.

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Posted 30 June 2012 at 23:59 in reply to #268279 on Heartless Construct (Standard) BROKEN

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there's only 24 lands which is the standard amount :p in answer to your deck i'd add a couple more rampant growth. I also think it could do with some more reliable creatures rather than focusing around copying the two you have, maybe primeval titan could do some good here. :)

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Posted 27 June 2012 at 10:37 in reply to #268247 on Heartless Construct (Standard) BROKEN

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but demonic tutor is legal in standard.. which is what matters! although i agree that i could do with a way to dump the superion incase it's a dead draw, if you have any suggestions i'd appreciate it. :)

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Posted 27 June 2012 at 10:35 in reply to #268279 on Heartless Construct (Standard) BROKEN

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I like the idea of sorin's vengeance for win but sometimes you just aren't going to get to play Gisela. May I reccommend the mono-black sorin as his -3 can put the opponent straight on the mark for a swift vengeance and game.

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Posted 21 June 2012 at 10:51 as a comment on Gisela's Vengeance

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the whole point of this deck is to reanimate it from the grave with rites, meaning he doesnt need to pay to hardcast it

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Posted 21 June 2012 at 10:49 in reply to #266880 on I don't lose, I want frites!

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How does thought scour mill actually help me here? I was thinking about trying amass the components instead of think twice but I don't see the benefit of thought scour really.

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Posted 17 June 2012 at 12:12 in reply to #265135 on Bant Mid-Range [Need Help]

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Don't own any Ponder plus it cycles out soon so seems a waste of time getting hold of them when it's not a massive difference. + Think twice nets me 2 and ponder is 1.

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Posted 15 June 2012 at 22:42 in reply to #264787 on Savage Stalker

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The biggest tip/advice I could give to anybody is to make your deck consistent. The best way to do this is find the cards that you like best/seem to do the most for you, and use 4 copies of them. Wittle it down from 1-ofs and such as they just make your deck less able to get you what you need when you need it, and mostly make sure you enjoy the playstyle. But yeh, the first thing you need to do before you look at buying rares and such is just to get a reliable deck with 4 copies of most of the cards.

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Posted 12 June 2012 at 14:46 as a comment on HELP NEEDED! Newbie Deck [Black/Red]

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Change Deadeye for Nephalia Smuggler, it's easier to cast early and provides you with a reliable body should your opponent have a lack of early creatures to copy, while still having a flicker mechanic.

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Posted 04 June 2012 at 11:19 as a comment on Your Deck

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I would think about maybe replacing the elves with Deranged Assistant? It's good and gives you an extra mill aswell as the mana. Also forbidden alchemy is really amazing in self mill decks. I would also reccomend Gnaw to the Bone in 4, the spider summoner in 4 (Can't remember it's name!) and a couple of Boneyard worms to use as early meatshields.

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Posted 04 June 2012 at 11:09 as a comment on Splintertree

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I'd considered it and it could be a valid option but I don't really think the deck is going to have much trouble for life to be honest + it's another 2 drop when we already have 6 of them in the deck, so it doesn't really fit the curve.

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Posted 28 May 2012 at 15:51 in reply to #259745 on Sacrifical Act (Standard)

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haha yeh something like that, there's plenty of stuff to do rather than just the pod and many of the creatures can be brought back in some way too so it doesn't hurt too much if you need to sac one of your own! :)

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Posted 27 May 2012 at 22:05 in reply to #259588 on Sacrifical Act (Standard)

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Okay here's what I'd add and take and then I'll break it down afterwards, this is assuming you're cemented in G/B, although personally I would reccomend B/U for a loner deck.

-1 Lumberknot
-1 Harvester
-2 Pit-Dweller
-2 Guide
-3 Prey Upon
-3 Essence Harvest

+2 Homicidal Seclusion
+2 Predator's Gambit
+1 Abundant Growth
+3 Ranger's Guile
+2 Mask of Avacyn
+2 Go for the Throat

Explanations;
Lumberknot and Harvester: These go against the whole prospect of having one creature as they generally work better in a deck that aims to have more creatures out. I know they trigger off the opponents creatures aswell but they function better when they work with your own deck.
Pit-Dweller: This is just generally a bad card and I wouldn't choose to run it in a deck unless it's based around stopping it going over to your opponent.
Guide: This also goes against the prospect of only having one creature as it affects another one, meaning you have two. Best case scenario he buffs himself becoming a 2/2, which isn't really the sort of thing you want as your loner.
Prey Upon: When you're playing back there's a tonne of a lot more kill spells that are nowhere near as situational as this, there's just need to risk not being able to play this when you need to when you could drop a Go for the Throat or something and do the job just as easy. Even Trajic Slip could do a better job here in my opinion.
Essence Harvest: I just don't see the neccessity for this fairly average card in the deck. It doesn't seem to do anything amazing for you and takes up an offensive slot when you could probably use more stuff to stop your loner running into that kill spell.

Seclusion and Gambit: These are both just amazing quality cards that need to be a 4 of in any loner deck, no more explanation needed.
Abundant Growth: Just generally an awesome card that shouldn't be underestimated, can fix your mana to cast stuff like Griselbrand more easily. This is especially essential if you want to run only 19 land.
Guile: This is one of them cards that is just a great way to dodge a kill spell or just edge a blocker and keep your loner alive.
Mask: Gives hexproof which is an amazing attribute to give the only creature you have, making all their kill spells useless.
Go for the Throat: This is your own awesome kill spell to get rid of that pesky blocker or the big flyer that's troubling you, removal is good when you're not going to have an army of guys to trade with stuff.

I was also skeptical about Wild Defiance, it seems reasonable but if you're going to make all the changes I've suggested then I'd probably remove it for an Ascetism or something. With the amount of hexproof floating around you're not really going to be too worried about a damage spell and getting that extra 3 toughness, and although it works well with Terrifying Presence I think there are better options. Green Sun's Zenith could be a nice choice to root up that loner when you're in trouble. Ascetism could also be good to give what is essentially more hexproof, and bring back your loner if it gets into trouble.

Anyway, whether you choose to take my advice or ignore it as complete garbage is up to you, although this is how I would modify the deck personally to gravitate more towards the theme specified. The deck looks promising and I look forward to seeing how it develops, good luck dude! :)

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Posted 26 May 2012 at 08:54 as a comment on G/B LONER Deck!

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Cheers man, the flicker effects and such are pretty essential and having stonehorns really helps locks down when you have smuggler or venser out :)

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Posted 16 May 2012 at 22:19 in reply to #256329 on Flicker Fun (Standard)

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Well the idea I was proposing is that the deck used all curses with one copy of each, I don't avtually know how many are around but if it did this it'd be a toolbox kinda thing. :)

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Posted 07 May 2012 at 11:02 as a comment on Curses

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weird :s been test handing this constantly and seems to have absolutely no problem at all, I've actually removed 2 islands now for 2 oblivion ring atm cos I found myself overwhelmed for mana. On a side note @catboy I'm seriously considering the deadeye instead of gryff's right now, I reckon the extra flicker could be useful plus gryffs kinda redundant in light of ichor wellspring, will test with navigators to see how it does!

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Posted 06 May 2012 at 23:17 in reply to #253336 on Flicker Fun (Standard)

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Death's Hold should deal with tokens and against a spawny deck should definitely be the first one you tutor, genesis wave can help bust out more curses too so it is probably best to get rid of the red if you go for this aim. Another important thing to add could be something to tutor the misfortunes or the witch early, i don't really know anything that does this but getting to them is the priority of the deck.

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Posted 06 May 2012 at 00:17 as a comment on Curses

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May be okay if I find myself needing to run an extra colour in the deck, atm though the deck does great to keep tempo and have enough mana so shouldn't be a need for it right now. Thanks for the suggestion! :)

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Posted 06 May 2012 at 00:05 in reply to #253275 on Flicker Fun (Standard)

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It's a possibility, he's definitely budget enough that's for sure. The issue I have with him though is that it's quite a late drop for a flicker effect and by that point I usually have at least Smuggler or Venser on the board anyway, it'd also take up another high cost slot meaning I'd have to take out some of my cards that actually benefit from the flicker effect (like Gryff or Voice) so not to ruin the mana curve. I won't buy them but if I can do a decent enough trade for a couple I'll try them out to see how they do! :)

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Posted 05 May 2012 at 23:16 in reply to #253261 on Flicker Fun (Standard)

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