Ledif

13 Decks, 31 Comments, 1 Reputation

I don't find magic to be a job, but i do find it a bit wasteful to create a deck that truly accomplishes nothing more than causing everyone to reshuffle. I stand by what i said about this deck being a waste of space. And please, please, insult or discredit me on the basis of my grammar as it applies perfectly to this situation. Furthermore, name calling is incredibly pertinent to this argument.

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Posted 15 November 2009 at 18:46 as a comment on chiral chaos (100% guaranteed turn 1 win)

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That crabs deck wins i swear >_> dknight there is a difference between fun, and sitting down to say you win and nothing more. I'll agree that the crabs deck isn't exactly competitive, but it does in fact have a purpose and it really is pretty funny. This on the other hand, not so much.

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Posted 15 November 2009 at 00:23 as a comment on chiral chaos (100% guaranteed turn 1 win)

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If this deck is just for fun then just don't waste our time by posting it.

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Posted 13 November 2009 at 23:00 as a comment on chiral chaos (100% guaranteed turn 1 win)

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I'm giving this a down vote because its bad. There is absolutely no point to post trash like this. The deck not only lacks a full 60 cards, but it also uses cards for ante, which have been banned into oblivion since god knows when. Please explain to me the point of the deck: It can't be played in tournaments, so thats out. What do you expect to do? Sit down at a kitchen table with some friend, then laugh as you win a game of casual magic in about 2 seconds? The only applicable "format" for this deck is at the kitchen table, and it makes absolutely no sense there.

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Posted 13 November 2009 at 22:59 as a comment on chiral chaos (100% guaranteed turn 1 win)

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I agree. ^

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Posted 15 September 2009 at 20:28 as a comment on First Turn Win (4)

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THIS IS SUPER GOOD TOO I CAN ALWAYS DRAW THE RIGHT SIX CARDS IN MY HAND AND HOPE MY OPPONENT HAS ABSOLUTELY NO POSSIBLE TURN ONE PLAYS AND ALSO IS BAD.

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Posted 15 September 2009 at 20:28 as a comment on First Turn Win (3)

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THIS IS AN ACTUAL DECK I SWEAR

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Posted 15 September 2009 at 20:27 as a comment on First Turn Win (4)

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I made a legacy deck that does the same thing. First look, you have little reason to run two copies of progenitus main. If your facing a deck that has some form of non targeted removal, he goes back to your deck anyway. I also think you have a bit too much in the way of creature creation, and not enough control/permission. The ration might need to adjust.

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Posted 31 August 2009 at 22:03 as a comment on Progenitus (Polymorph)

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Tendrils of Agony is a great replacement for your 4 Assassinates. For one more mana, at instant speed, you can make Aggro players cry. Gaining 4+ Life and eliminating a creature is a great way to gain the upper hand, or seal a victory. Instead of the 3 looming shades, i would replace them with Child of Night. As has been said, the Terramorphics are unnecessary. I recently threw together a cheap MBC deck with cards from shards and M10. If you decide you want to use cards outside of M10 there are quite a few options to pick from. Not a bad deck at all, especially for the card pool.

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Posted 31 August 2009 at 08:42 as a comment on Mono Black POS

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I like the fact that you built a deck themed around flanking, its certainly a cool mechanic. I think you might have too many creatures though. If you can try to find space for a few white enchantments that help your creatures (like glorious anthem). Serra's Blessing and Knighthood are both pretty good cards, blessing combines especially well with Hold the Line and Righteousness. Another card that might be worth considering, depending on your format (its banned in extended play), is Skullclamp. SC allows you not only to boost your damage, but to draw large amounts of cards, which helps to keep your hand fueled with more spells.

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Posted 29 August 2009 at 23:17 as a comment on Flanking deck

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Your probably right, i threw the torch in there so he had a better chance of drawing the combo piece, as there isn't much to fetch parts for him.

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Posted 29 August 2009 at 23:11 as a comment on volcanic massacre

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Mildly better than your other decks, as it relies on less than a million parts coming together over a few turns. Please though, read the comments i made on your charge into oblivion deck and your volcanic deck. One "infinite" damage combo is enough, really.

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Posted 29 August 2009 at 19:25 as a comment on burning intensity

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Please, once again, look at your other decks recently posted, and learn to make a combo deck.

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Posted 29 August 2009 at 19:23 as a comment on bucket of bolts

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Holy crap stop posting "Infinite damage" decks. This one takes a whopping FIVE cards to function... Read some of your other decks you've posted recently, I don't want to repeat myself...

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Posted 29 August 2009 at 19:22 as a comment on sailing pain

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Please read what i posted on your previous combo deck, it once again applies perfectly to this situation. Are you also aware that you can float mana from the second untapped land infinitely and then use that for whatever nefarious "X" spell you prefer.

More specifically, you have no way of protecting your combo pieces, I would recommend removing your 4 ancestral visions, as waiting at least four turns to draw is far too slow for a deck like this.

As the mana base you've posted is so incredibly expensive, i would assist it by adding onslaught fetch lands.

As mentioned above, barbed field is completely unnecesary, just replace it with any X spell that will win you the game.

The amount of walls you have is incredibly unnecessary. Drops at least 8, replacing 4 with carven caryatids.

More could be done, but this is a start

-1 Forest
-2 Island
-1 Mountain
-4 Barbed Field
-8 Wall of Steel/Earth
-4 Ancestral Vision

+4 Wooded Foothills
+4 Carven Caryatid
+4 Banefire
+2 Pact of Negation
+2 Kaervek's Torch
+4 Brainstorm

I would certainly rethink a lot of the cards in this deck, as currently it really isn't going to do near anything.

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Posted 29 August 2009 at 19:17 as a comment on volcanic massacre

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I'm confused to be honest, for this combo to work, you need 2 Artifacts, a Creature, and a Sorcery. At best you can have these pieces by turn three. Banefire may be uncounterable, but every other piece of your combo isn't. If any part of your combo is broken, your stuck trying to find that piece again, and set up with an opponent even more aware of what you are trying to do. Incorporating a combo like this into a deck is reasonable, but creating a deck based solely on 4 cards coming together is foolish. I would love, by the way, to Swerve your Banefire back at you after all the trouble you go to getting it together.

So this isn't just a rant, try including pact of negation, and summoners pact. Each is rather self explanatory, and fits nicely. I would drop the shred memories and replace them with vampiric tutors, as this deck seems to have no price limit. Enlightened tutor is a bit slow but i don't see much of a way to improve on it. If you splashed blue a bit, Tolaria west could be transmuted for paradise mantle, and muddle the mixture might work nicely too, to stop attempts that ruin your combo, or fetch another part.

So, I would try

-4 Shred Memory
-2 Wall of *s

+2 Vampiric Tutor
+2 Summoners Pact
+2 Pact of Negation

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Posted 28 August 2009 at 18:21 as a comment on charge into oblivion

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Try using traumatize in the deck. Hitting yourself with a traumatize is bound to put the combo pieces in your graveyard. On the same idea, diabolic tutor might be a worthwhile option to grab Open the Vaults or traumatize to put combo pieces in your graveyard/hand.

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Posted 23 August 2009 at 18:56 as a comment on Wounded Vaults

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Wasn't me actually. But thanks.

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Posted 03 August 2009 at 11:44 as a comment on `You Have Crabs AGAIN

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It is obvious, the unstoppable force that is crabs will defeat all foes. Remember to thumbs up or else you will fight the power of crabs. And lose. Quickly.

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Posted 03 August 2009 at 11:15 as a comment on `You Have Crabs AGAIN

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Bloodcot has a great idea with tokens - dragon fodder is good, and goblin assault might be a good idea too, it is a permanent itself and creates more permanents. Green offers you numerous token sources so looking into some of them is a good idea too.

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Posted 28 July 2009 at 12:26 as a comment on R/G: Aggro Warp World

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