Mark-023

110 Decks, 138 Comments, 5 Reputation

Yes, they help a lot. But the thing I've got against them in Standard, is that a lot of decks use them, so most expect them to appear and are well equipped to deal with them. Also is the factor of their findings: most guys don't expect to trade for them, and even though the price is going down, i'm reluctant to use them.
And believe me when I say red deals a lot of punch on infect! That volt charge proliferates counters like crazy (and deals with a blocker), along with the curse of stalked prey

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Posted 15 March 2012 at 02:22 in reply to #241408 on Infecting Shit

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After thinking it, i decided that you're right, Axe is better than Carpace (and more resilient with indestructible). I still wanted to keep the ogre here. Any other things this deck can use?

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Posted 15 March 2012 at 01:31 in reply to #241386 on Infecting Shit

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Thanks for the compliment! Actually I never remembered Assault Strobe and you're right: that little spell makes games go crazy when unchecked (and is a BLISS that in Standard mental misstep is seldom seen!) About the ogre, is a 0/4 that with a few swings (who would block a 0/4? Then you pump the guy's power and suddenly, things go really downhill, especially when having curse of stalked prey on the opponent!) can go completely out of control, and is burn resistant (you would need black for cheap removal, or big burn instead). Darksteel Axe is a little down on the toughness, that is why I've placed Copper Carpace here (but I do not rule out the little axe in case i found them!)

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Posted 15 March 2012 at 01:23 in reply to #241386 on Infecting Shit

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2 vorapede, and 3 tragic slips

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Posted 11 March 2012 at 18:24 as a comment on From the Vault: Players Choice

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I like this idea of sac n reap benefits, but for me at least, it has some little problems: starting, get the card count to 60-63, because you don't look to have a lot of card draw/manipulation (necessary for the amount of 76) In that slot try to run sign in blood or similars. Second, run fume spitter instead of festering goblin (spitter leaves a counter and has a self-built sac). Third, i suggest in case sheoldred gets killed or exiled, run gravepurge as a failsafe and a cantrip card. Fourth, do not overload with black market even if it's good, believe me that with 1-2 this deck can work a lot better. Hope this helps

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Posted 11 March 2012 at 18:23 as a comment on The Expendables

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The only thing that can give other things affinity is mycosynth golem, but it costs about 11 mana and is restricted to creatures

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Posted 04 March 2012 at 19:19 in reply to #238292 on I WILL NOT LOSE

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the problem with fire servant: is too damn expensive to this deck. These types were a milestone: they could win extremely fast, but could be prepared to long game thanks to cursed scroll (which is expensive nowdays). the other things i've got to say, are in your deck....

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Posted 04 March 2012 at 15:46 in reply to #238530 on Red Fury Wins

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Pal, sorry to say this, but you need 60 cards and lava axe is too expensive. Since when you started playing, about what expansion?

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Posted 04 March 2012 at 15:44 as a comment on Red Instant deck.

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Undying leaves a +1/+1 (and for that, I placed hex parasite here). The reason behind melira? Simple: wolf run, and more in particular, inkmoth nexus (a popular land). Also, because of the philosophy behind a toolbox: get everything for a particular matchup

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Posted 02 March 2012 at 02:44 in reply to #238110 on To Die is To Live

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I placed Norn here because, for me at least, a Pod-based deck can work like a reanimator one if things go according to plan: get the pod, search for creature regardless of color, and start smashing (and Norn is a semi-overrun effect, and a controlling board against the opfor). But then, doing some testing, i found out about the WW cost when it was in my hand, so that is the reason that he got cut out (not so Vorinclex, which this deck CAN actually hardcast, but I leaved him on SB because of strains in mana curve)

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Posted 01 March 2012 at 01:29 in reply to #237951 on To Die is To Live

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I took Norn out because of his price tag, along with mana problems (he's a great search, but useless on the hand or graveyard) About the elixir, I think you're right, but I'm a little undecided of what I would need it except removal (Sheoldred is there for a reason). Other than that, I think the list is solid enough, what do you think?

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Posted 29 February 2012 at 22:59 in reply to #237921 on To Die is To Live

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You're welcome. Actually, I'm still deciding what to put here, because of the sometimes-bad draws, such as Norn (he's an insane buff, but, in your hand, is useless as you don't have the 2W to pay his cost, and also is an expensive one)

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Posted 29 February 2012 at 15:02 in reply to #237717 on To Die is To Live

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Yes, but also, if he uses it in modern (where it's legal), it can lose very quickly, even as cards like emperion are blown off by artifact removal. Also it can fall prey on decks like wolf run, or this even http://www.mtgvault.com/ViewDeck.aspx?DeckID=294353

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Posted 24 February 2012 at 04:07 in reply to #236614 on I WILL NOT LOSE

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Good idea but I think that a single creeping corrosion/naturalize/ancient grudge will cripple it severely.

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Posted 23 February 2012 at 17:04 as a comment on I WILL NOT LOSE

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First, take out paralell and one intangible, your creatures seems to get enough buffs. Second, take a ponder and use 1 or 2 extra leaks. third, take out a venser, you probably don't need a lot of him

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Posted 18 February 2012 at 07:22 as a comment on Parallel Golem

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The plan I made out with this deck is to win of different ways: either fast (delver/insectile+viridian, backed up by a possible stalker+wreath), mid term (some mill+wurms, with a possible activation from cagebreakers) and long term (attrition-based with quad effects from spider spawning+graveyard recursion by the ghoulcallers, to fetch a cagebreakers)
Also, from the SB, is to either present more control (dissipate+flashfreeze, 2 extra removal), main win condition support (contested war zone, that is a little too bad for main, extra milling), another win condition (extra cagebreakers, army of the damned) or a recursion when i'm completely milled out and want to cast a series of perfect spells over a match (memory+runic is hard to break actually, but only went to it in a single game)

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Posted 18 February 2012 at 07:18 in reply to #235209 on Milling Darkness

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Well, thanks! Actually, I own it in a 80% complete: been stuck playing a horrible mana base because a lack of duals (6 basic lands for EACH color, and I only have a woodland cemetery). Even still, this deck is pretty powerful: boneyards that grow to colossal sizes, and a solid back up plan in forms of stalker+wreath, along with spider spawning. In your opinion, what other thing this deck could put to good use?

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Posted 17 February 2012 at 17:33 in reply to #235209 on Milling Darkness

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Thank you for sharing your experience. I actually I'm using for standard a self-mill deck, mostly incomplete but still serviceable. The reasoning behind cagebreakers is that I faced a lot of removal & big burn, that is why used 2 main deck and 1 in SB, to make this a little bit more unpredictable.
I suspect that Prey Upon is going to be more used from now on, mostly due to Pedator Ooze.
The enormous land base in earler design was to the power in Dungrove Elder, that is why I wanted that amount of lands.
For more details about the deck I'm using, the link is here
http://www.mtgvault.com/ViewDeck.aspx?DeckID=278506

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Posted 16 February 2012 at 16:17 in reply to #234136 on Unrelenting Stompy

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Thanks a lot for the advice. I will remove the tanglewurm in exchange for vorapede, and sideboard bramblecrush and autumn's veil.
For the explanation for tanglewurm: in my local meta, is because there's a lack of green/artifact creatures to block intimidate. I'll replace Green Sun for Lead the Stampede.

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Posted 15 February 2012 at 17:18 in reply to #234136 on Unrelenting Stompy

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Well, the amount of lands is for the mana curve. But, what should be out and why?

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Posted 13 February 2012 at 04:49 in reply to #234136 on Unrelenting Stompy

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