mrgoodbytes

102 Decks, 299 Comments, 1 Reputation

Earthquake might be a good addition to this deck. I like the idea of making large damage Banefires and such, but just be watchful of Mindbreak Trap; it's one of the few cards that can counter a Banefire over 5 damage and it would be devastating against a deck like this. Other than that, good job :)

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Posted 03 January 2010 at 16:47 as a comment on banefire

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Lol interesting infinite landfall combo. There's another good one that uses fastbond; I made a deck with it, so check my profile if you are interested.

+1 because I like infinite combos, and this is one I haven't seen yet ;)

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Posted 03 January 2010 at 16:08 as a comment on Landfall

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If you are interested, I have a red / black discard / draw / burn deck of my own. Maybe you can get some ideas from it. Check my profile; I'm not a fan of linking my decks in other people's decks Lol.

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Posted 03 January 2010 at 16:03 as a comment on Dude, Where's My Hand?

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Might want to sideboard some creatures. If you play FNM with this deck against a blue deck, you'll probably run into Telemin Performance.

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Posted 03 January 2010 at 12:58 as a comment on Standard Controlled Burn

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I would go for more artifact creatures. That way, if you or your opponent wipes the board, you would get a ton of creatures back too.

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Posted 29 December 2009 at 17:56 as a comment on Open the vaults is fun! : )

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Another card that you should look into for green landfall is Lotus Cobra. It's an expensive card but it is amazing and rediculous for landfall decks. Once I manage to get a playset of Lotus Cobra I'm going to make a Naya landfall deck. It's going to be amazing. In fact... I'll go make it now and stick it up on this website :).

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Posted 29 December 2009 at 17:21 as a comment on green beast landfall

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The only problem that I see is your win condition. You have 3 total creature cards that can damage your opponent and a handful of mill spells. The mill alone might be enough to win if you drag the game on long enough and counter enough spells, but I don't know about the creatures. With only three creatures in a really long game, any deck with a playset of Path to Exile will still have them saved up by the time you get your creatures on the field. You would have to wait until you could counter it and play the creature in one turn, requiring 13 mana for Darksteel and 9 for Lorthos.

My advice to fix this: Add in a few creatures with shroud so that they are not easily removed. Sphinx of Jwar Isle is perfect for this, and it also has an awesome ability.

Besides the lacking win condition, this looks like a decent (and annoying) deck. Best of luck to you.

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Posted 29 December 2009 at 10:00 as a comment on annoying counterspell deck

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Yea I would remove Seascape Aerialist. The card I was talking about is Sea Gate Loremaster. I got the name wrong in my last post Lol.

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Posted 27 December 2009 at 10:54 as a comment on W/U/G Allies

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I see Swerve in this deck. I approve. +1

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Posted 26 December 2009 at 17:52 as a comment on Grixis Prime

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Needs Swerve.

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Posted 26 December 2009 at 17:50 as a comment on Blue-Red Contol

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This deck needs Swerve. Don't ask why; it just does.

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Posted 25 December 2009 at 20:12 as a comment on Legacystorm

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It looks pretty good Port, but I have one more suggestion; I would take out some of your allies to fit in Seascape Loremaster. Having a really strong draw mechanic is amazing for any deck, and it's perfect for allies.

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Posted 25 December 2009 at 20:10 as a comment on W/U/G Allies

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I would sideboard some creatures in case you go against a blue deck. Telemin Performance would be an instant win against this deck.

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Posted 25 December 2009 at 20:04 as a comment on Recurring Pyromancy

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When Iona leaves the battlefield, her ability leaves with her. If you play her, call white, bounce her, call green, your opponent will be able to cast white spells still but not green. If she dies or leaves field again, they'll be able to play green again. It does not work how you planned for this deck.

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Posted 23 December 2009 at 22:56 as a comment on Iona silencer

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With no creature removal? Not a fan. I would add Path to Exile or Journey to Nowhere so you have some means of removal.

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Posted 22 December 2009 at 17:25 as a comment on W/U/G Allies

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Beware the Telemin Performance.

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Posted 20 December 2009 at 10:35 as a comment on Slow Boros

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If you turn a land into a creature and then kill it, I believe it just turns back into a land.

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Posted 20 December 2009 at 10:33 as a comment on Land eradication/Natural decay

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One of the most basic rules of magic: A deck can only have a max of 4 of any card, except basic land.

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Posted 20 December 2009 at 10:31 as a comment on 01

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Legal sideboards have 15 cards. Also I agree that you will probably need more lands.

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Posted 19 December 2009 at 11:37 as a comment on Jace Mill

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Needs more Swerve. Don't ask why; it's just amusing to me.

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Posted 18 December 2009 at 17:27 as a comment on Pyromancer Ascension

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