mrgoodbytes

102 Decks, 299 Comments, 1 Reputation

You have all control and no agro... It would be extremely hard to win with this deck.

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Posted 08 September 2009 at 17:05 as a comment on control

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The hard part of running a Sanguine Bond deck is that you have to use 4 mechanics at one time - Life gain, control, agro, and life drain. If your deck is missing one, your deck will have serious problems in competitive play. In your case, you've got some quick agro and you have fast-ish life gain (life gain is always slow anyway). However, without running a playset of Diabolic Tutors, you'll usually end up waiting a long time to get out a Sanguine Bond, your main win condition. The other part missing is control. 4 Path to Exile is not really enough control to stall for getting out a Sanguine Bond. This is why I never made a deck like this. I don't see how someone can get enough of all the right elements for it to work in a 60 card deck, and anything over 60 cards will make it even less consistent.

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Posted 08 September 2009 at 10:32 as a comment on I get some, You lose some

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Discard =/= Mill. This is a mill deck. Discard decks use Megrim and cards that make their opponent discard from their hand to deal damage. Mill is forcing people to discard from their library in order to deck their opponent. Different concept!

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Posted 08 September 2009 at 09:34 as a comment on my first attempt at a mill deck

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Mono blue is not that great for control. White actually has a lot of control cards that are better than some of the blue ones in your deck. Also, I agree with the people who posted before... you have very little offense. And Unsummon is just terrible.

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Posted 08 September 2009 at 09:15 as a comment on MONO BLUE UBER-CONTROL

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This kind of deck is called a mill deck. You really only have two cards that function in that way though... Jace and Tome Scour, neither of which are great mill cards. Usually a mill deck is blue / black and use things like Mind Funeral and Traumatize. You may want to look into adding black if you want a really functional mill deck.

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Posted 08 September 2009 at 09:01 as a comment on Esper Mill

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You don't have a life gain based deck. Try that? :)

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Posted 08 September 2009 at 08:53 as a comment on Any Deck Ideas?

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Life gain decks are slow. You need to get some control cards or you will never survive long. Also, look into getting Wall of Reverence and Cradle of Vitality. It's a broken life gain mechanic. If you aren't into broken mechanics, at least get Wall of Reverence. Life gain decks without one are just lame.

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Posted 08 September 2009 at 08:48 as a comment on Life Avatar

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I agree with WilliamP. Beatdown decks work, but with nothing but creatures... I dunno, at least put Fog in there :P

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Posted 08 September 2009 at 08:44 as a comment on +1/+1 overflow

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Good life gain mechanics. I use Wall of Reverence / Cradle of Vitality in my mono-white life gain deck also. If you don't mind some constructive criticism: You may want to get more agro. You have a total of 8 creatures that can deal damage, and 4 of them are 1/1. A control deck would rock your socks off. Good life gain though.

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Posted 08 September 2009 at 08:41 as a comment on Life Gain

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Right now, your deck is almost entirely agro with a few control cards, which is fine, but make sure that's how you want it. How is it that you want this deck to play? Do you want to be mostly agro with some control? Or mostly control with some agro?

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Posted 08 September 2009 at 08:28 as a comment on Neutral

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There are a good number of better control cards available... Sadly, most of them need white mana.

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Posted 08 September 2009 at 08:21 as a comment on Control

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Wow... I typed out a huge comment and when I submitted it, the website freaked out and didn't post it. I'll try to summarize it I guess.

Use Hindering Light instead of Cancel. Ditch Essence Scatter, Planar Cleansing, Unsummon, Put Away, and Repel Intruders. Toss in some Meddling Mages and Silence. If you aren't worried about your deck being type two legal in October, you can add Sower of Temptation and Cryptic Command. Get your deck to 60 cards still, and you can lose 2 or 3 basic land when you do that. And don't forget to add more offensive creatures.

P.S. To remove cards from the deck, click the little X next to them while you're in "Edit Deck" mode. The screen will refresh and there will be a box at the top of the screen. Click "Yes" and it'll remove the card. It's cleaner than just putting the total to 0 :).

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Posted 08 September 2009 at 08:13 as a comment on My first control deck

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1. Bring it down to 60 cards. More than 60 leads to a horribly inconsistent deck
2. Use more non-basic lands that add blue / white.
3. Don't bother with planar cleansing, put away, righteousness, repel intruders, negate, or essence scatter. There are better control cards.
4. I count 7 total creatures with the ability to attack. You need more agro.
5. You probably won't need any of the artifacts that you currently have in the deck right now. If you can control effectively, you won't need to gain 1 health for your white spells and you won't need to make stuff unblockable. And use blinding mage or something else for tapping your opponents stuff.
6. I suggest path to exile instead of divine verdict. Cheaper and better.

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Posted 07 September 2009 at 18:15 as a comment on My first control deck

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