Odaru

2 Decks, 295 Comments, 27 Reputation

He deleted my post that originally said "Way to boost your own deck to the main page, faggot."

Way to boost your own decks to the main page, and delete user comments calling you out on it, faggot.

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Posted 08 March 2012 at 23:13 as a comment on hexy

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Giedeon's Lawkeeper is really good in this deck type too. It helps tap down threats and allows your creatures to get through. Nothing in your deck is exceptionally large, so if an opponent starts dropping bombs like Wurmcoil Engines and Titans, you're probably going to get steamrolled in the mid/late game. Especially against UB or UW control deck that is just going to keep board sweeping you early/midgame, and then start dropping Sphinx/Wurmcoil/Grave Titan/Obliterator etc.

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Posted 08 March 2012 at 22:14 as a comment on U/W Not Control? What? (Standard)

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also, UW aggro and no Geist of Saint Traft?

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Posted 08 March 2012 at 22:11 as a comment on U/W Not Control? What? (Standard)

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I'd run Gather the Townsfolk over Midnight Haunting, Champion will benefit from it. The Fateful Hour latent is pretty nice, too.

Snapcaster Mage, Aether Adept, and Invisible Stalker aren't doing you much good in this deck. I'd drop them for additional copies of Hero of Bladehold and a fourth Accorder Paladin. That'll give you a stronger aggro creature base, and more creatures to benefit from Honor of the Pure. I'd also drop 4x Doomed Traveler for 4x Ponder to smooth out your draws. 4x Moorland Haunt is kind of steep, you'll never need 4 of them. I'd drop two for 2x Ghost Quarter. If you're considering this deck for FNM, Ghost Quarter will determine whether or not you win or lose games, seriously. Angelic Overseer is another incredibly powerful card to consider. It only dies to Dismember once you control a human, having a Flying, Hexproof, Indestructable beatstick with an attack power of 5 is already insanely powerful, add an Angelic Destiny to the mix and, well, yeah....

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Posted 08 March 2012 at 22:08 as a comment on U/W Not Control? What? (Standard)

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You're running entirely too much creature hate for a Legacy deck. The only insanely creature heavy deck archetype you'll see commonly in Legacy is Zoo, and the creatures they're running aren't going to benefit you the same, because the landbase on your side of the board isn't going to be built for them.

I'd run Liliana ov the Veil over Vess, she gives you additional control and still deals with creatures. She also comes into play much faster. Your manabase isn't very solid for a Legacy deck, either. Consider 4x Underground Sea, 4x Polluted Delta and 4x Wasteland. You should also consider a single copy of Crucible of Worlds mainboard and one sideboard(second copy being for wasteland/crucible/sinkhole/armageddon and the other countless land destruction crap people play in Legacy), so you can reuse your Wastelands and Polluted Deltas, should you add them. Running blue in Legacy without Force of Will is...just...wrong. lol

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Posted 08 March 2012 at 10:19 as a comment on Blue Death

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I'd run Cloudpost and Glimmerpost over the Urza lands. They come into play tapped, but they're going to ramp much, much faster than the Urza lands.

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Posted 08 March 2012 at 10:08 as a comment on White Control

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Spider Spawning?

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Posted 08 March 2012 at 09:06 as a comment on Filth Standard

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Boneyard Wurm, Noxious Revival?

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Posted 08 March 2012 at 09:05 as a comment on Filth Standard

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Do not drop Mentor of the Meek, whatever you do. You really, really need to get Hero of Bladehold into your deck. It's just such an incredible white aggro card, and that's what you're playing here so, not running it is just kind of nonsensical if you really want this deck to do as well as possible. You could sideboard a few Faith's Shield and use them as counters to spot removal, or as a way to force through a lethal strike.

Overall Mainboard changes I'd make for consistency would be;

-3 Throne (It's just not effective in this deck)
-2 Helvault (Overpriced manawise and unfocused for your deck)
-3 Inquisiter (Inquisiter may prove useful in certain situations, but dropping them for other things like Crusader and Mentor will add efficency and consistency to your deck)
-3 thraben Doomsayer (He's just too slow opposed to other things you could run in his place, plain and simple)
-3 Lead the Stampede (Mentor of the Meek is more than enough to accelerate you, especially if you add an additional copy of him along with a 4th Gather the Townsfolk, and it further focues your deck tot he Human motif you're already going for)

+4 Hero (Hero is just so powerful. For four mana, you're swinging with three creatures for 7 damage, and she buffs anything else you happen to be attacking with. She's a must have for your deck.)
+1 Crusader (great against control, add an angelic destiny to him, gg)
+1 Fiend Hunter (or a 4th Lawkeeper, I prefer Fiendhunter main, then a second sideboard. It's spot removal in the form of a human that will synergize with the rest of the creatures in your deck)
+1 Mentor (He's arguably the heart of the deck.)
+1 Thalia (Thalia is new and as a result, highly overlooked in my opinion. If a controld eck can't counter her the turn she enters the field, she just totally cripples them until they can do away with her. And the fact that she's such a profile target for control decks, she's probably going to die/get removed, so have 3-4 copies of her, even as a legendary creature is hardly a hinderance. Worst case scenario, you can trade her off on a block and play another that's sitting in your hand. She really is a staple to this archetype, if you ask me.)
+2 Mikaeus, the Lunarch (He's a fast and cheap means of adding a ton of pressure early game on your opponents, and often proves to be just enough to force through a lethal strike)
+1 Angelic Overseer (It's a 5drop, so it's kind of clunky in this deck, so you don't really want any possibility of this being in your opening hand. But mid/late game when you can pay for it, you're always going to control a human, giving you an Indestructable, Flying, Hexproof beater that /will/ when you games)
+1 Gather the Townsfolk
+2 Oblivion Ring (Oblivion ring mainboard is a really good idea, it will allow you to stop major threats game one. Game two, you can add additional copies of Oblivion ring to the deck from your sideboard to deal with additional threats. Fiend Hunter is fantastic for this reason as well. And while Leonin Relic-Warder isn't a human, it's great spot removal in the form of a creature that will benefit from things like Gavony township and Hero of Bladehold)

Hope this helps.


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Posted 04 March 2012 at 03:01 in reply to #234538 on G/W Humans (T2)

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I'd drop the Urns for 2 more Breath and a 4th Dungeon Geist. Urns will tap when you attack, but they open right back up on your opponents turn. The other two creatures lock down threats like Titans. With all of the creatures capable of locking down your opponents creatures, Burden of Guilt seems rather redundant. I'd drop them for another Call to the Kindred and two Oblivion rings. Oblivion Rings will take care of Planewalkers, swords, etc., the additional Call tot he Kindred will allow you to dig deeper, and force your Reavers into play for free. I'd also drop Mindshreaker, Hollowhenge, and Sudden disappearance for 4 and 2 or 3 and 3 copies of Lingering Souls and Midnight Haunting, respectively. Your manabase would have to be revised a bit to accomodate Lingering Souls, but with Drogskol, Linger souls and Midnight Haunting are just total powerhouses. All of these changes will drop your curve, making your deck faster and more consistent.

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Posted 03 March 2012 at 10:06 as a comment on Spirit Lock v. 2.0

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In response, Storm Crow would challenge you to a gentlemen's game of Chess and you would lose. :(

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Posted 27 February 2012 at 18:58 in reply to #236640 on THE GREATEST DECK EVER (I BROKE MAGIC!)

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Given the current state of standard, I'd just run 4x Black Sun's Zenith main board and drop the Day of Judgment. It will focus your mana colors a little more, and you can play a BSZ a turn earlier than you could DoJ, which will really help you against all the token archetypes you're bound to run into at FNM. Sideboard DoJ for larger/harder to deal with creatures like Thrun and Titans. As for your spot removal, I'd run Go for The Throat over Doom Blade main board. Since DKA, you're going to see more Zombies and Vampires. To me, Go For the Throat just seems more consistent against the overall meta opposed to Doom Blade.

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Posted 18 February 2012 at 15:41 as a comment on Solar Flare (post DA)

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Colorless: Emrakul, the Aeons Torn. What's not to love? 15/15 flying time walking annihilating, nearly invincible win conditions are like, totally balanced and cool. (seriously, I love this guy despite how wtfridiculous he may be)

White: Stoneforge Mystic. She's just, well, groundbreaking. The consistency she provides to decks is almost too perfect, hence why she's banned in nearly everything.

Blue: Spellstutter Sprite. She's just an incredible counterspell if utilized properly.

Green: This one is hard.... Its a toss-up between Wellwisher and Obstinate Baloth. In my mono-green Eldrazi deck, nothing was more satisfying than sideboarding in 3 of these, and being able to draw/green sun 4 of them into play nearly 100% against lolreddeckwins. :D

Red: I hate red, plain and simple. If I had to choose, well, I couldn't. I hate everything red has ever been and ever will be. Maybe Scrambleverse? Namely because its way too complex of a card for any red deck user to wrap their minds around, even if it is impractical. lol

Black: Another insanely tough choice... Probably Shephard of Rot. Again, in my "TRIBAL ONRY" days, I think my mono-black Zombie suicide deck was my favorite, and this guy is the reason.

Artifact: Is it unfair of me to name a colorless card and an artifact? :x (Sword of Feast and Famine. 'nuff said... can you tell I'm a Stoneblade player yet? lol)

QUESTION: You seem to be a rather respected deck builder on this site... What are your thoughts on, or how would you approach the creation of a control deck in Modern?

QUESTION: Do you think the banning list in Modern makes any sense, in contrast to some of the things not banned(Polymorph, Emrakul, Splinter Twin)?

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Posted 17 February 2012 at 05:21 as a comment on Dubs Hundred

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@SYN

If SFM isn't getting countered, the vast majority of games/situations she's dying before the turns passes back to you. Running 4 copies just adds to the consistency of being able to pull/play the equipment you want/need. Sorry if I'm reiterating the obvious and this doesn't actually help you to understand. If you look at any variation of Stoneblade, they're almost always running 4x SFM and only 1-3 equipments, 3 being less common than the former. lol

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Posted 15 February 2012 at 16:33 in reply to #180674 on BW Stoneblade

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I prefer Tidehollow to Gatekeeper MB. While rare, Gatekeeper can prove to be rather useless in some match-ups. Tidehollow is almost never going to dissapoint, it takes the creature you'd be killing with Gatekeeper, in addition to a part of a combo, a Planeswalker, that one red spell that's gonna cost you the game if it gets through, etc. I'd drop Disfigure for a second Edict. It gets past Hexproof things, and anything targetable that is larger than x/2. You also have Gatekeepers to serve the same purpose, as well as trade off with the smaller things you would be killing with Disfigure.

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Posted 15 February 2012 at 16:29 as a comment on BW Stoneblade

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I would drop Red Sun's Zenith and Geistflame from the mainboard, replacing them with a 4th Vapor Snag, 4th Ponder, 3rd Gut Shot, and a 4th Desperate Ravings. Faithless Looting, in my opinion, is a better card than Despeate Ravings. You lose instant speed, but you can play it turn one, it flashes back for the same cost, and you have more control over what's being put into your graveyard(presumably other flashback cards and/or Snapcaster targets)

Your land source is a little questionable. If you're serious about bringing this deck to an Invite/PTQ/FNM/whatever, you're going to want Ghost Quarter in your deck. I'd run anywhere from two to four copies. There are so many problematic lands in standard currently that /will/ cause you to lose games if you do not have answers to them (Kessig Wolfrun, Nephalia Drownyard, Inkmoth Nexus, Gavony Township to a lesser extent, etc)

Since you have so many basics, two Evolving Wilds may be worth considering for mana fixing as well. If you go the 4x Ghost Quarter route, I suppose in a pinch, you could use them to fix your own mana, should it come to that.

Looks solid, otherwise. I'm playtesting something very similiar on MWS currently. I am currently 7-3 overall in my playtesting with this deck here;

http://www.mtgvault.com/ViewDeck.aspx?DeckID=295277

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Posted 15 February 2012 at 05:32 as a comment on R/U Delver Pike

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Good luck getting those on the vault if you're not SYN or one of his groupies. lol

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Posted 06 February 2012 at 08:24 in reply to #232382 on Standard Stomped

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Ghost Quarter? Evolving Wilds? Main boarding two Dismembers seems strange. When eill you ever sideboard in the other two, bringing your mainboard to 4? What happens when you use/need to use all of those Dismembers? Will you be content burning 16 of your own health in standard, where almost every deck in the format is attacking to win? Something to consider.

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Posted 31 January 2012 at 21:24 as a comment on Geist Aggro

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Mortarpods /completely/ destroy Illusion decks.

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Posted 31 January 2012 at 21:22 in reply to #231428 on Geist Aggro

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I hope you don't ever intend on playing this. lol

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Posted 28 January 2012 at 06:44 as a comment on MTG Titans

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