Odaru

2 Decks, 295 Comments, 27 Reputation

Ad Wirewood Lodge so you can abuse the hell out of Priest of titania. With all of the ramping, and since you're playing Legacy, Genesis Wave will flip nearly your entire library by turn 4 in most cases.

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Posted 27 January 2012 at 18:53 as a comment on Elves Legacy Deck

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No it doesn't. Priest/Wirewood Lodge is highly effective, and doesn't require as specific of an opening hand/draw.

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Posted 27 January 2012 at 18:52 in reply to #213156 on Elves Legacy Deck

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Instead of Body/Mind sideboard, I'd run Umezawa's Jitte and sideboard it in against creature heavy decks like Elves/Vampires/Merfolk.

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Posted 27 January 2012 at 17:50 as a comment on Immortal Blade

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Tectonic Edge? Seachrome Coast? 4x Dismember mainboard seems odd. I'd drop to 2x if you're intent on running them mainboard and adding 2x WoG/DoJ. Maybe drop a Tumble Magnent and Oblivion ring for 2x more Dissipate, or 2x Cryptic Command for more persmission.

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Posted 27 January 2012 at 17:49 as a comment on Immortal Blade

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You should run Joraga Treespeaker over fyndhorn Elves/Llanowar Elves and replace the other with Heedless One. I'd also run Thornweald Archer over Wren's run.

Check out my Legacy Elf deck if you would, I think you may like.

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Posted 26 January 2012 at 13:20 as a comment on Clutch Elves

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I'd sideboard Negate and add 4x Ponder to allow you dig/stack/shuffle(if need be)

I like the idea of getting Venser's final ability off with Lantern Spirit, but how practical is it really? Three cheers for a unique approach to Venser. :D

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Posted 26 January 2012 at 13:14 as a comment on Venser and Friends

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I'd run Overrun over the swarmlord. Hell, Putrefax would get the job done all the same.

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Posted 24 January 2012 at 02:57 as a comment on Standard Infect

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Eye of Ugin!

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Posted 23 January 2012 at 21:21 as a comment on Modern Eldrazi

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Springjack is so broken, like wow... I'd rage quit on the spot! XD

No Whitesun or Baneslayer Angel?

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Posted 23 January 2012 at 10:57 as a comment on Cry Havoc!

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At the least, I'd make room for 2x Feast/Famine in the sideboard and up the number of War/Peace mainboard to 2x or 3x. If you get War/Peace onto a Mirran Crusader, he becomes a totall killing machine. Protection from 4 colours with double strike, means he's bashing for 8 and is more than likely unblockable.

Blade sPlicer may be worth considering. for 3 mana it gives you two creatures, one of which is a 3/3 artifact(fueling metalcraft) with first strike.

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Posted 23 January 2012 at 02:10 as a comment on White Metalcraft

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Wrath of God > Day of Jeudgment in Modern. With Wrath, your opponent can't regenerate their creatures.

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Posted 22 January 2012 at 20:18 as a comment on W/U Control (modern)

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Would elixirs be worth running with Gifts?

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Posted 22 January 2012 at 17:08 as a comment on [Modern] BUG Gifts Aggro-Control

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Lead the Stampede!

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Posted 22 January 2012 at 14:05 as a comment on modern green

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I like this a lot.

I would definitely splice up the manabase a little bit. At the very least, I'd drop 4x Plains for 4x Tectonic Edge to give yourself the ability to disrupt a fragile manabase, or destroy pesky manlands and/or things like KWR(provided you'd ever see that in modern.) I lack experience in modern, but having options certainly does no harm.

I would sideboard Leyline of Sanctity, Day of Judgment, Palace Guard, Stonehorn Dignitary, and maybe Mirran Crusader.

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Posted 22 January 2012 at 14:00 as a comment on monowhite prison modern

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Green Sun's Zenith is banned in Modern, right?

I'd use Lead the Stampede over Evolution Charm, being that this deck is so creature heavy.

Sliver Legion? Aether Vial?

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Posted 22 January 2012 at 13:39 as a comment on Modern Slivers

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Creatures to consider:
Hero of Bladehold(at the very least, have this in your sideboard so you can use them against slower decks. It's also a good card to keep pace with other decks that build a large creature base)

Enchantments/Artifacts to consider:
Adding 1/2x Angelic Destiny(this is just such a great card, especially for what you're doing here, enchanting a Crusader and swinging with this on turn 4 is pretty hilarious)

1x more Sword of Feast and Famine

Sword of War and Peace(Not necessary, but can be a very fast game ender under the right conditions. When equipped to a Mirran Crusader, he becomes beyond difficult to deal with, as he has protection from four colours, and is bashing for 8 each turn. In this deck build, since you're already using Feast/Famine, I'd stick two of these in the sideboard)

I'd drop to one or two Day of Judgment, and sideboard one or two copies(you should never need 4 of these)

Ponder is almost alwaysa must have in blue deck, it will allow you to dig for whatever you may need. I'd also consider 2x Think twice for additional card drawing, if you draw one think twice, that's two additional cards you can draw that you would have otherwise had no means of obtaining beyond your draw step each turn. Then of course, there are mana leak/cancel/dissipate. At the very least, I'd run 4x mana leak.

If you're set on building the deck around Venser, I'd add one or two more copies to the deck, drop to 2x Sun Titan(You can always blink him with Venser and copy him witht he Images, 4x Titans in this particular build is just redundant).

I'd also add two copies of Stonehorn Dignitary mainboard and 2x to the sideboard. This gives you the ability to lock down an aggressive deck on the first match through blinking it with Venser. There are very, very few deck archetypes you're going to encounter at FNM(as standard currently stands) who's main win conditions will not be through attacking with creatures.

Your manabase should look something like this:

4x Glacial Fortress
4x Seachrome Coast
4x Plains
4x island
4x Ghost quarter (This will allow you to deal with problematic lands such as Inkmoth/Kessig Wolf-run)
4x Moorland Haunt (or maybe Inkmoth Nexus. Although, with your deck being so creature heavy, the Haunts will often prove to be a better option so you can spit out tokens from your graveyard in the event that you can't recover from a boardsweep through drawing and bringing things back with Titans/Venser/Phantasmal Image.)

A manabase like this will allow you the optimal possibility of having whatever color you may need in accordance to your draws. Even if your deck is X% blue and Y% white, there will always be instances where you're going to see more of one color than the other, so trying to stay in the middle range of color productivity will add a bit more consistency.

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Posted 21 January 2012 at 12:29 as a comment on u/w control

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Actually, exiling Precursor with Venser would exile all of your tokens, essentially making you lose them. However, you can still sopy the Precursor with Phantasmal Images, doing so will essentially give you 6 3/3 Golems for 7 mana(all of which will have first strike if you have a Blade Splicer on the field)

>_>

<_<

Shutting up now. XD

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Posted 16 January 2012 at 06:22 in reply to #228227 on Standard White aggro/control

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If you're on a tight budget, my suggestions might prove to be useless, and I apologize.

Creatures to consider:
Hero of Bladehold(at the very least, have this in your sideboard so you can use them against slower decks),
Sun Titan/Phantasmal Image(They work exceptionally well with Venser)
Delver of Secrets,
Geist of Saint Traft(If you can get a Sword or Angelic Destiny onto him, in most cases, it more or less forces an opponent to concede. this can happen as early as turn 4, winning you the game turn 5 if they can't get rid of it somehow[that early into a match, it's nearly impossible to sop before it's too late])

Enchantments/Artifacts to consider:
Angelic Destiny(this is just such a great card, especially for what you're doing here, enchanting a Crusader and swinging with this on turn 4 is pretty hilarious)
Honor of the Pure(the bulk of your creatures appear to be white, and the majority of selections I'm going to make are white as well)
Sword of Feast and Famine(sideboard at the very least, this card is a staple in control based decks that are reliant upon disrupting your opponents turn. At the very least, you can sideboard it against deck builds that are the color this offers protection from, allowing even more of your creatures to get through unscathed/not be targetable by that colours removal)
Sword of War and Peace(Not necessary, but can be a very fast game ender under the right conditions. When equipped to a Mirran Crusader, he becomes beyond difficult to deal with, as he has protection from four colours, and is bashing for 8 each turn)
Day of Judgment, Mana Leak, Dissipate, Think Twice, etc...

If you're set on building the deck around Venser, I'd add one or two more copies to the deck, add a Sun Titan or two(so you can exile them with Venser) along with Phantasmal Images so you can copy the Titans to bring back creatures that may die. Exiling Blade splicers with Venser and copying them with Phantasmal Images can be very useful in mounting a quick offensive, as well as a defensive. I'd also add two copies of Stonehorn mainboard(again, only if you want to build the deck around Venser) so you have the option to lock down an aggressive deck on the first match. There are very, very few deck archetypes you're going to encounter at FNM(as standard currently stands) who's main win conditions will not be through attacking with creatures.

Blade Splicer and Precurser Golem are very, very solid choices to use with Venser, they can quickly overwhelm your opponents with large tokens. Precurser is a double edged sword, though, and kind of strays from the Human motif you seem to want to keep.

Your manabase should look something like this:

4x Glacial Fortress
4x Seachrome Coast
4x Plains
4x island
4x Ghost quarter
4x Moorland Haunt (or maybe Inkmoth Nexus. Although, with your deck being so creature heavy, the Haunts will often prove to be a better option so you can spit out tokens from your graveyard in the event that you can't recover from a boardsweep through drawing and bringing things back with Titans/Venser/Phantasmal Image.)

A manabase like this will allow you the optimal possibility of having whatever color you may need in accordance to your draws. Even if your deck is X% blue and Y% white, there will always be instances where you're going to see more of one color than the other, so trying to stay in the middle range of color productivity will add a bit more consistency.

I hope this helps, I'm sorry I wrote so much, and now I want to build a second U/W deck. lol

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Posted 16 January 2012 at 06:17 as a comment on Standard White aggro/control

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@RaymondKira

Having one creature with infect as an alternate win condition, /especially/ in control is /far/ from useless. I can think of countless games I've won at FNM pinging for one or two infect with Inkmoth Nexus while countering/boardsweeping for 10-15 turns. Control isn't a fast win, infect essentially allows you to put a timer on the game.

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Posted 16 January 2012 at 05:46 in reply to #225501 on Standard White aggro/control

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Also, how does this deck consistently win by turn 4?

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Posted 05 January 2012 at 13:37 in reply to #225646 on Angry, Angry Humans

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