OptimusJr

8 Decks, 65 Comments, 7 Reputation

Be very careful with Wild Beastmaster...Tragic Slip or instant removal can be a bad day for your swarm. The Faith's Shields help that, but maybe a couple Sheltering Word or Ranger's Guile could help as well. If you can get some Gavony Townships and Selesnya Charms, they will rock out loud for you too.

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Posted 30 November 2012 at 20:02 as a comment on humans

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So, you actually inspired me to try this out last night (except I only have 2 Aristocrats, and I went Young Wolf instead of Captive). It plays well, and the mana is surprisingly consistent. The big issue is permanent removal. I had more success with a Naya wolf mix thanks to O-ring and Selesnya charm. This Jund wolf mix plays brutal fast, and between Daybreak Ranger and Falkenrath Aristocrat you don't have much problem with fliers.

I like the sideboard...but Zealous Conscripts is awesome with Aristocrat as well. Nothing beats stealing an Angel of Serenity or Thragtusk and then eating it with the Aristocrat. Thanks for the props up top!

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Posted 30 November 2012 at 16:28 as a comment on R/G/B Werewolves V2

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I love the combo of Aristocrat and Humans! In theory, this could be more versatile (and not much less aggro) than B/R zombies...that being said, you should cut the Zombies in favor of the awesome removal options Black gives you (Abrupt Decay, Dreadbore). Put in Farseek for the mana-fixing, and add Pyreheart Wolf and Young Wolf to add to the undying element for options like Bone Splinters and Brimstone Volley. If you cut the zombie angle, the Immerwolf option becomes more available as well. That's my $.02. I have been trying out the Naya Wolf angle, and Selesnya Charm freaking rocks it, but this seems even more capable of going over the top. Good luck!

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Posted 29 November 2012 at 19:25 as a comment on R/G/B Werewolves

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Fiend Hunter, Elixir of Immortality, Druid's Deliverance, and Fog can all prolong the game. I think you may have too much focus on life gain, and not enough on building a win con other than Chalice. Another Gavony Township would help that.

One last wrinkle you could consider would be the Acidic Slime/Cloud Shift engine to wipe lands while you control with life gain and fog effects.

I have looked at this concept but haven't had the courage to try it. Not a lot of artifact hate out there, but your Chalice will draw a lot of O-rings and Detention Spheres. Good luck!

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Posted 29 November 2012 at 19:11 as a comment on Chalice of Life and Death

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The only thing you really missed is Pyreheart Wolf. I was skeptical at first, but the card just beats down opponents, and its very hard to deal with. I actually prefer it over Kruin Outlaw most of the time. Also, without Wolfir Silverheart, you don't need Scorned Villagers...but Silverheart plays like a rockstar in this deck.

Compare it to my own werewolf blend (my favorite deck!) http://www.mtgvault.com/ViewDeck.aspx?DeckID=402896

I have also experimented with making a Naya Wolf mix, using white for Restoration Angel, Oblivion Ring, and Selesnya Charm...and it kicks a$$, but it isn't as fun to play.

Good luck!

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Posted 27 November 2012 at 21:12 as a comment on Werewolf R/G

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I think Cyclonic Rift would help your removal options significantly, especially for the Vraska end game if it gets to that.

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Posted 27 November 2012 at 19:20 as a comment on Eternal Invasion

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Hellrider plays well in this deck, especially if you pull a Thatcher Revolt after it gets out. I had my best success with a black splash for Blood Artist and Lingering Souls as a midgame, but it definitely slowed the deck down.

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Posted 16 November 2012 at 20:48 in reply to #304402 on Burning Flesh

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In theory, this deck works...in reality, it doesn't. I tried something very close to it. Good decks destroy your Champions, you don't survive sweepers, once you have spent your hand you are basically dead in the water, and you will struggle with using burn for removal or to the face. I spent weeks retooling the deck, and it still lost out to pretty much every decent deck. I want Boros to work, but it may have to just wait until Gatecrash.

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Posted 16 November 2012 at 20:01 as a comment on Burning Flesh

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I think Thundermaw is awesome, I wish I had some, they would be the perfect Air Force for the sideboard, but I wouldn't use them main deck (don't underestimate the element of surprise!). To be honest with you, I am still not convinced that Huntmaster is necessary for this deck. I have had great success recently replacing him with Ulvenwald Mystics to give me another regenerator, and a bigger natural body. If you are going the Rancor route, this could be a great play for you.
I have toyed around with a big green version of this deck, using red only for Immerwolf and Bonfire, and it hits hard and fast, but it is not as much fun to play as the wolf clan approach.

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Posted 16 November 2012 at 17:12 in reply to #304256 on R/G Aggro Werewolves

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I love werewolves, and while I recognize that they are not tier 1 tournament-style, they are so diverse that they work well as aggro or midrange against almost any deck. Check out my werewolf deck for a reference: http://www.mtgvault.com/ViewDeck.aspx?DeckID=402896
I will say that Rancor is not very necessary with this deck, 4 Full Moon's Rise are way more effective with the tribal nature. If you aren't running Huntmaster, you really need Instigator Gang, as he is the hammer you need to go over the top.
Finally, there are two ways to go with your wolves: 1) Use burn spells to clear the way for them (especially instant speed so you can cast on their turn after a flip), or 2) Use pump spells and trample your wolf army through.

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Posted 15 November 2012 at 23:56 as a comment on R/G Aggro Werewolves

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Infernal plunge works well with Thragtusk and other things that like to die.

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Posted 15 November 2012 at 19:44 as a comment on Slayer Of Decks (Standard)

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Sideboard suggestions: Sheltering Word x2, Ultimate Price x3, Crushing Vines x3, Golgari Charm x4, Rancor x3.

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Posted 15 November 2012 at 17:29 as a comment on Elvish horde - standard

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Crushing vines and Naturalize both deal with artifacts, and in the current meta the only artifact that really affects me are keyrunes. I play against a lot of counter spells here, so the Cavern's are a necessity. I didn't used to run Scorned Villagers, but what I found is that "Llanowar Riding Hood" can actually be a game changer in unexpected ways, like allowing me a bigger Bonfire or Wolf Run, and allowing for combat tricks with the vigilance, and she draws removal sometimes because people don't realize that I don't really use her for ramp at all. As I mentioned above, I love the addition of Pyreheart Wolf, he really plays well in this deck, and the double-red in Kruin Outlaw is tough to get early...but I have considered using her instead of Wolfir Avenger as defense against Thragtusks and Centaurs, I just think the Wolfir flash is more consistent. Lambholt Elder is just terrible, a vanilla 2/3 if she doesn't flip does nothing to help, but I am trying to get my hands on a couple Garruks. Thanks!

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Posted 15 November 2012 at 17:13 in reply to #304116 on Werewolf midrange

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Ethereal armor compliments your other enchantments nicely.

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Posted 14 November 2012 at 21:49 as a comment on Azorius Tempo

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Needs runechanter's pikes.

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Posted 14 November 2012 at 20:25 as a comment on Izzet Delver v2.5

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I like the concept, and the Acidic Slime flash is very effective in this format. The problem you will have is a lack of mana-ramping. You want to be able to start destroying land on turn 3, which is only possible if you have a mana dork turn one, then another ramp on turn 2, I love Farseek in a 3 color deck personally. My suggestion would be to focus on either hand or land denial in main deck, then sub in the other tactic from sideboard as a surprising change of pace.
Check out my GWB deck for another example if you want: http://www.mtgvault.com/ViewDeck.aspx?DeckID=404732

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Posted 14 November 2012 at 16:13 as a comment on Aggravation (standard)

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For added fun, put in Laboratory Maniac and Cackling Counterpart. Once you have the Maniac and Mirror-Mad on the board, copy the Mirror-Mad and use the token to cycle out your whole deck since the token won't be in the deck. The real problem is finding a way to tutor for the Mirror-Mad (perhaps more spirits and Call of the Kindred?), but it is a fun added win-con for the sideboard.

Like the concept! Only critique would be to run 4 Psychic Spiral to make sure you get one.

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Posted 13 November 2012 at 21:22 as a comment on Spiraling Phantasm (comments welcome)

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Geist has been a beast in this deck despite it's cost. I think she may be better if I were to put Restoration Angels in as well, but the spectral flight tends to make her a match for almost every creature.

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Posted 09 November 2012 at 22:13 in reply to #302863 on Spirit Bomb (Standard)

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I have not had the best success with Werewolves relying on Fog, I believe in a more aggressive removal package. Compare to my werewolf deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=402896

Obviously, Huntmaster and Bonfire are budget-busters, but Wolfir Silverheart plays BIG in this deck. I also feel that with the exception of Mayor and Immerwolf, none of the other wolves warrant a 4-of in the deck. The diversity of abilities is part of what makes this tribe so effective. Daybreak Ranger especially comes in handy as removal.

Good luck...love them Werewolves!

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Posted 09 November 2012 at 19:53 as a comment on R/G Werewolf Aggro

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If you can get the mana base to support it, look to add black for cards like grisly salvage, forbidden alchemy, and targeted removal spells that you will need to push through. Beware of Tormod's Crypt, you may want to pack some alternates to Splinterfright and Boneyard Wurm in your sideboard, like Wolfir Silverheart, Dreadbridge Goliath, or even Strangleroot geist or Champion of Lambholt for a more aggro approach. Wreath of Geists can also be a major help.

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Posted 09 November 2012 at 19:40 as a comment on U/G self mill

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