Oryen

227 Decks, 52 Comments, 1 Reputation

Any suggestions welcome! Keep the CMC below 3!

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Posted 19 August 2013 at 03:27 as a comment on RED DECK WINS

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Swapping out the Doom Blades/Tragic Slips for Mizzium Mortars. In most cases, those do just as well and they aren't as specific in what they can remove.

I'm also thinking about swapping out the Hellhole Flailers for something else. I'm thinking 2 Domri/Vraska's and one more of each Hydra.

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Posted 13 August 2013 at 23:14 as a comment on Blood Witch

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Traded the Experiment Ones out for Scavenging Oozes. I think I prefer them so far.

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Posted 04 August 2013 at 01:19 as a comment on Blood Witch

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It would. Enter play and Enter the battlefield effects are the same, they've only been changed for flavor reasons.

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Posted 01 August 2013 at 17:50 in reply to #385212 on Torpor Orb

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And I followed your advice. :p

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Posted 30 July 2013 at 07:30 in reply to #384262 on Blood Witch

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Ramping into bigger/more important creatures seems to be one of the bigger points that the deck's missing. Cut down on a few instances and added in Farseek x4, seems to be the best option at the moment.

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Posted 30 July 2013 at 07:09 as a comment on Blood Witch

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Really good call on the Nyxathid and a tutor for 3 mana would be perfect for pulling out a quick Torpor Orb, as well as a few other strong 2 drops.

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Posted 21 July 2013 at 20:15 as a comment on Torpor Orb

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Phew, internet's back up after a day of network shenanigans!
Eater of Days and Leveler, I definitely like. And as for Geralfs' Messenger, I can only say that I was building decks in a sleepless stupor so I may have skimmed over several effects. :p

-4 Geralf's Messenger
-4 Drekavac
+4 Eater of Days
+4 Diabolic Tutor

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Posted 19 July 2013 at 01:38 as a comment on Torpor Orb

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Trying to keep it Modern-legal, but it would be a great option for casual play!

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Posted 18 July 2013 at 03:05 in reply to #379687 on Torpor Orb

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Probably needs better ways to get Torpor Orb on the field.
Suggestions, please!

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Posted 18 July 2013 at 02:43 as a comment on Torpor Orb

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Suggestions would be appreciated! :D

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Posted 18 July 2013 at 01:24 as a comment on MONO GREEN HALP PLEASE

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Ascendant Evincar, I like. Though, Anowon could be chance-y just because Treacherous Pit-Dweller's in there. :p

Normally, the Pit-Dweller's undying shouldn't be activating because he'd have at least a single +1/+1 counter from Blade of the Bloodchief.

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Posted 18 July 2013 at 00:57 in reply to #379630 on Vampires

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Input would be greatly appreciated!

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Posted 12 July 2013 at 05:20 as a comment on Controlling Aggression

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Played a few times and it works fairly well, but it's still missing something. A few aggro decks still give it trouble.

Input would be appreciated.

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Posted 14 April 2013 at 12:47 as a comment on Dimill

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+3 Wasteland Viper to sideboard.
Going to try playing around with him for a few games.

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Posted 20 March 2013 at 18:16 as a comment on Vraska & Company

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-4 Gyre Sage
+1 Forest
Moved Alpha Authority to main deck.

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Posted 20 March 2013 at 17:56 as a comment on Vraska & Company

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+4 Vampire Nighthawk
-4 Wight of Precinct Six
Moved Alpha Authority to the sideboard for Rancor in the main deck. Changed the sideboard a bit, Naturalize is real useful, mmkay.


Input would be appreciated.

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Posted 15 March 2013 at 16:40 as a comment on Vraska & Company

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I run another B/G deck that includes Corpsejack Menace. He's an amazing card I'll admit, but I don't think he has the best synergy with this deck. Most of your creatures, you don't really want to keep around; they're there to throw themselves at an opponent, so the massive amount of +1/+1 counters would be a bit wasted on them.

Wight of Precinct Six is there to make up for the lack of Lumberknot, which I found invaluable in my other B/G deck, especially with Corpsejack Menace. The problem I found with him was that he was just too slow and this deck is about speed, seeming reckless with creatures with deathtouch.

Looking back on it, Gyre Sage may not be the best choice since there aren't enough creatures to give massive benefit to it's Evolve ability.

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Posted 15 March 2013 at 07:20 in reply to #331490 on Vraska & Company

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Debating removing Alpha Authority for Rancor. While one gives me a bit of safety during the late-game, Rancor could potentially win the game via Vraska's Assassins. Not to mention Rancor returns to my hand.

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Posted 15 March 2013 at 05:12 as a comment on Vraska & Company

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I had seen it and it'd definitely be a good addition to the deck, but I was trying to shoot for Standard legal after Innistrad block cycles out. 'till then, it would be a pretty nice fit.

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Posted 15 March 2013 at 04:52 in reply to #331474 on Vraska & Company

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