Palas

12 Decks, 50 Comments, 5 Reputation

I have a little bit of a problem with a Shared Fate deck fully relying on its ability to land Shared Fate asap and not caring about the game at hand. It's probablybeen suggested over and over, but adding some control - discarding, specifically - is really important. Brainstorm is also awesome - it's also perfect for when you do get Shared Fate in play. I've built a Shared Fate deck here: http://www.mtgvault.com/palas/decks/using-the-opponents-deck/

Sure enough, it isn't viable at all. It's probably the Enlightened Tutor, Thoughtseize and the obsession with producing any mana color at any given time, but I suppose you do get the difference in philosophy? Your own deck must be useful to stall the opponent somehow as well as consider what might be already in play once you land Shared Fate.

I understand you don't want to give your opponent any advantages, but consider your opponent already HAS an advantage at the beginning - it can attack you, control you or combo you, whereas all you can do is wait until the game is reverted. You must try and eliminate this advantage even if it means hindering you after the game is in your favor.

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Posted 23 April 2016 at 15:43 as a comment on Shared Fate Combo

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You're definitely right. Added Destructive Revelry.

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Posted 23 April 2016 at 15:34 in reply to #526714 on Red and Green Classic Control

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Niv-Mizzet isn't that crucial to your deck, so consider not running 4 of him. Or her. That dragon. Anyway, it's indeed an engine within itself, but it's far too heavy and you don't really have acceleration for creatures in your deck.

I see your deck is based on drawing while burning, but I don't see that much drawing in your deck. Not at once and not steadily. For instance, I suppose you could increase the number of instants and sorceries and give up a little bit on the number of creatures. You've got 20 creatures and 18 instants/sorceries. I understand the need to protect your deck against potential threats, and in your case that'd be cards with lots of fast creatures you can't seem to stop, but it's more important to develop your core for now.

I have two suggestions for you:

*See what's really important for your deck right now. If it's the act of constantly replacing your burn cards with other burn cards that also have the power to replace themselves, consider that drawing isn't the only way to do that. Magma Jet, for example, is a great way to burn and filter your deck. This way you can remove the excessive amount of cards that eliminate maximum hand size. Graceful Adept is particularly bothersome right now, and you don't need to worry about discarding anyway if you're not drawing that much. And even if you are, they can still be useful there with cards such as Pyromancer's Ascension, Past in Flames, Recoup or Snapcaster Mage.

*Go knee-deep in your own experiment before sorting out what kind of control you need. Use more reckless cards like Epic Experiment and Increasing Vengeance while taking away Hypersonic Dragon and Smoke. Then you'll have to put more actual burn cards so as not to depend too much on Guttersnipe.

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Posted 23 August 2015 at 13:40 as a comment on Draw Burn

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Thanks for the feedback~!

I've been considering 3 Teysa for quite some time now. Indeed, she's an engine within herself and, alongside Doomed Traveler, she's a beast. Seeing as a second opinion reinforces this thought, I'll think it through carefully. As for Stir the Grave, I'm divided. The fact that it's a sorcery makes me want to keep Angelic Renewal, but the fact that it's not a permament makes me want to put it in. That's complicated - I'm not sure about how to proceed here.

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Posted 17 January 2013 at 18:31 in reply to #317034 on Blackburn Rovers

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A most interesting concept indeed. But beware: Mulch and Grisly Salvage can only do so much. There is the risk of putting the Lich into your graveyard or having a Ghoultree in your hand. Besides, please note that for each Ghoultree you cast, the next will cost you 1 more mana.

Also, you have no response against disruptive forces. I don't know if it's because the strategy itself needs too many slots or the engine you're using is not adequate (self-mill or these specific cards), but you need some responses.

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Posted 17 January 2013 at 16:57 as a comment on You'll love the Concept

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I like the interesting take on the vanilla Boros Aggro, with a different engine to the strategy. Search and put into play instead of mana production. This is nice - it's a new spin to the otherwise not very improvable RW deck made to employ powerful winged women. But speaking of which, I think you can improve such engine by removing what doesn't help it - like Herald of War, for instance, since many cards are made only to exempt you from casting them with mana. Red and White aren't good with searching, though - only Gamble can work... maybe.

Another point of concern to me is that, even though you'll probably need only one of these legends, you'll also only be able to have one of them. Legends are easily destroyed, but not easily replaced. There is the risk of winding up with a second legend of the same name in your hand. Particularly Avacyn.

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Posted 17 January 2013 at 01:22 as a comment on Boros

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Good deck. Red and White is one of my favourite colour combinations and, hell, Gisela looks beautiful when her effect makes a deck spin so fast. If you can make it to the 6th turn, you'll most likely win.

That's the problem.

I'd like to point out that the early game might have you behaving clumsily, as your first permanent drop will be, best case scenario, Wall of Omens - which is not much of a threat. I'd honestly take it out, speaking of which. Even though it "recycles" itself, it doesn't do much more - several decks, even in T2, are capable of having a 5/5 creature by the third turn.

Healing won't do you much good, also, dare I say. It only serves some purpose in case you have Searing Meditation and the chances are not high. If I can suggest something, it's to take it out as well and put something else, more offensive.

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Posted 17 January 2013 at 00:57 as a comment on Helix

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I love the idea, as this is an out-of-the-loop deck and I love those, always. Eternal Dominion and Hive Mind form a great and hilarious combo indeed, but - something about the deck tells me it's somewhat fragile at this point.

While I, unlike Rustedbucket, do believe Overgrown Battlement is capable of all the acceleration you need since the mana base is pretty much fixed, I don't think Muddle the Mixture can hold off the bulk of the threats. Artifacts, enchantments and even creatures with Trample are capable of overruling you. For that reason, mayble you could consider adding in Beast Within, maybe Avoid Fate or Bind, *anything* that can give you a little of conciousness about the opponent's board.

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Posted 16 January 2013 at 22:37 as a comment on Eternal Defender

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Thank you for your feedback~!

Wheel and Deal serves the sole purpose of eliminating any chance for reaction from the opponent, since otherwise you'd still have to be concerned about what s/he has in their hands. It is far from being the best way to eliminate the opponent' hand, but any other insanely effective card, like Thoghtseize, would also be effective against yourself.

Fellwar Stone is a great addition indeed. Undiscovered Paradise does become a wonder after Shared Fate is in play, since if basically serves only to the owner, but you're right - it slows you down.

I'll check out your deck :)

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Posted 16 January 2013 at 22:21 in reply to #316866 on Using The Opponent's Deck

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Thank you~!

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Posted 16 January 2013 at 22:17 in reply to #316856 on Using The Opponent's Deck

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I love the initiative of building a Red Control deck, but I believe you need more Control and less Red. By this I mean you need common staples for the archetype, like Mass Removals - especially Artifacts like Nevynirral's Disk, Ratchet Bomb and Powder Keg. Thankfully, the red color is full of them: Decree of Annihilation, Bend or Break, Devastation, Jokulhaups, Impending Disaster, Pulverize - your pick.

You'll also want a more concise strategy. Burning is not the best pick to destroy creatures, if this is what you want. If you deem abslutely necessary, pick Pyrite Spellbomb, which is more versatile.

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Posted 16 January 2013 at 21:32 as a comment on Aggro-combo(Suggestions?)

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Ah, draw and burn. The staple I've always strived for. To be honest, the frustration with not ever having been able to build a good blue/red deck was what made me try this.

I believe a coherent deck building philosophy can be made from unnatural decks like these. Other angles, experimental decks are always refreshing.

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Posted 16 January 2013 at 20:21 in reply to #316781 on Azure Flames

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I took a look at it and got some ideas. Thanks! Solemn Simulacrum would be a great addition indeed.

But I must disagree with you. This is not a deck for sacrifice. This is an aggro deck that uses death - but not sacrificing, specifically - as an engine. If I wanted a truly sacrificial deck, I'd have used Mortician Beetle, Carrion Feeder, Necratog or something of the kind. The main point of the deck is to use creatures as resources, never giving one of them too much importance, as it may die at any instant.

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Posted 16 January 2013 at 16:50 in reply to #316766 on Blackburn Rovers

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I like the deck. The strategy is clear and clean; the creatures are adequate - even though I'm not a fan of Kiln Fiend. I would suggest a more stable creature, myself. Something that wouldn't get killed with a Shock - the metagame is just that dangerous for creatures nowadays. Besides, the only way you'll be sure it'll be delivering damage is in the case you have Onslaught, which doesn't have much of a good chance and may be counter-productive.

On a more general statement, I honestly think the deck needs an engine. What I mean is - there is the strategy, but not many cards that make it faster or safer. The very concept of an engine is a tad difficult to explain, but think like this: your deck is good, but still ruled by chance. Don't let that happen.

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Posted 16 January 2013 at 16:39 as a comment on Flying Fiends

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It's unfortunate, but it's true. Blue lacks, of course, burn cards... but the deck can work to satisfactory degrees. Psychic Purge would be the devil if it could combo with Mind Bomb, though. Monoblue decks with a similar approach tend to use those Spellcasters and lots of Untap effects.

I honestly find that boring.

Thanks for the feedback and do keep checking for more out of the loop decks~!

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Posted 16 January 2013 at 04:39 in reply to #316708 on Azure Flames

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Great deck. Clean, tight and effective. Fast and aggressive. I like it very much. If I may suggest something, it's only to consider Might of Old Krosa instead of Giant Growth. But I assume there should be a major reason not to do so, I don't know.

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Posted 16 January 2013 at 00:43 as a comment on Primal Force

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Puncture Bolt doesn't see much play there. If you really, really want to kill creatures, Flame Slash is your choice. But I don't think you really want this. The more aggressive you are the better - for example, consider using Fireblast, Reverberate, Flame Rift, Reckless Abandon etc.

Also, Barbarian Ring is more commonly used than Keldon Megaliths because it's geerally considered to be better.

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Posted 02 July 2012 at 17:08 as a comment on Burn

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You won't need all of these Shades, since once you have one or two of them on the battlefield, you'll most likely concentrate all of your mana on them. They're too weak on their on.

And, instead of having more Swamps, you could aim for having more mana. Bubbling Muck, Nirkana Revenant (which is also a powerful shade!), Lake of the Dead and Cabal Coffers help with this. Coat of Arms is not exactly the best card to have, since a) you'll never have those many shades on the battlefield; they tend to cost way too much mana; b) Coat of Arms itself costs way too much mana; c) it also affects the opponent's creatures.

How abbout Unholy Strength, if you wanna keep this deck within a budget? Also, you may want Dauthi Embrace or Cover of Darkness to make sure you won't build a huge creature for nothing.

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Posted 01 July 2012 at 02:20 as a comment on shade

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Thanks again!

I'm well aware of that. However, filtering the deck is always good - I won't always have Carrion Feeder near at hand and I have to consider that the opponent will concentrate all of his/her disruptive forces on it. Besides, Bloodghast will (almost) always return to the battlefield and the tokens don't go to the graveyard, so I *may* need extra creatures in order to get back what I want from Oversold Cemetery. Circling Vultures is more of an utilitarian resource than a proper creature, I guess.

Death Cultist and Blood Artist are great additions indeed - I'll see how I can fit them in. I've tried Kjeldoran Dead (as well as Accursed Centaur), but they are way too uneffective to work.

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Posted 01 July 2012 at 02:06 in reply to #269745 on Bequeathal

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Good thinking. While testing, I noticed Necratog usually just stands there in my hand. Circling Vultures is not a problem, mostly - it's a creature that can die/be discarded whenever I want and offers great body for one mana, so that I can hold off eventual opponent's creatures until I get Carrion Feeder. It only serves for early play, of course.

Oversold Cemetery is a great addition. As for lands, I dunno. Fetch lands and dual lands are a given, but I'm not a fan of painlands.

Thank you, sir! I'll take all that in consideration.

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Posted 01 July 2012 at 01:47 in reply to #269738 on Bequeathal

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