patchkey

22 Decks, 144 Comments, 15 Reputation

I mean, that's a god-hand if there ever was one.

Good luck drawing it.

+1

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Posted 27 October 2011 at 15:15 as a comment on [standard] turn 2 win

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+ Reckless Waif. Werewolves are not suited to a control archetype. At best they are tribal, and not terribly strong right now. Try mixing them with humans and burn spells for some late game boost.

Check out my attempt for some ideas on what I'm talking about:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=251445

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Posted 27 October 2011 at 12:00 as a comment on Werewolf Tips? (read description)

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"Dunce"? You use the emissary or rampant growth to pull out the mountain. THEN you use the titan to pull out the wolf run and the inkmoth. THEN you use the wolf run to pump the inkmoth and win.

It works.

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Posted 24 October 2011 at 01:38 as a comment on Wolf Run ramp

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Yeah, to counter that burn, you desperately need leaks and dissipates in hand. Also, the more timely reinforcements you have, the better. Anything, really, to buy time until turn 5 & 6 when your bombs start dropping.

This deck is stacked, and has the potential to compete against anything. Especially when you put down that 2nd dual land and your opponent sighs and says "Here it comes..."

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Posted 22 October 2011 at 17:25 as a comment on Solar Flare

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I like the addition of Brimstone Volley. However, would it serve better as a substitute for arc trail rather than stalked prey?

Reason:

Arc Trail is sorcery speed, making you decide between it or chieftain, brimstone, anything else. Yes it clears out your early threats, but late game it's not going to make much of a diff. (barring weird surgical extractions).

Also, I'm partial to the stalked prey's presence making your opponent make some decisions early they might not otherwise play.

I don't know.

Step 1: rush goblins
Step 2: blow up goblins
Step 3: ______
Step 4: PROFIT!

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Posted 22 October 2011 at 17:18 as a comment on It's over already? (FAST standard red deck)

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If you're trying to rush through your library and add to your graveyard, add "Forbidden Alchemy" to your list.

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Posted 21 October 2011 at 02:18 as a comment on B/U/W Graveyard aggro

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-ponder
+think twice

with all your flashback, why not add a card that will let you draw twice, both at instant speed (keeps me from being mana-screwed)

i like your list. how has running 24 land worked for you? i run 25 in my build, and i'm still afraid my opening hand won't have 2 + lands in it.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=248790

+1

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Posted 21 October 2011 at 02:16 as a comment on Solar Flare

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Agree with bdub. You need more DoJ. And do you want Blade Splicer competing for the 3-spot with Timely? I've made a similar build, minus Venser and plus some others... http://www.mtgvault.com/ViewDeck.aspx?DeckID=248790

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Posted 21 October 2011 at 02:01 as a comment on Esper Flare Conrtol : Part One

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How do you plan on protecting yourself from sweepers like DoJ and the rest if you aren't packing Full Moon's Rise? It replaces Overrun and is a state-based effect for 1G. Hard to beat.

Also, you can replace the plummet with Daybreak Ranger, who has built-in removal AND benefits from your werewolf pumps.

I like the automaton idea, however. +1

Check out my werewolf build and see what you think: http://www.mtgvault.com/ViewDeck.aspx?DeckID=249186

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Posted 20 October 2011 at 15:32 as a comment on R/G Werewolves

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- Feral Ridgewolf
+ Daybreak Ranger for the 3-slot

Built-in removal, receives bonuses from mayor.

Some dual-lands (Rootbound Crag, Copperline Gorge) in evening out those games where you're stuck on one color--the wrong color--with the perfect hand.

Check out my werewolf list: http://www.mtgvault.com/ViewDeck.aspx?DeckID=249186

I played it at FNM and got screwed up by planeswalkers. I added in some Beast Within to even the field.

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Posted 19 October 2011 at 18:03 as a comment on Wolves and Werewolves

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Sweet deck. I have an almost identical build: http://www.mtgvault.com/ViewDeck.aspx?DeckID=248790

I like the addition of "Feeling of Dread." I haven't seen that in any Solar Flares yet, and the flashing back of the tap-down is a nice touch. Have you playtested this deck? How does it do?

+1

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Posted 19 October 2011 at 14:56 as a comment on Solar Flare

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And take out some of those mountains...those aren't going to do any damage. Have you tried replacing those vanilla lands with Tempered Steel? Those make your artifacts REALLY strong!

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Posted 19 October 2011 at 03:23 as a comment on It's over already? (FAST standard red deck)

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Cool deck idea. +1.

I'm worried, however, about your lack of planeswalkers.

Here's an idea.

-4 Kuldotha Rebirth
+4 Liliana of the Veil

NOW you're talking!

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Posted 19 October 2011 at 03:03 as a comment on It's over already? (FAST standard red deck)

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