SavajCabbaj

416 Decks, 542 Comments, 56 Reputation

Fantastic idea. The deck looks much better, which is saying something considering it was solid to begin with :P

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Posted 30 March 2011 at 01:22 in reply to #147737 on Allies of Life and Logic

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There's a cheeky trick to that, actually. The obvious combo is to cast Ghostaway, and follow up with your own board wipe (Day of Judgment). But then you're looking at 7 mana to pull that off. If you only have 4 or so mana, you can cast Ghostaway at the end of the opponent's turn which directly precedes yours. Your creatures will exile, but will not return to the battlefield until the next end of turn (yours) which then allows you to untap your lands, and cast DoJ to wipe the board, keeping all of your creatures safe.

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Posted 30 March 2011 at 01:20 in reply to #147602 on Allies of Life and Logic

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It's an expensive counterspell for only 8 permanents with counters on them, especially when Freeblade and Blademaster have no problems getting counters on their own. A straight Mana Leak would be better.

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Posted 29 March 2011 at 05:28 in reply to #147480 on Allies of Life and Logic

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I liked Rite of Replication in there too, btw. Just as a late game one-of bomb. Since you're not running standard anyways, you might like Followed Footsteps better. Instead of a one time dose of creature tokens, it gives you a token copy every upkeep.

I would have rather taken out a Distortion Strike for Evangel. Pro-color is like unblockable in most cases but far more useful. I'd suggest -1 Distortion Strike for +1 Rite of Replication or Followed Footsteps (or Join the Ranks would arguably be even better), and -1 Ondu Cleric and/or Turn to Mist for +1 or +2 Mimic Vats.

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Posted 29 March 2011 at 05:24 in reply to #147392 on Allies of Life and Logic

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I suggest running 3x or 4x Kabira Evangel. The protection is really a huge win con, running more not only increases your odds of drawing protection, but being able to trigger against multiple colors in one turn.

Also, Mimic Vat is sick in any ally deck, and even more so with Jwari Shapeshifter. You can cast it vanilla as a 0/0, causing it to die immediately and imprint onto Mimic Vat without needing to find a way to get it destroyed.

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Posted 28 March 2011 at 22:21 as a comment on Allies of Life and Logic

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Thousand-Year Elixir would be awesome here. {3}, Artifact, You may play the activated abilities of creatures you control as though those creatures had haste. {1}, {T}: Untap target creature.

You have a few other creatures you can use it on, but more importantly you cast Marieke, activate her ability, untap her, and activate it again.

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Posted 28 March 2011 at 21:40 as a comment on Merieke Ri Berit EDH

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I'm running the cards I own, and I don't have any of the cards you suggested :3 Khalni Hydra would definitely be good though, and I'd love to own a Doubling Season. I might look into one if I ever decide to run a Rhys / token engine.

Why do I need equipment for Nemesis Mask? It forces all of my opponent's creatures to block one creature as an alternate win con if I can't pop off an overrun. Also, doubly sick when combo'd with Engulfing Slagworm.

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Posted 28 March 2011 at 18:48 in reply to #147305 on Ezuri EDH

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Also, Birds of Paradise.

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Posted 28 March 2011 at 14:41 in reply to #147258 on Glissa The Traitor - Infect EDH

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Three cards that should be run in every Glissa EDH deck: Mindslaver, Executioner's Capsul, and Ratchet Bomb.

I also highly suggest running Gravepact and Lethal Vapors. They do some really nifty things with Glissa at the helm, and some even niftier things with Mind Slaver.

And finally, I suggest running Buried Alive (as well as at least one other Tutor, even if it's only Diabolic) to 1) get Brawn into your graveyard and 2) pull out two other artifact creatures to be returned to your hand via Glissa's last ability.

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Posted 28 March 2011 at 14:29 as a comment on Glissa The Traitor - Infect EDH

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Only 11 more cards to drop :) Let's see if I can't pick through a few more.. All of your artifacts, creatures, and lands should stay.. so that means enchantments and spells..

Asceticism is good, but when you're trying to trim a deck down I'd say this is less important than your others.

Defense of the Heart. You're running more spells than creatures, so it's conceivable that an opponent would cast more creatures than you. But a lot of those spells and a lot of your creature abilities are creature removal. While you might be running fewer creatures than an opponent, you're unlikely to have fewer on the battlefield. DotH is an AMAZING card, but it isn't allowed to work to its fullest potential in this deck. Still, it provides a back up plan if things don't go your way, and I always like having a few tricks up my sleeve. I'd say this should be kept until there's absolutely nothing else to remove, then this would be one of the cards to go.

Lurking Predators. This card is amazing with Cream of the Crop. Not suggesting you remove it, just saying that's an awesome pair :P The rest of your enchantments provide some amazing card advantage, they all stay.

The two planeswalkers are good, they should stay for now.

Might want to consider replacing Back to Nature with Tranquil Grove or Serene Heart. The former can be activated multiple times, the latter will destroy auras but keep any of your other enchantments safe. Any of the three would work, though.

I'd say choose one, Chord of Calling or Green Sun's Zenith. You have enough tutoring and card draw otherwise, and that'd eliminate another card depending upon which one you like better.

Nature's Lore, Far Wanderings, Kodoma's Reach and Cultivate are less important than your other spells. Again, you have plenty of card draw, and your land selection is also solid. You shouldn't have any trouble building up a solid mana base. Reap and Sow, Hunting Wilds, and Crop Rotation are all good cards though.

That's seven cards... you could also possibly choose 2 destruction creatures / spells and replace them with Basilisk Collar or Wurmcoil Engine. That'd make 8 cuts and leave you with only 3 more to go if you agree with everything above :)



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Posted 26 March 2011 at 20:37 as a comment on Sisters of Stone Death EDH

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I'm not really banking on Omnath sticking around for more than a turn, so that's all I'm really counting on him for for mana ramp. That and Whispersilk / Asceticism / Snake Umbra / Lightning Greaves (which I still have to add) make him a scary beast. Not really counting on that either, though.

Either way, just pulled out a few more cards and I'm going to retool both of my decks before I play them (this and Glissa). Just got an Archdruid and Elvish Champion in a trade, so who knows.. this might actually become an Ezuri deck instead.

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Posted 26 March 2011 at 05:43 in reply to #144371 on Omnath EDH

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Altar of Demensia isn't really doing anything here. You don't have a mill win con going on, and if you were just looking for a sac mechanic Viscera Seer would provide better card advantage.

Also Sorin Markov is a bit retarded in EDH. He essentially reads "3BBB: If Sorin Markov survives the stack, target player loses 3/4 his or her life, and there's nothing they can do about it." That by itself is not terribly OP, but it is one of those one-card plays that completely circumvents the back-and-forth power struggle that make games enjoyable.

I also agree with the earlier suggestion, replacing Bear Umbra with Sword of Feast and Famine. It's colorless, provides the same land advantage, has the added advantage of forcing a discard, provides protection from 2x colors but does not provide a pseudo regeneration shield, and persists even if the creature it equips is destroyed. Only advantage Bear Umbra really has is that it does not need to deal combat damage.

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Posted 26 March 2011 at 05:31 as a comment on Sisters of Stone Death EDH

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I completely agree with this ^. You can tutor for Fauna Shaman with GSZ, and after the first few turns any additional ramp you top deck will be a wasted draw. Fauna Shaman allows that ramp to be beneficial both as a matter of percentage (consistency) and fodder to tutor for your Baneslayers, Squadron Hawks, Stoneforge Mystics, and Inferno Titans.

Seems the deck is almost but not entirely perfect, and a single Fauna Shaman would finish it off (I'd replace a Stoneforge with it).

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Posted 26 March 2011 at 01:21 in reply to #146232 on Naya Ramp

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Um. Skull Clamp isn't banned. Neither is Necropotence (unless your group uses an alternative banlist, but otherwise they're not on the "official" banlist). And Marsh Flats and Verdant Catacombs do not have a color identity (in that they do not produce mana of an illegal color), nor are they plains / islands respectively. They are perfectly legal. For reference:

"Lands whose type includes swamp, island, plains, forest and/or mountain (e.g.: basic lands, shocklands, dual lands, Shadowmoor special-basics, etc) DO contain the corresponding mana symbol(s) as per CR 305.6. As such, while they are "colourless" they do have a colour identity and may not appear in a deck unless the Commander is of the appropriate identity.

Basic land words (swamp, forest, etc) in the text box of a card do NOT represent a coloured mana symbol. They are not restricted to Commander of the same colour identity." (http://mtgcommander.net/rules.php)

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Posted 26 March 2011 at 01:07 in reply to #146344 on Sisters of Stone Death EDH

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Maybe consider running more mana-generating artifacts & creatures and/or Zendikons?

Also, Mycosynth Lattice for additional artifact=any permanent, and Crucible of Worlds to play lands from your graveyard.

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Posted 25 March 2011 at 17:03 as a comment on Destroy All Lands

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Oh! And I can build about 90% of this, and am thinking about making this my fourth deck (Yeah... I haven't even played a match yet, and I'm already working on my third deck :P) I was so excited when I opened Circu back in Guildpact, was one of my favorite legends of the time, but never really had the cards to build around him for a standard 60 card deck.

But, considering I haven't even played a match yet... could a build like this actually work? I'm thinking this deck could work two ways, mill to win, or mill to support control, and control to flyover for the win.. Just curious if it's worth the effort :)

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Posted 24 March 2011 at 20:09 in reply to #145828 on Circu EDH

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http://mtgcommander.net/rules.php

EDH is a variant MtG format in which decks must be 100 cards, and cannot contain more than one of any nonbasic land card. There are additional rules and stipulations, most notably you must choose a legendary creature as your "Commander" and your deck cannot contain any cards with color identity different than your commander's (so in this case, my commander is U/B, my deck can only contain U, B, and colorless)

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Posted 24 March 2011 at 20:00 in reply to #145839 on Circu EDH

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I actually contemplated this quite a bit, and in the end decided that it even though does not serve it's traditional role... I've never run a black deck without Dark Ritual in it. Lol, just the way things go, I guess :) I figured I have a 7.2% chance to open with it, and it can be used to get some early game big-spells if it appears, like Painful Quandary, Forced Fruition, first turn Phyrexian Arena... etc.

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Posted 24 March 2011 at 19:58 in reply to #145828 on Circu EDH

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This deck needs Grave Pact, Consuming Vapors, Innocent Blood, and Barter in Blood. Molten Slagheap and Dreadship Reef are good lands for this, as well as Crosis's Catacombs.

Also, I've been having a real hard time building a black deck without including Phyrexian Arena.. that card is just so damn good! There's also a creature that does the exact same thing, but I can't remember its name off the top of my head. The creature would be great with the removal in this deck, if you ever needed to end his effect.

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Posted 23 March 2011 at 11:01 as a comment on Zombie EDH Need Help

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Also, 4x Evolving Wilds, or 4x Birds of Paradise. You need some mana fixing in here.

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Posted 23 March 2011 at 09:20 in reply to #145252 on Spawn Ruination

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