scumbling1

8 Decks, 58 Comments, 4 Reputation

scumbling1

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Posted 30 January 2010 at 22:02 as a comment on Member Database

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Interesting concept; it's nice to see a deck with no lands that doesn't involve Goblin Charbelcher.

I think you should drop the Power Surge and the Stoneshaker Shamans, though. Since mana burn no longer exists, the opponent can opt to always tap his lands during your End phase and suffer no consequences from those cards. I think you'd be better off running some more copies of your mana-producers, and possibly add Acidic Soil as another sorcery to stick on a Mirror.

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Posted 30 January 2010 at 21:55 as a comment on Not your ordinary No-Land Deck

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You'll probably want to go up to 24 lands, as was suggested. I'd reccomend you make four of those Terramorphic Expanses, as they help a little with building up landfall triggers. Another option would to add Fieldmist Borderpost, as it can also work with landfall, and it's a blue permanent to trigger the Sergeant.

Another fun combo with Mirror-Sigil Sergeant is Paradox Haze. It's a blue permanent, obviously, but you also get and additional upkeep to copy your rhinoceri.

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Posted 30 January 2010 at 10:04 as a comment on Mirror-Sigil Mayhem

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The one thing I would consider is removing the Pyromacer's Ascension. You have only three instants in the deck; you're not very likely to ever activate it. I think it's really slowing you down.

Perhaps you could try Elemental Appeal instead? It doesn't say "lighnting" anywhere on the card, but the picture clearly shows he's summoning a lightning-based elemental. There are a lot of other options, but Appeal is the only thing that is remotely on-theme and in Standard I can think of that you don't already have in the deck.

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Posted 30 January 2010 at 09:10 as a comment on Zeus's Rage

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Cool- Isperia is definitly an oft overlooked general. U/W is really strong in EDH, so I think you have something good brewing.

I'd start looking at taking out some of your smaller one-shot effects. For instance, Boomerang, Neck Snap, Devouring Light, Cancel, Negate, and Righteousness are some of the types of cards that run you out of steam fast. A couple of really efficient spot removal cards are ok, like Path to Exile or Hinder, but running too many becomes a problem. I'd focus on getting a few more Wrath effects to slow the opponent down; there's a million budget variants of Wrath of God and most are worth playing.

A few more big creatures to play with Isperia would be nice. Reveillark has plenty of targets in your deck, and would be even better with a Karmic Guide to combo off with. Tradewind Rider is another flier that can slow the opponent down, and if you just bounced a permanent to their hand you're probably going to be able to trigger Isperia! Somnophore and Blinding Angel are some other fliers that can help lock down your opponent. Lightning Greaves seems important to protect your general. Soul Foundry could be fun with Meddling Mage. With your life-gain subtheme, Feudkiller's Verdict is definetly an option. And Storm Herd reads "you win the game".

Oh, and Crystallization has a green hyrid cost in it, so it's not legal in your deck. But I still give it a thumbs up!

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Posted 28 January 2010 at 21:13 as a comment on EDH WU control.

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Cool deck! I had wanted to build around this Quest, too, but hadn't gotten around to thinking about it much.

One thing is that you want to get the Quest as early as possible, so that you're not stuck doing nothing as you can't cast any of the cards in your hand. I suggest running Dizzy Spell as a way to transmute for the Quest. You may even use it to lessen the damage dealt to you sometimes...

Another idea would be to run more non-sea monster creatures. The Quest builds counters off of any creature being revealed, so you could make use of some more utility creatures and chump blockers and yet still hope to get your enchantment online. And really, how many Inkwell Leviathans do you really need to win the game? Some candidates for inclusion that come to mind would be Ophidian or Raven Familiar to add more library manipulation. Or, you could add a little more defense with Wall of Tears or Man-o'-War.

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Posted 25 January 2010 at 20:54 as a comment on Release The Kraken!

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Are you concerned with the deck being 70 cards? It would be much more consistent if you cut out ten cards. Also, with twenty-four lands you have an appropriate amount for a a sixty card deck, but you're risking mana screw at the present deck size. Of course, I have suggestions for what to cut:

4 Vesper Ghoul- he's really inefficient as a 1/1 for three
2 Pyrrhic Revival- with two Biddings and three Balthors, you should be already set for reanimation
2 Necromancer's Covenant- it's good, but expensive; you don't want to see this in your opening hand

To address your lands, I'd cut the Leechridden Swamps and Cabal Coffers. The Coffers are great for slow control decks, but yours is an aggressive deck where you want to cast cards early. The Coffers require you to have three Swamps before you actually get a net gain of mana. And if you want to splash for white mana, it's going to further impair the Coffers. The Leechridden Swamps are also slow, and the loss of one life is so small that it's not worth having the land enter the battlefield tapped. I'd add four Tainted Fields for a great budget land in these colors.

You may want to consider Graveborn Muse for this deck as well. She's an amazing source of card advantage and can help make more use out of your Zombie Infestations.

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Posted 16 January 2010 at 21:38 as a comment on Zombie Apocalypse

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Nice list; I like Tooth and Nail decks a lot.

Since assembling any one of the creature combinations is game over, why use three of them? I'd cut out the Kiki-Jiki and the Sky Hussar as they're the cards that can't be hardcast (should you need to). Two combo pairs should be sufficient.

I'd also drop the Dawnglow Infusion. Unless you face a whole lot of burn, it's simply better to play some other form of stalling that's a little more proactive; you go down one card to gain life, but they're still smashing your face in with those same creatures.

You are playing a lot of land fetch, but most of it doesn't actually accelerate you. Between the Sylvan Scrying and the Reap and Sows, you should be set on cards to assemble Urzatron; The Expedition Maps are really unnecessary.

If you have the money, Pernicious Deed would be perfect for this deck. Slightly cheaper alternatives would be Crime / Punishment or Austere Command. But whatever you end up using, some card that can clear the board and/or have some way to impact the opponents' gameplan would be advisable.

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Posted 16 January 2010 at 21:16 as a comment on Tooth and Nailed... lol

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It's not a bad start. Here are a few suggestions that, IMO, would help out:

Remove the four Auras you have in there. These cards die with the creature that they're enchanting, so in the end you lose card advantage. In the case of Contaminated Bond, it doesn't actually do anything- if the opponent can afford to spend life they will, if they can't then they won't. It would be more beneficial to have a card that's more consistent.

Falter is not very good, either. It's a one-shot effect, and it doesn't do anything that your removal spells can't do for you already. I'd reccoment just simply playing more removal, as it's more versatile.

Finally, I'm not crazy about Pardic Dragon; on the second turn, you'd rather be dropping a 'Blade. It's a tempo loss to set this card out suspended, and then the opponent should have no problem casting spells for long enough to keep it out of play.

Adding the fourth Vampire Nighthawk would be a good idea, as he's a very strong card. Shambling Remains an efficient creature you may consider; it's multicolored to boost your 'Blades, too. A third card to add would be Blightning, as it's a solid form of disruption and can get in those few last points of damage.

So that's
-2 Pardic Dragon
-2 Falter
-4 Auras

+1 Vampire Nightwawk
+3 Shambling Remains
+4 Blightning

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Posted 15 January 2010 at 20:45 as a comment on B/R Tournament Tomorrow,Please Help

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+1
I really like the addition of Icefall in this deck; it's a great card and has some fun synergy with Fury of the Horde's alternate cost.

The x8 Heat of Battle is a really fun idea with Invasion Plans, and it actually puts Balduvian Warlord to good use! Kudos, I had been having a hard time trying to abuse him! It might actually be fun to use Fumiko the Lowblood in here, as though she isn't a barbarian, Godo is and he interacts with her creature type.

The Braid of Fire + Fireball combo seems like it doesn't work anymore; the mana you get from the Braid has to be used during your upkeep or else it empties at the end of the phase, You could use Volcanic Geyser instead of Fireball though. Even still, the Braid of Fire doesn't really seem to fit in the deck- it's only there to fuel one X spell rather than promote the theme. I think Balthor the Stout would be a nice way to make more use of it.

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Posted 13 January 2010 at 23:07 as a comment on rape/pillage

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Nice, Karrthus is such a cool general! Is this deck more for duels or for multiplayer? That might change a few of my suggestions.

I'd drop the following cards:
Dark Temper- Putrefy is so much better
Resounding Thunder- this is a little weak for the mana, kicked or not
Tukatongue Thallid- just underwhelming as a token producer
Exuberant Firestoker- two damage doesn't amount to much more than making enemies
Thunderscape Apprentice and Master- once again, weak for the mana investment
Kokusho- he's so awesome that he's banned, unfortunately

And here are some cards to consider adding:
Yavimaya Elder- solid mana fixing and card advantage
Harmonize- good draw spell, and EDH is all about card adavantage
Genesis- card advantage and recursion
Putrefy- as I mentioned before
Living Death- this card can cause insane shifts in board position
Grab the Reins- you have numerous ways to sac creatures, why not sac your opponents'?
Flameblast Dragon- I really like this dragon, he can draw a Wrath out on his own

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Posted 13 January 2010 at 22:50 as a comment on Dragons-EDH General-Karrthus, Tyrant of Jund

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Magewright's Stone is alright, but how about replacing them with Thousand-Year Elixir? You could then use the Warlords the turn they come into play, and untapping a creature that doesn't have an ability with T in the cost could prove occasionally useful.

What's with a 2/2 split of Shattering Spree and Pulse? IMO, the Spree is a better card for one-on-one games, as it's cheaper to destroy multiple artifacts and it's almost immune to countermagic.

To abuse the Warlord, I can't think of much in red. I had him in my deck, but I couldn't think of much outside of Tangle Asp, so I ended up removing him.

Anyway, nice deck!

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Posted 13 January 2010 at 22:30 as a comment on Picking apart my barbs.

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I could definetly see myself taking a deck like this to my weekly mutliplayer gaming session. I really like the slivers in the deck, actually: they add a lot of utility without stealing away the focus of the deck.

I don't know if it's an option for your budget, but Garruk Wildspeaker would be nice in here. I suggest him mostly for his overrun ability; I think you may sometimes need a little more muscle for finishing up the game. Kamahl, Fist of Krosa would be a reasonable substitute. But with only seven fatties, do you often find yourself struggling to match up with the opponents' creatures?

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Posted 13 January 2010 at 22:06 as a comment on Vindicate

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I think Surprise Deployment would be really good in this deck. Consider that you could deploy something like a Bogardan Hellkite for five damage, and then blink it out yet again for an additional five.

To make space, I'd actually cut the Deathrender. The card is pretty slow, and if I knew you could potentially bring out Akroma with it, I'd never kill the creature wearing it! If you were to keep Deathrender in I'd suggest the use of some sacrifice outlet to make sure you could get it working for you. But in all honesty, I think the Surprise Deployment is a better choice.

I'd drop the Akromas, the Grand Arbiters, and then a single land to cut back to sixty cards. Akroma and the Arbiter are good cards, but they have no synergy with the rest of the deck.

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Posted 13 January 2010 at 21:51 as a comment on Touch This

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+1

I like how you started with an established combo, but were able to turn it into a barbarian-themed one! I was thinking Mana Echoes would be cool in this deck: consider you have a few barbs or kobolds on the field but no way to combo out. Dropping a few creatures of the type already out there would allow you to storm up to a decent-sized (if not lethal) Empty the Warrens.

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Posted 13 January 2010 at 21:17 as a comment on Barbarian Storm

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+1

This is a deck that looks like it can win games. I really like that you're using Wordgorger Dragon for something other than the usual Animate Dead infinite combo.

I'd keep the Extraplanar Lens in the deck, actually. Gauntlet of Power costs five mana, so you've got to have a significant amount of mana to begin doubling it. And despite the non-mountainness of Valakut, I'd continue to run it. Your deck looks like it plays the control role more often than not, so you're trying to drag the game out- hence you're going to see a lot of land drops. Valakut provides card advantage that's hard to get elsewhere in red.

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Posted 13 January 2010 at 21:11 as a comment on Barbarians Challenge

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Well, I play casually with friends and sideboards are considered taboo amongst our group. Also, no one is packing Telemin Performance as of now; they sometimes play Bribery though. But if someone start packing the Performance I'll throw in a copy of Phage the Untouchable.

Did you have any specific creatures in mind?

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Posted 26 December 2009 at 09:22 as a comment on Recurring Pyromancy

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