smc1215

64 Decks, 832 Comments, 7 Reputation

Sorry, Rofellos is a much better general. I run them both, they play similarly, but rofellos has many more early game wins, such has the umbral mantle combo on turn 2 or 3. Or Staff of Dom turn 3 or 4.

The thing about Omnath is that he is killed frequently. Rofellos is too, but Rofellos swings so quickly that usually your opponent doesn't have a way to respond (he's also cheaper so he comes out and comes back faster). Exploration may be mad expensive (to purchase), but in Rofellos it's amazing, in omnath it's very good too. Azusa is good as well. If you put all those in you should add crucible strip mine, to be mean, and planar portal to search everything out.

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Posted 15 June 2010 at 13:36 as a comment on Omnath EDH

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Sorry, missed the smiley.
Sorry, people miss the description a lot and it gets really annoying sometimes. lol. Thanks for actually reading it though :)

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Posted 14 June 2010 at 13:58 in reply to #67584 on Damage Challenge

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Even if the gap wasn't there, they all come into play as a result of the warp world resolving. The gap is still part of the warp world resolution. The stuff coming into play as a result of the resolution happens and as a triggered ability, immediately the landfall abilities are added to the stack. Those resolve. Then the stack is empty and there is a board check, in which all the ob-nix die due to legend rule.

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Posted 03 June 2010 at 15:46 in reply to #67824 on Warp World

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The Rulings:

Landfall abilities trigger for each permanent, for each land. This is the entire point of the deck.
After these abilities trigger and hit the stack, the warp world ability has finished resolving and there is a board check. In this board check the Ob-nix is subject to the legendary rule. Note: This happens AFTER the abilities are on the stack.

Madrush isn't needed, but giving your creatures haste could happen, yes.

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Posted 01 June 2010 at 22:09 in reply to #67100 on Warp World

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Ok, so we all know that the perfect draw hardly ever occurs, but if it DID, build a deck to see for how many points you can swing for by turn six.

No infinite loops allowed. Use any color or combination of colors. Use creatures or other spells to achieve this goal.

One more thing, The challenge is to see how much damage you can inflict ON turn six, not BY turn six, meaning, any damage potentially dealt on turns one-five dont count.

Have fun guys!


That was the ORIGINAL TEXT from the challenge. It clearly says perfect draw. Also, there is no reason for it being on turn 6 if not accounting for draw.

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Posted 01 June 2010 at 22:03 in reply to #67592 on Damage Challenge

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BUT READ THE TOP!!!!!!!! I HATE WHEN PEOPLE DON'T DO THAT!!
The missing card is Mana Crypt. It's a very old promotional card that is vintage restricted. It isn't in the database.

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Posted 01 June 2010 at 22:01 in reply to #67584 on Damage Challenge

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Run 2 explore and a terminate in place of harrow. Most builds don't run so many siege gangs, a lot don't run any anymore. I'd run 2 Master of the wild hunt and 2 Broodmate dragons. If you don't want to spend the money on the masters, then run 2 siege gangs and 2 dragons. You should also run lightning bolt and bit blast.

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Posted 30 May 2010 at 10:54 as a comment on Jund

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I completely disagree with your statement about it being impossible for aggro decks to beat this. Your walls and wall like creatures can easily be killed and you only run 8 fog effects in the deck, which means there will be some turns where they are swinging, which can mean game for you against a good aggro deck. Also keep in mind that a lot of good standard aggro decks, run burn as well. Blightning will do major damage to you, especially if you have a low hand size, which, turn 3, is likely if you fogged.

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Posted 28 May 2010 at 12:42 in reply to #64902 on Eldrazi Fog

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Much prefer chronotog stasis. This deck is pretty standard for a stasis deck though. Mastermind stasis has been used for years now. It's not that fast of a kill though. Chronotog locks and wins on turn 3 consistently, this is what? turn 4 for the lock? but you don't win right off the lock. I'd drop the journey and o ring. if you have the stasis, they shouldn't be needed. Run things like turnabout to tap out your opponent's land base so when you drop stasis, it's a win.

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Posted 28 May 2010 at 10:50 as a comment on BOW TO THE THRONE

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the cast ability won't go off if you use gateway, just making sure you know.

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Posted 28 May 2010 at 10:16 in reply to #67135 on Eldrazi deck

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Hatcher and Splinter twin. With splinter twin, copy drones to get more spawn.
I see jund being a major problem for this deck. You invest so much into a single creature, if it gets terminated you'll be very sad, and yes, there is the monument, but it will get most likely be pulsed.

I think you might be better off going for kill with tokens, try things like beastmaster ascension.

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Posted 28 May 2010 at 10:14 as a comment on Eldrazi Annihilation

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Think about running broodwarden instead? that way you aren't helping out your opponent.

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Posted 28 May 2010 at 10:13 in reply to #67006 on Eldrazi Annihilation

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yeah... they help...

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Posted 27 May 2010 at 10:13 in reply to #67079 on Spawnsire

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You do know the enchantress won't trigger off Zur right?

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Posted 26 May 2010 at 07:16 as a comment on Zur

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conscription was made for sovereigns of lost alara though...

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Posted 25 May 2010 at 11:42 in reply to #66091 on Kor Army

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forsaken wastes, everlasting torment, and stigma lasher are the bane of your existence.

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Posted 25 May 2010 at 11:31 as a comment on White Life

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I wouldn't say one of the best, it isn't bad, but it's too susceptible to creature removal and/or it's too slow to deal with decks like mythic bant or mythic conscription.
You should also use awakening zone, at first for the ramp, and then for the token sac to the monument. I'd rather you use those tokens then wolves, as wolves will be much more useful if you can get them, and the master will rarely stick when they see what you're up to. Keep in mind that people can respond to a vines of the vastwood by killing your creature. Since the spell hasn't resolved yet, they can bolt your master or things like that, so it doesn't protect it that well, but it certainly helps.
If you add lotus cobra you can have a turn 3 hydra with mana to spare.

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Posted 25 May 2010 at 10:06 as a comment on Mono Green

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take out 10 cards, so it's more efficient. Your land base could use some work, fetches are ideal, using M10 duals can be great too.

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Posted 25 May 2010 at 01:00 as a comment on Graveyard's retribution

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I mean, I was playing lightsaber, for fun. In 2 games I got a single bolt, I bolted the accel, but then he beat me down with relequary, banselayer, and conolade with the escort as a safety button... really really annoying...

It was one of my only losses...

And this kid got got the deck from his dad... I hate when parents pump inf amounts of cash into decks for their spoiled kids... at the same time, I wish my parents would do that.

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Posted 25 May 2010 at 00:54 as a comment on Stupid kid

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don't mind at all, that's why it's here. Have fun with it.

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Posted 25 May 2010 at 00:48 in reply to #66857 on Warp World

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