thorne44

86 Decks, 109 Comments, 13 Reputation

I'd run Vow of Duty. Makes Karona bigger for you and useless for them

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Posted 13 June 2012 at 02:27 in reply to #263543 on Karona?

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Maybe but the slime is also deathtouch. Whack a revenge of the hunted on him and send him across.

Even when not coming across, he inspires creatures to stay at home

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Posted 12 June 2012 at 03:49 in reply to #261483 on Incredible Hulk

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Replaced with Utopia

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Posted 12 June 2012 at 03:46 in reply to #261481 on Incredible Hulk

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Can't see the point of the wild defiance. as you only have three spells that can target your creatures

Personally I'd look at Wolf-Skull Shaman, Rhys the Redeemed and Glistener Elf

The prized unicorn seems wierd. If you want a lure why not run taunting elf instead?

I'd also turf titanic growth and run revenge of the hunted and blessings of nature

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Posted 08 June 2012 at 04:07 as a comment on Elfball done right

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You should also have 4 might slivers
Turf Kamahl
Completely change your lands
All you want is forests, Cavern of Souls and abundant growth
Include Descendants' Path and Revenge of the Hunted

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Posted 07 June 2012 at 04:33 as a comment on Slivers delight

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If everything is one mana why run 20 mountains?

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Posted 06 June 2012 at 04:29 as a comment on GOBLIN MEGA RUSH

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To be a little blunt, the deck is too big, inconsistant and undirected

Firstly your deck should be sixty cards or have an excellent reason to be bigger

Secondly you have too many single cards. Having one of a card means that the card is optional or you have a means of fetching it (AKA a tutor). Running multiple copies and less singles gives the deck consistancy

Thirdly if your building a zombie deck, build a zombie deck. Chuck in cards that help zombies, zombie lords and such. This deck seems to be random collection of black cards

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Posted 06 June 2012 at 03:30 as a comment on Zombie

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Actually there is too much mana for a fast burn.

I'd run vexing devils, goblin grenades, goblin arsonist. Goblin guide, Thunderous Wrath and Bonfire of the Damned

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Posted 04 June 2012 at 04:00 as a comment on Oh, BURN!

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Could be a lot better
Needs Descendants' Path
Turf the battlements and replace with Abundant Growth
I'd also add adaptive automations so your spawn become actually useful
One Eldrazi Monument would also be useful

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Posted 04 June 2012 at 02:17 as a comment on Eldrazi Rising

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I love Gleemax. If it was legal I'd build a deck around it. I've built several infinite mana decks. I'd play gleemax in a heartbeat

Embershot would have to be the worst card if I ever had to vote for one. It's so overpriced that Gleemax seems a bargain. A horse with no legs is less lame. At two mana embershot is good. At three is ok. At seven, it's totally unusable.

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Posted 01 June 2012 at 08:00 in reply to #260615 on |-Worst Cards In MTG History-|

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You can't call it "Tournament Quality". You forgot Bone Saw

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Posted 01 June 2012 at 01:58 as a comment on storm crow laboratory maniac

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Island Fish Jasconius is pretty bad. It's an expensive stompy that you have to pay each round for and can only attack if your opponent has an island and dies if you lose your islands. He might be useful at three mana but not seven

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Posted 01 June 2012 at 01:56 as a comment on |-Worst Cards In MTG History-|

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Aysen Highway isn't that bad (maybe a touch expensive). You can build a deck around it easily enough.

A Blue White deck running mind bend and such to allow your creatures to be effectively unblockable

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Posted 01 June 2012 at 01:36 as a comment on |-Worst Cards In MTG History-|

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I'm still gobsmacked that people build goblin decks without goblin guide. He's only the best goblin out there. While not a goblin, I'd still run vexing devils

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Posted 31 May 2012 at 02:52 as a comment on Goblins

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No such thing as undefeatable. Even in infamous channel fireball deck can be beaten.

I have half a dozen decks I'd put up against slivers any day

My prot deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=230639
If the slivers can't hit you, they can't hurt you.

I also have a goblin deck that will burn them long before the slivers gets scary and a green deck that will roll right over them.

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Posted 24 May 2012 at 07:27 in reply to #258265 on Anti-sliver

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I'd chuck in a dormant sliver. They'll draw lots of cards but nothing can attack you

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Posted 22 May 2012 at 07:07 as a comment on Anti-sliver

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The city kills counters. Mystic decree when combined with Island Sanctuary means you're untouchable.

The reason for two is if one get killed/milled/discarded/countered

The curse and the miasma is to provide a source of damage to kill them. To trigger blood/bond combo you need to gain life or for them to lose life

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Posted 16 May 2012 at 05:21 in reply to #254402 on Epic Five Colour Green

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Their nice but what do you remove? Everything there has a purpose. City of solitude I suppose could be sideboarded and risk counters

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Posted 09 May 2012 at 05:27 in reply to #254039 on Epic Five Colour Green

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4x Abundant Growth as well so there's 8 cards that will give the right mana and then the arbor elf allows you to double up on that

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Posted 09 May 2012 at 05:22 in reply to #254040 on Epic Five Colour Green

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4x Abundant Growth
4 x Arbor Elves

The arbor elf gives you one mana and the abundant growth gives you one mana but one of each gives you four mana

Turf the artisan, godtoucher and verdant force and run four Craterhoof Behemoth
Replace the elves and the pilgrims with arbor elves
Replace the plains with birds of paradise
Replace the broken fall and overgrowth with abundant growth
Turf some enchantments to add more forests. You want 18 forests

I've got a pure green stompy which might give you some ideas
http://www.mtgvault.com/ViewDeck.aspx?DeckID=296343

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Posted 08 May 2012 at 04:21 as a comment on My Big Green

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