Toasty

106 Decks, 80 Comments, 0 Reputation

I feel your pain, I play a Riku EDH deck, 6 fetchs + a good number of tutors (Mystic, Worldly, etc.)

And thanks :p

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Posted 14 August 2011 at 20:05 in reply to #192190 on 200 Card Special (Standard)

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The birds do die to removal of pretty much any kind, but...
1) They lead to explosive lead starts by T1 land bird, T2 land, kor spiritdancer, hyena umbra, draw.
2) If a mono red deck wastes a lightning bolt or early arc trail on it, then im more than happy to slow them down. This is more of a midrange deck.

They're just so explosive, I cant help but to run them. And besides, if they eat removal, then goodie. Saves the burn from the spiritdancer.

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Posted 22 March 2011 at 21:29 in reply to #145086 on Infected Auras

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The method for this deck is to win off of ally triggers. It's very diverse in how it wins as well. It mana ramps with side of control so I can stall until I can get my combo off (aka Mass Polymorph or Rite of Replication kicked.)

Mass Polymorph is just broken with ally triggers. Lets say I have 6 dudes on the field and I mass polly. If I hit 2 halimar excavators, 1 hagra diabolist, 2 kozilek's predators, and 1 sea gate loremaster, then I just milled them for 50 cards and made them lose 25 life. It's all about ETB triggers with allies.

Rite of Replication kicked is harder but much easier to solidify a win. a Kicked Replication on the following...
Halimar Excavator, only ally on the field, gets RoR kicked - I just milled them for 180 cards.
Hagra Diabolist, only ally on the field, gets RoR kicked - I just made them lose 180 life.

And even if I never draw my RoR or Mass Polymorph, I can still win off my ally backbone. Once I got a sea gate loremaster and a harabaz druid, I can start pumping out allies FAST.

I do have basic lands. And FYI, only 10 of my 24 lands come into play tapped all the time. I personally made this deck and I've been playtesting it. There are a few times where they come into play tapped, but it's never truly slowed me down. On the contrary, I'm trying to stall once I've got some dudes out or an active awakening zone, until I can mass polymorph for oodles.


Don't act like I don't understand what I'm doing. Of course if I go through all the trouble with the special lands, the creatures, etc. etc., and even making a sideboard, I plan to actually PLAY this deck.

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Posted 23 November 2010 at 13:15 as a comment on Mighty Morphin' Allies 2.0

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:)

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Posted 16 September 2010 at 19:30 in reply to #87571 on Mythic Green

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#1 - it already makes so many tokens
Nest Invader makes 2 bodies for 1G
Wolfbriar Elemental spawns a lot of wolfs
Avenger of Zendikar floods the field with plant tokens
Primeval Titan fetchs up 2x Khalni Garden every turn.

#2 - yes, this deck can kill turn 5, relatively easy
turn 1 - forest, Llanowar elves
turn 2 - forest, Joraga Treespeaker, level it up
turn 3 - forest, Primeval Titan, fetch 2 Oran-Rief, the Vastwood
turn 4 - forest, Avenger of Zendikar, get 6 0/1 plant tokens, then tap 2 Oran-Reifs to make them 2/3s, then swing with Primeval, fetch 2 fetchlands, pump the plant tokens to 4/5s.
turn 5 - khalni garden, crack the 2 fetch lands, (6 6/7 plant tokens and a 2/3 plant token), then play either Eldrazi Monument or Beastmaster Ascension, swing, and win :)

of course that's just a perfect play.

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Posted 15 September 2010 at 21:18 in reply to #87520 on Mythic Green

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So, the point of your deck is to use spot removal and deck hampering to deal with Relentless Rats? Fail.

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Posted 14 September 2010 at 21:30 as a comment on Fuck Rats

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Tectonic, not really.

After testing, i've found my Destructive/Roiling Terrain combo to be too effective. Tectonic keeps me short on my colored mana symbols, and it cant be activated unless they have 4 lands as it is. That and man lands arent a problem, since they wont have alot :P

Deprive, maybe. Khalni Gem is doing a good job of bouncing my lands pre-boardwipe

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Posted 15 August 2010 at 01:53 in reply to #80476 on Destructive Control

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I've been playtesting this deck with a lot of friends, archtypes, and a few FNM, and I've made some final alterations to it with this.

First of all, the Sun Titan is very, very useful. Why? Removal. People just get a kick out of throwing a doom blade on your Kor Spiritdancers when you try to enchant them, so you lose a 2 for 1 when that happens. The whole deck is susceptible to spot removal. Sun Titan is just a bomb, best Titan you can find for this deck. The birds are kind of a dread draw late game, but arent all mana dorks? He really does help for a Turn 3 Garruk Wildspeaker, then a Turn 4 Sun Titan. Yet, of course, that's only if you're rushing to the finish. Against control decks, you'll usually hold back a little, being slower so you'll have mana to pay against Mana Leaks or just edge around Negates. Trust me, this deck runs just fine with 22 lands and none of them fetchs. Also, this deck can be half card draw insane or half build up insane. If you're getting the heavier auras (nimbus wings, snake umbra) and aura gnarlids, you can build up pretty quickly and use the card draw from the snake umbras. That or you can just get a Kor Spiritdancer + Canopy Cover online, then start dropping 1 CMC auras. 1 mana to draw a card and give her +3/+3 and an ability? Hot deal. And, yes, this deck is not so much worried about spot removal (aka Oblivion Rings or JtN) than most. Once you get a Kor Spiritdancer + Aura Gnarlid combo online and going, you'll be building up and smashing face. Hell, one game, I went against a Mono White Eldrazi Control deck, my Aura Gnarlid built up and was able to swing past a Kozilek.

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Posted 27 July 2010 at 15:45 in reply to #76189 on Wrath of Auras, T2

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It is a tad low on lands, but once I have either Dark Tutelage or get 4 lands, I wont really be needed any more, is my theory. I havent gotten to playtest it and see how it fairs yet.

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Posted 15 July 2010 at 14:16 in reply to #73779 on Suicide Black T2

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I really do want to play test this deck, im halfway through collect the cards for it (I went to a bunch of Pre-M11 stuff)

For the artifacts, I <3 basilisk collar like no other, but Brittle Effigy and Prophetic Prism... ehh, they're more like desperate options, but I needed them for the Lich.

Once to start playtesting this deck, I'll let you know on how it fairs.

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Posted 15 July 2010 at 14:12 in reply to #73757 on Suicide Black T2

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I was considering Crystal Ball, but I honestly was just deadset on getting out a 5/5 indestructible zombie out turn 3, then turn 4 wrecking havoc, not turn 5. Thing of suicide black, it doesnt plan for if something goes wrong, it just out right rushes.

I run contaminated ground because it's the closest thing we have to Sinkhole, the old land destroyer back in origial Suicide Black, it can do a very good job too, if they decided to use the land, they lose 2 life. Swampwalk, not really focused on that, truth be told.

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Posted 15 July 2010 at 14:10 in reply to #73744 on Suicide Black T2

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You didnt listen to what I said, did you? Yes, I expect it here or there. It will ruin casual for me, most likely. But, in FNM and at Tournaments, Enchantments arent the biggest threats. The Top 8 decks all over the places are decks with Mana Dorks, Baneslayers, etc. etc. This card might be in the sideboard for SOME decks, but I doubt it'll see alot of tournament decks. This might change, thanks to these STUPID LEYLINES they're coming out with, but regardless, the deck can grow fast and kill, even without Auras (once you get your Baneslayer or Garruk out)

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Posted 03 July 2010 at 22:46 in reply to #72281 on Aura Power T2

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There isnt a counter, unless I go blue. But, gladly, this card will go under the radar, and not alot of people will probably play it. Even if they do, Baneslayer and Garruk to fend for themselves. If I've got enough Mana, Kor Spiritdancer(s) help me draw into more and more, so I can out-pace their back to nature card.

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Posted 02 July 2010 at 12:32 in reply to #72162 on Aura Power T2

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Believe it or not, but I really, only need 4 mana to play this deck well. More would be nice, of course, but only 4 is needed.

Mana ramp - Birds of Paradise, Garruk Widlspeaker, and Bear Umbra

Birds of Paradise ---- Tap for any color of mana, get a Kor Spiritdancer + Spider umbra out on turn 2

Garruk Wildspeaker ---- Untap 2 lands each turn, also generate 3/3s which I can attach Auras to or chump block

Bear Umbra ---- Tap all my lands for mana, then have a creature enchanted with it attack, untaps all my lands. Tap them again to play spells. 4 lands, tap them, have a Kor Spiritdancer + Bear Umbra attack, tap those again, cast Eldrazi Conscription

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Posted 02 July 2010 at 02:45 in reply to #72156 on Aura Power T2

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Eh, i really just prevered Kabira Evangel, easier Zerg rushing. And if they're stalling, like with a W/B Control deck, then Sea Gate Loremaster REALLY speeds up the game for you, like super crazy.

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Posted 20 June 2010 at 02:18 in reply to #70650 on Deck Challenge: Competitve Allies

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I see you picked up on my Boros to Koros deck
http://www.mtgvault.com/ViewDeck.aspx?DeckID=68118

Doesnt look to bad. Only things that strike me wierd...

Why Kitesail? 4 mana to give your guy +1 and flying? I would prefer Adventuring Gear, only 2 mana for double landfall ability :3

I do like your idea of the Teetering Peaks and Sejiri Steppe though. Bouncing them with Ruin Ghost can not only give more landfall, but use their abilities again. Teetering Peaks bounced by a Ruin Ghost, targeting Steppe Lynx = +8/+4. Sejiri Steppe also will give them +4/+4 if bounced, plus protection from color to 2 guys, or 2 colors to one guy. Very nice.

Be careful with Brave the Elements. It can screw u over if you only have Geopedes and Bushwhackers on the field. That's why i prefer Emerge Unscathed, since it rebounds.

World at War...wha?? That seems alittle risky to me, spending 5 mana for double attacks, just so they can Path your dude and you cant Protect him with Ruin Ghost bouncing a Sejiri Steppe or playing Brave the Elements.

Best of luck in your games.

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Posted 14 June 2010 at 19:39 as a comment on Boros to Koros V.2

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Hahaha, alot of questions you have I see.

First off all. About M11 coming out soon and M10 and alara leaving Standard. That's why you dont see Ranger of Eos in here. I'm prompting for tournaments once M11 and the next expansion get here.

Next, the mana base. I was curious on running either a Teetering Peak or Smoldering Spires. Im trying to go with mainly Fetch lands, because think of this. Teetering Peaks is +2/+0 till end of turn. But an Arid Mesa is, for my landfall guys, a +4/+4 till end of turn, for 1 life. And it doesnt come into play tapped. That's an awesome deal if you ask me.

Finally. the Behemoth Sledge. The side board is some good cards for Koros, correct? Well, read Stoneforge Mystic's ability. You can pay 1W to play ANY equipment card from your hand onto the field. It lets me summon Behemoth Sledge cheaper and without green. Then I can equip for 3 onto a Steppe Lynx or Plated Geopede. Lifelink and Trample is damn sexy if you ask me :3

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Posted 13 June 2010 at 22:25 as a comment on Boros to Koros

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I did have Hellspark Elemental AT FIRST, but decided to drop him. I thought i had enough power. Why?

Turn 1 - Plains, Steppe Lynx
Turn 2 - Mountain, Ruin Ghost
Turn 3 - Arid Mesa, crack it for a Plains, tap that Plains for Ruin Ghost to exile it and return it untapped, use it again to cast Emerge Unscathed, pay your mountain for a lightning bolt (17), swing with your Steppe Lynx that's currently a 6/7 with protection from whatever color you need for a hit (11)
Turn 4 - Emerge rebounds on your steppe lynx, crack another fetch land, play Plated Geopede, use Ruin Ghost's ability, attack for another 6 with protection from the color you need to get a hit (5).


They're already at 5 by end of turn 4. Easy win from there.

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Posted 13 June 2010 at 19:26 in reply to #69793 on Boros to Koros

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Yeah, if you want him to be on the board, for what, 2 seconds? There's limited protection in this deck, all reserved for Kiln Fiend or anything affected by Distortion Strike. Jace is nowhere near needed, this is an all out aggro deck with tricks to get a sneak kill. Jace is, at best, an expensive ponder if you cant keep him out on the field.

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Posted 25 May 2010 at 16:00 in reply to #66272 on Kiln Distortion T2

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That's why I'm packing not only 4x Canopy Cover, but 4x Trace of Abundance on my man-lands. If they're running heavy exile, drop a canopy cover on a Kor Spiritdancer, or atleast attack them with my Raging Ravine with shroud. The +1/+1 counters add together pretty fast.

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Posted 24 May 2010 at 17:07 in reply to #66755 on Naya-Umbras T2

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