VintageFTW

60 Decks, 522 Comments, 218 Reputation

Door of Destinies does very little here. You have 5 Constructs, and 2 of every other kind of creature. Door of Destinies doesn't trigger off your Golem Foundry or TItan Foundry. I think this is a very odd deck to drop $170 on, it would probably be better to streamline the mana curve, tinker with the land count, cut cards that aren't as important, try to get 4-of-a-kind for most cards. Or, you could try Commander.

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Posted 02 April 2017 at 17:48 as a comment on Machines of Machines

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Your first deck costs $700? Guess you're jumping in the deep-end with no floaties . . .

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Posted 29 March 2017 at 13:02 as a comment on First Deck! (Revised)

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I would add Brutal Expulsion. Great deck!

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Posted 24 March 2017 at 21:32 as a comment on Thermo-Visions

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Hey, man, I love Zombies, but I think you may be short on land. You might want to take out some of your costlier spells, like Battle at the Bridge, Liliana's Indignation, or Rise from the Grave.

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Posted 22 March 2017 at 18:07 as a comment on Std Zombie

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Mana Confluence or City of Brass? If the mana's not turning out right . . .

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Posted 16 March 2017 at 17:09 as a comment on 5 Color Green Cat Pact

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I would Recommend Rites of Flourishing. It will pump you through your deck faster, as most of your opponent's cards are blank. You could win using Thrun, the Last Troll, or Obstinate Baloth, or Azor's Elocutors.

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Posted 15 March 2017 at 23:26 as a comment on modern turbo-fog

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Searing Meditation isn't really that strong. Maybe include a full 4 Chained to the Rocks. Also, Sacred Foundry and Clifftop Retreat go a long way.

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Posted 15 March 2017 at 20:00 as a comment on Burn for you!?!

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Spreading Seas and Ancestral Vision are both really good in Blue Moon

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Posted 11 March 2017 at 23:36 as a comment on Blue Moon

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It seems like Engulf the Shore would be very potent here.

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Posted 10 March 2017 at 14:32 as a comment on Standard Mono-blue

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I like the concept. A few pointers. First off, you should smooth out your mana base, include at least the Life-gain lands from Khans of Tarkir, or the Guildgates. Some other good lands are Murmuring Bosk, Sandsteppe Citadel, the shock lands, the check lands from Innistrad and the core sets, and so on. Tower Defense seems like it would be a real blowout here, like an instant-speed Overrun. You have two Waves of Reckoning in here. Ironwright's Cleansing is strictly worse than Revoke Existence, and Root Out also seems kind of clunky. For artifact and enchantment destruction, I'd recommend Abolish, Conclave Naturalists or Indrik Stomphowler, Disenchant, Fate Forgotten, Krosan Grip, Mortify, Putrefy, Nullmage Shepherd, Qasali Pridemage, Return to Dust, Seed Spark, Sundering Vitae, Sylvan Reclamation, or Unravel the AEther. Lastly, Commander's Sphere is strictly better than the Cluestones, and Dromoka Monument I like because it can sometimes close a game out in 1v1. Darksteel Ingot, Coalition Relic, and Wayfarer's Bauble are some artifact mana-accelerants.

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Posted 06 March 2017 at 14:34 as a comment on Gentlemen Pillow Fight

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That actually sounds good, thank you!

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Posted 20 February 2017 at 01:25 in reply to #596356 on Thopter Foundry

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That's a good question. In my experience, if you don't have the scepter or Muddle the Mixture in your opening hand, you should probably consider Mulliganing. Usually it would be turn 2 Remand or Peer Through Depths, turn 3 Muddle the Mixture, then turn 4 play scepter and leave up activation. I would also agree with the Golgari Charm, though usually I would play the 4 Dawn Charm as plan A, because that blanks tokens, goblins, affinity, etc.

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Posted 15 February 2017 at 15:03 in reply to #595970 on The Power of 2

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I would recommend Keen Sense, it's not super-cheap, but it's pretty good

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Posted 15 February 2017 at 07:01 as a comment on (Modern) Budget Bogles

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Frenetic Efreet received an errata so the combo wouldn't work, but then the errata was undone, so the combo still works. The ability doesn't target the Efreet, so it's all good. Frenetic Sliver, on the other hand, does not work.

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Posted 12 February 2017 at 18:39 in reply to #595796 on Flip a coin. Go on, do it.

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Looks fun! You'd probably want Fabricate or Muddle the Mixture to search for Krark's Thumb, because the deck is only half-good without it. I also personally like Mirror Gallery, because with 2 or 3 Krark's Thumbs in play you become practically unstoppable. Also, with Frenetic Efreet, you have an instant combo-win: stack its ability on the stack say, 40 times (while you have the Minotaur in play), and chances are you'll be able to win half of the flips - dealing 20 damage to your opponent. If you don't have the Minotaur, Frenetic Efreet still makes a great blocker.

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Posted 12 February 2017 at 16:43 as a comment on Flip a coin. Go on, do it.

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Nobody likes to suggest lands, so I will just list all the Blue/White lands for ya:
Adarkar Wastes, Azorius Chancery, Azorius Guildgate, Boreal Shelf, Calciform Pools, Celestial Colonnade, Cloudcrest Lakes, Coastal Tower, Command Tower, Glacial Fortress, Hallowed Fountain, Land Cap, Meandering River, Moorland Haunt, Mystic Gate, Nimbus Maze, Port Town, Prahv, Spires of Order, Prairie Stream, Seachrome Coast, Sejiri Refuge, Skycloud Expanse, Temple of Enlightenment, Thalakos Lowlands, Tranquil Cove, Tundra, Wanderwine Hub, Bant Panorama, Esper Panorama, Flood Plain, Flooded Strand

All other lands that may or may not be useful:
Arcane Lighthouse, Ash Barrens, Blighted Cataract, Blighted Steppe, Blinkmoth Nexus, Blinkmoth Well, Cathedral of War, Cavern of Souls, Cephalid Coliseum, City of Shadows, Command Beacon, Daru Encampment, Desert, Eiganjo Castle, Emeria, the Sky Ruin, Evolving Wilds, Faerie Conclave, Forbidding Watchtower, Foundry of the Consuls, Gargoyle Castle, Ghost Quarter, Halimar Depths, Homeward Path, Inkmoth Nexus, Island, Kabira Crossroads, Kjeldoran Outpost, Kor Haven, Lonely Sandbar, Magosi, the Waterveil, Maze of Ith, Mikokoro, Center of the Sea, Minamo, School at Water's Edge, Mishra's Factory, Mistveil Plains, Moonring Isle, Mutavault, Myriad Landscape, Nephalia Academy, New Benalia, Oboro, Palace in the Clouds, Opal Palace, Plains, Radiant Fountain, Rogue's Passage, Sandstone Bridge, Sea Gate Wreckage, Secluded Steppe, Sejiri Steppe, Skyline Cascade, Soaring Seacliff, Springjack Pasture, Tectonic Edge, Terramorphic Expanse, Thawing Glaciers, Thespian's Stage, Tolaria West, Warped Landscape, Wasteland, Westvale Abbey

Yeah, a bunch of these really aren't worth considering, but many are good. Just remember, Lands > spells

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Posted 10 February 2017 at 04:58 as a comment on Community EDH - 2

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Magical Hacker!
Sorry, just kidding. But Gilder Bairn, Deepglow Skate, and Clockspinning can increase counters. Crawlspace can protect you, and I prefer Exclude or Dismiss to Deny Existence.

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Posted 17 January 2017 at 20:11 as a comment on atraxa's superfriends

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Because you're so creature - heavy, you might consider Crypt of Agadeem. Also, flavor text refers to the phyrexian process as "compleation", not "completion"

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Posted 13 January 2017 at 05:53 as a comment on Phyrexian Compleation

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Ah, I see, it prevents them from tapping their lands for mana . . . point taken

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Posted 29 December 2016 at 04:24 in reply to #593156 on Deck of Solitude

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So, love the deck. Just a few things. Barrage of Expendables is almost strictly worse than Goblin Bombardment. If you're using Staff of Domination to untap Krenko, it may just be better to use use Thousand-Year Elixir instead (Oh, maybe you're going for the Skirk Prospector combo - in which case, because it's commander, Thousand-Year Elixir and Skirk Prospector also have a combo) Voracious Dragon or Furystoke Giant can also just straight win you the game.

Again, love the deck!

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Posted 12 December 2016 at 03:39 as a comment on Krenko/Purphoros commander

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