magicviking

100 Decks, 314 Comments, 132 Reputation

Would imagine that the Sprite is mainly for things like PtE, Bolt, etc and that is exactly why I say to play 4 to get a huge tempo swing.
Ex. Opponent plays PtE to knock off your whatever, you drop the Sprite and you now have 2 critters and he/she has 1 less removal to deal with them...
...and more lands will only do you good.

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Posted 18 February 2015 at 22:40 in reply to #536766 on Dancing in the Faerie Circle

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20 lands seems way low based on the casting cost of your deck. How often do you miss a land drop in the first 4 turns causing you to play stuff out of curve? I'd also recommend playing a full set of Spellstutters and drop Mizzum Skin altogether.

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Posted 18 February 2015 at 22:13 as a comment on Dancing in the Faerie Circle

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Thanks but I tried Despise and it kind of sucked beyond letting me peek at their hand. Most of the time I dont really care about critters unless they are about to kill me. Wish Duress was available tho...
Oh and my 1 drop removal after Dark Deal is commonly known as Cut, (at instant speed).

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Posted 18 February 2015 at 18:30 in reply to #536696 on Waste Not the Dark Deal

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So by now you should have figured out why Disdainful lives in the main?
That aside, what are your allstars in here? (Fishing for ideas)

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Posted 17 February 2015 at 23:42 in reply to #536552 on Sultai standard

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Cool! I'm brewing something similar in Standard so it was good to see a Modern take on it.

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Posted 16 February 2015 at 16:38 as a comment on Hel Hath No Fury

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Looks like a pretty good start, just one thing, if you are utilizing Dark Deal then Deleve spells become very strong. Tasigur is just one that would jump right in!
oh, Mutilate should be in every SB that plays Urborg main...

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Posted 15 February 2015 at 16:56 in reply to #531448 on Mornsong Control

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Yea, seems like a slight over reaction if Rhino, (Butcher?), is all that it is there for.

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Posted 11 February 2015 at 00:36 in reply to #535028 on Sultai standard

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That is awesome! Was wondering tho, why Disdainful over Negate in the main? Seems more important to protect the Super friends then any creature that might be scary...

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Posted 11 February 2015 at 00:03 in reply to #535028 on Sultai standard

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You need to look into Monastery Siege. I know it is another 3 drop but man o' man that card is just begging to be abused!

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Posted 10 February 2015 at 01:23 as a comment on Modern Assault Gifts

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Added Monastery Siege that does a lot of things for this deck but also lets me chuck Dark Deal, (or any "dead" card), if opponent is already in top deck mode. So far I'm loving it!

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Posted 10 February 2015 at 01:03 in reply to #534019 on Waste Not the Dark Deal

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Agree about Tas and the only decktype that I can think of that will not use him is UB or Sultai Super friends creature free control... (hint, hint)

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Posted 09 February 2015 at 17:13 in reply to #534703 on Sultai standard

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Tas is nuts and needs to be in the main.
Something I have not seen yet but has to be tried out is Monastery Siege in a delve happy deck!

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Posted 09 February 2015 at 16:39 as a comment on Sultai standard

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Agree on the land base, added 1 more Island to test out Ashiok main deck. There is just no way I'm letting my opponent draw cards for free so that idea is out. Like Aetherspout as a sideboard option though, thanks!

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Posted 08 February 2015 at 17:14 in reply to #534019 on Waste Not the Dark Deal

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That is kinda the power of Dark Deal, especially in Standard nowadays with all the midrange decks that spend their first few turns fixing mana and prepping to drop bombs on turn 4.
A turn 3 Dark Deal thrashes all that prep and planning and gives them a random hand with 1 less card in it, can be immensely destructive by itself and add Waste Not and a way to benefit from the ever growing graveyard to the mix and it can get out of hand surprisingly quick.

Early testing shows some inconsistency but further tweaking should likely help with that. The land base seems off and I keep wishing Duress was available for an additional 1 drop...
Post a link to your version and we can bounce ideas back and forth as we do more testing.

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Posted 02 February 2015 at 23:23 in reply to #533367 on Waste Not the Dark Deal

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Thanks, I think Dark Deal is what Waste Not has been missing all this time but only playtesting will tell...

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Posted 02 February 2015 at 20:56 in reply to #533367 on Waste Not the Dark Deal

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Hehe, did not mean it that way. Just saying it should rock in here.
I'm playing 3 in a UR Robots build and I love it every time I draw one, it gives me such an advantage against other decks that dont play it that it is not even funny.

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Posted 01 February 2015 at 02:33 in reply to #531485 on Shu Yun, the silent Tem"PEST"!

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That is shocking considering you have 15 instants and 19 creatures, dont anyone you play against use removal? ;)
That said, fetch lands work great with Cruise...

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Posted 28 January 2015 at 07:07 in reply to #531485 on Shu Yun, the silent Tem"PEST"!

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You will probably only need/want 2 Elementals so trim 1 Shaman and 1 Keranos, (playtest to make sure it works).
Cruise is a little more iffy. I'd definitely play 2 of 'em but 3 might be better to ensure 1 in hand when you can take the greatest advantage of it. Try dumping the 2 Slash for now and see how it runs, adding more later if you don't pull it often enough should be relatively easy when you have playtested and know what works great and what not so much...

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Posted 25 January 2015 at 22:49 in reply to #531485 on Shu Yun, the silent Tem"PEST"!

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True, but not the reason you would play the Elemental in here. It taps down every potential blocker for Seeker, Shu Yun and Swiftspear so they can deal lots of Prowess damage, it eats opposing Mantis Riders, blocks Siege Rhinos all day, it is a flier that sneaks under Elspeth's sweeper effect, it survives Stoke the Flames and is easily splashable. So you cant buy it back from exile, boo frikkin hoo...

BTW: Treasure Cruise is a must in here with all the Prowess guys you have.
Dream Example: Cast Cruise for cheap dumping your graveyard, draw more fuel before you swing with your prowess guys, cast another prowess trigger and activate the Shaman's ferocious trigger drawing even more cards, (not to mention all those +1 /+1 counters if a Torrent Elemental was part of the attack)...

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Posted 25 January 2015 at 15:55 in reply to #531485 on Shu Yun, the silent Tem"PEST"!

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Ideas for a combo control build based on your colors and cards already included in deck:

Ok, so Maralen prevents card draw but lets everybody tutor every turn. Any instant speed discard becomes extremely powerful in that scenario = Funeral Charm.
To get full advantage of the no draw clause you'll likely want them to dump their entire hand as soon as possible = Dark Deal witch leads to = Waste Not to gain even more advantage of that massive discard.

Working around the no draw for yourself can not include include Dredge, (no draw means no dredge), but as you already have thought of Life from the Loam, how about pairing that up with = Seismic Assault to deal some serious damage and at the same time get the benefit of making whatever critter they have in play puny with Everlasting Torment.

I get that you wanted to protect your own guys from Torment with Melira but how about adding some Persist critters like = Kitchen Finks and = Murderous Redcap and a sack outlet like = Viscera Seer to take full advantage of her.

Maralen version dream draw: T-1 Black land + Inquisition (picking off their next play), T-2 land + Waste Not, T-3 land + Dark Deal having Waste Not make Zombies, give you card draw and generate more mana to play those cards, (Read Maralen and discard spells).

Playing all these ideas in one deck is likely not going to work out to well but there should be enough avenues listed above to keep you busy playtesting for a while...

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Posted 25 January 2015 at 15:17 in reply to #531448 on Mornsong Control

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