AjaniBeastMode

156 Decks, 177 Comments, 23 Reputation

Just some advice. With Jhoria, you run big stuff like Eldrazi's things that enter the battlefield and wipe boards, etc, and then things that completely get rid of everything in hands and fields. Reason why is you suspend an Apocalypse, a Kozilek, and a Blightsteel Colossus at the same time. When they all lose their last time counter, you chose when they go off. So you let Apocalyspe resolve first, exiling all permanents and your hand, (suspend whatever is important) and then Casts Kozilek, draw 4, then Blightsteel. Now the only thing left on the board is your 10/10 annihilator, and your 11/11 trample infect. Your game should not be Chaos, should be completely controlled in your favor.

Also, you have 2 perplexing Chimeras in the list atm

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Posted 12 November 2014 at 22:06 as a comment on Total Madness [EDH]

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Yo Jessie, I finally made a budget modern deck that is unexpected and works well. Check it out man. I think it's right up your alley.

http://www.mtgvault.com/ajanibeastmode/decks/a-40-combo-mill/

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Posted 12 November 2014 at 21:20 as a comment on It "Bogle"s the Mind.

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No prob. Glad to help

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Posted 12 November 2014 at 20:52 in reply to #516883 on Lockdown (Modern)

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I don't see that as a combo. It's a lockout that doesn't allow them to play spells during their turn unless they do it at instant speed. And I have to disagree with the slow part. It can begin going off as early as turn 3. Also if you're going to Ghost Quarter their lands you should run Leonin Arbiter's or Aven Mindcensors so they don't even get their basic land.

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Posted 12 November 2014 at 17:12 in reply to #516883 on Lockdown (Modern)

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I couldn't resist. I know you like the idea of having all of these big beat down dudes, but it just doesn't work you'll be lucky to cast mycosynth turn 11 with the low amount of drop able artifacts without the golem on the field. I cloned the deck and make 12 cards changes and it runs about 200% more effective. At least take a look. As per your request, at no point does it use mana. (Even phyrexian pay life mana. Otherwise I would've added probes.)

http://www.mtgvault.com/ajanibeastmode/decks/no-land-artifact-beatdown/

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Posted 12 November 2014 at 16:08 as a comment on No Mana Artifact Beatdown

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No Isochron Scepter + Silence? *Gasp*

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Posted 12 November 2014 at 15:52 as a comment on Lockdown (Modern)

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Have you looked at spider umbra? Really solid as it gives totem armor as well.

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Posted 10 November 2014 at 14:35 as a comment on Arachnophobia

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Hey Beave.

If you don't mind, I'm gonna give you some suggestions. If you've read my comments before you probably know, I don't play standard. What you probably don't know is that I'm a Level 3 regional judge that judges standard quite a lot and is an avid deck builder and player. The deck is very solid, should run consistently and do exactly what you want it to. However, with a few changes, it could be the difference between 4th and 1st.

First is main deck. Fleecemane lion in this type of deck is a 3 of if not a 2 of. I would recommend dropping it to 2, then adding a Wingmate Roc and a Whip of Erebos as a 1 of. It just gives you deck more versatility and If you manage to hit that Whip, not only do you have lifeline, but your opponents now need to exile you Siege Rhino so that it doesn't become a problem. The other suggestion I have is your land base. I would remove 1 Temple of Malady and 1 Windswept Heath. I know you don't mind much if your lands come in tapped or not since you're midrange, but you also don't mind pain lands because you'll gain it right back with that advantage. In a mirror-match, (which is bound to happen in standard with this deck) you want to be the midrange who is a tad bit ahead. The Windswept Heath is just because you run 4 and 5 basic lands. Hitting one in a late game with all of your basic lands in hand or on field means you now have a dead land. My Suggestion would be optimally add 2 more Mana Confluence, but if not those than one of each Caves of Koilos and Llanowar Wastes.

Now for sideboard. The Suspension Fields and Banishing Lights are not necessary. Remove them completely, you have enough removal. Also, the third Thoughseize is also very redundant. Finally, remove 1 Nissa. That leaves 5 cards for change. My recommendation would be to add in another Despise, 2 End Hostilities, and 2 Bile Blights.. The Despise replaces the redundant Thoughseize. The 2 end Hostilities are for decks that can keep your board state low and also a good trigger to pull against mirror-matches. Bile Blight is a very versatile kill spell and I've even witnessed one being used on a Sylvan Caryatid of their own to kill 3 caryatids of their own.

Again, I do not play Standard, but I do judge it. I witness all the decks being played against all their respective match ups and find it fun to analyze the decks weaknesses and strengths. You may choose to make these changes or not. It's all up to you.

Thanks for reading!

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Posted 07 November 2014 at 16:19 as a comment on Abzan Midrange

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I feel you on that Jessie. I'm a big modern player, and while you guys saw my 8-rack modern deck hit the hot list, it was totally unexpected. My real claim to fame is that I have been playing, adapting, and improving the Blue/White/Red control since the original Ravnica block. While my versions have never hit top deck lists here. My current version got posted on StarCityGames list and was just used by 3 pros! I find it kind of upsetting that these pros used literally a mirror-match of my deck and one got 7th! At the same time it's awesome knowing that while they get the credit, I'm the one who actually molded and tweaked it.

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Posted 07 November 2014 at 15:42 in reply to #507309 on Abzan Midrange

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Jessie, I know you don't play with Planeswalkers often, (Or ever. Not Sure) But Elspeth, Sun's Champion would be a good Addition to your deck. After entering the Battlefield, you either get to wipe the board of everything Power 4 or greater, or make 3 1/1 soldiers to throw under the bus. The ultimate gives you an emblem of all your creatures get +2/+2 and Flying. So you get to make an insurmountable army, wipe out a big army, or eventually buff your army for a win. Just a thought, and it fits with the theme of the deck.

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Posted 06 November 2014 at 14:50 as a comment on The Hero who kills Gods

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If you wanted to do a deck idea like this without using banned cards, I could help with that. There are plenty of ways that mono green elves generate infinite mana, and its green colored mana! If you aren't interested in that, I might suggest Mistcutter as it has haste. You could also toss a couple Eldrazi in there since you generate infinite colorless mana.

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Posted 06 November 2014 at 14:39 as a comment on Blue, Green Hydra Tribal

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It looks good. If planeswalkers are a problem, Hero's downfall is always a good go to. That or Dreadbore. If you're looking for a creature to deal with it. Hex Parasite is a semi-good way to handle it.

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Posted 01 November 2014 at 21:35 in reply to #511818 on Little Fangs, Big Pangs

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I play tested it at tournament and it did well. I tried Sarkahn and he fell to dismember way too many times. Sticking with Gideon. Just tougher to kill.

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Posted 01 November 2014 at 21:33 in reply to #514669 on WUR (Jeskai) Control

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Beware Shinza. Vampire Hexmage has been banned in both modern and Legacy. Although they are considering the unbanning in Legacy, it is just something to watch for. Have you considered Olivia Voldaren?

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Posted 31 October 2014 at 17:10 in reply to #511818 on Little Fangs, Big Pangs

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It would be fun if you have the mana. But Whip buffs devotion as well. Plus gets one back from grave so scares opponent to block it. Plus Lifelink

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Posted 31 October 2014 at 16:58 in reply to #514793 on Indestructible Devotion

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I've found that the whip of erebos is a pretty good card to run with gray merchants.

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Posted 31 October 2014 at 16:08 in reply to #514793 on Indestructible Devotion

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I have a bruna EDH deck. You'd be surprised how fast I become a target when that creature hits the table.

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Posted 31 October 2014 at 14:00 in reply to #514406 on It "Bogle"s the Mind.

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Actually the reason I don't like treasure cruise is because it is a sorcery. Sphinx's Rev is only good because the games WILL go into late game. I've noticed I don't usually get too much value from them. If I add digs, I will also add 2 Scalding Tarns, giving me a little more Fodder. But I never really have a problem determining what needs to go and what needs to stay as far as fodder goes. I only get 3 activations max from snappy, so It isn't that important.

I don't run Boros Charm because it is a pure, swing 4 at my opponents face and nothing else. My other burns I can throw at you, or your creature that I didn't manage to counter. Admittedly, I have a could of responses to a Pro Red creature, (Wrath or Path). But by the time I'm moving to my turn for hitting, it isn't worth the double strike. I don't move onto that until you've got pretty much nothing left.

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Posted 31 October 2014 at 13:58 in reply to #514669 on WUR (Jeskai) Control

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Against control, the best bet is timing the spells. Our goal is to make you run out of gas. Then destroy your car while it can't move. Play the things that you get value out of it dying, and make it worth it. Vampires have some of the best Undying and When this creature or another creature dies effects. Look into those. Thanks for the look at the deck. I'm still fine tuning but planning on going to a grand prix soon to qualify for a pro tour.

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Posted 31 October 2014 at 13:40 in reply to #514584 on Indestructible Devotion

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Dennis, I'd love to take on a vampire deck. Haven't faced one yet and my modern deck loves new challengers.

http://www.mtgvault.com/ajanibeastmode/decks/wur-jeskai-control/

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Posted 30 October 2014 at 20:33 in reply to #514584 on Indestructible Devotion

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