Ajani_crotch_kicker

62 Decks, 42 Comments, 5 Reputation

Didn't even think of that, Thanks!

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Posted 21 August 2014 at 21:22 in reply to #496797 on Enchanted Artifacts

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For me, Rakdos is really there more for the 6/6 flying-trample, the other effect is just bonus lol

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Posted 21 August 2014 at 16:57 in reply to #462745 on Slaughterhouse

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I think it's actually 2.2 trillion, not billion XD

That's the most efficient use of 1 mana I've ever seen XD

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Posted 01 February 2014 at 00:41 in reply to #433035 on 1 mana>1000000 damage!(modern)

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lol, yes it is!

I was actually watching that movie while making this deck. While I was making it, I wasn't sure what to call it, then i heard that line and was like "BOOM! That's it!!"

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Posted 31 October 2013 at 07:28 in reply to #408244 on Life, for your life

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Yeah, Vizkopa Guildmage is there as an early game sanguine bond until it is drawn then played. After you have sanguine bond, the guildmage becomes kinda useless. But it's only in there as a backup plan.

Although i suppose you could use it's ability with sanguine bond and double up on the effect

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Posted 30 October 2013 at 17:29 in reply to #406936 on Life, for your life

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ah, I thought Exquisite Blood was worded with "may".

Either way, i wanted this deck to be usable in standard, and as you said, Exquisite blood has been cycled out

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Posted 28 October 2013 at 05:46 in reply to #406936 on Life, for your life

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Thank you :3

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Posted 27 October 2013 at 18:54 in reply to #406917 on Life, for your life

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Its also not a mandatory loop, as it says you may take that action

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Posted 27 October 2013 at 18:53 in reply to #406936 on Life, for your life

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Exquisite blood targets a player, so when you gain life with sanguine bond, drain that player to zero, then when you gained the lay life from that effect, you can target a new player. I've used that combo before, it works great, but i wanted thus deck to move faster and with lower mana cost.

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Posted 27 October 2013 at 18:51 in reply to #406936 on Life, for your life

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Wanted the deck to be legal in standard, plus a 2/2 lifelink and first strike for 3 mana is great

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Posted 27 October 2013 at 18:48 in reply to #407175 on Life, for your life

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Remove "Fetid Heath" and "Flooded Grove", you don't need blue or black mana in this deck.

I know you want this to be a Human/Elf deck, but If you plan to use tokens and "Elvish Promenade", you are MUCH better off running all elves.

Remove "Thraben Doomsayer", "knight of white Orchard", and "Mikaeus, The Lunarch" and Add "Imperious Perfect" x3
Remove 2 "Soul Warden", and add 2 more "Essence Warden"

Just a start, but that will get your elves and tokens running much faster.

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Posted 08 October 2013 at 02:31 as a comment on Elven-Human Pride

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Switch out sphere of safety with Norn's Annex.
Same mana cost (faster if you sac. life for it) and it can really mess with your opponent if they aren't playing with a White deck.

Or at least sideboard it. It's not an enchantment, so you would loose out from that, but the potential to so drastically effect a non-white deck is amazing!
Either they can't attack at all, or they have to pay 2 life for each creature they attack with! Major game changer

Also, maybe add Gift of Orzhova.
It would help this deck a lot to have flying and lifelink.

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Posted 23 September 2013 at 22:58 as a comment on enchantment madness

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Done!
That actually works pretty well along with "Parallel Lives"

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Posted 17 September 2013 at 00:34 in reply to #397359 on SQUIRRELS!!!!!!!!

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Made edits, I actually didn't know about some of these cards. this was actually an old deck i had back in M10 (i think) except i changed like 2 cards.

Thanks, this actually looks pretty good

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Posted 23 July 2013 at 21:58 in reply to #362625 on Defensive Mill

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Here it is lol
I added "Mind Grind". Great card!
http://www.mtgvault.com/ajanicrotchkicker/decks/defensive-mill/

Comment if you have any feedback or ideas please :)

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Posted 05 June 2013 at 23:20 in reply to #355459 on Blue/Black Zombie Mill

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lol
After seeing your deck, I'm going to make some updates to my old deck and link it up on here so you can see how I set it up

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Posted 05 June 2013 at 22:41 in reply to #355459 on Blue/Black Zombie Mill

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Love it!

If you wanna buff up the mill aspect like crazy, add some "Nemesis of Reason"
it's not a zombie, but I use 4 of these in my old Black/Blue mill. It just destroys decks in no time lol

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Posted 05 June 2013 at 22:35 in reply to #355459 on Blue/Black Zombie Mill

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ok made those changes. Reliquary tower was left in there from when i was still forming deck, i had a ton of draw mechanics at first but decided to drop them, and forgot to remove the tower >_< lol

Thanks

Any other changes that should be made?

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Posted 23 February 2013 at 08:33 as a comment on Simic Mutations

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This could actually be a T3 win.

T3- Land, sac 3 bloodghasts to summon Demon of Death's gate, attach lightning greaves to it, swing with both demons (18 damage)


The game would end on T3 with you at 2 life, and your opponent at -7 lol

Great strategy! :)

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Posted 31 August 2012 at 22:05 as a comment on 9/9 on turn 2?

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Lands adjusted, I forgot to reassess them when I was done with the deck. I set them up that way while I was making the deck to keep count of how many cards I had to add/remove to fit 60 cards.

This deck is built to protect against that 5/5 swing. Simple tap of "Intrepid Hero" and bye bye 5/5, not to mention the multiple cards that buff each other, likely leading to me having something to block it anyway. Or, if i have a forest and 1 other mana available, I can just use "Ulvenwald Tracker" and use my strongest creature to fight that 5/5 and take it out easy.

I changed to the "Gather the Townsfolk", and I'm keeping both end and fog in sideboard. I do actually play against a lot of people who run enchant and artifact heavy decks, so I always try to have natural end in my green decks. And against the usual players, it will likely end up replacing 2 of my townsfolk in the regular deck.

"Curse of Exhaustion" doesn't serve to wreck my opponent, but to give me the field advantage.

Imagine playing against this, knowing that if you play a creature stronger than 4, it's dead, and if you play one less then 4, it's likely dead because of "Ulvenwald Tracker", and if you play a spell, you are denied being able to play a creature.

It forces my opponents to slow down their play, allowing for easier control of the field.

"Vigilante Justice" only allows me to use it's ability, not my opponent, so "Captain's Call" would mean nothing to me other than 3 creatures that can't block me anyway because of "Champion of Lambholt", or will be killed with my tracker.



I really don't see much of a problem with this deck, aside from board wipes.
I can't be overpowered with big creatures, "Intrepid Hero" and "Ulvenwald Tracker" + a stacked "Champion of Lambholt" sees to that.

I can't be blocked by a thousand weenies, "Champion of Lambholt" sees to that.

Many of my creatures stack each other, plus "Kessig Malcontents" and "Vigilante Justice" for raw damage.

Not to mention that my opponent can;t build much of a defense because of "Curse of Exhaustion".

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Posted 05 August 2012 at 08:15 as a comment on Human Rule

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