arosati88

7 Decks, 11 Comments, 1 Reputation

Added in counterspells. Not really sure why I just didn't put them in instead of memory lapse- while it would be annoying for your opponent to put it back on top of their library, if its a spell I really don't want cast, thats just delaying them casting it. Thanks for the comment.

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Posted 07 March 2012 at 21:17 in reply to #239546 on Multiplayer Prison

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It has some counterspells (memory lapse) I was thinking about throwing in some mana leaks, but wasn't sure. Also, I could use the dual lands, but I'm not sure I want to spend the money, as I don't really need much white for this deck. In a perfect world, I suppose I would put them in though.

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Posted 07 March 2012 at 21:15 in reply to #239546 on Multiplayer Prison

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How do you plan on keeping Pestilence out? It gets sacrificed if there are no creatures out at the end of a turn...

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Posted 07 March 2012 at 20:52 as a comment on Crush, kill, destroy!

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Let me know what you guys think. I want to try it out against my normal playing group, but I want to smooth out some of the problems beforehand.

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Posted 07 March 2012 at 20:19 as a comment on Multiplayer Prison

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The only problems I have with this deck is heavy exile/remove from game, which I have pull from eternity to help with, and Grafdigger's Cage/Nihil spellbomb, both of which I can use mental misstep for. The problem I run into is deciding what to switch out.

Also, should I replace the mind rots with duress? The mind rot is nice because I can target myself if need be (if I have Haakon in my hand) but more often than not I find it just sitting in my hand.

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Posted 07 March 2012 at 02:47 as a comment on Haakon/Nameless Inversion Knights

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With the creatures you currently have in the deck, Venser is a waste of a card slot. Unless you are going for his emblem ability (which would take a minimum of three turns to do without your opponent attacking him, which you don't have much to block with, or just removing him) your creatures are already either unblockable (stalker), can be made unblockable (souleater), or fly, which is nearly unblockable with the current popular decks.
I would put in either more creatures that can block or more threat removal (maybe Feeling of Dread/Frost Breath?) Just my two cents.

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Posted 19 January 2012 at 05:15 as a comment on UW Unblockable Fun Standard

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I made a similar deck just recently for standard format- if you want to take some ideas from it, go right ahead.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=284392
I like the idea of bouncing the snapcaster to your hand, but with only ten creatures, you may have some early game troubles.
Anyways, you may want to think about switching out silent departure for unsummon just to make it an instant, but I know you probably like the flashback on the departure. Just a thoought.

Let me know if this helps at all.

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Posted 19 January 2012 at 04:54 as a comment on Geist Mage

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Let me know what you guys think! Gonna take it to my local store for a tournament pretty soon, let me know if there are improvements I can make beforehand.

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Posted 19 January 2012 at 01:18 as a comment on Standard White Blue Semi-control/Aggro

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Ok, will do. I'll mess with it tomorrow, see if I can trim it up and throw a couple more lands in. Thanks for the advice.

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Posted 14 January 2012 at 05:50 in reply to #227857 on Tempered Steel

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No, this is all hypothetical- I want to make one, but I want to flesh it out before I start getting cards I need. And I know its a bit big, so if you have any advice on what to take out, let me know. Also, the thought it that I don't need many lands because many of the creatures tap for mana. May not work out though, as this I haven't actually tested it out yet.

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Posted 14 January 2012 at 05:39 in reply to #227857 on Tempered Steel

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Any suggestions as to how I can slow down a fast weenie/burn deck? Propaganda works great if I get it. Pestilence is situational at best, but has helped me in the past.

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Posted 11 January 2012 at 04:22 as a comment on Milling Fun

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