asmartfellow

18 Decks, 25 Comments, 0 Reputation

Oh yeah, and Lightning bolt or any other removal ruins the party. Counterspells would not help, bc the copies are made first. You could counter ONE of the spells, but not all of 'em.

0
Posted 16 May 2011 at 18:24 in reply to #163138 on Ancestral Recall in Standard

Permalink

Few problems. First w/ the LONG post about Rite.I assume you meant w/ kicker to get 5 copies. I also assume you only have the copy golem and his 2 golems to start. If un-kicked you get 2 tokens and 1 Precursor (Who brings to tokens) for a total of 2 precursors and 6 tokens.

IF you kick it, then you get 5 new precursors and 12 new tokens. (They each bring 2, plus copying the spell for each) so you'd max after one kicked cast of 6 precursors and 14 tokens.

After that, you really wouldn't need to kick the spell, any copy spell would do.

0
Posted 16 May 2011 at 18:23 as a comment on Ancestral Recall in Standard

Permalink

I like this deck, but it would be better mono white. Lose the Black KNights, the SINGLE Grave Titan, and the Go for the Throats. Replace with Creature handling like Pacifism or some such, and it'd be way better IMO. Good first deck to post.

0
Posted 08 March 2011 at 12:10 as a comment on White Aggro

Permalink

How are you casting Demigod on turn 4 w/ 4 land in play? He costs 5. GG.

0
Posted 22 January 2011 at 08:43 as a comment on 4 holy swords

Permalink

Have you thought about Genesis Wave? I use it in my Obnoxious deck, and it's pretty decent.

0
Posted 25 December 2010 at 12:36 as a comment on Obnoxious The Landfallen

Permalink

Won't work. The tide elemental requires tapping also. If not for that, then it would work.

0
Posted 28 June 2010 at 08:52 as a comment on INFINITE LANDFALL

Permalink

I like this deck a LOT.

0
Posted 17 June 2010 at 08:55 as a comment on Serra

Permalink

Again....too many 1x's. Needs focus. Needs WAY more 4x's. Too random, and won't win regularly.

0
Posted 17 June 2010 at 08:02 as a comment on Dude... ur on fire...

Permalink

A deck with this many 1x's cannot win. It has no focus. It has no purpose. It won't win. Not consistantly. Need to find what you want to do w/ the deck, and hone in on thta.

0
Posted 17 June 2010 at 08:01 as a comment on Lets dive for a win

Permalink

Harabaz Druid + Crab Umbra + 3 other Allies = Infinate mana. There are better ways to do it, but this is Standard Format.

0
Posted 16 June 2010 at 13:55 as a comment on Army of Ants

Permalink

um.....Infinite damage doesn't care if it's an infinate number of 1/1's, or infinate number of infinity/infinity creatures. Dead is dead. Thx though.

0
Posted 16 June 2010 at 11:40 as a comment on Army of Ants

Permalink

I like it. The Thrumming stone and the rats would be AWESOME!

0
Posted 16 June 2010 at 08:22 as a comment on Rippling Rats

Permalink

I like it. The Thrumming stone and the rats would be AWESOME!

0
Posted 16 June 2010 at 08:21 as a comment on Rippling Rats

Permalink

I like it.

0
Posted 15 June 2010 at 13:05 as a comment on Pump Up the Guy With Trample

Permalink

I like that you kept it all blue, but yeah...you have no "perma" lock, or way to pay for it every turn. Add something that would let you keep it out, and you'd be golden.

0
Posted 15 June 2010 at 08:48 as a comment on Stasis Lock

Permalink

@Whisperblade. The Harrow is not a useless card at all. This deck goes off on turn 4 or 5 FTW easily . The fetch lands do exactly the same thing as the Harrows, they thin the deck, thus lessening land draws. Sometimes the drawback or secondary effect of a card is more important than the card itself. 60 card deck, 7 in starting hand leaves 53. I drop a fetch land, sack and lower the deck to 52. I've lessened the chance of drawing a land by one, and replaced w/ drawing an effective and useful creature. As to the 24 lands....Unless playing green weenie, I never go below 24. You're asking for mana hosed if you do. That's the worst way to lose IMO. As for more control, yes there will be some more counter magic going in, as soon as I decide which I want to use.

0
Posted 14 June 2010 at 09:26 as a comment on 180+ Mill

Permalink

I agree with Sticky. I'd drop green in THIS build. Runs more like weenie. Also, the Aerialist is a sub-optimal card. I'd replace it w/ pretty much anything. Too expensive for what it does. Include some creature removal instead for it. I really like Harm's Way to flip things around and ruin their battle plans.

0
Posted 08 June 2010 at 08:40 as a comment on T2 Ally Mill

Permalink

Looks good. I'd replace the Mnemonic Wall with Wall of Omens. Much better wall IMO.

0
Posted 08 June 2010 at 06:58 as a comment on Mill

Permalink

Nice Deck. Playtested it last night against several upper decks. It showed well. Has some weaknesses to mass damage/removal/control. Just isn't fast enough to deal w/ that. 8/8 trampler makes short work of the pesky planeswalkers.

0
Posted 08 June 2010 at 06:51 as a comment on Hydra Elves

Permalink

Swapped the puddly creatures out for Mind Spring. Think this was a great improvement to the deck overall.

0
Posted 04 June 2010 at 07:26 as a comment on 180+ Mill

Permalink

1-20 of 25 items

1 2 Last