AzraelTheSlain

411 Decks, 373 Comments, 67 Reputation

One of the reasons I only playe Legacy and Standard Extended. :D

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Posted 10 March 2011 at 20:23 in reply to #139940 on Vampires (Done Properly)

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*grins*

You're welcome. And the same here, when it comes to the Crypt and Exsanguinate. I have a few decks meant specifically for multiplayer while they're in a different Vampire format, and I often use both in them. Oh, and one I didn't point out that would be of great use to a Vampire deck: Sangromancer. (Just imagine Sigourney Weaver saying that instead of "Avatar." and you have it.)

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Posted 10 March 2011 at 20:22 in reply to #140354 on Vampires (Done Properly)

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I know your pain, Huggs. Guess we should make some Vampire decks and see what happens?
*grimaces*

You used Sanguine Bond! Thank you, finally someone who sees its uses!
And I agree with you, John, except in the circumstance you find yourself playing a multiplayer formatted game. Then, you have all the time in the world to accumulate the mana and release hell upon them all.

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Posted 10 March 2011 at 20:15 in reply to #139940 on Vampires (Done Properly)

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John, honestly, this is a pretty clean-cut deck, and looks like it could work fairly swiftly. As is above pointed out in various ways, it has room for improvement, but whose doesn't? It's good that you're not budging when people offer up their conventional Vampire answers, but by the same token, some of this advice makes a good deal of sense.

I've hated the Zendikar Vampires (for the most part, few exceptions) because of what it did to the actual tribe itself, which prided itself on being rare and a true pain in the ass. Now, everyone and their mother makes a Zendikar Vampire deck. It's like Slivers all over again. What I guess I'm trying to say is that the Vampires as a tribe have become the cliche of Magic, so seeing a Vampire deck has become a rather common sight. It didn't have to be that way. If everyone would stop using the same, almost ritualistic deck builds for this sadly overestimated Magic block, it could be interesting again.

I'm not saying there's anything terribly wrong with your deck on a structural level, I'm just saying that it reflects itself over 40 times on this website. I'd like to see it turned upside down, shaken out, left to dry, and then reweaved. A good start was by using a Vampire almost every player terms as 'terrible'. Just please, up the ante a little, add a few new things to make it look new again.

Now that the rant is done, a few suggestions to make this deck seem different from its unlimited stock of brothers and sisters. SoM did a wonderful thing when it was brought into the gaming community since Zendikar: It gave you new Vampires. Granted, the vampires and their spells are far and few between insofar, but the ones that are there reveal a sliver of the menace that they once were. Metalcraft vampires! The Bleak Coven Vampires, while they don't seem particularly great (Come on, a 4/3 for a CMC of 5?!), provide a nice amount of life drain as long as you have the artifacts. Another great card, Exsanguinate, makes multiplayer versus you not only annoying, but painful. Of course, there are other various amounts of cards that can be deemed 'vampiric', but that depends on your willingness to leave behind creature type for commonly shared abilities. Just some food for thought.

- Az

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Posted 10 March 2011 at 20:10 as a comment on Vampires (Done Properly)

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I don't believe that's true. You can most certainly have a Vampire Tribal without the Hexmage. While it is useful, sometimes having around will simply clog up the deck by showing up when you don't need it. In this case, it's there for the fact that it will make a useful tool for the removal of Infect counters from defending, but only for a one-shot deal, since there's not much in the way of graveyard mechanics in here (Unless you count Liliana's mass return, which could take a while). Since it helps to debuff just about any problem counters, it makes sense to have it in there as an all-purpose.

I've seen a few Vampire decks, though, that don't require the Hexmage and do well without it, in my opinion. Then again, they aren't what you could technically call 'true' Vampires all the time.

Of course, this is all just my opinion.

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Posted 10 March 2011 at 19:51 in reply to #137772 on Vampires (Done Properly)

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First off, love the Procol Harum reference. Great song, and using it as a deck name.... Awesome.

This deck fits the name to a T, everything will work rather well. My only suggestion is the possibility of returning your infectors back to the field. To help that along, the Corpse Cur should work nicely. While this deck will work fairly quickly, you're going to have issues with flying defense. For that, another artifact, such as an equipment that gives you flying and first strike *cough* will aid this deck, and not only give defense, but allow you to infect your opponent that much quicker.

Overall, cruel deck, and very nice.

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Posted 09 March 2011 at 21:42 as a comment on A darker shade of Pale

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This deck setup is pretty damn mean. Not sure how else to put it.

Only issue I see is the deck speed and the weakness to artifact hate. If you can surpass this problem to get midgame, it might as well be over for your opponent.

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Posted 10 February 2011 at 01:21 as a comment on prolifihate

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Lorescale Coatl would do ridiculously well in this deck, especially since you're using Proliferate and the Evolution Vat.

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Posted 07 February 2011 at 00:37 as a comment on Grafterate

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The thing I find the most useful about Venser is his ability to 'blink' creatures away for a turn. I like this basic deck idea, but my problem lies with the fact that there is no cards in here that are triggered by coming into play. This is one of the advantages to 'blinking' things, so you can gain the ability of one of those cards multiple times.

For this block, a few ideas:
Blue -
1. Treasure Mage (granted you don't have a use for him in here YET)
2. Trinket Mage (Most definitely useful for this deck)

White -
1. Sunblast Angel (this would just be mean)

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Posted 05 February 2011 at 12:02 as a comment on Revamped W-U

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Guess it doesn't like me then, huh?

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Posted 29 January 2011 at 08:36 in reply to #120772 on (un)holy war

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To an extent I agree with you, chaoslord. While it is pretty dreary seeing the typical B/G/U for an infect deck, they are a pretty good basis for the theme. After all, those colors do match Phyrexia well. By the same token, it is very refreshing to see a different take on infect, though there are only the basic ones in here. (VERY glad you used Necropede, by the way, xCruzz, that card is ridiculously awesome.)

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Posted 27 January 2011 at 00:38 in reply to #121112 on Rainbow Infect

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Well, maybe not very fasy damage, but in effect, this is definitely an interesting take on Control. I especially like the addition of the Tidespout Tyrant. I'd bet he'd work well in a few of my decks, actually. Another way to get him out besides the cost could be another Aether critter, the Aetherplasm.

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Posted 27 January 2011 at 00:33 as a comment on Oblivion

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Believe it or not, this deck actually works very well, against all odds.
Feel free to comment at any time, and any constructive criticism is welcome.

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Posted 26 January 2011 at 22:13 as a comment on Errant Mutation

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I love clerics when they're used in sync with each other. But, uh.... Where's the mana? Don't take this wrong, but when I generated a few hands, each time it gave me next to no mana, or if I was lucky, an Orzhov Basilica. Which wouldn't help much.

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Posted 26 January 2011 at 09:07 as a comment on (un)holy war

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Pricing:

2x Aven Mimeomancer $1.98
3x Glen Elendra Pranksters $1.47
3x Aether Adept $1.05
2x Lost Auramancers $0.98
1x Magus of the Moat $2.25
3x Sage of Epityr $0.75
1x Cytoplast Manipulator $2.95
4x Sage of Fables $1.96

Creature SUBTOTAL: $13.39

2x Inexorable Tide $1.98

Enchantment SUBTOTAL: $1.98

3x Cancel $0.75
3x Mana Leak $2.97
2x Safe Passage $0.70
3x Steady Progress $0.75
3x Ponder $1.77
3x Revoke Existence $0.75

Spells SUBTOTAL: $7.69

Deck TOTAL: $23.06

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Posted 12 January 2011 at 23:24 as a comment on The Magister Reborn

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I'd agree with that, weiss. Wizards, if anything, love to ruin other people's plans, and do it as often as possible. As for some disruptive suggestions:

Creatures:

Aether Adept
Glen Elendra Pranksters
Serendib Sorcerer

Spells:

Mana Leak
Boomerang
Unsummon
Sleep

Enchantments:

Sunken Hope
Psionic Gift
Persuasion

Just as some starters and ideas.

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Posted 10 January 2011 at 21:19 in reply to #114541 on Magocracy

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If I may say: OW.

This REALLY hurts the pocket, possibly making said pocket decide to file bankruptcy.
Very expensive, and the only clear goal here is that they're all Wizard subclass. Might consider something in common to utilize?

... Oh, and maybe bring down the cost of the pocket rape. It might as well be a crime.

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Posted 10 January 2011 at 20:27 in reply to #114510 on Magocracy

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For when you get one of your card-draw creatures out, you might want something that allows you to keep them in your hand; maybe Forgotten Reliquary?

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Posted 10 January 2011 at 20:21 as a comment on Kiln Fiend Pyromancer Ascension

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Well, the goal is to make a green control deck, so technically, yes, artifact hate.
But, the deal is that you can turn any permanent into an artifact then kill it off with a Naturalize.

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Posted 09 January 2011 at 02:10 in reply to #113649 on Primal Intellect

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Yeah, I know, just didn't want to use them because they are somewhat costly and don't really help, unless you include Seshiro the Anointed. (card draw is pretty nice)
As for Seshiro's daughter and son, not much for them, and I don't need more mana, so the Season snakes don't work well for me either. I wanted pure snakes, clean, simple and with a good mana curve. So, for that sake, I made it without Kamigawa's help.

'Preciate the suggestion though.

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Posted 06 January 2011 at 17:30 in reply to #113082 on Totem of Scales

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