bharinck

8 Decks, 32 Comments, 1 Reputation

Thanks for the advice, I'll look into it.

The reason the Chromatic Lantern is in there is because it gives mana itself as well and which will make it easier to cast things after Ember Swallower has grown Monstrous.
The quick creatures with unleash, I'll look into those, because as you said, it makes the ordeals activate really fast.

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Posted 14 October 2013 at 12:09 in reply to #404016 on Standard Landdestruction

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I'm tempted to remove the Deathrite Shamans, because they only get active after I destroy the first land.

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Posted 12 October 2013 at 19:14 as a comment on Standard Landdestruction

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Is this deck vulnerable to early creature removal? Yes, but which deck isn't these days?
Is there a lack of early creature removal? Yes, but the trade off is that you can destroy the lands which are used to cast those creatures to get the advantage.
Is this deck a tournament winning deck? Probably not, but I like to create decks that are original in the current format. And it isn't that bad that it will lose to all the decks.

So, please, if you leave any comments, do not come up with any of the things I just mentioned. Any comment to make this deck more consistent are welcome.

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Posted 12 October 2013 at 19:12 as a comment on Standard Landdestruction

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Edited the deck further:

Removed:
3x Dawntreader Elk
1x Golgari Guildgate
4x Young Wolf
2x Grisly Salvage
2x Barter in Blood
1x Parallel Lives
1x .... (forgot what else I removed over some time)

Added:
2x Abrupt Decay
1x Deathrite Shaman
1x Overgrown Tomb
3x Killing Wave
2x Ooze Flux
4x Experiment One
1x Predator Ooze

I'd like to know what you think about the past changes that I made. Some people say that the Ooze Flux won't help me much, but I think combined with the Experiments and the Geists there could be more then enough counters to create oozes with, which in turn may evolve the Experiments again.
I still want to get my hands on 2 more Liliana of the Veil, but those are really hard to come by.

The cards I'm most curious about on how they'll work out are: Experiment One, Killing Wave and Predator Ooze.
The Predator Ooze fits perfectly in the theme in both creature type as well as it provides counters to make more oozes with.
The Experiment One do fit in the theme perfectly as well, but I'm afraid I don't have many big creatures to evolve them with, unless I can get some ooze tokens on the battlefield. For this to work I'm in need for a good sac outlet so that I can grow my Gutter Grime.
Killing Wave can be a good wipe card, but I think I should run Mutilate instead. What do you think about this?

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Posted 24 April 2013 at 08:27 as a comment on Gutter Grime Standard

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Thanks for your tips.

I've taken a look at your deck. I like it a lot! I'll try to get my hands on cards such as Omniscience. In my version I'll try run more then 2. The planeswalkers (except Nicol Bolas) and the white cards you're running in your version I'll leave out. Opening more room for red, more Nicol Bolas and Charmbreaker Devils.

As you mentioned. I'll take out the Ghostly Flicker and Rapid Hybridization cards. When I will introduce red and black to this deck, I'll add those Primodials as well. As I really like those creatures.

Any thoughts on these changes I mentioned?

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Posted 03 April 2013 at 14:14 in reply to #338225 on Standard Cheats

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I like this deck a lot. I too am a huge fan of Unexpected Results. As you might have seen I've posted my own deck idea around it.

Omniscience is really nice indeed. But are only 2 enough to ensure you will get it? And I'd go for more recurring for the Unexpected Results once it is put into your graveyard. I'm thinking of Archaeomancer.

Verdant Haven is an original solution in this deck. But does it work? In the decks that I ran with Verdant Haven it turned out it being very slow and not a great addition. What is your experience on this?

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Posted 03 April 2013 at 14:08 as a comment on Expect the Unexpected Result

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Flying Men is a nice card, but I'd advice to put in some other creature with cmc of 2, like Bay Falcon or Sage Owl. Which will work better with the vials with 2 counters on it. And gives a bit more of library manipulation with the Sage Owl

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Posted 03 April 2013 at 13:48 as a comment on Fish Deck

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Nice deck. Though I don't see a real use for the Korozda Guildmage. I'd advice to replace a few or all of them with the Exquisite Blood enchantment, which works really well with the Vizkopa Guildmage.

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Posted 03 April 2013 at 12:45 as a comment on Grazing Gates

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Nice deck, as I love the homarids. Although, I'd splash black to get them out of the graveyard and use them again for your Homarid Spawning Bed. I'd also add Tidal Influence and Sarpadian Empires, Vol. VII.
I'd add black to this deck also, because you're using Viscerid Drone, but no swamps to use his all too "powerful" ability.

Cards like Runed Arch, also fit into this deck, I think. With it, you can make your Camarids unblockable. If you use TIdal Influence, you can have an army of 3/1 unblockable camarid creatures. If you activate the Runed Arch, before the trigger of Tidal Influence leaves the stack.

With all those locus lands, you don't need the Mistform Warchief, as you'll get plenty of colorless mana to pay for all your homarids. Also, I'd add 2 more Glimmerposts, to bring your land total to 22. If you decide to play black, I'd remove the Vesuva lands and the Glimmerpost lands. to make some room for Snow-Covered Swamps.

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Posted 21 March 2013 at 09:34 as a comment on homarid

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I think, Forgotten Ancient might be nice as well. For each spell played a counter is placed on him, which can be a whole lot more, due to the doublers you play. And each of those counters you can move to other creatures during your upkeep, which then doubles a few times as well.

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Posted 21 March 2013 at 09:18 as a comment on Hundreds... of thousands

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The idea is nice. The problem is, it's too slow. It has for one, too few lands to be running well consistently. 18 Lands on a 60 cards deck, with 16 cards of converted mana cost of 4 or more is not very consistent. A good solution for mana fixing here is adding a couple of more lands and cards like: Farseek. This allows you to search for your shock duals as well as basic lands. A total of 22 - 24 lands in a 60 cards deck is pretty decent.
As I mentioned the idea is nice, but having 4 Biovisionaries is way too many, if you intend to play Infinite Reflections as well. I'd go for 1 or 2 of the Biovisionaries and make room for other cards. And with Jarad's Orders you can always look them up.
Another problem of this deck, removal. It has none, except a few charms. But adding a few decent removals, like Murder (something that can destroy any kind of creature regardless of power / colors, etc). Removing your counter spells for this purpose might be a good option.
Forced Adaptation and Bioshift, I see where you want to go with this, and abuse the Corpsejack Menace's power. But neither makes your creature strong enough to get through a simple 1/1 creature. For that, I'd suggest running a few Rancor, to give your super powerful creatures the trample that they need to be a threat. 1 or maybe 2 Rancor will do the trick. I'd remove the Forced Adaptation all together to make room for other cards. Running 3x Bioshift is pretty solid to abuse the Corpsejack Menaces.
Carddrawal, you don't have any. Not that you need it, but I'd run 2 - 4 copies of Fathom Mage. Which gives you cards for each counter put on her and goes well with Bioshift.

So, my advice in short:

-3 Biovisionary
-4 Forced Adaptation
-2 Psychic Strike
-4 Master Biomancer

+4 Lands (2x Woodland Cemetery and 2x Hinterland Harbor seems best)
+4 Farseek
+2 Fathom Mage
+2 Murder (or any such removal)
+1 Rancor

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Posted 20 March 2013 at 16:29 as a comment on Overwhelming Counters

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Edited the deck:

Removed:
4x Deadly Recluse
1x Parallel Lives
1x Gravepurge
1x Forest
1x Swamp
3x Golgari Guildgate

Added:
4x Young Wolf
2x Grisly Salvage
1x Creeping Renaissance
1x Woodland Cemetery
3x Overgrown Tomb

I added some better dual lands and keep 1 guildgate which I intend to swap with a 4th Overgrown Tomb when I get it.
Hopefully the Grisly Salvage will speed up the deck a little more, by digging to a much needed creature or land card. As many of the leftovers can be used by Deathrite Shaman in some way, so they won't go to waste. If these don't work as intended, I can always replace them with Altar's Reap, to get some card drawing.
I added 4 Young Wolf to replace the Deadly Recluse to add more cheap recurring, as mentioned earlier (thanks for the advice, I hope I won't get killed by too much flying now though ;) ).

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Posted 13 March 2013 at 22:36 as a comment on Gutter Grime Standard

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Cloudstone Curio triggers only for nonartifact permanents that enter the battlefield, adding a lot of artifact creatures will not do much. And Elderazi I don't like to play.

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Posted 24 January 2013 at 08:37 in reply to #318471 on Animar Commander

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2 cards from this deck are missing, due to the fact that they are not in the database of this website...

Mana Crypt and Maelstrom Wanderer

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Posted 23 January 2013 at 09:08 as a comment on Animar Commander

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Animar has a very cool ability, making all your other creatures cheaper to cast. Since he only reduces generic mana in the costs you might want to pick other creatures in your deck that only cost 1 colored mana and the rest generic mana. The higher the converted mana costs of these creatures the bigger the discount Animar will give (eventually). So he will unlock a lot of creatures which would otherwise be very hard to play due to their converted mana costs.
An Animar deck is creature based and there for you'll have to look to cool spells that have been implemented on creatures as well, for example Naturalize and Indrik Stomhowler. These spells do the same, only the Stomphowler is also a creature of 4/4 and Animar can reduce his cost to 1 Green mana instead.
To be able to use these enter the battlefield effects (or sometimes "leave the battlefield" effects, but not the "dies" effect) to their maximum potential, you want to be able to re-cast these creatures as often as possible. This does not only give you the benefit of re-casting the creatures, but also boosts Animar, which reduces your other creatures even more. Cards that unlock this kind of re-use are for example: Equilibrium, Crystal Shard and Cloudstone Curio.
Yes, you'll be vulnerable to mass-creature removal, so I'd advice to play at least Elixir of Immortality and a couple of creatures that can bring back your creatures from your graveyard, for example: Eternal Witness and Deadwood Treefolk
Many decks benefit from the drawing of additional cards. With a creature deck like this, it is no exception. So therefor I suggest using creatures that will either trigger from other creatures entering the battlefield, e.g. Primordial Sage, Garruk's Packleader and Soul of the Harvest. This way you'll be able to keep on casting very big creatures for next to nothing.
I'd also advice Asceticism, which will give all your creatures hexproof and you'll be able to regenerate them. Making it very unattractive for your opponents to use cards like Murder on your creatures.
Finally, I'd like to suggest to take a look at my Animar deck for ideas.

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Posted 23 January 2013 at 08:49 as a comment on Animar commander please help:)

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I'm now considering adding 2 or 3x Altar's Reap at the cost of the same amount of Bone Splinters. Any thoughts on that?

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Posted 19 January 2013 at 12:30 as a comment on Gutter Grime Standard

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Editted the deck:

Removed:
2x Thrill-Kill Assassin
1x Bone Splinters

Added:
2x Deathrite Shaman
1x Abrupt Decay

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Posted 19 January 2013 at 11:14 as a comment on Gutter Grime Standard

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I see you took some of my advice and altered your decklist, it looks nice.

The reason I only mentioned Temple Garden and Overgrown Tomb as shock duals, is because it's also a forest. You want to play Garruk, which is very heavy on your green mana supply, so try to get your dual lands all to produce green at least. So that you can quickly play a Farseek early game and get your Arbor Elves into play first or 2nd turn. And have a use.
This way you can add , the single white or single black mana to your mana pool and still play Garruk relative easily (as you don't have anything that costs 2 white or 2 black, except for Entreat the Angels and the Bloodline Keeper). So I'd take out the Isolated Chapels and put back the Forests that you took out to put in the black and white duals. To be able to cast Garruk, once you get him in your hand.

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Posted 18 January 2013 at 16:03 as a comment on Junk Tokens

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First of all, I'd remove the Abundant Growths and implement Farseek for extra acceleration. Further more, I'd take out the Fogs and put Druid's Deliverance in it's place. This allows you to do the same as Fog as well as put another token into play (2 if you have Parallel Lives in play).
To make Farseek more viable, try to get your hands on the Return to Ravnica duals, so that you look up those too. As well as a couple of Evolving Wilds. These will fix your need for colored mana and improve your draws, due to the fact your deck contains 1 (2 if you count the Evolving Wilds) land(s) less, which slightly improves your chances of drawing Entreat the Angels.
If you decide to play Evolving Wilds, I'd also advice to add 2 Plains and at least 1 Swamp to your decklist, instead of some Forest cards. Which allows Evolving WIlds to really fix the mana that you need.
Also, if you decide to play Temple Garden / Overgrown Tomb, then I'd pick Arbor Elf instead of Avacyn's Pilgrim, because then it can give you more then just 1 white mana.
As for possible card advantage in this deck, I'd go for either Altar's Reap or Underworld Connections. But neither more then 2.

Another thing you could try:
You could also remove all your creatures, put Farseek in the deck instead of Avacyn's Pilgrim and take out the Bloodline Keeper and put in other token generators, such as Midnight Haunting (as mentioned before). This may be a bold approach, but it does give your deck a real theme and a touch of originality. But this is a type of play which you either like or dislike.

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Posted 18 January 2013 at 12:52 as a comment on Junk Tokens

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I'll try to get my hands on a couple of more Deathrite Shamans then ( I only have 1 now). As well as those Innistrad duals. I may have 2 Liliana of the Veil somewhere. I'll put those in and how it works. Thanks for the advice.

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Posted 18 January 2013 at 10:08 as a comment on Gutter Grime Standard

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