big-satch

370 Decks, 169 Comments, 2 Reputation

Your deck looks good. I would personally drop th 3 mana leak as this archetype is more aggro oriented. Up your mulch to four. As to your wondering about Ghoultree I will explain. Ghoultree in a deck like this is a big body fr usually a cheap cost. If you throw Mindshrieker in the mix with Noxious Revival then things get crazy. If Mindshrieker hits Ghoultree on the top deck it becomes a 9/9! Noxious Revival can put it back on top and you can do it again making Mindshrieker and Ghoultree a dynic duo! Hope that helps.

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Posted 17 February 2012 at 22:53 as a comment on self mill UG standard

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Actually, No. Champion of the Parish is non-legendary, so I can play multiple copies of him. Doomed Traveler is also a Human and I have the Gather the Townsfolk. If I have one Champion of the Parish in play, there are 3 other champions, 4 doomed traveler, and 4 gather the townsfolk that will boost him. That's 11 cards that can boost him, but if you count Gather the Townsfolk for the 2 humans it makes then there is a total chance of 15 power to increase him. Most of the time the Champion can hit a 3/3 or 5/5 which is not counting if I have an honor of the pure in play which sometimes makes a 3/3 champion a 4/4 or even a 5/5 champion a 6/6. S, actually you can count the Honor of the Pures as a way the Champion can grow. Champion of the Parish has plenty of ways to grow!

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Posted 17 February 2012 at 20:48 in reply to #235306 on B/W Tokens

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Only advice for the mono white. Sideboard out one oblivion ring an two journey for 3 nevermore.

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Posted 14 February 2012 at 19:13 as a comment on The Emporer

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First off, make it blue and white. I have tried the scepter as mono white and it was not that great, but with blue you can play counterspells and stuff like Tinker of Fabricate to get what you need and get your combo online. Also drop the spell bomb and elixir, and use shape anew so you can sack doubles of ones you draw and maybe hit another one. I know it sounds like a weird idea vs. your mono white version, but I always ran into the same problem you are and counterspells really make a difference. Now if you truly want it mono, then get Rebuff the Wicked. It is a mono white counterspell the counters any spell that targets a permanent you control for one mana. That with lapse of certainty will help. or use Nevermore in place of journey to nowhere as it can stop the opponent from playing problematic stuff. This is a hard theme to play with and be successful. Hope this helped

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Posted 14 February 2012 at 08:17 as a comment on The Emporer

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This is great to me. The only reason I splashed blue was because of some of the great stuff you can use. Also forbidden alchemy is pretty good wen thought you can't use flashback.

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Posted 13 February 2012 at 00:49 as a comment on Monsterous Graveyard

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I am confused as to why you have raging goblin over goblin guide? It would seem much more logical to run 4 goblin wardriver and 2 goblin lookout since you only run 16 creatures and dragon fodder. I would suggest goblin bushwhacker.

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Posted 31 January 2012 at 18:35 as a comment on SPEED GOBLIN DECK

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True surge node and voltaic key are good but I would be just as good running contagion clasp or Thrumming Bird since it can be copied to mimic vat, there is no reason to add those when I can replace the 2 cards you sugested with one card. Once a coretapper is imprinted it can fuel the scepter alone and I can use energy chamber to pump charge counters on other stuff.

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Posted 30 January 2012 at 23:58 in reply to #231171 on Infinite Turns

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Did you overlook the Energy Chamber. During my upkeep it allows me to put a charge counter on an artifact. I thought about Surge Node but it only has six counters to move and the Scepter needs 3 to be used.

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Posted 30 January 2012 at 18:44 in reply to #231171 on Infinite Turns

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Also Haunting Echoes will seal a game if played soon after Traumatize! Been playing mill for a while and thewuest has listed what you need for the most part.Although, Twincasting a Glimpse is really fun!

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Posted 18 January 2012 at 14:59 as a comment on my mill deck

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Also I know it will be relatively impossible, but try to get like 2 liliana of the veil, she would be perfect for your deck.

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Posted 12 January 2012 at 20:43 as a comment on LANDS

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Honestly man, This deck doesn't look all that great. the way you talked it was crazy good and yet its not. What is your win conditions. I will tell you why this deck seems unsuccessful, A - Bloodchief Ascension is useless unless your doing 2 damage a turn yet the only creature that can accomplish this is Skitterring skirge which dies if you play another creature. Blood pet will be sacked to get you extra mana and your mole worms will always be tapped so they will not get the chance to attack. mindcrank is an awlful card even with the Ascension which i have pointed out to be useless in this deck.Contaminated ground would help with the Ascension, but odds are your opponent will not use the land so again I say Ascension is useless. You would better off with a discard spell like duress or Inquisition of Kozilek which is what i would suggest since you can your opponents early game stuff giving you the upper hand overall. Smallpox is good but not for you, remember your sacking a land as well so with Winter orb that is going to be a tough spot and will most likely slow the momentum of your deck. This deck needs a lot of work man, you did have some fun ideas, but not for this deck.

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Posted 12 January 2012 at 20:40 as a comment on LANDS

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As this is my first run with this, I ask what I would use for the mind slaver lock? Win Cons, rely? either your blind or not as creative as I and I mean no insult. Inkmoth nexus alone with Thrummingbird and Contagion Engine can poison kill them, but when you throw Tezz's second ability on Inkmoth Nexus it makes a 5/5 infect flier! Wurmcoil is the other win con with Mindslaver to support him or the infect strategy. The rest is for a more control route and mana ramp to get a faster pace moving for the deck. Grand Architect can pump Inkmoth Nexus, wurmcoil, Thrummingbird and even Treasure Mage. He also allows for himself and the other blue creatures to tap for 2 colorless mana which adds ramp with sphere of the suns.Tumble Magnet can last a long time with the engine and Thrummingbirds to proliferate on it so it allows for some control if the opponent plays creatures that are a threat. Ratchet bomb takes care of token decks and other problematic stuff like planeswalkers.Treasure Mage searches the Wurmcoils, Engine and Mindslaver. I don't know what else needs an explanation. This deck tends to win more often with infect. Hope this helped clear up the confusion!

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Posted 12 January 2012 at 20:14 in reply to #227353 on Tezzertect Control

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I suggest another Elspeth if possible. Maybe 2 more gavony township and Midnight Haunting is a deff 4 of. I played a deck similar to this and you have a lot of the right stuff just need more multiples of it. i would give you a list that placed first where I am but I dont want to bore you. Check out my Tezzeret the Worldslayer deck.

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Posted 05 January 2012 at 07:16 as a comment on tokens

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Pongify maybe, might need to get rid of a 6/6 and trading it for a 3/3 is much more relieving. Check out my Tezzeret the Worldslayer deck.

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Posted 05 January 2012 at 07:13 as a comment on MEGA DRAW

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Honestly, it seems pretty fun. It might not be a top teir deck, but I rather see someone playing a deck they want to play. Zombie infestation is just a great card all around. I had a b/u zombie token using infestation and jace's archivist. I have 4 cards in hand and you have 6, great I discard four get 2 tokens use jaces archivist draw six discard 6 to get 3 more tokens, yay Grimgrin seems a lot better. Sorry for getting off topic, but your deck looks pretty fun and I have most of the cards so might give it a go. Check out my Tezzeret the Worldslayer deck.

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Posted 05 January 2012 at 07:02 as a comment on Tokens of The Damned

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Actually I meant to put atog there as he can easily kill some one with so many artifacts. Sorry for the mess up! Thanks

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Posted 02 December 2011 at 22:41 in reply to #218396 on Zero is Y U Lose (LEGACY)

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First off you have no way to Protect your graveyard from removal. You have no counters to stop opponents spells. And you have no real draw

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Posted 18 November 2011 at 06:45 as a comment on SLOAR CYCLE .MODERN.

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Agreed. I thought of making it B/U/G since I have a better array of multis and it would allow me to use Tezerret, Agent of Bolas. Although this has played ok so far. The gambits are doing an ok job, but without Ancient Stirrings it just isn't consistent enough.

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Posted 04 November 2011 at 04:49 in reply to #211853 on Liqumetal Control

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Your being to judgmental based on mana cost, but in my meta an Archive Trap costs 0 to play 9 times out of 10. With trapmakers Snare it will cost 2 at the most because I can search it out then cast it. If I can mill anywhere from 15 to 20 cards haunting echoes usually finishes the game.

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Posted 10 April 2011 at 01:03 in reply to #151590 on T2 Mill Kill

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I see what you mean. I am aloud to have 16 proxy cards for vintage were I play. What would you suggest I proxy for this deck.

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Posted 02 April 2011 at 00:59 in reply to #148820 on GP Leg. Merfolk

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