bplus

18 Decks, 48 Comments, 0 Reputation

5/10: I just don't see a cohesive theme. Maybe if you could explain it a little better. Give some general turn by turn strategy.

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Posted 27 November 2007 at 15:22 as a comment on Demon Standard

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If I played against this deck I would just start laughing, and maybe scoop.

Why not go with four Hammers?

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Posted 27 November 2007 at 13:45 as a comment on THRUMING RATS

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I'd swap the Trespasser foe Oona's in a heartbeat. Who want's to loan me some? I'll give you a pick out of my winnings. :D

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Posted 27 November 2007 at 06:06 as a comment on RB Discard Madness

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If I had the cards I'd drop the a Giant Growth for another Epic Proportions.

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Posted 27 November 2007 at 05:58 as a comment on

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Clockspinning is too expensive with buy back, and not enough for a whole card at U. I just don't think it's any good outside of draft.

Still, I'd love for you to prove me wrong, and build a wicked Clockspinning deck, where you recurve it out of the graveyard and such.

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Posted 27 November 2007 at 05:30 as a comment on The Powerhouse

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I agree with sevensided, Jhoira needs something to suspend (a really high cost card) to be worthwhile, but sevensided is wrong about her and the Gargadon. Compare [Suspend-9 for R>Suspend-4 for 2].

Next, you MUST swap Robe of Mirrors for Protective Bubble. With all your mana you would be a real herb not to.

Finally, you have to tell me how Reality Strobe play-tests because I'm just short of the guts to play it myself:-|

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Posted 27 November 2007 at 05:25 as a comment on Reality Rift

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3 Keen Sense for the Overruns would weaken it, but would teach more than just, "Always play Overrun!" :D

Therefore, I'll make the swap.

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Posted 27 November 2007 at 05:06 as a comment on

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I've chocked it full of all the high value cards to show off its potential. Would anyone honor me by running it in a few matches? All types of players are welcome just be str8-up about how new or how burnt out you are to this game. :-)

Also, I'm throwing into the sideboard all the cards you need to return it to the real Bum of a storm deck that it is. ;[>

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Posted 27 November 2007 at 04:38 as a comment on Bumstorm

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By adding the cote of Arms and dropping the Hermits the deck becomes MUCH stronger. I'm going to make a variant WG Sap. deck. using him.

Any real opinions? This isn't one of my fun ones it's for tournament play. However it will only be local FMN, which means no need for Garruk. :-)

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Posted 27 November 2007 at 04:19 as a comment on Doom Shroomz

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Ver 2.0

1. Three Fa'Adiyah Seers; They'll put plenty of enchants in the graveyard while filling my hand with land. Just hope they don't mill out one of my 14! :-( creatures. Play-testing will see it's a problem.

2. Three Stuffy Dolls; So obvious I somehow left them out. Hell, they could wind up being the deck's MVP.

3. Redid the land with a net -1 (23 total.) Shouldn't be a prob. since I'll not have to hard cast my enchants 90% of the time with my 4 Mythmakers & 3 Retether.

Input Welcome.:-)

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Posted 27 November 2007 at 00:56 as a comment on Teflon Don aka Pariah Playas

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I'm no rules expert, but would not Aether Snap kill the creature token from Dark Depths as it comes into play?

I would drop both spells regardless, along with Curse of the Cabal.

Next to accentuate the mana curve drop 1 Traumatize, 1 Guiltfeeder, and 2 TwinCasts. (3/4) of Twincast's good targets cost 5 mana. 5+2 = 7 Pretty darn high. This makes it VERY strong, but only in the late game.

This should get you near 60 and produce a lean mean milling machine.
Good Luck :-)

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Posted 26 November 2007 at 23:52 as a comment on Mill ya or kill ya

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Man, I took another look and you really need 2 more Haunting Echoes.

If you don't believe me on the Raven Masters. Play test the full deck and drop one card every other game or so until you've got the best 60. I doubt they'll still be there. He's not unplayably bad, but you could actually have a pretty decent deck here.

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Posted 26 November 2007 at 23:28 as a comment on Mill ya or kill ya

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It's a complicated deck (not always a bad thing) which makes it hard to play. Since you're a beginner try sticking to mostly 4ofs and 3ofs. This makes it possible to strategize a turn in advance.

With that said, What's your goal? Cutthroat competition or fun, casual play? If it's casual, play with up to 80 cards. This will let you test out which cards work best in combination with each other, and which cards are just dead draws. Then just drop cards 1 a game till you're @ 60.

Good Luck!

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Posted 26 November 2007 at 22:05 as a comment on Discard Fest

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Had a thought. If you're typically winning in under 8 turns Delay would be a good replacement for Remove Soul because they both cost the same.

Also, trade Sage of Epityr for Sage Owl (10th ed.). Gives you another evasive attacker especially once mutated.

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Posted 26 November 2007 at 21:51 as a comment on Cant Touch This

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I really love how cohesive it is. Suggestions... I definitely suggest replacing Remove Soul with a multi-purpose counter because you already have 16 creature stopping cards.

Less strongly, maybe maindeck some Kraken in case they're also running control which will stretch out the game.

I don't really have any recommendations completely without reservation because the deck already feels quite finished.

Very, very solid.

p.s. I like how you built on a budget. I try to do the same with my design

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Posted 26 November 2007 at 21:46 as a comment on Cant Touch This

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Great tip Vaulatog. I'll try to get 3 of them. He would replace my Basilisks because he also combos well with lure.

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Posted 26 November 2007 at 21:28 as a comment on Teflon Don aka Pariah Playas

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Lotu$ Bloom$? BPlus builds on a budget (Hence, the name BUMStorm. I make decks for kids, beginners, and spendthrifts such as myself. Excellent suggestion though, and I will through in the only one I own.

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Posted 26 November 2007 at 21:24 as a comment on Bumstorm

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If you're building purely for fun just drop the Academy Researchers. The odds of drawing them and Fool's Demise at the same time are anything but fun. :) (Want to see my attempt at a competitive use of the Researchers? Inspect "The Enchanters")

Also drop 1 Guile. You never need more than three of a 6 mana card. The only exceptions are reanimation and mana acceleration decks.

These suggestions will make the deck more fun AND more competitive.

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Posted 26 November 2007 at 21:06 as a comment on

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It's not really meant to be a "winner." It's more about drawing out the game and teaching fundamentals (i.e.parts of a turn, combat, & the stack).

If I were trying to make it stronger your suggestion would be a good one.

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Posted 26 November 2007 at 21:00 as a comment on

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Another easy tip: swap those 2 Fireshriekers for 2 more Whispersilk Cloaks. Or, If you have access try throwing in 2 or 3 Loxodon Warhammers. They make Willl-o-Wisp a killer.

I've recommended In Total: +2 Avatars, +2 Echoes, -2 Raven Master, -2 Dralnu, -2 Fireshriekers.
Gives 2 slots. Probably you should just use them for basic land, and you'll have a deck that'll catch people by surprise.

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Posted 25 November 2007 at 00:21 as a comment on Mill ya or kill ya

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