BrianBell

466 Decks, 581 Comments, 95 Reputation

the swap has been made.

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Posted 27 January 2014 at 20:58 in reply to #431635 on Nonbo Combo

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unfortunately sulfuric vortex isn't modern legal, so i cant use that. i was thinking about everlasting torment, but i found rain of gore to be better. it comes down a turn earlier, and though it doesn't give wither it hates on lifegain even more. wither is nice, but i find that if i need wither in order to kill their creatures, i'm going to be spending more than one card to kill one of theirs, and a game going like that i am going to lose anyway. so rain of gore fits better. good thoughts though, and thanks for the comment!

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Posted 27 January 2014 at 16:54 in reply to #431664 on Nonbo Combo

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i've actually been trying to fit in surgical since the very beggining, just never could figure out what to drop. in the current build i guess it would take the place of the deathrites in the sb. my issue with surgical in this deck is that all it does is hate, where as deathrite can really bring a game home, providing unblockable damage to the dome. i hadn't cot the synergy with needle though, that's a good call. maybe i'll go with a split of some sort.
Thanks!

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Posted 27 January 2014 at 14:47 in reply to #431635 on Nonbo Combo

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no problem on the late reply, stuff happens. life happens. and thanks for the welcome back
i checked out your new list and left a comment there, it's much different than this one but looks good in it's own way.

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Posted 26 January 2014 at 20:31 in reply to #429522 on Stox, a story of hate

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This is much different than your previous build. 25 land seems like allot, but you are running 3 pox effects and 4 of the land dont produce mana, so maybe it works. is ice flow really better than the third maze? maze seems much more solid, being able to target creatures with flying, not taking the initial hit and allowing for tricks with crusader out of the sideboard. nodes is a really cool card, but i'm not sure how good it is in a deck featuring only 2 or less power creatures, even if 3 of them are bloodghast. other than that i'm not really sure what to say, i haven't seen a build quite like this before.

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Posted 26 January 2014 at 20:27 as a comment on Extrox

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thanks for the com(pli)ment!
unfortunately i'm not nearly well funded enough to buy something like this, and my friends don't appreciate it when i proxy up my deck designs to play against them. So i am not riding into the glory of battle in the saddle of this steed.
through test hands it seems to be doing pretty good for a tutor-less stax though. i'll probably make a BW version of the deck soon, running enlightened tutors, nether void and a few other goodies. that version should be much better.

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Posted 26 January 2014 at 20:17 in reply to #431552 on Colorless Stax

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this is so cool. never thought i'd like an endrek EDH, but this is just too cool. i have ideas for suggestions, but his list is so tight that i dont think there is a place for them. i may steel your idea and make my own deck with said suggestions, i hope that you don't mind.

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Posted 24 January 2014 at 23:44 as a comment on Because I don't like you.

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well i remember allot of cards from the deck, maybe i'll try to reconstruct it. if i do i'll give you the link.

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Posted 23 January 2014 at 16:25 in reply to #429566 on Ow My Feelings

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WOAH for some reason i had have always thought that you could only play the card exiled off grasp if it was an artifact which is TOTALLY WRONG and now EVERYTHING MAKES SENSE.
i cant get over that energy field - rest in piece lock. it's just too stupid. reminds me of a really cool deck i once saw running mist of stagnation, web of inertia, withered wretch and a whole bunch of other graveyard hate. it ran hunted phantasm, which proved to be a terrifying 4 turn clock post-lock. man that was a cool deck.

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Posted 23 January 2014 at 06:10 in reply to #429566 on Ow My Feelings

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looks allot better. Since your keeping it mono green i would REALLY suggest upping the elf focus, it will add an incredible amount of power. i'd drop reverent hunter immediatly -- he's good, but nothing in this deck has more than 1 green symbol, and so he's like a jagged-scars who doesn't grow when more creatures hit the field. i'd probably put an elf lord or jagged scars in his place. if you refuse to drop hunter matter what, you'll need to swap automation for elvish archdruid, since archdruid has 2 devotion and automation has none. i'd also drop matsu-tribe sniper -- you have plenty of flying hate as is, and though his ability to tap down blockers is cool, you'll be going right through them with doyen anyway. i'd rather run skyshroud archer for the lower cmc or woodland changeling for the extra +1/+1.
on the subject of changelings, if you decide to move the deck to a slower build, chamelion colosus would be nasty with doyen. as it is now though, i dont think it needs it.
oh, and i forgot to suggest to drop 4 canopy cover for 3 steely resolve (3 because drawing more than one is a dead draw). yeah you dont get the evation, but it protects ALL your guys, and once doyen is down you go ignore blockers anyway.

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Posted 23 January 2014 at 05:43 in reply to #429506 on Tribal Archers!

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they wont be able to attack with bridge out then. :(

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Posted 22 January 2014 at 02:57 in reply to #429358 on Modern Hellbent

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this is actaully a really, REALLY cool list. but ironically enough, i think zhur-taa's actually isn't that great in here. in an aggro deck, which this is, one of the most important turns, and the turn that you get ahead of the game most on, is turn 2. spending such a crucial turn on a fancy llanowar elves, even if it triggers bloodthirst, just doesn't seem like a good idea. When you finally play something thirsted with zhur-taa on turn 3, it will be too late. instead i would run some other sort of bloodthirst enabler. Goblin Fireslinger would be absolutely perfect.
i'd also swap spark elemental for goblin guide. yes, guide doesn't have the trample to enable bloodthirst, but he is a much better turn one play, and simply by being a 2/2 he is often let through early game because opponents don't want to lose blockers in the first few turns.
also, whenever i see bloodthirst i really, REALLY want to run gutshot..... i'd probably drop two lands for 2 gut shot -- the curve is super low, so 20 lands should be plenty. speaking of lands, i'd run 4 copperline gorge somewhere in there and maybe some fetches. OH and another bloodthirst enabler would be grim lavamancer. not really sure where he should go though. The two cmc slot is very full in this deck, making burning-tree emissary absolutely insane. i'd probably drop 2 maulers (doesn't get an ability for paragon), a paragon and a berzerker for 4 of them. so i've worked my way up the curve to the 3 drops. i feel blood ogre is really just a more situational splatter thug in this deck, which is very lackluster when considering alternatives. keeping on the theme of an agro beater, boggart ram-gang and war elemental seem flat out better than ogre for this list. we could even run skinshifter as an adaptive beater. alternatively, we could run direct damage in this slot -- with the number of humans in this deck, kessig malcontents could deal a sizable amount of damage. or, since swinging every turn dooms some creatures to die in blocks, we could run brimstone volley. or we could play the sadistic tormenter and run zo-zu the punisher or vexing devil. lastly, we could run some multi-target pump effects. due to afforementioned large quantity of humans, we could run hamletback captain or mayor of avabruck. other options include champion of lambolt and goblin bushwhacker. a really cool option would be tezzeret's gambit -- proliferates all creatures with counters and refills your hand. all in all, there's quite allot of fun to be had in that slot, and if you choose to go with something under cmc of 3, thus lowering your mana curve even further, you can probably ditch some more lands for more goodies.
of course now that i've said all this i realize that you could also try to run this deck a completely different way, playing creatures off of aether vail after sending burn to the dome. in a build such as that, keldon maruders would be really good.
sweet deck man, i'll probably make something similar in the near future.

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Posted 22 January 2014 at 02:51 as a comment on Modern Bloodthirst idea

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Woah, this deck is really, really cool. i almost want to suggest doubling cube, but that might be overkill. it's really getting me angry that frantic search is banned in legacy. i guess you could run manamorphose in it's place, but still.
as for suggestions, i'd probably drop soothsaying for fact or fiction, though thats more preference than anything. violent eruption would be absolutely disgusting, especially when madnessed off frantic search. increasing vengeance seems genuinely appalling, and i'd probably run searing winds and comet storms as my win con instead of goo and fling, since goo is vulnerable to removal and will eat up mana every turn. other than that looks awesome, i really love the deck, will probably try my own take on it some time soon.

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Posted 22 January 2014 at 01:16 as a comment on Braid Challenge

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tidehallow skuller would be sweet, especailly with with edge of divinity. i'd probably do -1 spirit link -1 honor the pure -1 thrull -1gwyllion +4 skuller.

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Posted 22 January 2014 at 00:25 as a comment on W(B) Lifegain for Modern

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unfortunately, braid of fire's mana leaves your mana pool after your upkeep, meaning that it's only use in this deck is the single slate of ancestry and your brightstone rituals (their mana would also empty at the end of the phase). so i would drop it. i would then suggest dropping to side board a beetleback chief, a prospector, and slate of ancestry, dropping a mountain, moving your playset of bolt to mainboard and adding in the other 2 lackeys. i would also suggest maxing out on piledrivers and running a single goblin sharpshooter to be fetched by matron if needed. you can decide what to drop for them.
nice deck!

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Posted 21 January 2014 at 23:21 as a comment on Wallet Rapist: Mob of Gobbos

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after looking at this list, i'm pretty convinced that where iso-seek translates to "OH GOD NO," iso-seek Parfait translates to "put down the gun, Jim. It's okay, Jim. everything's going to be okay. and it all starts with putting down the gun. now put down the gun, Jim. it'll be alright." (yes it's a long translation. i do not sacrifice accuracy for simplicity)
i had not seen rest in piece/energy field combo. dear god that is disgusting. i dont even know what to do with myself anymore.
11 colored lands with only 4 producinging non-white seemed super sketch until i saw the 4 land tax. went from hating to loving the land base in seconds. still a little mystified with how you pull off the charms, if no daimond just stick it on the stick? seems legit i guess.
and am i wrong in believing you are running path over StP solely for the surgery trigger? is it worth it? (to be clear, i'm not doubting you, i'm just genuinely curious) also, what cards do you find you hit most often with grasp?

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Posted 21 January 2014 at 22:30 as a comment on Ow My Feelings

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i'm about 60% sure i know what's happening.
and i like it.
i've always loved lands decks, but could never quite grasp their more subtle elements. You do some really cool designs though, this one makes me really want to know what the sideboard consists of. i hadn't seen the depths + stage trick, that's a scary one. journey looks like a great way to dodge grave hate and reuse intuitions/enchantments. and i'm curious; what do you hit most often with explosives?

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Posted 21 January 2014 at 20:47 as a comment on It's been a while...

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ok, trying to regain my feel for these lists after taking so much time off, could you remind me what entomb is for again? just bloodghast? but then why is it in ghast-less builds? WAIT, i am now seeing synergy with therapy and crime..... is it instead of 3rd therapy/2nd crime, to fetch whichever is best in current situation?
another display of general rusty-ness: you are running more surgicals/extirpates than most builds. how is that working out? is the 4 extirpate 2 surgical split due to a counter heavy meta, or is it just preference? they are also the only ways to see your opponents hand -- doesn't this lower the effectiveness of therapy, or is therapy solid despite said handicap?
other than my confusion and ignorance demonstrated above, looks great. i'd never seen ice flow before, not only is it awesome, but budget! the mainboard abolishers look mean, and i like the stability wayfarer provides. sweet deck man.

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Posted 21 January 2014 at 20:05 as a comment on Stox, a story of hate

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Sweet deck! i love obscure tribes, and the lord cycle with greatbow doyen was one of my favorite cycles ever. and i do have some advice:
the fact the entire deck is under 6 cmc is sweet, but what makes low curve decks good is how full the 1 and 2 cmc slots are. this deck has a normal number of one drops, a slightly nigher than average number of two drops, a huge pile up at 3, and the playset of doyen at 5. redistributing to a lower curve will increase the speed of the deck dramatically.
two ways to do this come to mind. the first is to cut the secondary elvish tribal focus and go full on archers. the other, ironically, is to do the opposite and emphasize the elf focus. both options have their advantages and disadvantages.
lets look at going all out archers. you get to run a creature base of 100% archers, maximizing the effect of doyen. however, you'll have to splash into another color. no matter what color you choose, you should cut jagged scar, reverent hunter, trophy hunter (too mana hungry) and starfletcher (i would rather have just about anything than a 1/3 llanowar elves for 3) and include 3 to 4 adaptive automaton. you could go white for longbow archer (though doesn't say on card, on gatherer it is an archer), ranger en-vec (same as longbow) and brigid, or red for fire bowman (same as longbow), falkenrath exterminator, daybreak ranger, and burn. the white would be midrange and the red would be aggro.
Now lets look at focusing on elves. we can drop all non-elf creatures and starfletcher -- thats 16 free slots. 4 skyshrould archer (same deal as longbow) and 4 elvish archer (same deal as longbow) are auto-includes. the next is a choice: elvish champion, elvish archdruid, adaptive automation, or titania's chosen (same deal as longbow). automation, archdruid and champion all provide +1/+1 and either count for jagged scars and have an aditional ability or get doyen's buff. meanwhile, chosen gets doyen's buff and counts for jagged scars, but doesn't provide +1/+1. any of those four would be fine for that playset. that leaves room for one more playset, for which i suggest bloodline shaman, warrior's lesson, or evolution charm (give a creature flying so you can kill it, or return a creature that ate removal). if you are still worried about flying, you can put lys alana bowmaster in sideboard.
and now the land base. For the RG and elf aggro lists you will need your lands usable when they hit the field. so i'd drop the arbors, reborns, and lodges (lodges are dead turn one because nothing costs 1 colorless). keep the 2 villages, their late game beating is worth the wait. to fill the now open land slots, the elf list should run forests, and the RG list should run all available duals. i'd fill out the playset of caverns in both lists.
The GW list is midrange, and so would work better with 22-24 lands. i would also drop reborns and arbors for filled playsets of village and caverns. from there, run the best WG duals you can get your hands on.
the elf-archer build is probably better than solid archer build, but both of them and the present list look like decent and fun to play decks.
feel free to take as much or as little of my advice as you like, and as always have fun and happy building!

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Posted 21 January 2014 at 19:11 as a comment on Tribal Archers!

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though the thellon's color is green, the black manasymbol in his ability makes his color identity GB, therefor he is a GB general in EDH.

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Posted 21 January 2014 at 15:40 in reply to #429429 on Well that escalated quickly...

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