BrianWW

123 Decks, 237 Comments, 26 Reputation

After thinking it over, the Sword of War and Peace is probably stonger... Speed wise

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Posted 31 July 2011 at 03:13 in reply to #186778 on KNIGHTS HELP!

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Haha, I didn't mean take ALL of my suggestions! It's your deck buddy, build how you like! If you put it together yourself then you'll be more comfortable with it and more proud when it wins. But I gotta say, I really like the look of it now. Did a couple sample draws... Still a little slow out the gate, but around turn 3 or 4 it starts getting out of hand

I'll be honest, Strata Scythe seems out of place now... You may be better off with out it, or if you have the money, Sword of Feast and Famine.

Or, to boost the all-out attack power, Signal Pest. And Contested War Zone would be a cool addition, probably coming in for at least 2 or 3 extra damage if you use it right.

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Posted 29 July 2011 at 19:45 in reply to #186528 on KNIGHTS HELP!

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Good suggestion with the mask, and I like the Sylvan Basilisk. The others all have one key problem: "at the end of combat." That little phrase means they still deal combat damage. Engulfing Slagwurm actually kills them BEFORE they even deal damage... essentially he attacks, board wipes, gains life, and your other creatures get through. Equip an infiltration lens and you get to draw like 4-6 cards usually.

Actually, there are other problems with the suggestions you had... they aren't standard legal. :-(

Thanks for the tips man!

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Posted 29 July 2011 at 09:08 in reply to #186545 on AHAHAHAHA!!

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Hey man, good for you! I've been wanting to try to get a knight deck together. Looks ok... Needs a lot of work but I'll give you my 2 cents.

You want to be fast, or resilient in tournaments.. It's hard to be both. Since knights are all efficiently costed, boost each other well enough, and have the added bonus of being White, I'd say being fast is your best bet.

Best way to achieve that is cut all the expensive cards... True Conviction and Celestial Mantle are awesome, but they are too expensive to be useful. They cost 6, and if you aren't close to winning by turn 6, it's probably because they keep killing your creatures. And if you have no creatures to attack with, it wont matter if they have doublestrike and lifelink, right? Cut them. That should bring your deck down to 60. You always wanna have your deck at 60... it helps keep the deck focused, and insure you are drawing the cards you wanna draw.

Now, to make the deck faster, put in more of the cheaper spells and less of the more expensive ones. +2 Accorder Paladins, +1 White Knight, +2 Signal Pest (not a knight, I know, but it's hard to block, and boosts everything else and only costs 1), -1 Hero of Bladehold, -4 Armored Ascension (I like this card, but the problem with it is you cast it, attach it to a creature, and then right away your opponent kills the creature, and you just payed 4 mana to lose 2 cards. Maybe try Strata Scythe instead?).

The lone Journey to Nowhere seems out of place, and the Safe passages are a tricky bugger... on your 3rd turn would you rather play Knight Exemplar, or Safe Passage? And since all your creatures are white... Brave the Elements does the same thing for only 1... and it can also counter a removal spell. Swap the Passages for Brave the Elements, and the Journey to nowhere can probably be replaced with Oblivion Ring (it costs 1 more, but it hits more than just creatures, which is much more useful).

And finally, since all but 3 of your cards cost 3 or less to cast, you can drop to 23 lands, and put in one more Oblivion Ring.

Sorry, I pretty much remade the entire deck :-) Good luck with your build man! I hope I helped!

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Posted 29 July 2011 at 07:52 as a comment on KNIGHTS HELP!

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I can't tell if you are making a serious statement or being sarcastic... I'll assume you're being serious.

The Quest can only be used once. You have to sacrifice the Quest itself (not the counters) to search for an equipment. The reason I don't need more equips is because if I'm getting the Quest to activate it'll most likely be turn 3-4. If I have already swung once before turn 3 with a hawk, the opponent is probably gonna be down 2 life (putting them at 18). Then, I sac the quest turn 3, equip Argentum Armor, swing in with everything (I've cast at least 2 or 3 creatures by now, right?) and deal at least 8 damage and destroy their most important permanent (or just destroy land to slow them down). It's now probably 20 or 18-10, I've got a flying, 8/8 creature, and they are going to either lose more land, or anything important they play. The game is over unless they have a kill spell.

If they have a kill spell, I've still got 3-5 creatures on the field, right? Roughly half have flying. So, turn 4-5 (after they kill the important creature), I play Beastmaster Ascension and attack with 5 creatures... boosting them all by +5/+5 and swing for 25... GG

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Posted 29 July 2011 at 07:19 in reply to #186505 on G/W Beast Quest

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If I get one Quest to activate, do I really need the others?

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Posted 29 July 2011 at 05:05 in reply to #186488 on G/W Beast Quest

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Thanks for getting back to me so quickly bud! Like I said before, you've been busy with those other decks and they look good!

Blinkmoth will be getting a spot over Inkmoth once this deck rotates out, but as it stands right now, this deck is Standard legal and I'm using it for FNM's. I like the Boots over the Greaves simply because the deck functions on being able to equip a creature when I need to and the Greaves OCCASIONALLY get in the way of that (Not to mention they also fall into the "not standard" category). I've got some big plans for the deck once it's not a tournament deck anymore... Stoneforge Mystic, Argentum Armor, and Blinkmoth nexus all together would make this deck a tutoring, equipping, metalcrafting, card drawing machine!

The DoJ in the main board are risky... I need creatures (it is aggro after all). The only time a DoJ is useful is if they are consistently playing more and/or bigger and/or faster creatures than me (Stompy, Goblins, RDW, Eldrazi, etc). And yeah, that covers a god amount of the match-ups right now, but in any control match up, it'll be a dead draw. I do have the ability to recover from a DoJ faster than the opponent usually does though... maybe if I drop one with a Puresteel and Abolisher in hand, then next turn play the Abolisher, followed by the Puresteel, metalcraft equip some protection (boots, sword, etc) to one or both then swing in... I mean, unless they get a creature out the following turn I can swing in for probably 4-6 unblocked...

On second thought, I'll give it a little bit of play testing, we'll see what happens, thanks for the suggestion bud! :-)

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Posted 28 July 2011 at 00:24 in reply to #186020 on Grandsteel Aggro

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Shrine of Burning Rage? And I dunno about the Artifact swarm... Yes, it's relatively inexpensive and it will help with Metalcraft for Concussive Bolt, but I think you'd be better off getting a swarm out splashing W, Squadron Hawk, and Shrine of Loyal Legions (which coincidently will also give you some DoJ resistance).

And instead of the Claws, maybe Rally the Forces? I imagine you're only getting +4/0 MAYBE +5/0 and first strike on 1 creature with it, Rally the forces will mostly likely give you at least +4 or +5 attacking power and First Strike spread across all your creatures, making it much harder to block.

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Posted 27 July 2011 at 22:30 as a comment on RUTHLESS INVASION

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Chiodos!!!!!!! Seen them live a few times... Just as good live as they are on the album! Love those guys :-)

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Posted 27 July 2011 at 07:38 as a comment on Bone Palace Ballet

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Oh, and I forgot to mention, with a Basilisk Collar on a Mortarpod, it can give you some creature removal as well. I mean, even without it I can ping off a Llany, Viscera Seer, Signal Pest, or BoP and sLow the other guy's game plan down.

I played a G/W Eldrazi deck and got the crap kicked out of me (Game 3 went something like: Turn 3 Creeping Corrosion, Turn 4 Elesh Norn, Turn 5 Primeval Titan, Turn 6 Iona, Turn 7 Emrakul... Ouchie). But I won the second game because I got a Collar turn 1, Puresteel turn 2, and a Mortarpod + Flayer Husk turn 3 and sac-ed the Germs to deathtouch ping his Overgrown Battlements, preventing him from ramping into anything. Mortarpod is some very handy tech and can do some nifty tricks when the equip cost is bypassed.

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Posted 27 July 2011 at 07:21 in reply to #181724 on Puresteel Aggro Quest

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Not yet, and I'm waiting to get some Genesis Waves and I'll probably drop a few of them in the sideboard as well. if I can get one off for about 5-7 it USUALLY functions about the same as a Doubling Chant. I think having two main spells to extract would make it a little more resilient, and even then, the deck functions as aggro reasonably well without those spells.

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Posted 27 July 2011 at 07:05 in reply to #185736 on Doubling Allies

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Soon, as in like 2.5 months from now... and you'd only be losing a few cards. Ramp, and some lands, etc. I'm sure there will be some form of viable ramp in the new set. It'd be silly of Wizards to reprint Rampant Growth and that's it.

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Posted 26 July 2011 at 19:29 in reply to #174535 on Does this look Infected?

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I read some comment about a "tribal format"...? Do tell!

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Posted 25 July 2011 at 23:08 as a comment on My name is Legion

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Hey, thanks for the praise man! This deck is a pet deck of mine that I've been working on for a few months and the recent release of Grand Abolisher kinda fell into place.

Flayer Husk is awesome! Generally, the weakest point of equipment is it requires a creature to be of any use. The living weapon mechanic gets around that weakness, but at a price (that's why most living weapons are so overcosted). But Flayer Husk isn't! It comes on as a 1/1 creature, can chump, and still be useful later by boosting something. With a Puresteel on the battlefield it is a 1/1 creature with card draw attached to it (two or three if I have two or three Paladins out) and with metalcraft it is a body I can use with mortarpod+basilisk collar for spot removal. I NEED creatures out or the deck fails, and flayer husks give me a creature for cheap, bringing my total available creature count to 33 (including the Inkmoths).

The Inkmoths are a dual purpose inclusion. Sometimes I don't have enough artifacts for metal craft, but I can activate an Inkmoth to give me that last boost I need to achieve it and equip for free (well, technically it would cost 1 colorless, but some turns I use almost 20 colorless in equipment swapping). And they are my Day of Judgement insurance. An Inkmoth with a sword only needs to connect 3 times + a mortarpod to bring a win. If I turn 3 play a sword, they turn four board wipe. I can get in a few solid hits before they can rally a flyer or removal spell. And you know how much it costs? 3 colorless to activate and equip. If I'm using a Sword of Feast and Famine, then I can even have enough mana afterward to start playing threats again, while (hopefully) forcing them to discard a removal spell.

Hope I shed a little light on your questions man. Thanks again!

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Posted 25 July 2011 at 01:19 in reply to #184735 on Grandsteel Aggro

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I do know this, but thanks for the concern. The living weapons are essentially giving me creatures with a can trip attached if I have a Puresteel down on the table since they are equipment that come pre-equipped.

Now, Phyrexian Metamorph IS a creature... and you should see the look on people's faces when they realize he came into play as another Batterskull, letting me draw a card off Puresteel AND counter up on Quest (if I get two batterskulls out it's usually game, but two batterskulls and an active quest... Can you say Argentum Armored Batterskull? Or even Argentum Armored Batterskulled Mirran Crusader??

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Posted 17 July 2011 at 22:41 in reply to #181785 on Puresteel Aggro Quest

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Mortarpod is a beast... It wins games. With a Puresteel on the field it is a pinging machine... Get your opponent down to 3 life (you know you've been there) then sac, equip, sac, equip, sac, game.

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Posted 17 July 2011 at 21:30 in reply to #181724 on Puresteel Aggro Quest

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but... invigorate isn't standard...?

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Posted 17 July 2011 at 02:03 in reply to #174535 on Does this look Infected?

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Thank you Mr. Trooper. That is exactly what they are for.

Why would I swap in into the roil? It's only good for card draw if you have the mana, and two of these builds are based on playing as many spells as possible.

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Posted 16 July 2011 at 23:32 as a comment on Twin Fiend Ascension (help?)

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Why not just run both??

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Posted 30 June 2011 at 23:43 in reply to #176263 on Ani-MOAR

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I like Doran, but I want to keep this W/G. Anything that let's me attack without having Doran out is not helpful. I think I've got it though... If I mana ramp with crazy with the OG Battlements then drop White Sun followed by Nomads' Assembly, I think I'll be ok.

Phyrexian Rebirth will be the catch all if they manage to overwhelm the token horde and the walls.

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Posted 21 June 2011 at 03:21 in reply to #172893 on Defender Ramp (help)

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