caseysafatkid

8 Decks, 24 Comments, 0 Reputation

It's an okay deck, but for a lot cheaper you could make a much more effective deck. This deck is running at least $400...

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Posted 24 October 2009 at 22:07 as a comment on GW Aggro

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Why don't you put in Sunspring Expeditions? 1 mana for 8 life in this type of deck is pretty good.

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Posted 24 October 2009 at 16:34 as a comment on Survival of the Fittest

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3 Suggestions: 1) With all the Enchantments you're running why not add Sigil of the Empty Throne?
2) Consider adding Pariah and Heart of Light, after you get that combo out you effectively can't take damage.
3) I have a similar deck to this, but I made it Blue and White because Prot White tears this stuff apart

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Posted 24 October 2009 at 16:29 as a comment on pacifism

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The reason I like having Quest for the Holy Relic in here though is because Whispersilk is sort of essential to put on an Armament Master, and if I'm not drawing any they're just gonna burn him away each time.

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Posted 23 October 2009 at 01:29 as a comment on Kor Rush

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Thanks so much for all the suggestions! I edited the deck a bit, hopefully it works a little more smoothly this way. Also, Riley I origionally had Paths in the deck, but I decided to remove them because of how fast most decks are these days.

I'm really considering taking out the 2 Unsummons and replacing them with 2 more Whiplash Traps, because in most cases if they're playing 1 creature a turn I'll be able to disable it.

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Posted 23 October 2009 at 00:59 as a comment on W/U Control

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Well from what I can see you know where you want to go with it, but I do have a recommendation. Take out Chandra, just judging from how the deck is set up you want it to be fast. So if they're still alive turn 6 chances are something went wrong.

Also, lose the pumas =P

I just built a type 2 legal deck too, lemme know what you think =]
Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=31058

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Posted 22 October 2009 at 18:35 as a comment on Ally Burn

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So basically if they gain 1 life you lose?

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Posted 22 October 2009 at 18:32 as a comment on An Interesting Theory

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There are 4 Kulrath Knights already in the deck...

And I considered Everlasting Torment, but I haven't gotten my hands on any yet so I might when I do =P

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Posted 21 October 2009 at 14:13 as a comment on B/R Wither

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I like it, but instead of Door of Destinies, you might consider Coat of Arms.

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Posted 21 October 2009 at 11:05 as a comment on The New Elvish Standard

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I really like that you're trying to make a mono blue Merfolk deck, but basing it off of Wanderwine prophets you might want to consider making it Blue and White. White merfolk offer a lot of great things like Harpoon Snipers to prevent anything from attacking you, Summon the School to make tons of tokens since you can return it to your hand from the graveyard by tapping 4 merfolk, Judge of Currents so every time you tap a Merfolk you gain life, and Stonybrook Schoolmaster so that every time you tap him you get another token.

There's a lot of token power in the white half of Merfolk, and Tokens are key fodder for the Wanderwine Engine.

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Posted 21 October 2009 at 03:01 as a comment on Merfolk... v2

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Interesting idea, but I really don't see this winning too often. All your land control is too expensive, and by the time you'd be pumping out destroy land cards your opponent would probably have a solid base.

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Posted 21 October 2009 at 02:35 as a comment on Land destroyer

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I have a Blue/White Control deck as well, and I'm not sure exactly how yours is supposed to work. It just doesn't seem like there's enough creature control to have a solid setup for Luminarch Ascension to get pumping. I'd like to see how it plays, but I'm not sure about it right now.

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Posted 21 October 2009 at 02:29 as a comment on CONTROL

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You don't really have enough focus to make this deck work well IMO. All the 1x and 2x includes makes it difficult to really get the full effectiveness of a card. For instance, you have 1 elvish visionary, and I can't figure out for the life of me why she's in there =P You could take this deck places, but focus it more.

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Posted 21 October 2009 at 02:24 as a comment on Offense/Overwhelm

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Sorin is good, but the fact is that if you have enough mana to play Sorin and you haven't won you're doing something wrong lol. Vampires are just silly, and everyone plays them exactly the same. I would definitely put at least 2 hexmages in auto, if not 4. They and spot remove counters from any ascension, expedition, Planeswalker, huge creature, etc. They are some of the best vampires in the set!

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Posted 21 October 2009 at 02:21 as a comment on Sorin and his band of vampires

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It seems like you're really trying to go for a landfall style, but it just seems this deck is falling short. I can't quite put my finger on it, but it's lacking.

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Posted 20 October 2009 at 22:33 as a comment on my standard deck

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If you're focusing on getting Sharding Sphinx's out then you should really consider a Time Sieve since it allows you to sacrifice 5 artifacts to take another turn. Also, you can't have more than 4 artifact lands. Also, I would recommend running only 2 Sharuums and 2 Canonists, and consider running 2 more Enigma Sphinx's. Also, I'm not sure why you're running Etherwrought Pages, but I would recommend taking those out and replacing them with either 2 more Scourglasses, or 2 Open the Vaults.

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Posted 20 October 2009 at 22:31 as a comment on artifacts

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I have a very similar deck, or rather had. This deck doesn't offer enough in the current meta, especially with Vampires being so prevalent and Bloodwitches of Malakir all over the place, prot white hurts. Beyond that, you don't have many early game defenders to help Luminarch Ascension get it's counters (which it's best at getting early). I've found that in a monowhite deck Palace Guards with Armored Ascension are great for getting those counters on Luminarch, but stll overall this falls short.

Check out my U/W Control deck, I also have my monowhite control deck up, but it runs into similar problems.

P.s. Day of Judgement is great for Enchantment decks!

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Posted 20 October 2009 at 22:26 as a comment on Monowhite Enchantment Control

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Wow, I like this deck a lot! Very cool to see a treefolk deck that isn't G/W

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Posted 20 October 2009 at 21:53 as a comment on B/G Treefolk Control

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Dark Temper would do great in this deck with all the black permanents you have.

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Posted 20 October 2009 at 14:40 as a comment on Zombie Burn

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You may want to consider adding Summon the School instead of Schoolmasters. It works very well with Judge of Currents out.

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Posted 20 October 2009 at 14:37 as a comment on Merfolk: 2 card win combo?

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