chaoslord00

47 Decks, 247 Comments, 36 Reputation

The deck you pointed out is missing a sideboard. It lacks Kessig Wolf Run and if you opponent has enough removal/life gain, they eat you alive. Reanimates are a little more common as well thanks to Immortal Servitude but even when it was just Unburial Rites, they could still hold their own against yours.

My opinion:
*Experiment One- He's good but others have more of a place in my opinion.
*Mayor of Avabruck- A good idea for focused humans but my sideboard sides humans out more than non-human cards. If I were to change my main deck, I'd need to trade humans out for Mayor, making him even worse for me.
*Giant Growth- Trade for more Ghor-Clan Rampager or Slaughterhorn. You shouldn't be on the defense so it'll helps more than hurts.
*Basic Lands- 1-2 so Ghost Quarter doesn't Wasteland you.
*Wrath Effect- Where's yours? Your focus is on early aggression but if they survive that then you end up in a sticky situation. bonfire is burn + pseudo-wrath. It helps with token spam and it clears small paths. It can also kill planeswalkers.

Edit; extention to comment on Giant Growth: If you're on the defensive with this kind of deck, you probably already lost anyways.

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Posted 14 March 2013 at 01:22 in reply to #331035 on Naya Blitz Tactics

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The combo isn't infinite. You're running too many Dead-eye Navigator and too many Armada Wurm for the low amount of ramping you provide. You need a more durable early game to pull this deck off properly.

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Posted 13 March 2013 at 00:19 as a comment on Infinite combo

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The cards you're running are far too focused on killing 1 creature at a time rather than blowing your opponent out with overwhelming force like Midrange decks are supposed to do.

Tips:
3 Liliana makes Barter in Blood sideboard garbage. 2 Liliana with 1 sideboard Barter in Blood would be cleaner.
2 Murder. Ultimate Price and Human Failty are just a waste of space.
Pillar of Flame makes me cry on how bad it is for this deck, and with only 2 Abrupt Decay and 0 Deathrite Shaman, they become a joke if you ask me. Midrange decks are good at utilizing their mana early game on their opponents turn.
Mizzium Mortars would be smoother in your sideboard.
Skullcrack sideboard? There's too much lifegain to not consider it a little.

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Posted 07 March 2013 at 16:37 as a comment on Jund Midrange

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In my opinion, Selesnya Charm over Giant Growth.
You get blown out too easy by mass removal so you might want to main deck some of the Boros Charms.
Technically only 4 of your many creatures aren't human so you might like the Non-Human Pacifism that doubles as a human buffer alternatively instead of the sideboard Pacifism but I would recommend just running Oblivion Ring instead so you can target planeswalkers and enchantments with it as well. Imagine getting blown out by Detention Sphere and then turning the tables with an Oblivion Ring. :)

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Posted 01 March 2013 at 05:14 as a comment on Naya Blitz

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I know that but his Boros deck looks more geared for early game rushes and using those creatures for Battalion so his Truefires are about the only ones to use it with.... Sure, Aurelia has Vigilance but usually when you play her, you either just win that turn or she bites the bullet.

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Posted 28 February 2013 at 17:29 in reply to #327439 on Borzov Fun!

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Smite is bad for a deck that specializes in attacking. Attackers that are blocked, are destroyed.

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Posted 28 February 2013 at 16:22 as a comment on Borzov Fun!

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Sporoloth Ancient. Mycoloth. Green Sun's Zenith. Beastmaster Ascension. Gaea's Cradle.
Sidboard optional: Asceticism
Leyline of Vitality > Essence Warden
Thelon of Havenwood is out of place.
Nemata, Grove Guardian costs too much. you should look into Selesnya Guildmage and making the deck White/Green.

A must: Timber Protector. Life and Limb without this makes wiper spells make you from safe to sorry.

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Posted 28 February 2013 at 00:09 as a comment on Saproling deck

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I expected to see 1 or 2 Armada Wurm for a G/W/any token deck. They're a bit better than Assemble the legion but not good enough to replace more than 1 or 2.

Another thing, your average cost is too high for the lack of control and removal you have for early game. I know you hope to life gain over the damage but boros and gruul will smash through 2 or 3 life, and control will just tell you no. To be honest, removing 1 Parallel Lives and 1 Assemble the Legion and making 2 Bonfire of the Damned main deck would help. Kessig Wolf Run @ 2 and Gavony @ 1. Kessig wins games, Gavony just makes them take longer.

I feel like this really isn't a token deck the way it's built, making Parallel Lives a little underpowered in this deck.

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Posted 27 February 2013 at 12:16 as a comment on Naya Tokens

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I recommend dropping to 1 Omniscience. If you do successfully ramp to incredible mana, then you won't need it to begin with and the times that you don't ramp like crazy would make it a dead card in your hand.

Your requires your opponents to not run much removal so it's a bit lacking. You should take a more controlled approach for this sort of deck.

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Posted 26 February 2013 at 10:57 as a comment on Liliana black/blue manaramp

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I don't think you're running enough counters to justify but I won't say anything more on the subject other than people won't let you have Doubling Season out let alone Doubling Season + Cathars' Crusade, there are far too many answers for them.

Before I forget again, have you considered Raging Ravine?

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Posted 23 February 2013 at 07:39 in reply to #325920 on Hazezon Tamar (suggestions?)

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Only like 5 of your cards uses counters so I'd say Parallel Lives over Doubling Season.
With all the creature token engines in here, I'd run Martyr's Cause to prevent damage and stop Progenitus from eating your face off.
You lack Commander hate. Chaos Warp, Terminus, and definitely Warp World. You can't go wrong with Warp World in a token generator deck!

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Posted 23 February 2013 at 04:40 as a comment on Hazezon Tamar (suggestions?)

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You need Mana fixing. Farseek? For the current cards, I would rearrange your lands to be:
4 Stomping Ground, 4 Temple Garden, 2 Sacred Foundry
4 Rootbound Crag, 3 Sunpetal Grove, 2 Clifftop Retreat
2 Forest, 1 (Gavony Township or Mountain), 2 Kessig Wolf Run
Running too many shock lands is a weakness and not getting the basic type for the tap lands also hurts so running 4 of each puts you at a disadvantage.

3 Primordial Hydra should be enough. Bioshift isn't a good card. People won't expect it but once they've seen it, it won't work twice so I recommend finding a better one.

3 Clan Defiance is nice but you're missing out on AoE effects like overloaded Mizzium Mortars, Bonfire of the Damned, Planar Cleansing, Terminus. 2 Clan Defiance, and some area effect like Bonfire x2 or Terminus x2 would be good, especially since there are a lot of token decks, red deck wins, and rakdos/gruul versions of red deck wins running around.

I think it's important to keep some side board enchantment destruction, 2-3. I'd say 3 since a lot of Blind Obedience is running around and your creatures entering tapped would hurt you a lot. The cheaper removal being sorcery speed in standard right now really makes Blind Obedience a beast of a card as well.

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Posted 22 February 2013 at 04:50 as a comment on R/W/G Midrange

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Tips:
~Blind Obedience is a main deck card.
~Glaring Spotlight. 11 of your cards that handle creatures in the main deck, require targeting.
~Cyclonic Rift instead of Unsummon. +1 colorless cost but targets any permanent and can overload for all opponents.
~Jace, Architect of Thought. Memory Adept is more specific towards Mill.

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Posted 14 February 2013 at 07:23 as a comment on Esper Control 2

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It shaped up really nice. It's quite the hellish deck now. Last thing you need to do is handle hexproof's. Originally the main answer was "target player sacrifices a creature" but Gatecrash released Glaring Spotlight. My STD Dimir Mill uses Liliana because I built it around durability of the field so I run Liliana.

Because your Dimir Mill is more like an aggro build, I'd recommend running the Glaring Spotlight. Sideboard 2 or even main deck them depending on how you want to use it! :)

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Posted 12 February 2013 at 10:17 in reply to #323203 on Dimir Cipher Control

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Tips:
drop Whispering Madness to 1 to 3. I'd say 1 or 2, depending on how much you need it.
drop Stolen Identity to 1 or 2. It really depends on your ramp and you don't use keyrunes.
drop Soul's Ransom to 2 or 3. You have plenty of better answers to creatures and you are not the discard deck.
drop Consuming Aberration to 2 or 3. Run a different bomb as well to prevent Slaughter Games from locking you out.
drop Murder or Grisly Spectacle.
drop Dimir Charm to the sideboard. It's good but too specific compared to the other charms.
drop Augur of Bolas. It's good in decks with over 24 Instant/Sorcery spells but you still miss a lot even then.
drop Duskmantle Seer. Most of your costs are too high and you're not running life-gain.
drop Undercity Plague from the sideboard down to 1 or 2.
drop Thrull Parasite from the sideboard. The sideboard is answers to weaknesses of your deck.
raise Illness in the Ranks to 3 or replace it with 3 AEtherize.

I'd say to run 22-25 lands in this format because black and blue are targeting lands like the plague with Aberration and similar cards.

Edit:
Consider: Paranoid Delusions x3 or x4
Consider: Mind Grind x1 or x2

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Posted 12 February 2013 at 06:56 as a comment on Dimir Cipher Control

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You need something to handle hexproof creatures like Geist of Saint Traft and your own Invisible Stalker. Liliana, Tribute to Hunger, etc.
Sideboard them for the win! :)

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Posted 11 February 2013 at 01:15 as a comment on Standard Mill (Post GTC)

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I can understand why people might choose Griselbrand over Jin but you're missing the important part, the Legendary creatures selected above are there to blow out your opponent in 1 turn. You empty their hand or draw cards for Jin and you Annihilate 6 with Emrakul. The rest of the deck and sideboard include returning things to their owners hand, drawing pieces to the Reanimates and discarding for the reanimates.

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Posted 27 January 2013 at 23:34 in reply to #319173 on Legendary Reanimate

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I was going to post a long thing but since you say not all the cards are listed, I'll just give you some tips:
24 lands is too much for a Golgari deck. A good # of lands for a 2~3color deck is 20~23.
Treasure Find to 2. Acquiring cards from your graveyard for a black or green is fine, but paying both really hurts your pool. It's better to draw a different card than to try and reuse something in your graveyard. A majority of the removal in standard for the moment is Exile as well so the likelihood that you get a bomb back is lower as well so it's a bit counterproductive.

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Posted 27 January 2013 at 09:33 as a comment on A monster in Rogue's passage

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I believe most people play combo decks rather than aggro or burn. Out of the aggro decks I know, the truly good ones run first strike or instant-speed removal to shut down your deathtouch so I think you need to up your game if you want to fight on par with an aggro deck.

The format for this deck is Modern, Legacy, Vintage, or Casual... Vintage and legacy decks are more likely to be combo decks that go off by turn 3. Casual decks include basically no rules for deck construction, which is like saying "let's have fun with unglued/unhinged...

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Posted 25 January 2013 at 14:47 in reply to #318708 on Death Returns

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So this deck was built to slow down aggro decks and nothing else?

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Posted 25 January 2013 at 08:34 as a comment on Death Returns

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