Chilly282

23 Decks, 213 Comments, 0 Reputation

Fetch Lands mana fix.. yea. Fetch lands take lands out of your library... yea. Fetch lands make your library one card smaller.. yea. You have less chance of drawing a basic land.. yea. You lose 1 life.. yea.

Fetch lands mana fix, but your basically overusing it to the extreme with all those Knights and 10 Basic Lands. I mean usually your fine using Fetch Lands and they help aggro decks a lot by thinning lands and control decks later on by thining lands when a control deck doesn't need any mana. Your deck needs mana, but by using fetch lands your basically take out lands from your deck and making you have a less chance of drawing lands.

Most Jund decks run 25-26 lands. You only run... 22 with fetch lands that drain your mana?

It's fine, don't listen to me. You'll have lots of fun in tournaments :3. Have fun!

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Posted 27 November 2009 at 23:48 as a comment on Help with my standard deck

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I would maybe tone down on the Knights of Reliquaries and Dauntless Escorts and use Espeth instead. Your mana base is very shaky but those Borderland Rangers do help a lot. Not sure how good is Ajani in your deck but it kinda works with those 1/1 flier tokens if you could get both Emeria Angel out and Ajani out in the cut-throat tournament environment (which is unlikely due to your mana base and the fact that using fetch lands drain your library out of its lands).

I might want to take out one copy of Dauntless Escort for Borderland Ranger.

Personally I wouldn't want to use this deck against jund because the cards won't work out that well. Most of the cards don't really work that well together somewhat except for Emeria Angel and your fetch lands. Tidehollow is probably one of your best cards to win you the game if used correctly. Your mana base is a bit shaky due to way too much fetch lands and only 10 basic lands. You will only be able to landfall a bit each turn (about turn 8 or 9.. you should run out of basic lands). If you usually can kill by turn 8 or 9, which is kinda doubt for this deck, then I would take out fetch lands and add in maybe more basic lands..... or pain lands... or comes into play tapped unless you pay 2 life lands (basically fast dual lands)

This deck's mana base is kinda shaky even with dual lands. This deck doesn't have as much card advantage as Jund because Putid Leech will basically plow through everything except for Baneslayer Angel (which I doubt you could cast often due to your deck's fetch ability to drain you of land draws).

Overall, decent for casual play. I won't recommened this deck for tournament play.

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Posted 27 November 2009 at 21:45 as a comment on Help with my standard deck

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It's a test >.>...

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Posted 26 November 2009 at 23:20 as a comment on Test?

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Ok... I think I read "built for a causal play format that only lets you run one type of creature card"

Well I have to tell you that.. you can't build a fun wolf deck with this restriction. You can try, but the best deck possible with this restriction is probably going to be another enchantress deck with Howl of the Night Pack as a win condition. Which in my opinion is very bland and kills your opponent in the most boring way possible... Howl of the Night Pack (again.. yet again... yet...zzZZZZ).

Anyhow, wolf deck + creature limit doesn't mix. Unless your going to use Conspiracy and just make tokens using your spells and turn them into "wolves".

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Posted 26 November 2009 at 23:20 as a comment on Wolves of the North

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Ok.. maybe I typed too fast. Anyhow

-3 Panoptic Mirror
-2 Zuran Orb
-2 Cruicble of Worlds
-3 Fastbond
-3 New Frontiers
-2 Stream of Life
-3 Burgeoning

+ Lots of wolves
+ Stuff to pump your wolves
+ Wolf themed cards
+ Cards to draw more wolves so your deck will be overall better

Anyhow, I hope the third time is more wolf like.

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Posted 26 November 2009 at 23:12 as a comment on Wolves of the North

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This deck feels way too combo like to be casual....

I thought I said Fastbond was restricted to 1......

You don't need Bourgeoning, as it barely gives you any land (Because your gonna be playing all your land in like one turn or something with all those "play extra land" enchantments)

Panoptic Mirror is almost useless. Zuran Orb, the first copy is useless the rest is useless.Crucible of Worlds (same as Zuran Orb). Fastbond (same as Cruicle of Worlds)

Stream of Life is almost useless as it doesn't really do much. I'm not a big fan of life-gain but I can tell you it mostly just stalls out the game. I mean isn't Zuran Orb enough lands for you already?

You don't need Scapeshift and New Frontiers. Neither is really that great for your deck because New Frontiers makes your opponent really beasty (your opponent thanks you for getting him that crazy amount of mana so next turn he or she thrashes you with all his or her crazy mana, Fireball for 20!). Scapeshift, well it works with crucible of worlds and exploration and fastbond. I think I know which to pick.

Personally, I would run 1 Moutain and 23 Forests. and maybe 4 Vine Trelis instead of Master of the Hunt. your deck will be a lot better.

P.S. I don't see the wolf theme.... like at all... your deck has like 3 humans and 4 sorceries that make wolves? Where are the real wolves? Lone Wolf is lonely indeed.

Score: -1, same as last time.. sighs.

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Posted 26 November 2009 at 23:09 as a comment on Wolves of the North

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How does Favor of the Overbeing generate card advantage? I think you want your opponent to kill your creature that is enchanted so you lose the creature and the Favor of the Overbeing (-2 cards for you, ouch)

Not sure why Shielding of the Par is that useful because if your opponent in reponse to that spell and kill your creature, there goes your card advantage (-2 cards for you yet again, double ouch)

Way too much Archmage Ascesions, seriously, 4 is way too much. I would only run 2 at max because it's pretty much useless more than half the entire game and I don't seriously am thinking to depend on that enchantment to win me the game. (the fastest it can be activated in your deck is probably turn 9, which is very late)

Cancel is not card advantage
Cytoshape could be card advantage, but it's very situtaional
Nulltread Gargantuan is (-1 card advantage for you)
There is almost no abusing of Murkfiend Liege, it might help you cast stuff and pump stuff, but that's it. Kinda bland..., plus high cost, keep it down to 2 copies.
I don't see much card drawing to Lorescale Coatl
I rather use Elfish Visionary than Coiling Oracle because it's more consistant and easier to cast (1G vs UG).
Vedalken Heretic: You don't give him flying or well... any evasion. Good luck dealing damage to your opponent
Experiment Kraj: High cost, keep it to 2 copies.

I would bump total land count to 23. And of those lands, I would at least add 4 dual lands that can make both U and G mana. I prefer Misty Rainforest, but that card is very expensive. You can go with something cheaper like Terramorphic Expanse if you like.

I would also add stuff that might give your creatures flying and gives you card advantage. Like I dunno... spells that say "target creature gains flying, draw a card". Or well, anything that allows your Vedalken Heretics to go really at it. Plus Lorescale Coatal will get boosted faster.

Also, I would use Negate and Essence Scatter instead of Cancel because they are 1U instead of 1UU. I don't usually like double UU for a dual colored deck unless I'm like deck out with the best dual lands.

Overall, I give your deck -1. Good luck improving it

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Posted 26 November 2009 at 23:00 as a comment on G/B Card Advantage

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Sounds like your deck runs Black and Red from your speech. With "Martyrs" mayble splashing a part of White.

Though personally, I will still abide by the legend rule when constructing your deck. The legend rule is meant to balance the game and make it fun for everyone to play (not just yourself), just like that 4 copy of a card rule. If you want to break it, just edit the deck and feel free to do so. Similar is said for the Banned/Restricted list.

Anyhow... time to work on a Red/Black/bit of White Giant deck?

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Posted 24 November 2009 at 09:26 as a comment on I would like some help please.

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@ Bon_Bocci

Protection from Red means it has shroud against Red spell, it prevents all red damage, red creatures can't block it.

Earthquake won't kill it.
However, if a spell makes damage can't be prevented, then Earthquake can kill it.

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Posted 22 November 2009 at 20:58 as a comment on ANTI-JUND

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Putrid Leech or Malestorm Pulse > Vadalken Outlander
Blightning will still rock your deck really hard
Jund still has more card advantage than you because of casade

You made Terminate useless, Bitminous Blast almost useless (they can still do it to their own creature for casade effect).

Meh... it seems slightly better as you have better spells but Jund has Card Advantage. I'm not too certain which will win, have you tested this deck out against a typical Jund deck? (There's a deck list at MTG.com of a typical Jund deck)

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Posted 22 November 2009 at 20:56 as a comment on ANTI-JUND

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Oh... though I just saw you want to get this for tournament?

I suggest running at least 25 lands. Yea, I'm hella serious. Take out Cancel also because its too shaky most of the time and probably replace them with Essence Scatter (Countersquall + Negate can deal with non-creatures). The number 1 cause of death in tournaments is mana screw. If you don't even run remotely near 24 lands, you stand a far greater chance at mana screw. Also I would sideboard Sphinx of the Lost Isle in case your up against any black removal deck spells (Terminate + Doom Blade are common)

I will main board Day of Judgement and sideboard Mindbreaker Trap and Punish Ignorance (reason, those two are too slow).

Yea, since I saw your playing competively, ignored what I said earlier lol. And good luck!

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Posted 22 November 2009 at 20:46 as a comment on esper control

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Interesting how every white deck has a Baneslayer Angel.... That card is too broken >.<

Oh... anyhow, I would probably take out Honor of the Pure and use Nimbus Wings since you only have 8 creatures (gives +1/+2 more and flying, and cost the mana, and cost like a lotta $$ cheaper)

Yea... +1 for the deck... though >.< Baneslayer...such a broken card.

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Posted 22 November 2009 at 20:41 as a comment on Enchanting Angels

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Feels a bit slow with all the comes into play tapped lands, but it will get pretty good once online.

Not very fast, but still pretty good when it gets going. +1 for casual play.

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Posted 22 November 2009 at 20:37 as a comment on esper control

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I see 16 Swamps, no card drawing power, a lots of stuff that cost either 3 or more.
I see mana screwed a lot :(

-1

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Posted 22 November 2009 at 11:19 as a comment on Discardwsome

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Hmm.... all I do is run Counterspells or Destroy all your Islands and I win the game?

Your making this too easy for me :)

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Posted 22 November 2009 at 11:15 as a comment on Mortal Wits

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Though Enlightened Tutor brings out Honor of the Pure, but I think with all those removal and 4 copies of Honor of the Pure, I don't think you need to tutor for it.

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Posted 22 November 2009 at 11:05 as a comment on Boros

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I might just want to replace the Enlightened Tutor for a Expedition Map

Expedition Map (1)
Zendikar Common
Artifact
(2) Tap + Sac: Search for library for any land, and put it into your hand.

Since Enlightened Tutor only really puts the card on top of your library (-1 card advantage Mystic Tutor) where Expedition Map puts the card in your hand (0 card advantage, you trade the Map for a land, thins your deck out of 1 land). Expedition Map is a bit better and it can fetch your legendary lands also, which also gives it a plus.

Everything else looks like decent except for maybe Armageddon. Not sure how fast Vintage is in your community, but seems like with only two copies of Armageddon, you aren't likely to turn 4 Armageddon. Not sure if you really need it, but most white whennies run 4 for the prospect of turn 4 Armageddon (basically says win in white weenie). But two copies is still good for middle to late game advantage.

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Posted 22 November 2009 at 11:03 as a comment on Boros

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Hmm... seems pretty fun and easy to play!

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Posted 21 November 2009 at 23:11 as a comment on Esper Aggro

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Not a bad deck. Though I think it would be slightly better if we replaced Brainbite with removal spells like Doom Blade or Terror. Since your opponent should be out of cards by the 5th or 6th turn and you don't really have to use spells to make him discard anymore.

so

-4 Brainbite
+4 Doom Blade or Terror

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Posted 21 November 2009 at 23:03 as a comment on Discard Betch!

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I'll take the challenge also :)!

http://www.mtgvault.com/ViewDeck.aspx?DeckID=34379

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Posted 21 November 2009 at 22:57 as a comment on Wolf Challenge!(Read Deck Description)

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