Claws

19 Decks, 121 Comments, 2 Reputation

If you're going to name it Thundering Giants you need to have Thundering Giants in it, just for thematic purposes :) And they actually wouldn't be a bad addition.

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Posted 06 July 2008 at 07:03 as a comment on Thundering Giants

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Not bad for a draft deck

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Posted 06 July 2008 at 06:41 as a comment on Negative Creep

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Insanely high casting costs there dude. How exactly are you planning on getting nough mana to cast all this stuff? Looks to me like you won't be able to cast anything until turn three at the earliest. Look into things to speed this up a little. Your creature selection isn't bad...just expensive.

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Posted 06 July 2008 at 06:40 as a comment on ASSASSINATION

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If they have no cards in hand they can't discard thrie hand, making it function as a counterspell, which it is in the first place. And if I don't need the Perplex I can transmute it to dig up a Hyppie or a phantom warrior.

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Posted 06 July 2008 at 06:01 as a comment on Ninja Specter Discard

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I basically just wanted to use SOMETHING from the new set in there, that's the real reason for the cairns. And it does give me the ability to sideboard in some black if I want.

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Posted 06 July 2008 at 05:51 as a comment on Kobold X Burn

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Can't afford a Lotus or a Mox, maybe if I win the lottery, but even then there's more important things to spend money on. I do have about 5 Sol Rings though, I might throw one in there. The Cairns are for the spend one to get two effect, the black is irrelevant. I didn't use Grapeshot because I've seen it before and wanted to do something different. I should be able to empty my hand pretty fast with this deck, so I figured a Demonfire that can't be countered would work just as well.

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Posted 17 June 2008 at 22:40 as a comment on Kobold X Burn

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Too bad the new Shadowmoor mechanic wither pretty much neuters Stuffy Doll, one Puncture Bolt and he's done.

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Posted 17 June 2008 at 21:09 as a comment on Funny Stuffy

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Nice deck. I've got one I've been tweaking for the better part of a year now, it's very mean. When I have more time I'll post it. It's a mill deck involving Extirpates and Cranial Extractions. And a nasty little combo I found = Temporal Extortion on a Panoptic Mirror. All mine needs is a few Glimpse the Unfindable.

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Posted 31 May 2008 at 17:50 as a comment on Super Milling

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Not bad. i wouldn't call it a control deck though...more like a life gain/burn deck. False Cure would be very very bad to have played right after the Beacon. If you're playing against black look out for it.

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Posted 31 May 2008 at 17:45 as a comment on White red control

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Much better If you can pull off the combo pretty much game over...IF you can pull it off. Fear any deck that can get rid of Phage before she hits play. As an example, a Cranial Extraction in the second game would be the last card you'd want to see. Since you already have green, consider throwing a Taunting Elf in there as well. Let Phage sit there for a turn, if they have at least one blocker they won't be too concerned about her yet. Then play the Taunting Elf and haste THAT.

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Posted 31 May 2008 at 17:41 as a comment on Phage What What

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Jeez. Just jeez. There are so many ways this deck could be beaten it's not even funny. First off, you need more than just Phage in there. A Trap Runner can block her all day long, even if she is made unblockable. Extirpate, a Shimian Specter, or Cranial Extraction would take away your win condition, pretty much neutering your deck. You need more than one win condition. Look up the Trap Runner if you've never seen it.

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Posted 19 May 2008 at 16:30 as a comment on Phage

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You can't use the piper to put Phage into play unless you first have a Platinum Angel out. You lose the game if Phage comes into play any other way than from your hand. Putting her into play with the Piper is playing her through another card. You have to pay Phage's mana cost in order to not lose, unless you have a platinum angel. And if the Platinum Angel dies while phage is still in play, i believe you would lose then as well. Phage isn't the "I win" button that everyone seems to think she is.

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Posted 19 May 2008 at 16:19 as a comment on Phage What What

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Pull the Spark Elementals and add 4 Smokebraiders, they'll help you get your other elementals out faster and you can pay their activation costs with them.

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Posted 15 April 2008 at 20:25 as a comment on Flamekin Burn

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I would add a Magus of the Moat in there, prevents non-flyers from attacking.

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Posted 15 April 2008 at 20:21 as a comment on

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I went with Fireballs for the utility of them, I can target more than one thing so I can wipe the board if I need to.

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Posted 15 April 2008 at 20:20 as a comment on Not Quite Affinity

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Looks like he's relying on Garruk to untap those Vivid lands when he plays them, good idea, except that most players kill him as soon as he hits the board.

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Posted 15 April 2008 at 20:15 as a comment on Treefolk 2

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You can also use the Ravnica block lands to pop the Gemstone Mines back to your hand with 1 counter left and replay them next turn with 3 again. And medomat, if the combo works the way it's supposed to I'll have more slivers than I know what to do with.

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Posted 15 April 2008 at 20:12 as a comment on Sliverburn

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Look into the Basal Sliver/Consume Spirit combo, lets you sacrifice your slivers for a huge Consume Spirit. And it's standard legal.

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Posted 15 April 2008 at 01:24 as a comment on The Dark Side of Slivers

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If you want to win using the Darksteel Reactor you need at least 2 of them. You also need things that give you charge counters, such as Coretappers (which are Myrs anyway) I suggest 1 more Reactor, 4 Coretappers, and 4 Energy Chambers. Look into a Paradox Haze as well, gives you 2 upkeeps to add charge counters. With all 4 Coretappers and Energy Chambers out, you can win with the Reactor in 3 turns.

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Posted 14 April 2008 at 17:54 as a comment on Artifacts Aplenty

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Not bad, i'd trim it a bit, but overall it isn't bad.

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Posted 14 April 2008 at 17:49 as a comment on Zombie Apocalypse

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