ControlGame

95 Decks, 158 Comments, 0 Reputation

a lot is dependent on getting a lucky hand; all it takes is one duress and ur deck is next to useless as is the case with most decks that use combos etc, hence the need to add more burn

also, maybe u played against bad lifegain decks..

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Posted 11 May 2010 at 17:14 in reply to #65211 on Runeflare Combo

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seems a tad vulnerable to quicker decks (eg heavy creature decks) mono burn decks, life gain decks.. etc etc; anyway as to the deck, Howling Mine and Font of Mythos will probably benefit opponents more than u

anyway, I'd definitely add more burn, u don't want to run out of steam after uv played ur combo (if u get to play it; meaning u draw the cards u need without any hand removal); sideboard swerve for something else, not sure u need Time Warp

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Posted 11 May 2010 at 16:54 as a comment on Runeflare Combo

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not sure why ur running eldrazi temple in this deck; also swap Ulamog for a third Emrakul; definitely add card fetch and protection against fast creature decks; eg Day of Judgment

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Posted 11 May 2010 at 16:16 as a comment on Polymorph Eldrazi 2 - please comment

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I don't think u can polymorph earlier than turn 3 with this deck; anyway I would consider splashing black for some removal which you will need and white for Day of Judgments

Diabolic Tutor can also be useful;

I agree to stick to Emrakul his extra turn and annihilator 6 abilities are gameover in most cases

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Posted 11 May 2010 at 16:10 as a comment on Polymorph This

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definitely splash black, since the best Mill Cards (Mind Funeral, Glimpse the Unthinkable and Haunting Echoes, Nemesis of Reason) are at least partially black

add hand control to last longer; you don't need Isochron Scepter, it's too vulnerable to removal; definitely sideboard Archive Trap and add some black spot removal cards (eg Damnation)

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Posted 11 May 2010 at 09:25 as a comment on Mono Blue Mill needs help

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also consider Indestructibility, which can be very useful

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Posted 10 May 2010 at 14:13 as a comment on Rise of Emeria Control

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looks pretty good, vulnerable to burn decks though, and I agree on Day of Judgment, u dont need it with all the excellent walls out there

anyway, I would definitely add Perimeter captain and maybe Ajani for extra life gain and to augment ur chances of getting to Iona, Felidar may also work in this type of deck in combination with Emeria and life gain spells

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Posted 10 May 2010 at 14:12 as a comment on Rise of Emeria Control

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I like it though its vulnerable like most combo based decks, hand control and burn decks are likely to break up ur combo

good luck though

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Posted 10 May 2010 at 14:02 as a comment on Gena Isaacs

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seems ok if u can pull it off, obviously u need a fair amount of luck and a passive player who does not countermove for about 3 turns, but could be destructive with the burn spells

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Posted 10 May 2010 at 13:46 as a comment on 3 turn :)

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vampire nighthawk would probably make a fine addition, add a few planeswalkers, also sideboard slingbow trap, not sure how ur going to use abyssal persecutor..

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Posted 10 May 2010 at 13:38 as a comment on Green Black, Demonic Scute

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add Darksteel Colossus and Lotus Petal or other mana acceleration for a turn 2 Colossus (via Tinker) and ur artifact lands

remember artifacts are vulnerable to spells such as Fracturing Gust, so ensure u have suffucuent protection; finally mana curve is not great; the cheaper ur spells the more chance of finishing opponents quickly and not being taken out by them by say turn 5

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Posted 09 May 2010 at 08:32 as a comment on First Deck, Blue Control

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I like the theme, but Im not sure I get how it works.. I mean I get the discard ur hand and treshold combo just not sure it would be very effective, cause A u just discarded ur hand and B u dont get much in return for it except for slightly upgraded creatures that cant block

add some versatility, maybe this works better with animate dead and discard say Progenitus type of creatures

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Posted 08 May 2010 at 14:05 as a comment on One With Nothing - No Hand Challenge Deck

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finally, I would keep the haunting echoes as they are, its the best mill card out there for standard imo together with mind funeral, not a big fan of nemesis of reason, which I never run, cause if u havent milled ur opponent that late in the game ur probably dead and it4s too easy to remove him for opponents

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Posted 08 May 2010 at 13:52 as a comment on Standard Mill

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I like it, it4s not a super quick mill deck though, so I probably wouldnt take out ur walls unless u can replace them by essential mill cards that guarantee say a turn 5 win

definitely sideboard Archive trap which u did, so great

as every mill deck out there its vulnerable to hand removal and eldrazi so be aware of that when ur playing, maybe add a duress or 2, it gives u more value than dispel in my opinion, cause it allows u to anticipate opponents moves and lets u discard his essential non creature non land cards

maybe splash bloodchief ascension with some damage spells just to give ur opponent one more thing to worry about
if hes not able to take it out, one mind funeral is enough to win the game

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Posted 08 May 2010 at 13:49 as a comment on Standard Mill

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also u could splash green for mana accel with the walls and add garruk or something

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Posted 08 May 2010 at 03:20 as a comment on R/W Control/Defender V2

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I like both planeswalkers for this deck, just a little vulnerable to spot removal, if ur opponent takes out the few cards u can take him out with eg vent sentinel and ajani its pretty much game over..

replace luminarch ascension with some protection for ur key walls perhaps,

either way I like the idea, just seems a bit vulnerable

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Posted 08 May 2010 at 03:17 as a comment on R/W Control/Defender V2

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good luck though ,-

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Posted 08 May 2010 at 03:11 as a comment on forgotten grace

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seems a little dicy imo, it only takes on path to exile to ruin ur plans if u cant discard ur opponents removal spells, also maybe u draw kraken hatchling for spellboounds boost

finally no guarantee u draw 5 lands in a row

I like the idea, but Id definitely look for a plan B to add to the deck in case plan A doesnt work out, also 8 high mana cost eldrazi for nothing but a possible attack boost seems a bit of a leap

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Posted 08 May 2010 at 03:11 as a comment on forgotten grace

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countering everything usually doesnt work, cause simply u cant, try and add some more proactive cards than simply passively countering opponents spells, also build a tighter defense and a way to win other than with big expensive creatures, which are too mana consuming

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Posted 08 May 2010 at 03:03 as a comment on Quest for Ancient Archmage.

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it's a bit of a long shot and ur deck needs some protection, but hey it might work every once in while against slow decks..

honestly, it seems a bit of a long shot; just focus on making ur deck stronger..

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Posted 07 May 2010 at 09:01 as a comment on Warp World Allies

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