dknight27

1,840 Decks, 2,576 Comments, 300 Reputation

unfortunately, the mechanic you have going here is a bit too slow and vulnerable to work in a match. the mana acceleration will take a long time to build, and the opponent should be able to overwhelm you before you pull it off.

you need to run 4 elvish pipers and 4 quicksilver amulets. that should help you out immensely.

also, the equipments you have in the main deck are redundant. your creatures are big enough on their own, so they don't need trample or boosts or being unblockable.

running 4 lightning greaves would work much better as it will help you protect your boys.

dense foliage wouldn't be a bad idea either

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Posted 06 February 2014 at 07:21 as a comment on Annihilatior

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snapcaster mage is a must in a deck like this.

if you don't mind going modern instead of extended, isochron scepter will make the deck twice as effective

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Posted 05 February 2014 at 06:10 as a comment on Talrand

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decks like this operate best when they have a prison mechanic going to completely shut down what the opponent is doing long enough for the counter buildup win.

cards like ensnaring bridge, static orb, storage matrix, winter orb, and silent arbiter will make the opponents plan pretty much useless

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Posted 05 February 2014 at 05:21 as a comment on counters to win deck

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snapcaster mage is a better choice than blistercoil. he acts as a great chump blocker with a great chance at more instant fun.

if you are ok with making it modern instead of extended, isochron scepter is by far the best thing that can happen for this deck

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Posted 04 February 2014 at 22:00 as a comment on Burn/Control

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the problem with that is black vise is banned in legacy

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Posted 03 February 2014 at 18:38 in reply to #432222 on Legacy Cage

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unfortunately, this deck needs a little work. your mana curve is a little too high for this deck to pull of the speed it needs to get the upper hand. all your equipments are too expensive and don't help you enough to justify their place. the equipments you want are bonesplitter, sword of fire and ice, and batterskull. 4, 4, and 2 should be good enough. with the mystics, that's more than enough to get the job done.

kor cartographer doesn't really help you at all. in the current deck you have going, you don't need 5 mana for anything really, and you would be better off with another card that did something better. there are some absolutely sick small creatures that would put this deck over the top. knight of meadowgrain is awesome on his own, but in an equip deck, he can win you the game.

turn 1 bonesplitter
turn 2 knight
turn 3 equip and run for -4 for them and +4 for you

student of warfare is also a really good creature choice, as its a turn 1 drop that is soooooo easy to turn into a beater. its not a bad top deck at any point in the game either.

another thing that would really help is running 4 mutavaults on top of the 20 plains. they will help make sure you have enough mana to get the job done as well as a creature at any time. they were basically made for decks like this

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Posted 03 February 2014 at 06:03 as a comment on kor piece of equipment

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you are correct. the cage is the only way to win. this is a prison deck, so it completely locks down the opponent and sits around while the win condition ticks away.

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Posted 28 January 2014 at 18:38 in reply to #432222 on Legacy Cage

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here are 2 of your options

http://www.mtgvault.com/dknight27/decks/legacy-land-destruction-2/

http://www.mtgvault.com/dknight27/decks/legacy-land-destruction/

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Posted 23 January 2014 at 00:47 in reply to #429690 on SALT THE LANDS

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ill build this deck the way I would do it, and you can check it out

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Posted 22 January 2014 at 06:44 in reply to #429690 on SALT THE LANDS

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unfortunately, this build is a little too slow to be competitive. you mana curve and spell choices pretty much dictate that you wont kick into action until turn 4, and by then its already too late. its pretty much essential that you drop a land death spell on turn 3 and then again on 4. if you do that, you should have enough control of the game to pull it out. otherwise, you will have given the opponent enough time to get something going, and then its too late to stop it on the field.

believe it or not, dingus egg is a waste of time. you should be able to get some damage off of it, but its no where near efficient enough to justify its place in most decks. it wont win you the game, and it wont hurt the opponents land base. on top of that, being 4 mana is a killer. you will have to wait till turn 5 minimum for it to be effective, and by then its too late in most cases.

arc runner is a bad choice for a beater win condition. it will only give you 5 damage, and then its done. very unreliable. you would be better off with a win condition that is more reliable and sustainable. firewing phoenix is one of the best creature choices for red for this purpose as its super hard to keep off the field. the best possible win condition in this deck would be bitterblossom. drop that sucker turn 2, and never look back as you swarm the field while the opponent is basically helpless.

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Posted 22 January 2014 at 03:10 as a comment on SALT THE LANDS

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a deck like this gets kicked into overdrive with 4 copies of howling mine. it helps the opponent a little, but it helps you a lot more. as it is, you are likely to run out of steam if the opponent can stop even 1 burn spell.

on top of this, your mana curve calls for more lands. I know you don't want to draw any after you have 3 out, but its essential that you drop the second land on turn 2, and the third by at least turn 4 in order to reach the speed you need to pull off a direct burn win.

reverberate is useless in this deck. for 2 mana, its not as efficient to copy a spell unless it deals more than 3 damage. if it dealt less damage, you would be just as good with a 2 drop 3 damage spell like incinerate. for reverberate to actually work, you want it doing something awesome, not just good. until you come up with 5 mana, reverberate is pretty much useless, so you are better off taking them out for more lands.

I would consider running 20 or 21 lands. something else that can help you is to run the creature lands like mutavault. they still help you pump out the 2 drops and 3 drops, but they can also deal 2 damage a turn when you are running dry of burn spells. they can also buy you a turn with a good block, and arnt a useless top deck.

I would run 18 mountains and 3 mutavaults. that should handle it.

flame burst is too dependent on a long game to be realistically effective. you would be better off with incinerate clones and such.

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Posted 22 January 2014 at 02:40 as a comment on OHHH BUUURRN

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reliquary tower doesn't help you enough to justify itself in the deck. you want to drop patron wizard turn 3 if possible, and the tower will really hold you back

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Posted 22 January 2014 at 02:18 as a comment on Controlled Future

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krosan restorer isn't worth the spot in here.

you desperately need something to speed up the deck so that you can get to what you need more quickly. you have a good amount of land search, but nothing to actually get you the enchantments.

sylvan library is a big help. so is harmonize

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Posted 21 January 2014 at 00:39 as a comment on Living land

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call of the herd is an excellent elephant card

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Posted 18 January 2014 at 21:43 as a comment on Thick Hide

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im afraid this deck is gunna be too slow to keep up with other stuff in modern. you have no way to search out emrakul or banefire, and no way to stop anything the opponent is doing. so basically, you will sit there until the opponent kills you, because his or her strategy has a higher statistical chance of hitting.

in order to make this deck work, you need something to speed it up

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Posted 18 January 2014 at 21:33 as a comment on EggaTron

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opal palace was an accident. I meant it to be nykthos.

abundance is an interesting idea, ill think it over.

triumph of ferocity is good.

lurking predators takes too long to be effective for my taste. since I don't have any ramp in here other than nykthos, I prolly wont be able to play it till turn 9, so I would rather have something that lets me do something earlier.

the purpose of giant growth and the like is to let a creature live through something that would kill it with damage. whether it be for a block, or a bolt or whatever. that's why I don't have too many of them. same thing with ranger's guile.

blanchwood armor just makes your creature a target, and then you are down 2 cards. ive never had a blanchwood win me the game more than it gets taken out. same thing with keen sense. I don't want a creature that has to be blocked every turn, I want the 2 cards.

ive already got lightning greaves in, but ill consider alpha authority

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Posted 17 January 2014 at 20:25 in reply to #428000 on Nylea EDH

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good stuff. thanks for the feedback mate

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Posted 14 January 2014 at 01:46 in reply to #426926 on Thassa EDH

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if he wants to play it modern, that's fine. it could be legacy pretty easily too.

fabricate is only too slow if you have a torpor orb and a heartless summoning already, which is incredibly unlikely. otherwise, you need more mana and as there is no way but lands in here, so in fact, fabricate is exactly what you need.

myr superion (2) and heartless summoning (3). chances of that coming together without any search or fast draw are pretty slim. not worth running.

using remand as a timwalk is fine and dandy and all, but if he is trying to use it to protect the orb or creatures that will be sided in with haste, he would be better with a counterspell. especially when they see remand early in the first game. if they don't see it early, then its not as effective, so the difference is negligible on its worth

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Posted 12 January 2014 at 09:50 in reply to #426525 on Torpor Orb

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im sorry to say that torpor orb wont work for myr superion. his effect isn't an ability.

as you are playing a combo deck that needs artifacts, it is absolutely essential that you run 4 fabricates. that will speed this deck up tremendously, as it can fetch any part of the combo.

phyrexian dreadnought is a must in here as well.

I would consider running 4 stifles, as they do the same thing as the orb and can also be used to mess up the opponent.

heartless summoning isn't good enough to deserve a spot in here. you don't need your 1-4 drops to cost 0-2. the whole point of the deck is to play fast creatures, and they work that way anyway as long as you have the orb out or stifle.

remand isn't the best choice for a counter, as the opponent can just play it again if he has enough mana. if its countering a counterspell or whatever, if they have 2 more mana, you will still get countered as they can replay it as soon as remand exists the stack.

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Posted 12 January 2014 at 09:24 as a comment on Torpor Orb

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unfortunately this deck relies too heavily on counterbalance with no way to make sure you have it in play. library of leng gives you absolutely no advantage early game if you don't have counterbalance, and you have no search methods for counterbalance. You also don't really have that much draw power that can be accessed early game

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Posted 05 January 2014 at 20:53 as a comment on Counterbalance Budget

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