dknight27

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

if you rite of replication the golem then it goes on infiinitely with no way to stop it, i think

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Posted 20 April 2011 at 21:42 as a comment on Ancestral Recall in Standard

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let em rip

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Posted 20 April 2011 at 17:31 as a comment on legacy markov

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line them up and smack them down

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Posted 20 April 2011 at 01:36 as a comment on legacy ultimate control

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normally im not a fan of playing combo decks, they just arnt as fun, but this one is a blast

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Posted 19 April 2011 at 06:48 as a comment on leg solidarity

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ping pow infect

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Posted 18 April 2011 at 17:49 as a comment on lash infect

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skyhunter prowler doesnt need to be in here either. Mirran Crusader fits in here perfectly. imagine a turn 3 drop of mirran crusader, then a turn 4 drop of light from within and swinging for 8 with 1 little dude.

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Posted 18 April 2011 at 04:10 as a comment on White Knight Story

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whats up v, i love a good knights deck. youv got a pretty good build here, but i would swap out a few things. you are very enchantment heavy. knights are supposed to be fast and usually win with swarm. if you rely on enchantments as a win condition too much u r too vulnerable to enchant removal which will hit like an anvil when the opponent figures out what your up to. concerted effort isnt really necessary in here. neither is ghostly prison. you want field domination that is generated by the knights power. i would add more removal to make sure the opponents threats are out of the way and your knights are free to roam. sub in 4 path to exile and 3 journey to nowhere. that way the opponents field will be clear.

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Posted 18 April 2011 at 04:08 as a comment on White Knight Story

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i hear ya heely, but unfortunately path is extended now, if not i would be all over it

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Posted 17 April 2011 at 23:23 as a comment on standard white knight

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counter, counter, counter

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Posted 17 April 2011 at 23:20 as a comment on leg harsh control

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knight exemplar makes it all worth while

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Posted 17 April 2011 at 22:13 as a comment on standard white knight

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here is a good game

turn 1- land and goblin guide (18)
turn 2- land and rip clan crusher (14)
turn 3- land, jund hackblade and lightning bolt (7 or 4 depending if you had to burn a creature)
turn 4- land, bloodrade elf into boggart ram gang- boom

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Posted 17 April 2011 at 21:44 as a comment on extended haste

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whoops, not sure how i missed it. fixed

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Posted 16 April 2011 at 22:56 as a comment on standard vampire

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the sideboard can handle most of the problems in standard

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Posted 16 April 2011 at 18:02 as a comment on standard vampire

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im rather fond of this one

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Posted 16 April 2011 at 17:39 as a comment on standard sacrifice

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to all the ladies in the place with style and grace

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Posted 16 April 2011 at 07:14 as a comment on notorious b.i.g.

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whats up dev. i like what your trying to do here but unfortunately this build wont work in vintage. creature based decks like this are easily taken out by wrath of god, damnation, or pyroclasm all of which are run like crazy in many legacy decks. your biggest problem will actually be engineered explosives because all your creatures cost 2 and almost every legacy deck with at least 2 colors will have the explosives in its sideboard. i know its more expensive but you will also want to run different lands than the basics. they will hold you back a lot

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Posted 16 April 2011 at 06:35 as a comment on Savage Signet Outlanders

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this is also the best sideboard ive ever made. it can handle almost anything

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Posted 16 April 2011 at 06:12 as a comment on vintage worldgorger

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turn 2 is quite possible

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Posted 16 April 2011 at 06:11 as a comment on vintage worldgorger

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turn 2- dreadnought and stifly, boom

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Posted 15 April 2011 at 05:46 as a comment on leg dread

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fetchlands r to make sure i have the appropriate mana to play treasure hunt turn 2 if necessary. believe it or not its decently hard to have a blue

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Posted 14 April 2011 at 07:36 as a comment on leg land slap

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