dknight27

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

true, a multiplayer might change things up, but u will never run out of time with this deck, if u include 6 tap for damage creatures, which i always do in my infinite turn decks, then u can be tapping for 6 damage each turn rather then just 1. this way u can kill all 3 other players in just 7 turns. i also include 1 copy of feldon's cane in infinite turn decks just in case. it will buy u a minimum of 40 more turns in which to win, and if u cant win with 90 turns then the opponent deservs the win. the big creature approach leaves u way too open for a counter attack. lets say u have pulled off ur combo and r sitting back waiting to get enough mana to put a nig boy into play. u finally put down the 9th mana and tap out completely tolay it down when the opponent playes a disinchant and suddenly u have no mirror and no new turns, then they play doom blade and the creature is gone too. now u have nothing.

if u use indirect cheap damage, u can play multiple copies as well as support cards and still have enough mana to wait with a counterspell in case the opponent has somehting to use on u. game 1 the opponent might not have what it takes to overpower those creatures and ur combo, but game 2 and 3 he or she will be ready

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Posted 07 December 2009 at 21:04 as a comment on INFINITE TURNS!

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whats up my man, i love the infinite turn awesomeness. unfortunately destruction isnt the only way to deal with the mirror. it can be bounced or confiscated, so counterspells r the best way to protect it. pact of negation is a must cause both cost 5 so ur mana will be tied up while while playing and imprinting the combo. ur creature choices seem very odd to me. u dont need beastly creatures with infinite turns. something more subtle is called for like prodigal sorcerer. u can just sit back and deal 1 damage each turn, and sense the opponent can take a turn its 20 strait turns for the win. that way if the opponent could stop an attack, which is quite easy, they cant stop u from tapping to victory. i also think u need silent arbiter in here,. he is by far the best way to slow up an attack deck and there r plenty out there. he will help a lot with the blocking and reduction of damage to u while u get the combo out.

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Posted 07 December 2009 at 19:39 as a comment on INFINITE TURNS!

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nice job hip, i love a good pandemonium. im working on 2 of them currently, nice job

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Posted 07 December 2009 at 18:16 as a comment on Dreadnought pandemonium

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whoops, 4

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Posted 07 December 2009 at 14:02 as a comment on Game:Post Your card

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Illusionary Mask is the next choice

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Posted 07 December 2009 at 13:50 as a comment on Game:Post Your card

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although, technically speaking, infinity is a concept that cannot exist in any of our 11 dimensions, so its just an astronomically big number like a google

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Posted 07 December 2009 at 13:22 as a comment on Izzet really infinite damage (please comment)

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i rather like how this one plays, very exciting

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Posted 06 December 2009 at 21:28 as a comment on hit the floor

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well damn, this just all went to hell

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Posted 06 December 2009 at 20:20 as a comment on hit the floor

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oh hell, i got all excited when i thought rebuff was standard. the 2 notmal creatures r in there for 1 simple reason. without the diverse lands i rely on in non standard decks i have no real assurance that i will have a forest and a plains on turn 2, and for this deck to be effective it is extremely important to play 1 creature each turn for the first 3 turns. all those good 2/2s that have abilities cost 1 white and 1 green. after playing this several times the mana works out turn 2 about 50% of hte time and that jsut doesnt work for me. this way i will get a creature out turn 2 for sure

do u have any suggestions abou treplacing rebuff

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Posted 06 December 2009 at 19:14 as a comment on hit the floor

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turn 1, land and llanowar elves
turn 2, land and dauntless escort
turn 3, land and magus of the disk
turn 4, your all set up

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Posted 06 December 2009 at 18:16 as a comment on hit the floor

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i would give the average elephant a 4/4. considering the human in this game is worth 1, and a fierce human is 2, the elephant is clearly strong enough to kill many of them. and any higher and it would be in the realm of the "colossal" creatures

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Posted 06 December 2009 at 16:54 as a comment on Pachederm Punishment

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he would be ok, but the main point of this deck is to create direct swift damage. spark elementals true worth is that it is a 1 mana creature so i can play it first turn when the opponent has little chance to stop or block it. hellspark is turn 2 so it can be stopped, i would much rather play incinerate turn 2

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Posted 05 December 2009 at 23:08 as a comment on mustang mayhem

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in my opinion the easiest way to win with door to nothingness is with prismatic omen, extraplanar lens, 5 lands on the field and 1 on the lens

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Posted 05 December 2009 at 23:06 as a comment on Open the Door

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ya thats a good move

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Posted 05 December 2009 at 20:28 as a comment on Turbo Fog

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the doubling season really isnt needed here. by the time u play it u should already have 3 or 4 counters on Luminarch Ascension, so that wont do u any good, and when Luminarch Ascension is active u should be able to produce 2 or 3 angels right off the bat, so u dont really need 4 or 6. 3 4/4s with flying is a game winning situation, 6 just isnt needed. u would do better with another rebuff the wicked to make sure that pasky enchantment removals cant set u back

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Posted 05 December 2009 at 17:54 as a comment on Turbo Fog

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whats up my man, u r missing a very key aspect here. u need 4 pact of negations to make sure that the combo doesnt go off. it is by far the best anti combo card ive seen in a while. i liek the meddling mage and lobotomy in here. very effective. i would consider damnation for massive creature removal in case the opponent is wielding a creature combo. if u dont want damnation then doom blade would suffice. cranial extraction is sort of out of place here. this deck relies on removing the cards before they r played or preventing them from being played. therefore the point of this deck is to not let the graveyard be full of cards that need to be used, so all u will be removing is the non essential cards. other then that i rather like this deck. there is deff room for a good sideboard to make sure u can adjust to specific combos, nice job here. no need for any +1, i just enjoy the feedbacking. i might make a deck like this myself in the future

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Posted 05 December 2009 at 02:19 as a comment on Expert Removal

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keep wall of hope, u need turn 3 to play a counterspell or the like to keep the opponent at bay long enough to pull off the combo for the win. wall of hope can buy u at least 3 turns of safety due to life gain and early blocking. trust me, the first turn wall of hope is an excellent play. the control elements u have picked seem strange to me. there r better versions of everything that u have selected. what format r u going for here

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Posted 05 December 2009 at 01:37 as a comment on Yes, Sir, Sergeant Paradox!

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Amoeboid Changeling would do the trick

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Posted 04 December 2009 at 19:22 as a comment on Help please

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i would love to c a battle of wits deck. ive got one myself

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Posted 04 December 2009 at 08:31 as a comment on (insert title here)

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aluren is amazing

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Posted 03 December 2009 at 22:33 as a comment on celestial cyclone

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