drakeraenes

495 Decks, 2,257 Comments, 628 Reputation

imperious perfect comes in handy early on for the +1/+1, and i can make some chumps to help speed up the archduid's mana for a genesis wave.

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Posted 24 April 2014 at 07:46 in reply to #441244 on Elven Genesis (Legacy)

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okey doke. was just wondering is all

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Posted 24 April 2014 at 01:21 in reply to #457684 on Antici.................pation!

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drop a hammer for another phoenix. with it being legendary, any extra would be a waste of hand space

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Posted 23 April 2014 at 23:58 as a comment on Purphoros Devotion

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clockspinning?

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Posted 23 April 2014 at 23:56 as a comment on Antici.................pation!

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trying to run wild nactl in an almost entirely red deck seems like a bad idea to me. it messes up your mana too much, even with fetch

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Posted 23 April 2014 at 23:55 as a comment on Blitz [MODERN]

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i totally get your point, but if someone plays something like witchbane orb, then you are screwed. im just suggesting things that MAY help, not will. its all dependant on a persons play style really.

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Posted 23 April 2014 at 20:13 in reply to #457617 on Just Burn

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i have a friend who runs a deck similar to this. it has yet to win because it has no way to defend itself. once you start topdecking, you are just a free target. i would highly suggest adding young pyromancer so you can make chump blockers to keep you alive, and guttersnipe for the bonus damage, especially if you get out 2 or more. i will link you my current burn deck so you can maybe get a few ideas from it. hope it helps inspire you

http://www.mtgvault.com/drakeraenes/decks/pyromasters-arsenal/

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Posted 23 April 2014 at 18:25 as a comment on Just Burn

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i cant help but feel that path to exile is not needed here. it messes with the synergy

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Posted 23 April 2014 at 18:20 as a comment on Aggrovamps

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very true. i actually just did a quick throw-together that ended up being a lot easier than i thought it would be. check it out.
http://www.mtgvault.com/drakeraenes/decks/f-your-land/

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Posted 23 April 2014 at 18:16 in reply to #452604 on Turn 4 Kiora 9/9 Kraken Combo

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i start with a base idea like "what will the deck do?", "is there a combo engine?" after that i go looking for things that either fit the original idea or can work in tandem with the main engine. color means nothing in the beginning, because that only hinders me from making a great deck from the start. after that i look at basicly every card that deals with what im trying to do (literally. i love boolean searches and advanced search options on cardkingdom and starcitygames. so helpful!!!). once i have my master list, i import it into vault and start to chip away unnecessary peices (color still doesnt matter at this point). after i hake a few passes at the deck, i end up somewhere around 60-70 singles. from this point on, i look at color. if i notice i only have 2-3 cards of a single color and i feel i can drop them without hurting the deck design, then i do. once i narrow down my color base, i start fine tuning the deck machine. i look for cards that go well together, like the Gilder engine in this deck, and then see what else in the deck benefits the most from these interactions. from that i branch out a bit and see what else can benefit from those initial combos. slowly, this helps narrow the deck down to a more manageable thing. after that, i simply have to adjust my mana base to ensure the optimal mana draws happen for the deck to work, then just adjust the amount of each card to achieve synergy.

it sounds incredibly complex, but it really isnt. its mostly just time consuming

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Posted 23 April 2014 at 17:08 in reply to #452604 on Turn 4 Kiora 9/9 Kraken Combo

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yeah the only mono blue transmute for 3 is Drift of Phantasms, and i might add it, but im not sure. will need to get this deck finished first. im only halfway to complete on it. as for remand, as good as it is, i swapped it with delay. since my goal is to take as unneccessarily large amount of turns in the first place, making someone wait is just sweet irony. true i will miss out on the card draw, but i am willing to make any adjustments as necessary for this thing to truly work good

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Posted 23 April 2014 at 15:51 in reply to #457560 on Gilder Bairn C-C-Combo Breaker

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i have the same problem. it usually takes me a while to whittle a deck down to playable numbers, but some decks are just tossed together and then they are done. funny part is those are the ones that often work the best lol

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Posted 23 April 2014 at 15:45 in reply to #452604 on Turn 4 Kiora 9/9 Kraken Combo

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Silent arbiter for crawlspace and he should be better off. gets him out of legacy at least

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Posted 23 April 2014 at 07:14 in reply to #457537 on so.. how are you?

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http://www.youtube.com/watch?v=M5HpWMZfQLI

perfect fit for this deck lol

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Posted 23 April 2014 at 06:59 as a comment on BATMAN (with belt)

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i actually have this deck built in reality. i use the primal vigors because its a muuuuuch cheaper alternative to doubling season. that being said, they arent really needed. more of a bonus really. its nice to get out 2-3 of them and then tap a magistrate and load up warcaller with an insane amount of counters

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Posted 23 April 2014 at 06:57 in reply to #441244 on Elven Genesis (Legacy)

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its more of a concept than anything really. i just put it in there because i needed a way to remove...obstacles...

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Posted 23 April 2014 at 06:54 in reply to #457544 on Shahrazad's Dungeon Adventure!

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you need a stall mechanic of some kind. with that many enchants, i would suggest sphere of safety. keeps people from attacking you and allows you to set up without having to worry about damage as much

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Posted 23 April 2014 at 06:53 as a comment on Self Damage

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thanks dude. glad to see im still rocking the top of the hot page :D

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Posted 23 April 2014 at 05:05 in reply to #453281 on Turn 4 Kiora 9/9 Kraken Combo

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06/15/2010: You cast Eldrazi cards from outside the game as part of the resolution of Spawnsire of Ulamog's last ability. You may cast those cards in any order. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law). You cast all of the cards you like, putting them onto the stack, then the ability finishes resolving. The spells you cast this way will then resolve as normal, one at a time, in the opposite order that they were put on the stack. They'll remain in the game for the remainder of that game.

You do realize that means you can cast Eldrazi Conscription and All is Dust for a massive plate of F*** YOU right?

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Posted 23 April 2014 at 02:51 as a comment on Spawn of Zendikar

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ok im missing what you are saying. i already know you can only get one emblem a turn and nothing else. but on each SUCCESSIVE turn, i will have 1 additional 9/9 Kraken token from the extra emblem i make.

edit. random "s" that wasnt supposed to be there. fixed it

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Posted 23 April 2014 at 02:12 in reply to #457464 on Turn 4 Kiora 9/9 Kraken Combo

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