Edna

32 Decks, 612 Comments, 53 Reputation

Well, you have sun titan, wurmcoil engine, and masticores. Just because of those I'd go with more like 23-24. Didn't see you had 22 already, though. Thought it was 20.

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Posted 08 October 2010 at 16:28 in reply to #91046 on Artifact Aggro

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Really? Pretty sure it would just outright kill them before they have a chance to deal the damage because you can activate the ability before the blockers step is even declared, meaning the creatures don't survive until the damage step...

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Posted 08 October 2010 at 16:26 in reply to #91273 on Annoying White Multi-player Deck

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Just mean. Looks pretty good. I like it but does look just mean.

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Posted 07 October 2010 at 13:12 as a comment on Stasis!

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I like the prison idea. Thanks. But the dispense justice is just redundant at this point and not much better than the other removal, I think. Thanks for the comment, though!

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Posted 06 October 2010 at 23:33 in reply to #91085 on Annoying White Multi-player Deck

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Looks really powerful but could definitely use a few more land!

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Posted 06 October 2010 at 21:53 as a comment on Artifact Aggro

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don't have enough to go more than that...

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Posted 06 October 2010 at 21:09 in reply to #90946 on Trinket Bolt

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It may seem random, but the point of the one-ofs is to work with the trinket mage, able to fetch up whatever I may need most at any given time. The red and blue spell bombs don't seem all too great, especially for this deck. The lodestone is actually one of the main reasons I created this deck. It can really help shut down other decks. This one is a little slower and just having one lodestone gives me time to use the overseer to create a powerful army. Thanks for the comment, though.

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Posted 05 October 2010 at 19:16 in reply to #90598 on Trinket Bolt

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Looks to be really short on the land. Should run more like 22 I'd say.

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Posted 04 October 2010 at 23:10 as a comment on Reverberate My A**

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Also, you already have a few kithkin so maybe try Rustic Clachan, the land with reinforce. I'd maybe cut the Rhox Pikemaster for this instead, to increase your land-base and lower your curve a bit.

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Posted 04 October 2010 at 18:19 in reply to #90495 on Extended Mono-White Soldier Deck

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Harms way seems ok but just ok at best. I would maybe instead suggest Brave the Elements to protect your entire team, as well as potentially making them all unblockable for a turn.

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Posted 04 October 2010 at 18:15 as a comment on Extended Mono-White Soldier Deck

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Better yet, cut the baneslayers and add in 8 fetchlands. Then, add in 4 steppe lynx. Then, add in memnites and quest for the holy relic. Get rid of the hook masters and Sun titans as well. Then pull the DoJ and a couple armors for a few other options of equipment such as infiltration lens and sword of body and mind. There are several other awesome cards you could fit into a deck like this. Not only is it much much quicker, but it is also incredibly cheap (both in cmc and monetary value, minus the fetchlands...).

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Posted 02 October 2010 at 23:32 as a comment on SOM standard conscription.

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Maybe add more land and move the Turn Aside to the sideboard. Also, if you could get some good proliferate cards in there with the lux cannon, things could get crazy. Contagion Clasp/Engine could work quite nicely.

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Posted 30 September 2010 at 19:47 as a comment on Liquimetal Control

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Looks pretty good but I'd look for a spot to add the 4th lightning bolt. If you're playing red,it's almost an automatic 4-of in the main. Just that good. I can't imagine playing against too many decks where I wouldn't want more. Pesky creature? Bolt it. Opponent is low on life? Bolt him/her for the win. It's just awesome. As for the rest, if the goal is to get the best out of liquimetal coating, I'd bring the tally up to 4 on that too so you can be sure to get one each game. And of course, If you have the money or the luck and you're playing blue, play the best card in standard: Jace, the Mind Sculptor.

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Posted 30 September 2010 at 19:43 as a comment on R/U Control/Combo

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If you look at nearly any pro deck, they play at least 23 lands almost always, regardless of deck. Only exceptions are extremely low cost, quick, ritual type decks like goblins or legacy storm decks. Every 3 cards means you'll be lucky to get more than a 2 land hand and maybe get your 3rd land on turn three... After that, good luck maxing out your curve. If you want to be able to play your spells and play them when they're best (3 mana cost spells aren't usually quite as good turn 5) then add more land. With only 20, I doubt you'll hardly ever get to see your felidar sovereign come out and if you do, they're deck probably wasn't much good anyways so congrats on the win...

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Posted 30 September 2010 at 19:35 in reply to #89539 on Get A Life

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Cut the cleaver, cut the machete. Add infiltration lens (either virtually unblockable or awesome, skullclamp like card draw) and glint hawk to bring back memnites and ornithopter for multiple quest counters quicker. Also, though they're expensive,if you can aquire any mox opals use them here. Imagine this for turn one: Memnite, menite, opal - glinthawk with opal, bounce opal and replay it to cast another glint hawk. Repeat until 4 hawks and 2 memnites are down for 10 total power out on turn one. Not only standard legal, but block legal as well! It is pretty unlikely though...

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Posted 28 September 2010 at 23:13 as a comment on Cheating Equipment (Standard)

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I'd maybe up the brave the elements to 4 and cut the emerge unscathed completely. Also, I think the deck would benefit from somewhere closer to 24 lands, maybe 22 at lowest. Shards of Alara is rotating out at the end of the week but until then, I'd use Path to Exile instead of Ajani's Mantra. Doesn't actually gain you that much life, too quickly or effectively. I agree a bit about wall of reverence. Doesn't seem that helpful, in general, and baneslayer is clearly incredible. Now that scars rotates in, Wurmcoil engine seems like an absolute beast to play with. I'd give it a try.

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Posted 28 September 2010 at 23:08 as a comment on Get A Life

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Legacy and blue seems like an automatic x4 of Force of Will! At least some counters seem almost absolutely needed here. Also, ravnica shock lands would be great in here. Other than that, to get the true speed you need/want, lotus cobra seems like it'd be awesome over cultivate and possibly explore. Looks neat. Good luck with it.

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Posted 28 September 2010 at 00:06 as a comment on Wierd Emrakul Combo

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Along with this... Your creatures need some form of protection. Perhaps Asceticism or something to the same effect. The Oran-Riefs could easily just be forests. They only work on your worms, which are already massive on their own and if you actually pull of your combo, you'll have more than enough so it won't matter. This land will only serve to slow you down since they come into play tapped.

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Posted 25 September 2010 at 12:02 in reply to #88914 on Slagwurm Genesis

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Agreed. The curve needs to drop a lot. Could work nicely for multiplayer however... Also, I don't think I'd want to have 4 of each of those planeswalkers. Maybe 2-3 of each which would open things up to allow cards like Wall of Omens. While it's not remotely mythic, it's incredible as a turn two blocker that cantrips. Then maybe some wrath of god effects would help too... Even though I understand these aren't mythics which kinda ruins some of the deck idea... The Emeria land would be killer in this deck too!

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Posted 03 September 2010 at 13:30 in reply to #85240 on Mythic White

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It doesn't look like it would help at all either... No artifacts.

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Posted 03 September 2010 at 10:41 in reply to #85220 on Pyromorph

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