Ender1221

5 Decks, 27 Comments, 0 Reputation

That's true. I'll definitely sideboard them at least, but I was going more for the infinite Galvanizer tokens with infinite power/toughness combo. It seems more likely I would get out mana myr, galvanizer, splinter twin than 2 galvanizers and 2 mana myrs. Can you think of a decent way to tutor the myrs to my hand, or at least my graveyard.

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Posted 23 September 2010 at 17:56 in reply to #88688 on Myrs

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And if I'm not mistaken, you would need 2 Galvanizers and 2 mana myrs, otherwise you are only earning enough mana to pay for the ability each time.

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Posted 23 September 2010 at 14:30 as a comment on SOM Myr REVISED

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That's to get infinite mana which you really don't need because you have nothing to do with it in this deck. Using Splinter Twin allows you to get an infinite number of Galvanizer tokens at infinite power/toughness. It gives you a win condition as opposed to a nifty trick.

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Posted 23 September 2010 at 14:27 as a comment on SOM Myr REVISED

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I know it's been a long time since I commented on this deck, but I'm kinda interested to see if you plan on doing something with Infect since you like poison counters. Let me know if you post an infect deck.

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Posted 22 September 2010 at 14:39 as a comment on POISON ASSASSANATOR

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I would replace at least some white mana with red and run Splinter Twin so you can go infinite with Galvanizer. Truth be told, the only thing you would need white mana for is the spellbomb and the sideboarded Arbiter's. You could also add Tempered Steel from SOM:

Tempered Steel 1WW
Enchantment (Rare)
Artifact Creatures you control get +2/+2.

Plus, I'm not sure if you noticed, but you have 40 mana sources, only 4 cards that cost more than 3 mana, and no card drawing engines. You'll probably end up with no cards in hand and a boatload of untapped mana sources after the first few turns. I would recommend cutting down on some of the mana myrs and adding complimentary (non-myr) spells. If you splash red for splinter twin you could add some removal, if you splash blue you could add Mana Leaks to keep your opponent from slowing you down in the beginning or you could add card drawing to replenish your hand.

Anyway, just some ideas. I think you have a great base to start with and I look forward to seeing your finished deck!

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Posted 22 September 2010 at 14:19 as a comment on SOM Myr REVISED

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Unfortunately, Troll Ascetic is out because it's not standard legal. Howl of the Night Pack is a great card, but I'm worried about the cost versus payout. Bestial Menace is 5 mana for 3 bodies with 6 power between them and I can get him out on turn three fairly easily. If everything went really well, I could get Night Pack out on turn 3 also but I'd be looking at 7 mana for 3 bodies with 6 power between them. Bestial Menace sounds like the better deal as it's easier to get out and more cost effective. Obviously, later in the game Night Pack shines really well but I think it may be better for a Turboland type deck so you can get 7 wolves for 7 mana. I will definitely take a look at the Night Pack tonight. I'm going to be testing this deck thoroughly before tomorrow.

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Posted 24 June 2010 at 08:40 as a comment on Semi-Budget Beastmaster Ascension (Suggestions?)

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I agree on the land thing as well. If nothing else, run Oracle of Mul Daya's to help you eat through mana pockets. I might even recommend cutting land AND running Oracle's just to help you maximize the efficiency of your draws. There is no worse dead draw then pulling a land on turn 4 or 5 when you are already set up in the mana department and either need another elf body or a finisher. Plus the Oracles would allow you to have some small semblance of control over whether your Channelers are 5/5's or tap for 2. Definitely take out Verdant Catacombs since you don't need swamps or landfall, and you need Nissa in there if you have Nissa's Chosen.

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Posted 09 June 2010 at 12:02 as a comment on T2 mono green elves

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Something else I noticed. You are a little too reliant on +1/+1 counters. Vampire Hexmages are being played quite a lot right now due to their ability to take down planeswalkers and levelers with ease. My wife runs a Vampire deck and there is nothing worse than staring at a Hexmage on the board, a Protean Hydra in hand, and knowing that I have no way to stick my creature or deal with her Hexmage. I'm not saying don't run them, but you may want to incorporate non counter based creatures on the sideboard if nowhere else. I recommend Eldrazi.

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Posted 08 June 2010 at 16:34 as a comment on Mana ramp to hydra

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I have also done weird stuff when not in standard like toss in Birchlore Rangers to get red mana and toss in Fireball or blaze.

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Posted 07 June 2010 at 17:02 as a comment on Mana ramp to hydra

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Since you have the Oracle of Mul Daya's out, I'd also recommend Explore and maybe some more land. Joraga Treespeaker is great in that he can eventually make your Arbor Elves, Llanowar elves, Joraga warcallers, and every other elf tap for 2 mana. In my green ramp I like to run Elvish Visionary to give me an extra chump blocker, card, and potential mana source. I also recommend some landfall type creatures like Rampaging Baloths, with Oracle of Mul Daya and Explores, you will keep racking up the 4/4's in no time.

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Posted 07 June 2010 at 17:00 as a comment on Mana ramp to hydra

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Plus conscription

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Posted 28 May 2010 at 13:18 as a comment on Turn 6 Swing Challenge

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Elvish Piper is a nice way to cheat out an Eldrazi, but I guarantee you will have difficulty keeping it in play. She is a Lightning Bolt magnet. Especially if your opponent knows your playing Eldrazi, cuz they know their lightning bolts won't do jack against the big guys. I prefer to token mine out. I would also run 4 Brood Birthings cuz 2 mana for 3 is great in the early game for chump blockers or to get out bigger stuff early. I also recommend as many Artisan of Kozileks as you can find. Their ability to bring stuff back TO THE BATTLEFIELD is amazing. It activates on cast so even if the spell is countered or the creature Doom Bladed, you still get to bring something back. I love it when an opponent kills off one of my Eldrazi, I untap, play Artisan, and put it right back out there. AWESOME!!!

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Posted 27 May 2010 at 14:55 as a comment on Eldrazi Deck

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Nice use of cryptic gateway!!! I didn't even think about using that! I would do the same if my R/G Eldrazi wasn't Standard. Awesome.

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Posted 27 May 2010 at 14:41 as a comment on Eldrazi deck

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That's one of the main reasons I run Ancient Stirrings in my Eldrazi deck, to find Land if I get mana screwed.

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Posted 27 May 2010 at 14:27 as a comment on eldrazi

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Lands are NOT colored. Look at the reminder text in Ancient Stirrings.

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Posted 27 May 2010 at 14:25 as a comment on eldrazi

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Ok updated it. I picked up another Eldrazi Temple, and I now have 4 Splinter twin's. I took out both Awakening Zones, which was uber difficult to do, and added the Temple and one more Splinter twin (I don't think the deck really needs 4). Any other suggestions? I am a bit worried about the Awakening Zone's being removed and am strongly considering adding one back in to take out a Forest. Man, it's just too tough at this point to balance out what I have and what needs to be added.

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Posted 27 May 2010 at 14:20 as a comment on Eldrazi Ramp (Looking for suggestions)

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I understand what your saying about Hand of Emrakul, and I used to run 4 of him in this deck, but I found that ultimately I was able to do more by holding on to the spawn for one more turn.

Turn 1 - land
Turn 2 - land + Nest Invader
Turn 3 - land + Brood Birthing + Ancient Stirrings(with luck, pull an Ugin, Conscription, Artisan, or a land if I already have a Conscription or Artisan in my hand)
Turn 4 - land + Conscription
or
Ugin + Artisan.

If I win the roll, your 7/7 Annihilator 1 is looking slightly anemic and your gonna have a tough time attacking into my 10/9 or 12/12. If you win the roll, I chump block with my Nest Invader and bring it back(+2 spawn) with Artisan. I definitely get where your coming from and I argued for a long time about keeping Hand of Emrakul in the deck, but, ultimately, I found that I had much less confidence when Hand came out versus when Artisan comes out.

I like the Orcish Settlers bit, but I wanted to build this standard. =-(

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Posted 27 May 2010 at 13:53 as a comment on Eldrazi Ramp (Looking for suggestions)

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http://forums.mtgsalvation.com/showthread.php?t=244220

Go read this debate about hellspark, hells thunder, and ball lightning. With the exception of Hell's thunder, both are stopped by Wall of Omen's which is also being run in a ton of decks. I'm of course not insulting hellspark or hell's thunder, but they seem to run out of gas quick. In my local meta, I'm much more likely to have my summons countered then to be hit with mass removal. Thanks for the input though! I appreciate it.

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Posted 21 May 2010 at 14:47 as a comment on Red Deck Wins

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I strongly considered Hellsparks and Hell's Thunder but I wanted my creatures to stick on the board. Around turn 5 or so (if the game is still going), I float 3 mana, drop my devastating summons, sac my lands, drop the bushwacker and swing for at least 12. If something happens to one or both of of those creatures or if (god forbid) they counter my summons, I don't want to be stuck with no permanents and no way to unearth my elementals.

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Posted 21 May 2010 at 14:01 as a comment on Red Deck Wins

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I think I may have 2 Gravity Wells. I know I have at least 1.

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Posted 21 May 2010 at 13:32 as a comment on Eldrazi Ramp (Looking for suggestions)

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