enel39

71 Decks, 370 Comments, 32 Reputation

so you're basically saying, and I'll put it in my own example, that let's say I have skirsdag priest and I make a demon, it is better to wait for the turn he can attack, THEN cast Rush of Blood (10 power) then fling for 10 more dmg for 20 (vs. control decks) than cast uncanny speed the turn he comes into play (8power/haste) then fling for 8 more (16 total), even though rush of blood would basically cost me a turn to do (theoretically) but it would likely end the game.

In that case, if I just sideboarded Rush of Blood to use vs. control decks that would solve the issue imo. I prefer the surprise factor of uncanny speed, because likely, by the time I can even do creature+uncanny speed+fling, I'll already have hit them for at least 4 since 4 is the minimum power for all my attacking creatures, in which case 16 is a respectable game ending number. I just have to make sure that the early pressure is enough for at least 1 hit, which is likely since they'll take 4 one way or another from Vexing Devil.

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Posted 12 May 2012 at 12:49 in reply to #254546 on Hell's trickery(Standard)

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well, regardless of deck listing [just a name really], the lands are perfect. If you notice, the mana curve does not exceed 3 mana. Many more than 23 or 24 would be too much imo since you don't really need that many.

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Posted 11 May 2012 at 20:15 in reply to #254934 on Tibalt's Playground (standard)

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neat except that torpor orb cancels out Geralf's Messenger's "2-life" ability. Might want to switch him out for something else. I'd recommend Vexing Devil x4. You can check out my "Hell's Trickery" Deck on the front page for ideas if you like. It also uses Torpor orb similarly to yours.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=329995

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Posted 11 May 2012 at 13:16 as a comment on Torpor Orb Shenanigans - Ded Edit

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no problem. Thanks for stopping by the Inn of Night's Thirst ;)

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Posted 11 May 2012 at 13:11 in reply to #254850 on Inn of the Night's Thirst

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glad I could help with your day! (really) Didn't realize that about rakish, thanks for letting me know. Makes sense. Actually, I disagree about the curve. Of course this deck isn't competitive, it wasn't intended to be. But it plays well in casual circles and is able to function as intended. Again, not for tourneys or 'iWin' type stuff. Anywho, thanks for the comment!

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Posted 11 May 2012 at 09:22 in reply to #254682 on Inn of the Night's Thirst

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ran it through a couple times, not bad. The wurm coil can definitely come out fast on good hands. Thanks for the advice!

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Posted 10 May 2012 at 20:40 in reply to #254609 on illusion architect (standard)

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yes it does, with torpor orb there is no need to sac a creature. So basically 5/4 flying+undying for 4 mana, sweet no?

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Posted 10 May 2012 at 19:32 in reply to #254597 on Hell's trickery(Standard)

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yes that's true, fling vs. counter is bad news bears. Can't win them all, though I don't necessarily loose out if I fling with Undying.

In MTG, there is never 1 answer to anything.

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Posted 10 May 2012 at 17:49 in reply to #254546 on Hell's trickery(Standard)

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this deck was built with flavor in mind as well as potency. I like the chosens specifically for their versatility to play a support roll for Falkenrath Aristocrat or Fiend of the Shadows, or if you need attackers just make them a vampire and send them over.
However, I like the exterminators, so I think I'll keep the Chosens in the main board and put the exterminators in the sideboard just in case things get dicey.

Thanks for all the support for those who like the story, it wasn't intended to be cannon, more simply just an outlet for me to write something I thought would be cool and to get pumped for the release of the A/R set.

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Posted 10 May 2012 at 17:45 as a comment on Inn of the Night's Thirst

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that would indeed be great, except isochron isn't standard, which is the beauty of this deck.

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Posted 10 May 2012 at 17:35 in reply to #254564 on Hell's trickery(Standard)

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actually, fling sac's the creature before bounce can respond since the sac is 'in addition to the casting cost'. Kind of a neat little aspect of fling.

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Posted 10 May 2012 at 17:29 in reply to #254546 on Hell's trickery(Standard)

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excellent analysis of the deck. I appreciate you taking the time for something like this. As for your demonlord question, they do not come into play tapped. It is not like regenerate in any way in that they actually die, then return from the graveyard as normal (summoning sickness and all). With regenerate, the creatures don't enter the graveyard and don't return to play at all. All damage is removed and they become tapped as another effect. Having said that, I agree with you about revisiting Rush of Blood vs. Uncanny speed. I am currently playtesting this, and I will probably reduce the number of Pitt-dwellers to 3 or even 2, and increase the spot removal, since this deck lacks in that department imo.

If I had two slots available, what would you recommend?
I am currently looking at:
--2 Incinerates
--2 more uncanny speeds(4)
--2 rush of bloods
--2 bloodgift demons
--2 faithless looting
--1 more Skirsdag Priest(3) and 1 more Demonlord(3)

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Posted 10 May 2012 at 17:26 in reply to #254546 on Hell's trickery(Standard)

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which do you think, wurmcoil or mindslaver?

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Posted 09 May 2012 at 23:01 in reply to #254332 on illusion architect (standard)

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looks cool, nice man

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Posted 09 May 2012 at 21:36 in reply to #254217 on Hell's trickery(Standard)

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please stop reposting this deck. thanks

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Posted 09 May 2012 at 21:32 in reply to #254031 on Hell's trickery(Standard)

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happy to help

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Posted 09 May 2012 at 21:29 in reply to #253936 on Hell's trickery(Standard)

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I agree with blood artist and some lands. Good idea! +1

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Posted 09 May 2012 at 21:28 as a comment on From the Vault: Suicide!!!

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swiftfoot boots is ok, but it doesn't sync as well with fling. Look at it this way: uncanny speed = extra attack(power+3damage) + (power+3dmg(fling)). Mathematically it is the right choice imo for standard.

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Posted 09 May 2012 at 21:27 in reply to #254270 on Hell's trickery(Standard)

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well, what would happen is you would cast undying in response to the Vexing Devil's triggered ability, then the opponents would choose whether to take 4 damage or let it play. Unless your opponent is an idiot, they're going to let it play and your undying evil 'end of turns' out. Likely a waste of an undying unless your intention is to keep your vexing in play.

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Posted 09 May 2012 at 19:45 in reply to #254117 on Hell's trickery(Standard)

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nice draft deck. Gratz!

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Posted 08 May 2012 at 20:26 in reply to #253873 on Hell's trickery(Standard)

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