enel39

71 Decks, 370 Comments, 32 Reputation

very cool deck! gratz

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Posted 08 May 2012 at 20:24 as a comment on Acacyn Draft Deck

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hehe, glad you approve :)

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Posted 07 May 2012 at 17:24 in reply to #253546 on Netherworld's Gate (standard)

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thanks Planestalker! Yea, I'm not a big fan of legacy tournaments since most of the games only go 2 or 3 rounds max. I prefer much more flavorful play casually. Glad you appreciate casual play too, even though I think this particular deck is standard tourny worthy, it is pretty fun with just a bunch of friends too.

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Posted 07 May 2012 at 17:20 in reply to #253644 on Hell's trickery(Standard)

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no prob dude. Pretty cool combos.

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Posted 07 May 2012 at 17:19 in reply to #253591 on Hell's trickery(Standard)

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bingo! among other things too.

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Posted 06 May 2012 at 21:19 in reply to #253456 on Hell's trickery(Standard)

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the creatures' power in this deck isn't particularly high. I think I benefit more from uncanny speed in this case, though I'm always debating between uncanny and rush of blood every time I put one in.

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Posted 06 May 2012 at 10:50 in reply to #250418 on (Standard)Idle Hands -> Devil's Playground

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actually, I like them for this deck, but remember I have to cast them AND ghostly flicker in the same turn for a total of 8 mana. This deck doesn't have that kind of ramp. Otherwise, with ghostly flicker its pretty neat imo.

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Posted 06 May 2012 at 10:48 in reply to #253344 on Tibalt's Playground (standard)

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that's not a bad idea! Nice addition!

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Posted 06 May 2012 at 10:36 in reply to #253371 on reLANDimator (standard)

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You are right in that -1/-1s remove +1/+1s, but in the case where -1/-1 counters "cause the death" of a creature with undying, two things happen that are both state based effects. Simultaneously, death occurs while -1/-1 counters remove +1/+1 counters. The death triggers Undying, which must check the state of the creature before it died to see if there is a +1/+1 counter on it. Now, when two states exist at a time, abilities that respond to these states must defer to the state of the creature prior to the two conflicting states. Therefore, Undying sees a live creature with a +1/+1 counter, and therefore decides not to return the creature to play.
It's extremely technical and counter-intuitive imo, and I do wish it worked differently, but I check it out myself and in fact KILLING a creature that has a +1/+1 counter and has undying with Black Sun's Zenith does NOT allow that creature to return.

Check here on the rules to see for yourself:
http://blogs.magicjudges.org/rulestips/2012/02/undying-creatures-and-black-suns-zenith/

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Posted 05 May 2012 at 23:33 in reply to #253266 on Hell's trickery(Standard)

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yea, wasn't quite sure about him. I think I'll mix in Hex Parasite to eat the +1/+1 counters.

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Posted 05 May 2012 at 17:42 in reply to #253181 on Netherworld's Gate (standard)

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no prob, thanks for taking the time to check out mine as well. I made it in response to a lot of people wanting to see Flayer of the Hatebound in my "Hell's Trickery" deck.

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Posted 05 May 2012 at 17:29 in reply to #253175 on Netherworld's Gate (standard)

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no the ability triggers first, then waits for the player to take the 4 damage or not. For example, you cannot sacrifice a creature until it is already in play. If what you say is true, then it would be impossible to sacrifice the creature. The ability triggers in response to Vexing Devil "entering the battlefield". Then opponents choose to take 4 damage or not. If they don't, it remains in play, if they do, I am forced to then sacrifice Vexing Devil.

Anytime you see "when (,,,) enters the battlefield," you should know it is a triggered ability. And Torpor Orb nullifies all creature related "enters the battlefield" triggered abilities.

Also, don't worry about knocking my deck. What you say is good for discussion.

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Posted 05 May 2012 at 17:24 in reply to #253174 on Hell's trickery(Standard)

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it's listed as control.

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Posted 05 May 2012 at 17:18 in reply to #253155 on Tibalt's Playground (standard)

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I'm sorry but you're mistaken. Torpor orb does in fact nullify the choice for Vexing Devil. Vexing Devil's ability triggers after it comes into play. If you read the card (or the rulings for that matter) you will notice that the ability only comes into effect "when Vexing Devil enters the battlefield". Torpor orb removes triggered abilities "when creatures enter the battlefield". Therefore opponents never get the chance to choose to take 4 damage or not. The same goes with Demonlord and Pit-Dweller in the same way.

Please check the rulings on both Torpor Orb and Vexing Devil if you're still not convinced.
Demonic Tutor is not standard, but Diabolic Tutor is. Perhaps you meant that one.
As for the 300+ likes... I can only thank the fans of this deck.

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Posted 05 May 2012 at 16:45 in reply to #253158 on Hell's trickery(Standard)

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seems pretty solid. Is this an updated version of your previous deck, or is this one of yours new? +1 here


If you have time, please check out my new deck called: Netherworld's Gate (standard)
http://www.mtgvault.com/ViewDeck.aspx?DeckID=332377

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Posted 05 May 2012 at 14:50 as a comment on Sorin and Elspeth's Tokens

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heh, neat combos here. Love the cavern harpy with imperial recruiter. Evil stuff you can do! +1


If you have time, please check out my new deck called: Netherworld's Gate (standard)
http://www.mtgvault.com/ViewDeck.aspx?DeckID=332377

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Posted 05 May 2012 at 14:48 as a comment on Aluren Storm

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neat deck, like it. I made one similar to this. One thing another guy did was he used new cards like Ghostly Flicker with Traitorous Blood to permanently gain control of it. With snapcaster you can even do it twice per Traitorous blood. Cool idea +1.

If you have time, please check out my new deck called: Netherworld's Gate (standard)
http://www.mtgvault.com/ViewDeck.aspx?DeckID=332377

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Posted 05 May 2012 at 14:47 as a comment on UR Instant and Sorcery

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Wow, pretty deadly here. Nice combo! I think another birthing pod would help you get this faster, and Mimic vat would be really badass here. That way you can keep the creature you sacrificed to keep throwing it at them, or just sac him again to get another creature out. +1 here!


If you have time, please check out my new deck called: Netherworld's Gate (standard)
http://www.mtgvault.com/ViewDeck.aspx?DeckID=332377

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Posted 05 May 2012 at 14:43 as a comment on BG Heartless Pod

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not sure why you need sphere of the suns. There are better ramp cards out there for artifacts like platinum myr imo. Otherwise seems pretty badass. Tezz, AoB is nuts in this type of deck AND it looks standard which is cool! +1


If you have time, please check out my new deck called: Netherworld's Gate (standard)
http://www.mtgvault.com/ViewDeck.aspx?DeckID=332377

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Posted 05 May 2012 at 14:41 as a comment on tezz control

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Lol, I like imperial recruiter with Aluren, neat combo you did there! Seems pretty well rounded too, good job +1!


If you have time, please check out my new deck called: Netherworld's Gate (standard)
http://www.mtgvault.com/ViewDeck.aspx?DeckID=332377

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Posted 05 May 2012 at 14:39 as a comment on Aluren

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