goblinguide

15 Decks, 55 Comments, 1 Reputation

I would try that if I had Ball Lightnings, but alas, I'm only a poor Goblinguide, so I'll try an economic suggestion.
I'll replace Arc Runner with Goblin Bushwhacker and try the "haste trick" with Goblin Tunneler while my opponent thinks that Valakut Fireboar is only a blocker! At least I hope he thinks that - remember I'm a Goblin.
I also have Smouldering Spires and Teetering Peaks - I'm considering adding the red Zendikon so I can recast a Spires or Peaks.

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Posted 21 September 2010 at 14:34 in reply to #88366 on Fiery Tunnel

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I noticed it is not quite 60 cards, yet, so its not legal for Standard or one of the other MtG formats.
I have a blue/white level deck I like.
Training Grounds can help you be more aggressive by allowing you to level up your creatures quicker.
Barring obtaining that card try Venerated Teacher, which is a blue common.
Also Mana Leak may be better than Lay Bare - at least 3 copies.
Negate is good - try to add another for 2x.
Durress is an all round good black card that serves two purposes - knowing what your opponent is playing and early threats you will face and allows you to remove a removal spell or counter spell, etc.
Perhaps 3 copies of See Beyond.
The black Vampire that levels and cost one - a rare - is a very good card - Guul Draz Assassin.
If he levels he is an excellent creature removal.
Skywatcher Adept is a nice "one drop" - cost a single blue island to play - try 2 ot 3 copies.
Hada Spy Patrol is good - unblockable at levels 1 & 2 and also gets shroud at level 3! Halimar Wavewatch is a great sideboard card to sideboard against an opponent playing blue spells (islands) also.
Evolving Wilds is a good non-basic land (common too) which will allow you to search your deck for the type of land you need in play a land or swamp.
Because creatures with level get targeted with removal spells, enchantments like Pacifism, etc. This black scry creature can serve your deck well - Viscera Seer.
Finally, some type of card drawing is needed like Jace's Ingenuity. I prefer it because I can cast it at the end of my opponent's turn and then play one or two of the cards right away when my turn starts. But some of the others are good if you don't have it.
Learning how many creatures to put in play so you can recover from mass creature removal spells takes some experience. Creatures with level inflict more damage as they level up so you don't need to put all your eggs in one basket only to have them go rotten when your opponent playes Day of Judgement. If you are playing casually your opponents may not have quality decks yet, but expect to face them if you plan on playing in a Standard FNM type event at your local card shop.

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Posted 20 September 2010 at 04:38 as a comment on Starter Deck

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Ok - an infinite cycle - game drawn. That is if you are still breathing by turn 8. Kind of like living long enough to grow your hear long again to have strength!

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Posted 06 September 2010 at 23:33 as a comment on Ouroboros, World Eater

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Hello - I'm not a big fan of enchantments as you lose two for one - there is much better equipment out there that remains in play even if a creature doesn't and can be transferred between creatures.
Or the slots can be used for card dawing - 2 life for two cards is a bargain especially if need to get a creature or removal spell in hand versus holding an enchantment.
See if you can get your deck closer to 60 cards - it is at 62.
I like Dread Return with a dredge deck where you can get a nasty into play from your graveyard with it which is impossible to cast from your hand before you lose the game! Your deck's creatures aren't nasty enough for it. So I would look for options there as well and perhaps remove one of the burn spell types to add 4 Duress or some other hand manipulation. A turn one Duress can be huge and most of your creatures cost 2 and the creatures that cast for only one mana you don't really want to play for only one mana.

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Posted 06 September 2010 at 23:18 as a comment on Black Flame - Need Help with!

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The deck could be interesting. Hopefully you get a Bird or Cultivate you can cast in hand to take advantage of the 9 Forest. I would hate to have 3 Forest in my opening hand/draw with all blue spells.
Have you thought about Mass Polymorph for 2x Eldrazi Monsters 2x and Khalni Garden 4x for 4x Forest. Also Growth Spasm 4x in place of 3x Cultivate and 1x Skittering Invasion will help you have another way to get Emrakul and your other colorless Eldrazi into play. Being able to hard cast Emrakul is cool if you get the extra turn and it can't be countered. Clone (Legendary Rule) and Brittle Effigy can remove your Eldrazi from play so you will need answers in your sideboard. I hope these suggestions make your deck more exciting.

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Posted 30 August 2010 at 20:27 as a comment on Eldrazi

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Are you able to survive in standard tournaments with this deck?

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Posted 02 July 2010 at 11:52 as a comment on Infinite Mana in Standard

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Definately a nasty deck.
Will you try it in a local standard tournament?
I like the Scute Mob in there.
There is a one casting green sorcery that lets you look at 5 cards and put a colorless permanent into your hand - it might go nicely in there or in the side board to speed up mana to work with Scute Mob.

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Posted 25 June 2010 at 11:28 as a comment on One Mana Challenge- Naya

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You have too many dual lands that are easy to target.
Also, although your deck is built around allys it lacks focus.
Once your hand is depleted if you haven't won by then your opponent has weathered the storm so to speak.
I suggest narrowing the deck to two colors and splashing the third if it disrupts your opponent and using less dual lands and more basic lands and fetch lands.
Also, nothing in your deck flies.
And I don't think you need the Planes Walkers in this type of deck.
I'm going to suggest Red & White and maybe a splash of green for some specific spells/cards.

Creatures (26)
4x Hada Free Blade
4x Kazandu Blade Master
2x Talus Paladin
4x Kabira Evangel
4x Akoum Battlesinger
4x Kor Sky Fischer (This has amazing uses - a 2/3 flyer for 1W!)
4x Steppe Lynx

S.B. (15)
4x Goblin Ruinblaster
4x Pyroclasm
4x Kor Firewalker
3x Nimbus Wings or Hyena Umbra
Alt. 3x Smite

Instants (6)
3x Stagger Shock
3x Forked Bolt
Auroras (4)
4x Oblivion Ring

Lands (24)
4x Naya panorama
4x Evolving Wilds
10x Plains
6x mountains


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Posted 23 June 2010 at 00:06 as a comment on Yet another naya allies deck

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Title: Unleashing the Beast

Creatures: (18)
4x Llanawar Elves
3x Overgrown Battlement
3x Beast Breaker of Bala Ged
3x Ondu Giant
2x Mycoloth
2x Pelakka Wurm

Artifacts: (3)
3x Eldrazi Monument

Enchantments: (7)
4x Beast master Ascension
3x Awakening Zone

Spells: Instants & Sorceries (9)
3x Vines of Vastwood
3x Overrun
3x Harrow

Lands: (23)
3x Khali Garden
20x Forest

Total = 60

Side Board: (15)
4x River Boa
4x Nature's Claim
4x Gravity Well
3x Giant Form

Enter this into the deck builder and try some random hands - also check on what your next three draws will be. (Rest of deck is spreadout below)
Do that 5 or 6 times. Do you like the hand 80% of the time? When a hand was one you would mulligan did you like the next hand right after (of course you are still drawing the same amount), but we have to use the hand sampler as best we can.

Major changes: Dropped Monument. Dropped Howl of the Nightpack for Overrun. Reduced Mycoloth to 2 copies from 4 copies, because you don't want him in your opening hand. Added some mana ramp:
Llanowar Elves, Harrow, and Overgrown Battlement. I added Beast Breaker of Bala Ged (goes with Beast Master Ascension) hence the decks name. If your opponent uses a removal spell, Lightning bolt or Vendetta, even a counterspell on Llanowar Elves then you cast your Beast Breaker of Bala Ged and they will wished they had saved that spell, especially when you level him to a 4/4. Try to play him with one green mana open and a Vines of Vastwood in hand to protect him. Again level him to 4/4 when it is safe to do so - opponent tapped out and/or you have a mana left over to protect him. Vines of Vastwood is a defensive card to protect your creature from being targeted or to survive in combat.
Harrow on your opponent's turn at the end of their turn. Playing instants on your opponent's turn keeps them on edge. So if you draw a land later, but have enough land, and can keep it in your hand it will keep your opponent wondering. With this instant theme in mind, if you find you aren't reaching a key card or two in order to carry out your strategy during play testing then try Momentous Fall in side board in place of Giant Form. Getting 4 cards for a +4/+4 Beast Breaker of Gala Ged who is losing in combat because you learned to keep mana open is a good play. When your turn starts you will have 5 cards. If that doesn't get an OverRun, Monument, or Wurm in your hand by then the forest is probably burning and it is time to RUN!
One final tip: Beast master Ascension triggers when you are attacking. So if you chump attacked 3x (3 counters on it) and have 4 creatures that can attack that will kick in the Ascension and they all get the 5/5 bonus in combat. Keep in mind that when you declare combat, before you can assign attackers you have to yield priority and your opponent has an opportunity to destroy, bounce, remove, etc. one of your creatures from play, or even tap one. Having a Vines of Vastwood in hand is always good!

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Posted 20 June 2010 at 08:54 as a comment on 1st mono green

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Posted 20 June 2010 at 08:07 as a comment on 1st mono green

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Goblinguide has examined your deck. it is very important to play test your deck. some of the wanna be "elite" players who have copied decks on- line and have acquired all the expensive ingredients are smug to offer that assistance, unless via a local Standard tournament.

So you should play in these local events even if you lose because it will help you prepare, especially in case you want to go to one of the more exciting PTQs which are 3 or more rounds longer. Practice helps you decide when you should take a mulligan and learning to properly shuffle your deck and also giving a quick rifle shuffle and cut to your opponent's deck. practice helps you with game play rules, especially priority and spell resolution. the last thing you want to do is start searching through your deck, for example, for a land and hear your opponent yell "Judge!". The Judge walks over and learns that you didn't give your opponent a chance to add a spell (instant) or an effect to the "stack" before you resolved the spell you cast. Moral of the Story: Never resolve a spell's effect or ability as asson as you activate or cast it. always check with your opponent first to avoid hearing the words "Judge!". this may not happen at a smaller venue but it will at a larger tournaments where your opponent will seek a win for any rules infraction. But picking up your deck and searching through it always results in a game loss if you did not pass priority first. That was long winded, but it is an example of why you should play test and practice.
Obviously, the focus of your deck is to rapdily put your lands into play - called a mana ramp. And one of your key finisher spells, in order to cast it and to be effective, Howl of the Night Pack, will require that you carry off that strategy. Even Dreamstone Hedron requires 6 colorless mana to cast.
Kalonian Behemoth cost too much because "shroud" has too draw backs for you 1) a blue mage can still counter him before he is cast 2) You can't give him trample, etc. (you can't target him either!) So the bottom line is that an 0/1 Eldrazi token or a 1/1 creature token or regular creature can block him.
So he takes up two card slots that I believe should be used for two earlier game threats.
Other than the Awakening Zone and Ondu Giant you have little mana acceleration to cast your larger spells. By turn 4 when you finally make an Eldrazi Token or cast your Ondu Giant you will be toast and/or your opponent will have established their form of control.
One of the advantages or characteristics of green since MtG was introduced (refer to color wheel) was that green can generate a lot of mana and then uses that mana to "overrun" the game so to speak. Later to emphasize that trait Wizards made a card called Overrun. Generally, when it is cast, especially in Draft, unless countered, it ends a game. So I will make some suggestions to your deck which honor this tradition and allow you to decide whether or not to try any of my suggestions. Read my next comment for the suggested deck.

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Posted 20 June 2010 at 07:46 as a comment on 1st mono green

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Take a look at Telemin Performance, perhaps in place of Traumatize - 3 copies or in sideboard against decks that utilize few creatures except lands and those nasty angels! nice way to hose them with their own creature, provide you with a critical blocker so you can mill them before dying, and if they do not have a lot of creatures Telemin can mill quite a few cards from their deck also.
2 in main deck if replaceing Traumatizes and keep one the S.B.

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Posted 18 June 2010 at 12:04 as a comment on mill

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Academy Rector is in there to play an Underworld Dreams? - at a cost of 3 Black mana your odds of casting it when the duel is in the balance is unlikely, so reduce it to just two copies because you don't really want one in your opening hand. Reduce Wrath of Gods to 3x. Since many decks rely on a combo or land creatures or re-animator Wrath of God will take up a spot.
You definately need Relic of Progenitus or Tormod's Crypt in sideboard to remove painful cards they plan on re-animating on turn 2! Sideboard Necromancer's Covenenant for creature based decks.
I think you can do better with walls - use can trip walls (draw a card).
Work on getting it to 60 cards. Drop the Steel Walls. that is 9 cards - you are at 61.
I think I would remove the Memeory Erosion - sideboard? And replace it with Brainstorm or some type of counterspells. Or even the top!
Good luck! Abeyance in your sideboard could be good too.

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Posted 17 June 2010 at 18:04 as a comment on Devastation

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My Vampire Deck deck uses hand destruction and secret tech.
See my deck called Pawn of Anowon -
http://www.mtgvault.com/ViewDeck.aspx?DeckID=62523
Use of Expedition Map to pull a land - basic or nonbasic when you need it is huge.
I may add 2x Tectonic Edge to the sideboard.
But Anowon, the Ruin Sage is huge, if he wasn't legendary I would 4x copies!
The Rotting Rats act like 2 cards each because of unearth, so its like I have 12 hand destruction cards instead of only 8 in the main deck.
Pawn of Ulamog is like drawing extra cards to replace buried creatures and I can either chump block or use them for mana. I like the Carnage Altar as a way to draw cards. Hellcarver Demon is a nice surprise that my opponent's don't expect.
Finally, run Vampire Hexmage in your main deck because she removes Planeswalkers instantly!

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Posted 14 June 2010 at 14:12 as a comment on Vampire Heavy Hitter

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Also, your Crypts may slow you down a turn or two early in the match - how do you expect to get lots of criiters in your graveyard? And if you do, what will you do with the extra mana late in the game?
also i noted you have 77 cards - either 17 in sideboard (reduce to 15) or 62 in main deck - need to reduce to 60 cards.

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Posted 14 June 2010 at 04:04 as a comment on Vampire Heavy Hitter

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How do you sideboard in your creature removal spells - what do you take out if playing a creature based deck?

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Posted 14 June 2010 at 04:00 as a comment on Vampire Heavy Hitter

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I'll mill you with Telemin Performance - sorry!

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Posted 14 June 2010 at 03:48 as a comment on The Wrath

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If you have a near death experience and see the Angel I am afraid you will be left in limbo! - You won't go to heaven or hades. What I am trying to say is that I didn't see anyway for you to off a Platinum Angel, do you? If your opponent leaves it on the board you can't win - so you will have a draw match when both of your decks run out! Need to add some way to sacrifice the the Angel!
But I like the concept - very twisted. Repay in Kind might be worth looking at.

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Posted 08 June 2010 at 22:10 as a comment on Near Death Experience

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To help you get the mana you need in a three color deck:
Run 3x Rampant Growth 3x Harrow, 3x Ground Swell 2x Momentous Fall
3x Eladamiris Call 3x path to Exile - 17 spells
Then add 19x creatures
(drop the enchantments)
12x Forests
4x Plains
4x Mountains
4x Arid Mesa (Evolving Wilds if you don't have Mesas)

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Posted 08 June 2010 at 21:49 as a comment on RGW Stompy

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Read my article in the Forum about Secondary Fetch lands where you posted your deck.
Your lands make no sense!! You have no islands - maybe you meant to add Islands, but did Forest twice. I like an alternative win condition besides milling. of course you have lots of allys to attack with, hopefully. Have you tried an alternative color besides white?
Red has two 2 casting cost allys and then you could add your own creature removal like Lightning Bolts to slow down an opponent with. A Heat Ray, charged up by the Druids extra mana, can help against larger creatures also. Just in case your Mill can't turn anymore, a Rolling Thunder is nice finisher and can eliminate pesky land creatures.
But if you prefer blue/green/white here are my suggestions;
Green Spells: (16)
4x Harabaz druids, 2x Oran Rief survivialist, 4 x Tarjuru Archer 3x Vines of Vastwood
3x Nature's Claim,
Blue spells: (11)
4x Halimar Excavator, 2x Jwari shapeshifter, 3x Call to Heel( or 3x Unsummon), 2x Rite of Replication
White Spells: (9)
2x Hada Freeblade, 2x Ondu Cleric, 3x Path to Exile or (3x Oblivion Ring) 2x Join the Ranks
36 Spells
Lands:
4x Misty Rain Forest
4x Sun Petal Grove
4x glacial Fortress
5x Forest
5x islands
2x Plains
Side Board
3x Howling MInes
2x Naturalize
3x Rampant Growth
3x Negate
1x Vines of Vastwood
1x Nature'sw claim
1x Call to Heel or (Unsummon)
1x Path to Exile or (Oblivion Ring)

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Posted 08 June 2010 at 21:23 as a comment on T2 Ally Mill

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