Ixionnoixi

76 Decks, 106 Comments, 8 Reputation

lol, yeah, I mean, everything is worth testing so the change isn't 100% and that's why I'm keeping the whips in sideboard for reference but, the turn 1 (though not likely) memnite into culling into obliterator will certainly win games and has. I'm still just testing this version though. Thanks again.

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Posted 30 October 2013 at 00:25 in reply to #407799 on Mono black burn

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Hmm, zero drops would certainly speed up the deck but I feel making sure I have a lot of black mana for devotion is key too. I think however that replacing the whips with zero drops will be for the best when considering winning possibility as I usually either have already won before I can use the ability or have been shut down already. I just really like the whip as it adds quite a bit of resilience to the deck.

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Posted 29 October 2013 at 23:39 in reply to #407799 on Mono black burn

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I had seen it before but totally forgot about it. Thanks for reminding me. However, I don't think it would work here well enough. Who would I target with it that culling the weak doesn't do better? I may look into creatures that do more for the deck and would fuel burn offering better and see if it works. Thanks again.

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Posted 28 October 2013 at 04:29 in reply to #407054 on Mono black burn

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That sounds awesome. I look forward to seeing the deck when it's done. I would like to see the differences you make and how you make the combo work as efficiently as possible.

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Posted 22 March 2013 at 22:35 in reply to #334376 on Maelstrom EDH

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In EDH you can only use cards that use the same colors as your commander so I can only use Red, Blue, and Green spells is why I don't have it in there. It's unloved because I can't seem to get any help or opinions on the deck. This is only my second EDH deck I've made and I want to make sure it's good.

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Posted 18 March 2013 at 05:35 in reply to #332136 on Maelstrom EDH

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It will be simpler if done this way so check this out. It will be a copy of your deck with the modifications. I said this in the description but, I'll be putting down the comparisons and why what works so well later. http://www.mtgvault.com/ixionnoixi/decks/test/

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Posted 14 March 2013 at 20:28 in reply to #331082 on DOUBLE RAINBOW! Progenitus EDH

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alright cool. I'll get on here later and come up with an extensive list. I'll break down specific cards and describe how or why they would be effective over what and will pull cards that have equal effectiveness but different strategies to them where then you'd pick what strategy you like out out of the examples. (Ex. Ertai, Wizard adept vs. Counterspell)

Also, It'd proly be a lot easier if I knew what budget you have to work with. Though I will simply list the cards but specifically say they are expensive if they are so when describing a strategy or placement for them if I don't know a budget by the time I delve into this.

Oh! And if you have a preference for a style please do tell. ^ ^ (Aggro, control, combo, etc.)

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Posted 13 March 2013 at 21:53 in reply to #330631 on DOUBLE RAINBOW! Progenitus EDH

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Boros reckoner. He will get you the most value as a troop and combos with boros charm. Can actually just cast it on their creature for more damage to themselves when blocking or being blocked in use of the reckoner.

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Posted 12 March 2013 at 18:04 as a comment on Unstable Troops

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I like many of the cards in here however, I feel there is some lack of synergy here or there. Examples of this would include Bruna and how she interacts with auras. Unless your play group uses a lot of em, it doesn't have synergy with your deck alone as you don't have many aura's to abuse. Of course, auras are rather risky anyways and you only have 4 auras that could help you with her. 4 out of 100 cards aren't good odds.

Speaking of odds, you don't have enough lands as you usually want around 38-40 lands. One of your lands too would include Reliquary Tower of which it doesn't seem you could ever use it's effect and colorless mana hurts this deck more than less color extensive decks. There's more I could help with but I don't want to make such a long post if this is simply for casual and in that case have as much fun with anything you can get your hands on. (Like cascade ^ ^)

I have no problem breaking down the entire deck and see what could maximize all the cards if you want. Just let me know. Anyways, check out my EDH deck too. (Really wanting some opinions on this) http://www.mtgvault.com/ixionnoixi/decks/maelstrom-edh-2/

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Posted 12 March 2013 at 17:55 as a comment on DOUBLE RAINBOW! Progenitus EDH

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I actually stick with Legacy whenever I try and make a deck but this was more for fun/ testing than anything else. I do need better usage for the cullen but it has worked fine so far. Any suggestions to make for better usage would be appreciated.

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Posted 22 February 2013 at 21:57 in reply to #325811 on Mono black rushdown

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This is certainly fast however what if you ran Simian Spirit guide over Mogg War Marshall? This would allow for turn 1 Warren instigators and would be a benefit almost throughout the entire match. Another thing to note is that a good margin of your creatures assume you to have many creatures out to be effective and this generally is most crucial once you are top decking which is very quick with goblins. This is 10 creatures to be exact being the Bushwacker, the Wardriver and lastly Krenko. What I suggest is taking out a goblin Wardriver and putting in another Krenko as you will always at any time appreciate Krenko and having a 3 of is simply a better ratio. On another note, You can also replace the Mogg War Marshal with Krenko's command if you don't like the Simian Guide idea. Krenko's command will give you the 2 1/1's regardless and both will be able to attack the turn after where as only the token for Mogg War Marshall entering could attack your next turn though this comparison is a very minor one. A notable card to consider is the Siege gang commander as he can be game changing. This is especially true if you can land a turn one Warren Instigator with the Simian Spirit guide for a turn 2 Siege gang commander plus whatever else you play for 2 mana. This can lead to a turn 2 involving 6 goblins combo. Hope this helps.

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Posted 27 January 2013 at 08:28 as a comment on Modern Goblins

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I have to agree with this post. You need this to be much faster as well as much more efficient. I'm sure I can help you as well if you choose to ask for such help. :)

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Posted 27 January 2013 at 04:13 in reply to #319067 on Why My Goblins Die.

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I'm sure I can look into it more but first off, do know that Artisan of Kozilek must be cast to get it's recursion effect. Cheating it from the grave wont activate it's first ability.

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Posted 25 January 2013 at 21:56 as a comment on Dark reign of Eldrazi(un jour)

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Ah, Shadowmoor... one of my favorites.

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Posted 23 January 2013 at 19:00 as a comment on R/G gooblin

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Yup. I agree and am changing Kozilek to Darksteel colossus.

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Posted 23 January 2013 at 02:39 in reply to #318035 on Am I cheating???

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I agree that it works the worst for him however, this applies to almost all the cards in here and not just Quicksilver amulet. Emrakul is still completely worth it however and though I could use other creatures instead, just the chance to hit Through the Breach is enough to warrant him. I did want field haste myself but I ran out of room. Simply don't know what to take out as it does become a search fest. You have to or it isn't reliable enough.

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Posted 22 January 2013 at 17:46 in reply to #318035 on Am I cheating???

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I noticed Deathrender when I put the deck together and I was like: Hmmm, I'd have to have a creature die and... I can't reliably do that so, I guess I'll go with the others. But now, I realize I do have 4 nest invaders and with that, 4 sac-able eldrazi tokens to use but... it's still seems a bit hopeful I should say to run into both cards quick enough. Thanks for the reminder though. I may change some things around.

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Posted 22 January 2013 at 17:42 in reply to #318016 on Am I cheating???

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I try to help everyone as best I can while at the same time not taking away from their creativity and ideas as in cases like this so I'll help best I can again. Now, with the changes, you currently have 28 lands. That is a rather bad ratio to be running. If you are wanting to keep that ratio, Oracle of mul Daya would be your best bet however, you would pretty much HAVE to have her out as early as possible to be effective as anytime you wanted to play a card you'd instead be drawing a land proportionally every other turn. This leaves you at a field disadvantage and again still relies too heavy on one card. Your best bet is to take down your land count to about say... 24 lands. By this I would take out all 4 Eye of Ugin as not only is it legendary meaning you can only have one of them on the field making any others you may have then a dead card, it also helps you ramp the least. Also, with only 12 forest and 8 spells that can also only net you those forests, it also won't help much.

Alright well, rather than making this too long, I'll just put what I would personally change. If you have a question about any of my choices feel free to ask and of course if price is a problem then substitute accordingly. And here it is:

- 2 Karn Liberated/ - 4 Eye of Ugin/ - 4 Rampant growth/ - 2 Spawnsire of Ulamog/ - 4 Eldrazi Temple/ -2 llanowar Elves/ - 2 Skittering Invasion (20 cards)
+ 2 Gae's Cradle/ + 2 Vesuva/ + 2 garruk wild speaker/ + 4 Arbor elves/ + 2 Ulamog, the Infinite Gyre/ + 4 Sakura tribe elder/ + 1 Emrakul, the Aeons Torn/ + 1 Kozilek, Butcher of the truth/ + 2 Yavamaya Elder (20 cards)

Hope this helps.

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Posted 21 January 2013 at 20:55 in reply to #317665 on Eldrazi/Green Ramp

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You do need to fix up your mana so that you have a chance to play your green spells. Especially if you want to be able to reliably play those Llanowar elves in an opening hand. Also, Predator ooze requires 3 mana of only green so... you either need to get rid of the ooze, or fix your mana with either more Forests or possibly run Chromatic lantern over Eldrazi conscription to help fix the mana. Hope this helps.

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Posted 20 January 2013 at 21:50 as a comment on Eldrazi/Green Ramp

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The lands themselves are Locus. If you have two Cloudposts in play, each of those lands would tap for 2 mana. If for say, he later played a Glimmerpost, he would gain 3 life and tap for 6 mana off of just 2 Cloudpost lands.

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Posted 20 January 2013 at 21:41 in reply to #317644 on Eldrazi/Green Ramp

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