JerodMacDonald

65 Decks, 246 Comments, 33 Reputation

An Emeria and a playset of Mending Hands is like a dollar lol

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Posted 27 March 2011 at 10:11 in reply to #146843 on life of a soldier

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Wheel and Deal would probably be a good fit. With Underworld Dreams out thats 7 more damage much faster than Fruition and it cantrips. Plus if they fill their hand up with Fruition, make them get rid of all those possible answers for a much smaller hand.

I just built a Grixis Discard/Draw deck that kills people with Liliana's Caress instead of Underworld Dreams (mostly because I don't have any though, otherwise at least two would be in it). And it functions really similar to this one.

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Posted 27 March 2011 at 06:35 as a comment on Spiteful Fruition

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Needs one Emeria, the Sky Ruin. My buddy has one in his cleric deck thats all about lifegain and holding off and late game it saves him constantly
I would cut the alabaster potion for Mending Hands. Alabaster potion needs 6 mana to be as good as mending hands and its probably always going to be just as useful
Whitesun's Passage blows, more Rest for the Weary, its crazy good.
Spirit Link is almost always better than Lifelink. You can't Lifelink an opponents beefy creature. And usually one creature isn't going to one shot you before you can gain the life.
I would also replace at least two of the Golden Urn with Elixir of Immortality. 5 life isn't terrible, but getting back lifegain cards into the deck late game is wicked.

My two cents

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Posted 27 March 2011 at 06:31 as a comment on life of a soldier

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Memory Sluice doesn't seem like it would really get much done, there are very few creatures going on.

Unless there is something I'm missing, Mind Funeral is a whole ton of rape and would probably serve you better. Maybe even Duress if you're looking for 1st turn plays, take out any annoying cards that can kill your mill.

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Posted 25 March 2011 at 06:52 as a comment on Grinder

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Its losing

Losing life

Loosing would be freeing something from something

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Posted 13 February 2011 at 02:54 as a comment on Attack me, I dare you

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A: Not that sweet, but hilarious

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Posted 13 February 2011 at 02:49 in reply to #128477 on 100th Deck Celebration

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Disruptive Pitmage

How sweet would a first turn swamp dark ritual entomb animate dead Disruptive Pitmage be?

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Posted 13 February 2011 at 02:48 as a comment on 100th Deck Celebration

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Just looked it over again

Cut wall of vapors, replace with Fog Bank. Same effect, but its two mana less, is a 0/2 instead of 1, and it can block flying. Great card, its almost strictly better.

Also, I think you missed what I meant with the forest thing. You only need that much green if you're using it to search for other lands with Harrow or Cultivate or things like that. You don't even seem to have green in the deck anymore.

Keeping with what you have now, I would suggest 6 Islands, 6 Swamps, 3 Plains, 3 mountains and 4 Terramorphic Expanse.

That leaves you with 22 lands, and the extra 3 spots could go to more creatures. In a deck thats based all on defense, you want a lot of it.

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Posted 29 January 2011 at 18:12 in reply to #118701 on Wall Deck

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Weird, I just posted my Defender deck without even seeing this haha. Go walls.

Definitely need some win cons going on though. Would highly suggest Vent Sentinel, made for a deck like this.

Also, cut it down to 60 cards if you can, and work on the land situation. Would either suggest going heavy forest, and then using green for crazy land search, or cutting each land down to a more workable size and running some artifact land grab like Armillary Sphere if you don't want to beef up the green in the deck.

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Posted 21 January 2011 at 19:09 as a comment on Wall Deck

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The problem I always have when I build decks like this is steam.

If it fits with what you're doing for the deck, I would suggest adding either two concentrate's, or two slate of ancestry.

Both are miracles in decks like this where you've hand dumped but can't really gain board position.

Also, thought I'd mention it, not everyone seems to be into this because of the possibility of being two for one'd, but 99% of the time I've had insane success with Arbor Elf and Wild Growth. Worth a shot to see how it plays out for you, take out all 4 Fyndhorn and Llanowar Elves, and replace with 4 Arbor Elf's and 4 Wild Growths.

Turn one forest with an elf, with a turn two second forest and wild growth on the untapped forest yields 4 usable mana turn two, which is huge, and it happens on the regular.

Just a couple of ideas. I love decks like this and find myself making them non-stop out of the ridiculous stack of old cards we have, but then adding a couple modern twists to get them up to speed and kicking ass again.

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Posted 15 January 2011 at 17:48 as a comment on Wolverine

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Blue + artifacts = rape

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Posted 13 January 2011 at 04:42 in reply to #115328 on Myrs Myrs everywhere

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Put in some treasure hunt's for some massiveeeeeeeeeee scouting trek abuse

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Posted 13 January 2011 at 04:27 as a comment on All About The 5 Basic Lands

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Just a thought

1. Add blue
2. ?????
3. PROFIT

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Posted 13 January 2011 at 04:14 as a comment on Myrs Myrs everywhere

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Would possibly look into Stuffy Doll as your Pariah bait. The gomazoa can still be zapped

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Posted 19 August 2010 at 03:12 as a comment on Helix Season

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Oh yeah jesus

How did I forget about that shit

Stop making decks high as giraffe pussy

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Posted 11 August 2010 at 14:57 as a comment on Colorless Eldrazi

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Just saying, think about Wheel and Deal

With an Underworld Dreams and a Megrim on the board, its basically an instagib

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Posted 04 July 2010 at 15:03 as a comment on Archenemy Draw/Discard Deck

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Cut Firestorm. Extremely situational, and the only way it will do more damage than the card you discard is if its a land, and even then its not efficient enough. I'd trade them for Browbeats. Leaving the guy at low life and then gassing is the problem with these decks. Its card draw or more burn, both are good.

Cut the Spark Elementals for Ball Lightning.

Would also try to find room for some Magma Jets. Scry is invaluable in burn decks.

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Posted 08 June 2010 at 16:46 as a comment on Fast red assault

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One other one worth trying for card draw, and I've used it to fairly decent success, is Trade Secrets.

Once in a while it backfires, I will give it that. But, the ability to force more cards out of your opponents deck and draw up to four cards for 3 mana is amazing.

Most of the time I will wait until I have a counterspell in my hand, then trade secrets. I draw more mill and counters, they get some cards out of it. But then you just wait to see if they play a bomb and counter it.

Its also heavily deck dependent. I wouldn't play it in a million years against a burn deck or control deck, but anything else it usually works out fine.

Maybe I've just been getting lucky, but 9/10, it works to my advantage. And if the opponent decides to repeat, I almost always go in for another 4. Worst case I discard a land.

May or may not work for you, it does for me.

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Posted 04 June 2010 at 19:00 as a comment on UB Mill v1.5

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Dude definite out on the Rootwater Depths. Dual lands have gotten so much better. Jwar Isle Refuge are like, 25 cents each. They come into play tapped, they give you one life when they come in, and they untap everyturn.

I would also consider cutting at least one of each basic for 2 terramorphic expanse/evolving wilds. Hedron crab + fetch lands = awesome.

The dopplegangers are definitely unnecessary for this deck. I would check out one or two Circu, Dimir Lobotomist in they're place, and possibly some more control to bide time, counterspells or the like.

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Posted 04 June 2010 at 01:51 as a comment on UB Mill v1.5

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Should probably fill in the sideboard with said eldrazi

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Posted 27 May 2010 at 04:16 as a comment on Spawnsire

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