JerodMacDonald

65 Decks, 246 Comments, 33 Reputation

Needs more control, or more creatures

I have a mill deck that started off almost exactly like this. Then I realized when I was always dead by turn 5 because I had no blockers or counters something had to change.

You have wayyy to many lands. The purpose of fetch lands is to ensure you both get the mana colors you need, and to thin out the deck. You could easily get away with 7 of each basic and 6 of the fetch ones for 20 lands, opening up room for counterspells or blockers. 8 of each for 22 if you're really wary about it.

Personally I use Fog Bank (doesn't take combat damage) and Wall of Frost (takes care of attackers for 2 turns instead of just one) for blockers, and 4 counterspells along with 2 perplexes for some control. Perplex works double duty as it can transmute into Mind Funeral.

Would also cut a tome scour for a fourth glimpse, its just better.

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Posted 16 May 2010 at 16:53 as a comment on Please sir, can I have some MILL?

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Holy shit to many cards

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Posted 23 April 2010 at 02:25 as a comment on Slivers and shiver

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Its fine without tomescour and traumatize, especially tomescour

If anything I'd say get rid of one Duskmantle and add another Mind Funeral

24 lands should still be plenty with this low of a mana curve, and Mind Funeral rocks

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Posted 10 April 2010 at 16:31 as a comment on 2x the mill

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Possibly some Cloudposts to ramp up the mana, its all colorless anyways.

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Posted 08 April 2010 at 17:16 as a comment on CotD: Bosh

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not bounce sorry, thinking of a red wall. It makes anything it blocks skip an untap step

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Posted 06 April 2010 at 03:10 in reply to #60269 on creatureless mill

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I don't see shadow being much of an issue unless you have a friend who does it to be a dick. I'd take out that wall and add a bit more burn. And definitely 4 Ball Lightning. That card almost always fucks my day up when it happens.

Also, possibly consider Sandstalkers instead of Scouts. One more mana for 2 more power

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Posted 06 April 2010 at 03:02 as a comment on Furious Assault Deck

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I tried this

I ended up dead every time unless it was against a creatureless or low creature deck, because then I could just counter their combos and mill them to death.

I would suggest Wall of Frost and Fog Bank as two potential options. Wall of frost is 3 mana for a 0/7 with bounce capabilities and fog bank has flying and doesn't take combat damage. Buys you some much needed time.

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Posted 06 April 2010 at 02:39 as a comment on creatureless mill

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Wayyyyy to many one of's

You aren't ever going to have a consistent play experience with this. It will be a random deck every game, which only works out in your favor like 1/5 games, maybe

This is the trap most people (myself included) fall into when first building a sliver deck. Find the best ones you can get, and focus on those. Focused ass kicking always beats luck of the draw.

I have one in my profile thats worth looking at. Its by no means perfect either, but it gives an idea of what I mean.

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Posted 06 April 2010 at 02:36 as a comment on Slivers Reborn

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I would definitely toss in some Ancient Dens and Great Furnaces for Shrapnel Blast and Megatog Bait.

Doesn't look like anything in your deck relies on basic lands so its basically just free extra artifacts.

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Posted 04 April 2010 at 21:27 as a comment on boros artifacts

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20 channel, 20 black lotus, 20 blaze

I win first turn

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Posted 04 April 2010 at 17:53 as a comment on BEST BURN DECK EVAR!

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I would look into Pestilence instead of the Crypt Rats, and possibly a Patriarch's Bidding or something similar to mitigate board whipes

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Posted 04 April 2010 at 02:44 as a comment on Endless Rats

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Goblin Grenade

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Posted 04 April 2010 at 02:42 as a comment on Goblins!

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Guerilla tactics.... really?

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Posted 30 March 2010 at 04:21 as a comment on Explosion

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Constant Mists is actually supposed to be in the side board, I forgot about that one.

Generally with this, the only thing it seems to be very vulnerable to is mass removal, but thats true with almost any heavy creature based deck. I usually have at least 2 harbingers/bannerets turn 3 that I always leave as blockers anyways.

And the Blanchwood Armor has won me more games than I can count. Minimum +3/+3 that only grows, and it makes a bit of an odd bedfellow for might of oaks. The blocking or removal will always go towards the one thats beefy now, leaving another attacker open for an easy +7/+7

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Posted 29 March 2010 at 20:28 in reply to #59226 on Angry Trees

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I would definitely consider the beacon

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Posted 29 March 2010 at 19:39 as a comment on Lifegain/Defender

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Finally some mind funeral love. That card is great.

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Posted 29 March 2010 at 19:28 as a comment on What I'm Gonna Leave Ya

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Hmm, the comment I was replying to seems to have disappeared.

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Posted 29 March 2010 at 19:01 in reply to #59220 on Angry Trees

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It works rather nicely. The little guys help get the big guys out, then the big guys get even bigger

The battlewand has a bit of a sudo landfall, and that coupled with the amount of treefolk you pump out he can get pretty beefy.

The real meat in the deck is Dauntless Dourbark though. I've had him out turn 3, ready to attack turn 4 as a 9/9 several times. Overall its fairly consistent which is something I like.

Lignify is a bit of a new addition. I originally wrote it off for some reason, but after tossing a couple in and turning a turn one reanimated Godsire into a 0/4, I found some extreme love for it.

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Posted 29 March 2010 at 19:00 as a comment on Angry Trees

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Wayyyyyyyyyyy too much going on at once here. Unless for some reason you want to play a different deck every game with no consistency.

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Posted 29 March 2010 at 18:53 as a comment on OOOUUUUCCCHHHHH!!!!!!!!

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Strip mine is banned in Legacy and restricted in Vintage

If you're going for straight burn, in a Vintage format, take out the land destruction. You need to kill them faster or they're going to kill you.

I've got a burn deck in my profile I'd suggest looking at, but even mine isn't perfect still.

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Posted 29 March 2010 at 18:40 as a comment on Classic Burn

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