Yep. Kinda of a douchebag deck.
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I love ideas, yes please. Which counters would you aid for? I was sorta thinking the ones that are "free" like FoW and Daze. Do you think the Howling Mine/Forbid combo is sufficient in locking down the opponent after the soft lock (erayo and laboratory) is in place?
And Serra's Sanctum too, if it was a Vintage/Legacy deck.
Understatement of the year :)
Clique seems better, overall, because you try to win with this game by shutting down your opponent. Being able to remove one of their main threats (like Abrupt Decay) from their hand rocks. Will definitely consider it :)Will add both to the sideboard.
Will make a note of that, in the Deck Description. It is a little Misleading to Say Turn 3 Lockdown. It is possible...only if your opponent has no Turn 3 Removal.So...combo is likely to go off on Turn 4 or Turn 5. Thank you for looking that deeply at the Deck! :) What to replace Chronatog with? Idea is...once you have the lock in place, and counterspells to counter your opponent's 1 spell per turn, to pump up Chronatog and win with Him. Will say this...splitting hairs, if that one "unknown" card is Daze...then I could still get the counter/win. Not likely...and relies on waayyyy too many cards. But it is possible :)
Since you are running 4 of the Congregation at Dawn...you might to be able to run 3 copies of some of your combo creatures. That could be where, maybe, where you could put the Revivals. :)
Mayor of Avabruck and Coat of Arms are nice together :)Maybe consider Raised by Wolves. It is going to provide you pump up power PLUS put out tokens. Good luck! Did not know of Full Moon's Rise. Very cool card!
Looks pretty decent. You have search engines for your creatures. You have combat damage prevention. You have nasty combos.Rancor, with trample, to make sure damage goes through. O-ring for threat removal. Low mana curve.Very solid mana occurrence. Only addition I could think of, you may have it in the deck and I am missing it...is 2 or 3 cards that fetch cards from your graveyard...just in case they nuke/counter one of your key combo creatures. :)Reclaim, comes to mind :)
Why, yes I will, Milo.
You mean for Forbid? Meaning: discard my Bloodghasts as part of Forbids buyback cost: If so, that is very nice. Would have to add more black cards, in my mind, to justify running another color. What would you suggest? Or do you mean, as my opponent? You would not be able to play much of anything...so after you started having more than 7 cards, you could discard your Bloodghasts and bring them back into play, against me. You make very solid decks, so, questions:1) You think that I am running too many counters? 2) Relying too much on Cloud of Faeries/Snap to get Erayo flipped?
Why, thank you Northy!
Yep, or try to :) Force of Will comes to mind and Daze. They are "free" spells...which trick your opponent into thinking you can't play spells because your mana is tapped out. Example: You are tapped out of mana, by playing a spell that flipped Erayo. Your opponent sees what is about to happen and plays Terror on Erayo. In return, you pay 1 life and remove a blue card, in your hand, from the game and counter the Terror with Force of Will. If your opponent is tapped out...after Terror, it is most likely game over. With this deck, 1 very timed counterspell will when you the game...since, if you have the lock in place, they only get to play 1 spell a turn.
I would cry if they have Abrupt Decay :) Only thing I have, is Capsize. It could bounce my permanent back to my hand. Saving it. But I would have to have 3 mana. Maybe I could sub Capsize for Void Snare? What do you think?Would you suggest a card that brings cards back from the graveyard? I added Drift of Phantasms, thanks for the suggestion. It gets me 9 cards. It gets me, not only Arcane Laboratory, but it also gets me Forbid (a very important card that combos with Howling Mine, for the solid Lockdown!) And Skylasher (did not know of it, it rocks!!!) would very much shut down this deck. Only way I could beat it...would for me to have the Arcane Laboratory/Erayo lock in place AND have TWO Chronatogs in play and you only have ONE Skylasher in play. Not likely to happen though. As you said, Vintage, every deck has a weakness. So: 2 Questions:1) Take out Capsize for Void Snare? 2) Bring in some graveyard return spells?
Thanks! Not sure what I would drop to add him, though. I. Scepter is also an option. Counter on a stick :)
Blue control cards stop most combo decks :) As would Naturalize/Disenchants.
Yep, Idea is to work around the bad abilities with Lifeline. Thanks!
I looked it over. Very combo-rific! And mean. Infinite stuff is yucky! I suggested a card or two. :)Good luck! And since you asked, on another one of my decks, if there were any decks you could look up for me. Sure, since your deck is Horny Squirrels...I also have a Squirrel deck with Lifeline and Deranged Hermit. Maybe they can get together and make sweet love together: http://www.mtgvault.com/jessie/decks/squirrels-call-from-lifeline/
Put Stuffy Doll in the Sideboard :) It is nice with Call and Station. Yavimaya Kavu combos nice with Call. But I like Wall of Blossoms as a blocker. He rocks. I would suggest Lure...but...maybe not. It would force them to block and you would get the tokens. If you were to consider...since you have 8 cards that grant indestructibility...you might take a few out of those to find a place for something else. You did not add it:But, your How to Play Section...or what you basically are looking for is this (for anyone that didn't understand the combo):Turn 1. Forest. Llanowar ElvesTurn 2. Mountain. Druid of the AnimaTurn 3. Forest. Play Squirrel Mob. Play Druid's Call on Mob. Turn 4. Mountain. Play Pandemonium. Play Essence Warden. Good game! Right? All the extra cards are just extra, right? I mean...if I am not mistaken, and I am AWFUL with rules...but every time you do 1 damage to Squirrel Mob, he will get +1/+1...so he won't die, right? So you just keep targeting him (via Pandemonium) every time you bring a Squirrel token into play (via Call). Technically you don't even need the indestructible cards. I like it!
And the beauty of Quicksand is that this deck won't allow your opponent to play anything much bigger than a 2/2 creature. Rarely will (with you destroying their lands) they get a 3/3 or a 4/4 creature in play. So...Quicksand is very deadly in this deck. What Quicksand doesn't kill, the Wurm (6/6 trample) and Slime (Deathtouch) will kill. :)
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