joande

49 Decks, 257 Comments, 4 Reputation

Most sliver decks are 4 or 5 colors so they can take full advantage of the available slivers in standard limiting yourself to just two colors would limit the available options severly. Once future sight is uploaded into the card database I'll enter a sliver deck into vault. Basically run some utility slivers like Harmonic and Frenetic to deal with threats. Necrotic, Virulent, Homing, and Sinew are 4 ofs with most other slivers as one/two shots, and a land base that allows you to play 5 colors.

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Posted 31 May 2007 at 22:06 as a comment on MURDERING SLIVERs

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Nice origional deck. If you ran blue you could throw in some hatching plans. If you played them with just an enchantress in play you'd break even but combo'd with auratog it would be explosive card drawing.

How does spirit loop combo with temporal isolation again?

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Posted 31 May 2007 at 19:38 as a comment on 3 ladies and an atog

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Also you are trying to run off-color slivers and that wont work well with just 4 gemhide to fix your mana. Lands like Gemstone Mine and Shock/Painlands make your mana base a lot more reliable. If those are to pricey you can use cards like farseek.

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Posted 31 May 2007 at 19:21 as a comment on MURDERING SLIVERs

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You are forgeting the single most potent sliver of them all, Virulent Sliver. Two forests (or any land that can tap for green) and 3 virulent slivers wins you the game on turn 3. Also Homing Sliver is a MUST HAVE, just take out some of the copies of things like shadow sliver and fury sliver to make room. Synchronous Sliver should be cut as it doesn't lend itself to an aggressive strategy. If you're going to run slivers and want to win you will be playing aggro.

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Posted 31 May 2007 at 19:15 as a comment on MURDERING SLIVERs

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I haven't been using this site for all that long. How long will it take for them to get the Future Sight cards loaded into the card database?

It seems like a solid fungus deck but fungus probably isn't all that competitive. What about doubling season, it would cut the time you needto get tokens/counters in half.

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Posted 31 May 2007 at 14:38 as a comment on Foot Fungus

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Interesting Deck...
It isn't competitive but it's a cool idea. A great deck for casual play.

Good Job! : )

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Posted 25 May 2007 at 17:59 as a comment on From the Keep

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You need more land at least twenty-two with the cards your trying to run. One of the most common problems a new player has is thinking they can get by with a sub-par manabase. The games it will cost you far outweigh the potential benefits! Why is Marrow Gnawer in here? You don't have remotely enough rats to use him well and there are far better options for that slot. You are basically playing a Legacy deck and most of those try to win on the third turn.

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Posted 25 May 2007 at 17:52 as a comment on DarkLight

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I knew it! People are posting netdecks and precons on this site, WTF. I mean come one thats a joke right!

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Posted 25 May 2007 at 17:45 as a comment on Expulsion

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Rumbling Slum is to slow for competitive play, trust me for the longest time I was the cards key proponent. It is running too few creatures for a normal build and WAY WAY too few for a build running 12 stat boosting spells. Burn in the place of stat boosters is a good idea as it can essentially complete the same core function but isn't burdened by the limitations boost cards have and oh ya it can pick off creatures the opponent wouldn't block with, duh ; )

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Posted 25 May 2007 at 17:38 as a comment on red green aggro

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what's neat is that Piledriver is being reprinted in tecth to strenghten Lorwyns tribal theme so this deck maybe standard legal (Large parts of it anyway) instead of extended which I assume is what you are shooting for.

Standard -Newest complete set, newest set, and the newest core set.
Extended-Last six sets rotating in blocks of three with the three newest core sets.
Legacy-Where Goblins in the form of Vial Goblins really shines!
Vintage-Goblin decks are just too slow for this format!

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Posted 25 May 2007 at 17:28 as a comment on Goblins Galore v1_0

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The Doubling Season would also double the counters on Wall of Roots ; )

But No tidofresh is right it isn't necessary!

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Posted 25 May 2007 at 15:51 as a comment on

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Umm let me get this straight, its a combo deck that trys to win with multiple conditions and runs over 60 cards. Ya nothing I just stated is a good idea!
-Get it down to 60 cards
-It's better to pursue one win condition well, then multiple ones poorly

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Posted 25 May 2007 at 15:40 as a comment on Black Burn

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You need less big creatures and more cheap burning cards to clear the way for your genju of the spires. Since you seem to be building a block deck I wont go into the many cards you could run to make this a competitive deck.

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Posted 25 May 2007 at 14:02 as a comment on Clash of Realities

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Common only decks are played in the peasant magic format. Get your deck down to 60 cards and run at least 22 lands. One of the biggest mistakes new players make is assuming they can get by with a sub-par mana base. Run Stinkweed Imp over Bog Imp. Try to understand that competitive vintage/legacy decks try to win in 2-3 turns. Do the math and see how many turns your deck can win in under "ideal conditions" then add two turns because of it's high susceptibility to removal and disruption.

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Posted 25 May 2007 at 13:58 as a comment on Common Cards Only

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-Extirpate along with Smallpox and Cremate should make up your sideboard allowing you to hose control / solarflare / recursion/ narcobridge decks.
-Extirpate is a poor main board choice because it will be a -1 card advantage about 9/10th of the time.
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Posted 25 May 2007 at 13:48 as a comment on Back to Rack

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I also run a black rack deck and I've won two tourny's in my area. It did so well that two people tried building decks just to hate on my deck. Here are some thoughts...
-Shimian Specter is far to slow and to easy to kill for that kind of mana, you want a game winning effect, see Damnation and Mindslicer.
-Aggro is a concern run Deserts
-Funeral Charm is amazing serving as early game creature kill and then locking the opponent when they are top decking.
-Megrim is so-so run two more P. Totem

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Posted 25 May 2007 at 13:42 as a comment on Back to Rack

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-1 or 2 Extirpate
+1 or 2 Mystical Teachings

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Posted 24 May 2007 at 21:38 as a comment on

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What is this monstrosity? How could such a deck ever produce a reliable win condition? What is this decks game plan?

On another note, When will future sight cards be available in Vault?

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Posted 24 May 2007 at 19:48 as a comment on Immortality

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This deck is somewhat similer to a competitive deck in the Legacy format. However it runs mostly 3 damage for 1 red cards, mogg fanatics, and fire blasts to get in four more damage and enable the barbarian rings. My version wins pretty often on the fourth turn and sometimes even on the the third if I draw instead of going first.

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Posted 24 May 2007 at 13:33 as a comment on Flamer

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Having combo parts in my hand and getting them to the graveyard is a problem but running phantasmagorian just for that might be overkill. I'll have to give it a try and see how well it works, Thanks!

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Posted 23 May 2007 at 17:34 as a comment on

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