joande

49 Decks, 257 Comments, 4 Reputation

To acknowledge the realities of my metagame I have removed the chalice of the void for four street wraith. They allow me to dredge on the first turn and combo well with unmask. Chalice of the Void was really only good if I went first anyway and only against raffinity decks in my area.

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Posted 22 May 2007 at 18:36 as a comment on

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Flame Kin + Dread Return takes up 2 less slots. It also allows for a turn two win that would be incredibly difficult (improbable) to set-up with a sutured ghoul. Dragon Breath is a dead card without ghoul. Don't get me wrong the combo your discussing is neat but its from the age of 3-4 turn win Manaless Ichorid. We are now in the 2-3 turn win Manaless Ichorid era! ; )

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Posted 22 May 2007 at 16:48 as a comment on

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I forgot to mention that this deck has 4 x Bridge from Below and 4 x Narcomoeba from Future Sight. For those who are unfamilier Narcomoeba is a 1/1 flyer that goes into play if it is discarded from your deck to your graveyard. Bridge from below is an enchantment that only works from your graveyard and puts a 2/2 zombie token into play every time a creature goes to your graveyard. Whenever an opponent puts a creature into their graveyard itis removed from the game.

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Posted 22 May 2007 at 14:08 as a comment on

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Unfortunetly they are right even in standard (Type 2) this deck could never compete. In a good deck you play like this
Turn 1 -Drop a land then do something
Turn 2-Drop a land then do something
and so on until the game is decided

Your deck will play like this
Turn 1 -Drop a land
Turn 2-Drop a land
Turn 3-Drop a land
Turn 4-By now you lose as your opponent was goldfishing and you never stood a chance!
Goldfishing (a player receiving no opposition from his opponent)

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Posted 18 May 2007 at 21:55 as a comment on

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Nice Deck for casual play.

Just out of curiosity, do you now when Future Sight cards will be added to the cardlists in Vault?

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Posted 18 May 2007 at 15:00 as a comment on

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Well before I would do that I would remove the four extirpates and the two mirari. Without Extirpates there is nothing that would be cost effective worth copying. Sideboards should be fifteen cards and that's where your extirpates belong. If you could correct these problems maybe someone would take the risk and playtest this deck.

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Posted 04 May 2007 at 16:48 as a comment on Storming Dragons

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with the exception of 7 cards they were all legal together in standard at one point. A fast aggressive deck could take a shrine deck the majority of the time but that's true of most decks that build up there resources slowly in a match against most aggro decks.

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Posted 30 April 2007 at 19:43 as a comment on Shrines

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I'm going to try to build a competitve dragonstorm but probably off color like red/black or red/green (post Ravnica rotating) out using Pact of Negation to protect the combo once it goes off. I know that will be tricky given all that blue brings to this deck. I love the basic idea behind dragonstorm but hate playing the "Deck to Beat"!

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Posted 26 April 2007 at 14:10 as a comment on Dragonstorm

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This deck seems incredibly top-heavy (To many really high casting costs). Running Boom/Bust and Restore Balance in a deck that needs to accelerate up to 7 or 8 mana seems to be extremely counter intuitive.

This deck needs a radical overhall to be competitive in even the most casual environment.

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Posted 26 April 2007 at 14:06 as a comment on Balancing Akroma

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Heres how most "Tooth and Nail" decks play
Turn 1 - Llanowar Elf (Or something like it)
Turn 2 - First part of Urzatron followed by sylvan scrying or sakura tribe elder
Turn 3 - Second part of Urzatron followed by Reap and Sow for third part
Turn 4 - Tooth and Nail for the win

The best this deck can do is a fourth turn Elvish Piper followed by a fifth turn creature drop. Elvish Piper survives to be tapped about 1/10th of the time. It seems you need more mana acceleration and fixing!

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Posted 25 April 2007 at 15:08 as a comment on Mean Green Beat

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Nah, those are in my myr tribal deck. I use to run Instill Energys in this deck and could pull off a third turn win. It was somewhat unreliable tho so I went with this build that can win on the fourth turn.

(Turn 1) Forest + Llanowar
(Turn 2) Forest + Priest of Titania then Instill Energy on the Titania followed by a W. Hivemaster + Wood Elves + Taunting Elf
(Turn 3) Overrun

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Posted 24 April 2007 at 19:43 as a comment on Elvish Fury

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The March turns my indestructible artifacts into indestructible creatures with power and toughness equal to the cards converted mana cost. So a Darksteel Ingot becomes an indestructible 3/3 which keeps its tap to produce any color of mana ability.

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Posted 20 April 2007 at 14:00 as a comment on Transformers

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Mystery indeed, like what format would this deck be legal in? Why is it just 22 cards? What were you thinking?

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Posted 17 April 2007 at 17:22 as a comment on mystery deck

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Why is it a white deck with swamps and no plains?

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Posted 17 April 2007 at 13:32 as a comment on Urzas Hell

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Well then, you have very good taste! ; )

Dimir Aqeducts are an excellent way to increase both mana production and fix my colors. I don't share the phobia concerning Karoos, I think they have there place. I wouldn't run them in let's say an aggro deck or a mono-colored control.

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Posted 15 April 2007 at 20:16 as a comment on Dimir Hypermill

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Crap, its undefeated thus far. as for how much it cost me, I already had all of the cards.

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Posted 07 April 2007 at 17:30 as a comment on Dragons

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The sunlance is a good suggestion. If Wrath is such a problem consider that saffi eriksdotter as a way to cheat a creature back after wrath. I run evangels and guildmages so I have a lot of ways to keep producing tokens and would miss the colored mana to much if I ran more Vitu-Ghazi. For wrath just hold on to some creatures after you get about three out, rely on your token engines! I was hit by WOG 3 times in one game with this deck and shrugged it off because I only ever put out two creatures.

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Posted 05 April 2007 at 13:51 as a comment on Ghazirific

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