Kich

2 Decks, 4 Comments, 1 Reputation

Right. The point would be to equip him (imprinted with soliton) or soliton with it and ping to death. Myr Welder receives activated abilities, not passive benefits, and therefore would not be able to equip himself to another creature as they'd get no benefit from doing so.

Things I would consider imprinting on Welder:
Steel Hellkite
Grindclock
Soliton
Khalni Gem
Titan Forge
Lux Cannon

There's probably some more but I can't think of them off the top of my head.

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Posted 06 February 2011 at 22:50 as a comment on Myr Welder

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@shane9102: Sea Gate Oracle does no such thing. The card reads: "Look at the top two cards of your library, put one of them in your hand in one on the bottom of your library.", if you've been playing it as "Draw 2 cards, put a card on the bottom of your library" you should immediately stop, as that is not what the card does.

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Posted 05 February 2011 at 12:15 as a comment on Let us begin anew...

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Unfortunately the first question that ran to my mind when I thought of doing a Green/Red landfall deck was, "why am I not doing a valakut ramp deck" which is essentially the same thing...just..better. Valakut can be active and thriving on turn 4 and win outright on turn 5 with relative consistency.

However, I prefer not to do that as I don't like the card.

In my hours of brooding over this sort of deck here are some ideas I came up with, they might help. First and foremost, drop birds. There's no point to have them there in a landfall deck--add more Khalni Heart's and Explore's. They may not accelerate your land later, but they do still let you draw a card for 2 mana and in the event that card is a land, you can play it even if you had previously played one.

On top of that, you want to thin your deck, you should be drawing land accel cards, not lands. Having more ways to pull land is better, and yeah Primeval Titan is awesome it's also a 30$ card and I'd definitely not drop 120$ on a playset of them.

For me, I felt that cards that can take advantage of large mana pools were a plus, so look for some expensive red cards that are really devastating, but not that devastating to you. For instance, with a solid draw, you could have 7 or 8 land on turn 5 pretty realistically. Take a card like Destructive Force and Devastating Summons. Turn 5 you could tap out, drop 2 8/8's and then play Destructive force with the floating mana. Your opponent would have no land and almost -certainly- would have absolutely no creatures left to stand up to 2 8/8's.

So, just some cards to think about:
Devastating Summons
Comet Storm (strictly better than fireball)
Gaea's Revenge
Destructive Force

Furthermore,

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Posted 05 February 2011 at 02:34 as a comment on Dragonmaster Landfall

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Playing him as fast as possible should be the first indication that your deck relies on surprise, rather than strategy, to win. This should then immediately tell you that your idea of how the deck should play is flawed, and while legitimate, needs tuning.

For instance, in a tournament setting you won't just be playing one game against someone, you'll be playing a best of 3 probably. So let's say, things go ideal and you win. Game 2, they go first. They drop down a Brittle Effigy and wait. You have literally 0 ways to stop that, you didn't go first so you can't duress it out of their hand, you have no bounce, you have no shroud, you have -nothing- to stop that. Mystifying maze literally ends you.

Assuming you will have the discard (which you don't, 6 discard cards, really? That means you have a 10% chance of drawing a single discard card) to stop them from dealing with your combo is rather naive. Your combo is susceptible to counter and removal of many different kinds--the likelihood of you having more than one discard card in your hand is rather low.

Compare your 6 ways to stop your combo to your opponents ~12-20 ways of stopping it that in no way interfere with the operation of their deck.

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Posted 04 February 2011 at 23:14 as a comment on Let us begin anew...

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