killerxkidxx

18 Decks, 11 Comments, 0 Reputation

Tri-color decks for the win!
Standard too
Esper Reanimator
http://www.mtgvault.com/ViewDeck.aspx?DeckID=251477
Naya Humans
http://www.mtgvault.com/ViewDeck.aspx?DeckID=270102

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Posted 12 December 2011 at 07:06 as a comment on ADVERTISE 2!!!

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1st, take out superion. I messed with him and i messed with him, and he will only hurt your deck.

perilous seems to work with your deck idea, and maybe even steel hellkite because he can act as a board wipe.
You may hear this a lot, but you can never go wrong with a wurmcoil engine. 2 of those and oooooh boy will they be hurtin.
Inferno titan is not a bad choice at all, since he is a 4 drop 3 damage.
an idea i tried since you seem to like graveyard recursion, try adding 3 isolated chapels to your deck, along with 2-3 unburial rights. that can bring back your inferno no problem, and you will hardly use the flashback, so isolated chapel won't always be necessary, but normally but by the time you draw it you may need it
. Reaper is a stiff curve, needing 3 black mana, he is very demanding on black mana
. Gutshot isn't bad, but i would take that out and put it in your sideboard and mainboard the shrines for an epic bomb.
you seem to like working with creature death a lot, so a fun combo might be infernal plunge on a perilous myr into a brimstone bolley. 1 cost 7 damage. Bit hard to pull off with heartless out though
. I'd drop 1 blackcleave cliffs just for the reason that after early game, it is not a good draw as land because it will come in tapped
it looks very creature hateful, especially with reaper. Tell me how playtesting works!

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Posted 25 November 2011 at 04:54 as a comment on Burning Heart

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Too much creature buffing cards, not enough control. You will end up with too many buffing cards in your hand and nothing to fix the field.

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Posted 25 November 2011 at 04:09 as a comment on heartless infect

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really? i fixed it up. it was black white. as for bloodgift, i just prefer to run 2 not 4. I guess i have a love for jace because if i can pop his ult, i can end games. i play at friday night magic whenever i can, and i have a few buddies who know magic pretty well. and yes the myr superion is a problem w/out heartless summoning, but i couldn't make myself to remove him. i rarely run into problems with him, especially with the card draw. Thanks for the feedback!

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Posted 06 November 2011 at 23:31 in reply to #212558 on [standard] Heartless Summoning plz help!

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I actually tried black white heartless, it doesn't work so well. I have been playing with heartless for awhile, and i have it down pretty nicely i'd think. I'll give you the think, mine plays pretty consistently. I play this deck in tournament style areas, and it can hold its own.
solemn doesn't work out so well, he is a different deck entirely,
drop wurmcoils down to two, running a 3-of with creatures is a tad awkward.
I like the skinrender idea, if you play against creature heavy decks, he can work pretty well, if not he can be a disadvantage because you MUST place those -3/-3 counters. i would sideboard him.
i like the sphinx, my only problem is that it costs so much. yes this is heartless summoning, but if you are not going to draw it, what will sphinx do for you? you need early card advantage.
Turn to frog sideboard at best, it isn't a stable mainboard,
and you don't need phantasmal image, evil twin will work better, trust me, i run him.
only run 2 bloodgift demons, he is a dead draw after the second because he becomes dangerous to your life.
1 sheoldred, 2 is a bad idea. 2 in opening hand, or drawing another sheoldred is a complete dead draw.
i would even drop darkslick shores down to 3-of, because after early game it is a disadvatange.
try forbidden alchemy and unburial rites with a splash of white via isolated chapel. this combo works very well, because you will only flashback unburial rights late game, and by then you will be hard pressed not to draw an isolated chapel. this even works if they drop your big meanie such as wurmcoil or sheoldred, boom they are coming back.
Frost titan mainboard is very good, he can shut down very many decks, especially aggro, and he is very hard to remove.
Sun titan yes, is a very fun combo with perilous, but that combo is so ridiculously hard to pull off it isn't work it, they will get rid of sun titan asap and you will have barely done any damage with him.
If you are feeling ballsy, try running 2 myr superions. Never 4, that is way to many, but him, heartless summoning and 2 land opening hand is a pretty amazing opener.
Jace, oh jace. amazing card advantage, along with bloodgift demon. you will be drawing 2-3 cards a turn by at least turn 5, and by this time if you can pop jaces ultimate it is gg, you will have a lot of land and you can pretty much play your entire deck. if they have a board wipe, you can unburial rites sheoldred and continue wrecking face.
Final not, you MUST run spellskite. This card is still sitting at $10 for many reasons. Your opponents can not play any enchantments on their creatures without them being stolen. 2 or 4 spellskites work, and they are a 0 drop heartless. 2 games in a row i stopped a player from dropping an angelic destiny on either of his creatures because he didn't want my spellskite to become very very powerful.
Here is my deck link, i hope you can take something from this. This advice comes from me and all of my fellow tournament players, they helped me build this monstrosity.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=251477

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Posted 06 November 2011 at 21:31 as a comment on [standard] Heartless Summoning plz help!

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They would have to be block though. The whole point isn't to allow them to become blocked!

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Posted 16 September 2011 at 00:34 in reply to #198489 on Red Deck Power [Standard]

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The only thing i kinda see iffy with this deck is you have so many cards but not many copies of each. It would seem very inconsistent from game to game. It has good control that can change the game, but it still isn't very reliable to draw what you need. I'd say run some oh crap cards, such as life's finale, day of judgement, or black sun's zenith. You can clear the bored, keep your artifacts and planeswalkers, and then go to either produce more tokens, or build up your planeswalkers.

Cards i would drop. Treasure mage. He is only good for trying to get you contagion engine. If you want to do something like that, put in more contagion engines. And if you already drew contagion engine and then you draw him he basically becomes a tiny little meat shield. If you want to protect your planewalkers better, Maybe try some good walls as well. wall of tanglecord could work really well if they have flying creatures, and even if they don't. it is still a good wall.

I honestly like the idea, I have never really messed with a control deck, but i have played against one that had tumble magnets and proliferate and that is VERY annoying. It will stop someone for quite a while. Also think about dismembers, it is a great killing card.

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Posted 15 August 2011 at 21:11 as a comment on Super Friends / Control

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The only thing i kinda see iffy with this deck is you have so many cards but not many copies of each. It would seem very inconsistent from game to game. It has good control that can change the game, but it still isn't very reliable to draw what you need. I'd say run some oh crap cards, such as life's finale, day of judgement, or black sun's zenith. You can clear the bored, keep your artifacts and planeswalkers, and then go to either produce more tokens, or build up your planeswalkers.

Cards i would drop. Treasure mage. He is only good for trying to get you contagion engine. If you want to do something like that, put in more contagion engines. And if you already drew contagion engine and then you draw him he basically becomes a tiny little meat shield. If you want to protect your planewalkers better, Maybe try some good walls as well. wall of tanglecord could work really well if they have flying creatures, and even if they don't. it is still a good wall.

I honestly like the idea, I have never really messed with a control deck, but i have played against one that had tumble magnets and proliferate and that is VERY annoying. It will stop someone for quite a while. Also think about dismembers, it is a great killing card.

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Posted 15 August 2011 at 21:09 as a comment on Super Friends / Control

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