Lepellier

305 Decks, 443 Comments, 40 Reputation

I find rewind to be too expensive for a counterspell. I'd have a hard time paying 3 for a counter, even if Rewind does untap lands. Curiosity, I think, isn't going to be that much of a bonus. It only matters if I can get a STalker out.

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Posted 24 July 2012 at 05:32 in reply to #274849 on New Mono-U Delver

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Also, Serra Avatar x3, and who is your commander? You should move him to your Sideboard, so he's easier to distinguish.

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Posted 20 July 2012 at 17:13 in reply to #274732 on White Commander Deck

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You need to take out the split color cards (Like Kitchen Finks), they count as both colors, and since I'm assuming your general is mono-white, they cannot be here.

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Posted 20 July 2012 at 04:51 as a comment on White Commander Deck

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Thank you all. First time that I've had a deck hit top deck in the few years that I've been on this site, so I must say that I am very proud of this deck.

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Posted 01 July 2012 at 05:41 as a comment on Infinite sac damage

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I am having a bit of a debate on if I want to run the summonings anyway, seeing as they aren't necessary. Was thinking of maybe more spot removal to last until I can get Mikey out. If I run the summonings, I can't play anything else until Mikey is out, seeing as the other combo pieces are 1-toughness creatures. Maybe run a few more lands even.

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Posted 30 June 2012 at 04:57 in reply to #268941 on Infinite sac damage

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With Mikaeus in play, the Fume Spitter's are actually 2/2's. Now, for some reason, in a tired oversight, you are right, I don't actually need the Heartless summonings, since Fume Spitters have sacrifice abilities. Now, I suppose that heartless summoning is useful in terms of helping me get Mikey on the board. The Fume Spitters are used to remove the +1/+1 counters from each other with their sacrifice effect.

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Posted 29 June 2012 at 04:56 in reply to #268941 on Infinite sac damage

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I realized that I've been going about this all wrong. Why run Curse of Death's Hold when there is Heartless Summoning in standard that gives the same effect for half of the mana, and it helps me get Mikey out?

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Posted 28 June 2012 at 06:51 in reply to #265507 on Infinite sac damage

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Uhhh, number of problems here, Cap'n. First off, this is for standard, so no Greaves. Secondly, Just because a creature has shroud doesn't mean that the curse won't affect him. The curse is a global effect and will still give him the -1/-1. Shroud just means that he can't be targeted, by anything.

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Posted 28 June 2012 at 05:10 in reply to #267635 on Infinite sac damage

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Thanks! I'm not huge on Legacy, but I'll see what I can do to help.

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Posted 25 June 2012 at 15:29 in reply to #267816 on Infinite sac damage

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There are ways to give him hexproof, just not in Black. I don't know about ways to up his toughness, exactly, except for with Mikaeus, and maybe some Stromkirk Captains.

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Posted 25 June 2012 at 04:55 in reply to #267635 on Infinite sac damage

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I would recommend adding in at least a few drowned catacombs/Isolated Chapels for the flashback on Lingering. Also, I have been feeling like Cackling Counterpart is a very viable card when working with Drogskol Captains, especially in a deck running Intangible Virtues.

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Posted 21 June 2012 at 06:53 as a comment on Spirits of the Mist (standard)

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Agreed, changes have been made. I feel like once m13 comes around, there could be a lot of changes for the better to be made to this deck, such as the multi-tutor and the new lilliana.

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Posted 21 June 2012 at 06:43 in reply to #265507 on Infinite sac damage

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Hmmm, you're right. I forgot that Mikaeus had the static +1/+1...That could be an issue...

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Posted 20 June 2012 at 16:43 in reply to #265507 on Infinite sac damage

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Auramancer, just in case all of your Battles get sent to the 'yard?

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Posted 20 June 2012 at 04:50 as a comment on BATTLE OF WITS

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How about a cackling counterpart? Since Counterpart makes tokens, you can drop it on a Drogskol captain and with Intangible Virtue, it become pretty wicked.

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Posted 19 June 2012 at 00:22 as a comment on Drogskol Captain?

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Still doesn't matter. All permanents are exiled as well. You cannot win on t1 with this deck.

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Posted 18 June 2012 at 22:25 in reply to #265641 on Turn one worldfire

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Other problem, you can't have this work with a Pirahna Marsh in hand. Seeing as Worldfire exiles your hand, it would be gone before you could use it, and if you played the marsh first, both players life is set at 1, so it would still be the same. There is no way to cast worldfire and kill your opponent in the same turn.

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Posted 18 June 2012 at 17:36 as a comment on Turn one worldfire

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And here's a slightly more definitive answer: "121.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704."

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Posted 18 June 2012 at 17:07 as a comment on Infinite sac damage

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Fun deck, I used to play with a very similar deck to this in Standard. Though, I always liked playing with Mirran Spy. As long as you have an architect in play, he serves as a sort of Heartless Summoning for your artifact creatures, and with both Heartless and a Spy in play, the possibilities get ridiculous. Also, you may want to think about maybe adding in some mana leaks. I would suggest dropping the singleton artifacts for Mana leaks. The artifacts that you have in here as singletons don't seem to be as effective as having a playset of Mana Leaks. As for the Spies, I would actually probably drop the images, personally.

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Posted 18 June 2012 at 06:57 as a comment on Grand Heart-chitect

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" A state-based effect provides that if there are both +1/+1 and -1/-1 counters on the same card, they are removed in pairs until only one type remains."

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Posted 18 June 2012 at 06:46 in reply to #265507 on Infinite sac damage

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