Lucian_Devine

8 Decks, 270 Comments, 13 Reputation

I might put in an Eldrazi Monument or 2 if you can. They act as a nice drop and swing with flying win condition. Also, if you need to win long games, you can sacrifice a Nissa's Chosen, and then just fetch it back up with Nissa.

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Posted 18 October 2010 at 02:23 as a comment on Ezuri's Ending

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For starters, lol. You can only have 4 Dragonskull Summits. If you're looking for more dual lands, I would go with 2 more Lavaclaw Reaches. I like this version better than most, because you at least have a backup plan when/if your Galvanizers get killed. I like Splinter Twin, another way to combo off, turning one into 2. The Myr Reservoir serves a double purpose, so that much is also very useful. Lastly I like your ability to Tutor up what you need. All three of the things I just mentioned are things people forget when making decks around this combo, lol. It's hardly a surprise to your opponent, and the fact that you have a way to tutor them up, help control the board, and recurse them the graveyard is very smart.

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Posted 18 October 2010 at 02:19 as a comment on Infinite Mana burn

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Verdant Catacombs is the fetch land you're looking for. Green/Black fetch that gets you Forest or Swamp. One possible thing that you could use to give you some late game might be a Mimic Vat or 2, or a Nim Deathmantle or 2. It lets you use your mana when your creatures are killed to either get them right back, or imprint them and use them later. I know it's not quite what you're looking for, but it might help in later matches, or at least give them something else to focus on, other than your creatures.

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Posted 17 October 2010 at 17:08 as a comment on G/B Tiny Infectors

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I really like the way this deck looks, especially with the Spellbombs and the Smoldering Spires. About the only recommendation I could give is maybe a Koth or 2, if you can get your hands on them. I definitely don't think they're necessary for what you're doing though. The only other thing I can say, is make sure not to overplay your hand, especially against control. All in all though, it looks pretty solid.

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Posted 17 October 2010 at 16:59 as a comment on Red Metal Wins

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The build seems interesting to say the least. However, I think you may want to pick one of the 2 archetypes and focus on it, rather than trying to mix them this way. Here is a deck that could serve as an example of an effective way to mana ramp into Eldrazi with elves.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=90041

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Posted 16 October 2010 at 14:47 as a comment on Emrakul's Elves

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I do like mono blue mill, but I have one small problem with it. You lose hands down to most any deck running 3-5 legendary Eldrazi. Without splashing black for Leyline of the Void or even Suffer the Past, you have no way to fully mill them, unless their literally holding every one of the legendary from their deck.

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Posted 15 October 2010 at 04:03 as a comment on Mill Standard Type 2

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I don't know if you have access to them, but Spawnsires work best if you have Ulamog or Kozilek in the sideboard. You could also just main deck 3 Emrakul's and put the 4th in the board to act as a further win condition if you actually manage to go off with your Spawnsire. All the eldrazi hitting the board at once leaves you vulnerable to a Day of Judgement without an Emrakul there to give you an extra turn to swing for the win.

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Posted 14 October 2010 at 14:24 as a comment on the aeons torn (please comment )

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I'm surprised you don't have any Ichor Rats in the deck. It's one of the easiest ways to get a poison counter onto your opponent, then you can proliferate all you want.

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Posted 12 October 2010 at 03:53 as a comment on Pro-infection

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Memoricide is certainly a good choice for starters. Ratchet Bomb might be another thing to consider. You can keep it low if you need to use it to blow up some of your own creatures, or you can set it on 4 to hit Mind Sculptors. Also, if you happen to see a Gideon, Elspeth, or Baneslayer, you could up it again on their end step, and have it ready to blow on 5 whenever you might need it. I might also recommend at least 2-3 Tectonic Edges as well, as they help you deal with Valakut and Celestial Collonades.

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Posted 12 October 2010 at 03:38 as a comment on "Things that go Boom in the Night" need opinions

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I asked myself the same question at first glance, but then I backtracked up the list and figured it out.. I also like the control aspect that is presented by Liquidmetal Coating paired with Shatter. You can pick off a land if it's giving you trouble, say Mystifying Maze, Celestial Collonade, or Valakut, or as you said, take out a Planeswalker.

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Posted 11 October 2010 at 12:53 as a comment on "Things that go Boom in the Night" need opinions

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He casts Pyroclasm with his creatures in play. Each Blister Grub goes to the Graveyard, and opponent loses 2 life, or the Arsonist, which does 1 damage to target creature or player. Perilous Myr also does 2 to target creature or player. If he turns all that damage and life loss on his opponent, it's the start.. Then, he casts Flesh Allergy, sacrificing his Darksteel Myr, which wasn't destroyed by the Pyroclasm, destroys target creature, then that controller loses life equal to the large number of creatures that went into all graveyards that turn.

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Posted 11 October 2010 at 04:56 as a comment on "Things that go Boom in the Night" need opinions

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Yeah, Battlesphere is subject to far less removal than the Galvanizers. If they blow the one they have in hand to kill a Galvanizer, and you pop out a Battlesphere in the next turn, it could be the game breaker.

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Posted 11 October 2010 at 01:08 as a comment on Splintered Myr

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Understandable, especially considering the possibility of a sideboarded Celestial Purge against you.

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Posted 11 October 2010 at 01:06 as a comment on Spawnfire Celebration

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Yeah, Raid Bombardment is pretty good too. I would still recommend a Beastmaster Ascension or 2. If you drop it with 7 or more available attackers, you can swing, power it all the way up, and possibly 1-shot them.

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Posted 10 October 2010 at 16:43 as a comment on Spawnfire Celebration

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They don't so much need to be set up to win on turn 4. They just have to have some sort of removal at that point, something to pick off one of the Galvanizers.

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Posted 10 October 2010 at 16:42 as a comment on Splintered Myr

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My only problem with this combo as a whole is it's vulnerability. It is an incredibly devastating combo...if your galvanizers live. The only problem though, is that with your build, the absolute fastest you could have infinite mana is turn 5. The problem with Turn 5, is that you are vulnerable to just about every board wipe in standard, not to mention single target hate for your galvanizers.

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Posted 10 October 2010 at 03:11 as a comment on Splintered Myr

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Exactly. If you get a quest, 2 of your 0 drops, and a glint hawk, you can have a very devastating early game, even on just one land.

T1) Land+Quest for the Holy Relic
T2) Land+ Memnite/Ornithopter, Glint Hawk (Picking up your 0 drop, replay Memnite/Ornithopter. (Note, if you have a second Glint Hawk in hand, you could use your 2nd land to drop it, pick up the 0 drop, replay the 0 drop, and that's your 5th creature. Also, you could choose to wait a turn to do the 2nd Glint Hawk if you have it. If you wait a turn, you can still do the 2nd Glint Hawk/ Kor Shyfisher, bouncing your 0 drop, which is your 5th creature summoned with quest in play, which lets you fetch out your Argentum Armor on what would be turn 3, attach it to the Glint HAwk that can attack, and swing for 8 flying, destroying a permanent in the process.

It's hands like that that make me run 4 Glints, Skyfishers, Orni's and Memnites. The more chances you get to explode into your combo in the early game, the better off you are.

Some things you could possibly swap out for those Orni's could include some of your equipment. Sword of Body and Mind is good, but it can be used as a sideboard card, rather than main deck, to be used against Mono Green Eldrazi Ramp/Valakut. You also don't have any spells yourself, so you could swap out the Livewire Lashes as well. That gives you 4 cards, to put the Ornie's in. Any strategy like this is always potentially vulnerable to an on the draw Pyroclasm before you can go off on a turn 2, but such is life with a combo deck.

Anyway, just my 2 cents. It still looks like a solid list as a whole.

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Posted 10 October 2010 at 03:02 as a comment on Basher again

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A couple of possible suggestions would be Celestial Colonnades instead of the Glacial Fortresses, another possible win condition/blocker. Also, you might look into a Tempered Steel or 2 instead of a couple of those Argentum Armors. The speed at which your putting out the artifact creatures can make Tempered Steel more relevant in the early game, where an Argentum might be dead in your hand for a turn or 2.

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Posted 10 October 2010 at 02:48 as a comment on myr proliferate

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I actually don't know if I like prototype portal in a build like this. I would think you'd rather just have the Mimic Vat itself, rather than having to imprint it and risk getting 2 for 1'ed. Since the build is at 56 cards, 52 if you take out the Portals, you might consider Awakening Zones and Beastmaster Ascensions. They give you another way to spit out tokens/ another win condition. Another possibility would be swapping out the Rootbound Crags for Raging Ravines, but that's purely personal preference.

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Posted 10 October 2010 at 02:42 as a comment on Spawnfire Celebration

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Ornithopters in addition to the Memnites give you a level of consistancy that you might find useful for powering up your quests. Turn one quest into turn 2 Memnite, Glint Hawk, Memnite is particularly effective, especially if you happen to have a 2nd Glint Hawk or a Kor Skyfisher in your hand. It can make for some very brutal turn 3-4's.

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Posted 09 October 2010 at 05:12 as a comment on Basher again

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