Lucian_Devine

8 Decks, 270 Comments, 13 Reputation

I recommend Squadron Hawks if you can fit them in, possibly in place of the duelists. For 2 mana, you can fetch up another 3 cheap creatures to further power up your quests.

Also, if you can throw in a few Emeria, the Sky Ruin's It helps you get your creatures back from the graveyard, should they be destroyed.

Finally, I am also a fan of Sun Titan in a build like this, as it helps you get most everything in your deck back from the graveyard.

Those cards give your deck some very good graveyard recursion, in the mid-late game, which can outlast any deck trying to out removal you to death.

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Posted 09 October 2010 at 05:10 as a comment on White Zero Wheenie

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Leyline of Punishment!

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Posted 09 October 2010 at 00:51 as a comment on I am a God you can't kill me!!!!

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No Skithiryx, the Blight Dragon? Or is this built with all cards you own?

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Posted 08 October 2010 at 23:12 as a comment on Black/Green Infect

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I am pretty sure he's going for T2 legal, but otherwise yeah, Pentarch Paladin would work.

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Posted 06 October 2010 at 01:27 as a comment on Quest for the Holy Cloak

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It looks decent enough, but I see you having a harder time casting your fatties than you think. I run a deck fairly similar to this that has 12 mana producers, and I think you'll find it harder than you think to get the 6 mana you need, especially if your Overgrown Battlements get killed.

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Posted 05 October 2010 at 06:46 as a comment on GW Eldo Controll

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Agreed on all accounts about the Batttlesphere. If you're running a myr deck, then you may as well, lol.

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Posted 05 October 2010 at 01:22 as a comment on Myr Eldrazi

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Running only 8 creatures, counting the Zendikons, makes you pretty vulnerable to control. If you're running this much fire, you may as well throw in Fire Servant. I'd also say throw in some Koths if you can get your hands on them.

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Posted 03 October 2010 at 20:19 as a comment on Chandra's outrage

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The deck seems pretty decent overall, but I think it's vulnerable to control. Without counterspells to protect your creatures, or to help your bone wand resolve, you might never have a chance. I might recommend at least 3-4 Cancel's, possibly in place of the Foresees or See Beyond.

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Posted 03 October 2010 at 03:55 as a comment on Proliferate My Bone Wand

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Reasons like this are why they won't bring back the Urza lands, lol. It's scary enough with just the temples and eye of ugin, let alone adding the Urzatron. I don't know if you have access to them at all, but an eye of ugin or 2 would help you fetch out your win condition.

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Posted 02 October 2010 at 15:51 as a comment on Myr Eldrazi

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So very many things that are wrong with your turn 0 Emrakul plan. Where do I begin? First of all, have you read Emrakul...like at all?

Let's start from the beginning. If you use Entomb and fetch him from your deck and put him in your graveyard, his ability triggers, and your graveyard gets shuffled into your library. This means that you can't even reanimate him, since he's not there to begin with, unless you are also running blue, and can come up with the mana to Stifle the triggered ability when he goes to the graveyard.

Secondly, even if the combo did work, or you managed to get Emrakul onto the battlefield one way or the other, he has protection from all colored spells, which means that you can't target him with Tainted Strike or Vampire's Bite.

I am sorry to have to be the jerk, but if it had to be somebody, it may as well be me.

If you want the type of hand that can do it though, you'd need. 1 Swamp/Island, 1 Dark Ritual,
1 Entomb, 1 Reanimate, 1 Stifle, 1 Chrome Mox, and 1 blue or black spell to imprint on the Chrome Mox (Note, the color of the spell would have to be the opposite of the mana your land is producing.)

If you get all of these cards in your opening hand, then your combo works.

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Posted 02 October 2010 at 05:16 as a comment on Turn 1 Eldrazi

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I can certainly agree, and the Skyfishers serve a double purpose for bouncing a Memnite, or Ornithopter, to further power up a quest.

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Posted 01 October 2010 at 05:04 as a comment on Crazy Good

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Eldrazi Conscription is an enchantment, not an equipment. He can't fetch that out with the quest.

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Posted 01 October 2010 at 01:47 as a comment on Crazy Good

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Thank you very much.

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Posted 01 October 2010 at 01:42 as a comment on Elfdrazi Trap

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http://wizards.com/magic/Magazine/Default.aspx

Click on the part that says Magic Videos, and click the right arrow until it says infect.

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Posted 30 September 2010 at 13:48 as a comment on Anti-venom

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That is a pretty cool combo there. Just hold the 0 drop creatures till you dig for a quest and smash away. About the only thing I could recommend to give you an even more brutal late game is Strata Scythe. Argentium is certainly preferred, but the Scythe might be a decent sideboard card against other white decks.

Taking a second look, Condemn might work a little faster/smoother in place of Arrest. It's cheaper, and gives you some instant speed creature removal to use on defense.

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Posted 30 September 2010 at 04:34 as a comment on Crazy Good

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Wizards put up an infect preview, detailing it's effects. People were wrong, infect creatures do normal damage to planeswalkers. He's not the ultimate infect prevention so many people thought.

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Posted 28 September 2010 at 04:12 as a comment on Anti-venom

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Mind Shatter, or Bloodhusk Ritualist kicked for their hand size in that case would act as a game ender. The only catch is, that you have to know that there isn't a counter in hand for it to work. Duress and Mire's Toll can certainly work towards that end though, so it's basically a toss up based on preference.

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Posted 27 September 2010 at 06:26 as a comment on Double Megrim

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I might recommend Rafiq of the Many and maybe Noble Hierarchs. I've seen games that are turn one Hierarch, turn 2 Doran, turn 3 Rafiq, with Doran swinging for 14 damage unblocked.

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Posted 27 September 2010 at 06:20 as a comment on Toughness Experiment

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Nice removal package for a sealed deck. 4 burn spells, 1 artifact kill, 1 artifact counter, and volition reins to go with it. How'd you do in the tournament?

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Posted 27 September 2010 at 06:16 as a comment on SOM Pre-release Sealed Day1

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I ran a build fairly similar to this, and I found that I had little use for Mind Rot. I Inquisition of Kozilek in it's place, and I found it to be far more effective, especially on your turn 1.

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Posted 25 September 2010 at 07:21 as a comment on Double Megrim

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