Lucian_Devine

8 Decks, 270 Comments, 13 Reputation

The deck looks like fun, thankfully, I counter with the word that I love more than anything in magic...Eldrazi!

The fogs are certainly fun though, and losing to a Helix Pinnacle is always painful.

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Posted 25 January 2011 at 02:23 as a comment on Fog that!

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I gave it a look over, and it looks pretty decent. It does have more defense than mine does, which is certainly relevant the way the metagame is shaping up.

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Posted 20 January 2011 at 01:27 in reply to #117672 on Elfdrazi Trap

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Depending on your available cash, I would recommend some of the Zendikar feth lands over the Terramorphics he's suggesting. Verdant Catacomb and Misty Rainforest can both fetch the forest you need, bring it into play untapped, at the cost of just 1 life, which is nothing if you're getting two 4/4's out of the deal.

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Posted 17 January 2011 at 03:11 in reply to #111730 on WHAT A LOAD OF BALOTH'S

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Have you thought of Call of the Herd in it's place instead? for 2 mana less, you get 2 3/3's instead of 2 4/4's. Could help the tempo that you're trying to push.

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Posted 17 January 2011 at 03:05 in reply to #100649 on WHAT A LOAD OF BALOTH'S

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Very nice deck. We'll overlook the fact that Sol Ring is a restricted card, lol. What might help you with your colored mana, in case it's a problem, unlikely, but still. Is to swap out the Llanowar and Fyndhorn Elves for Birds of Paradise and Noble Heirarch. Both of them cap tap for either of the colors that you need, which would make them better as far as mana producers go.

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Posted 17 January 2011 at 03:00 as a comment on top control

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Not sure if you care, lol, but Sol Ring is a restricted card, only 1 in a deck. If you're playing casual though it doesn't really matter, lol.

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Posted 15 January 2011 at 06:08 as a comment on The followers of the hydra

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I agree 100% with Ajani's Pridemate. No white life gain deck is complete without them.

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Posted 15 January 2011 at 06:05 in reply to #115926 on My Cradle of Vitality

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Have you thought about Darksteel Juggernaut at all? You could consider taking out the Darksteel Sentinel's for them. The Juggernaut doesn't have flash or Vigilance, but it will consistently be bigger, in addition to costing less.

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Posted 15 January 2011 at 05:59 as a comment on Forgemaster Architect

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I disagree on Harrow and Cultivate being better mana ramp than the elves. If you're first play is a Cultivate on turn 3, that sets you up with only 5 mana on turn 4. This seems good, except when you consider the likely possibility of turn 1 Llanowar or Arbor Elf, Turn 2 Elvish Archdruid or Mul Daya Channeler, leading into a possible Darksteel Juggernaut as early as turn 3. The only flaw is that yes, the elves are subject to creature removal, but your plan is just more susceptible to blitz agro. Both plans have potential flaws, it's simply a matter of preference.

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Posted 15 January 2011 at 05:45 in reply to #115924 on Darksteel Mana Ramped

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If you're going for an elf theme, I might recommend Arbor Elf, If you're going for standard, in place of Birds of Paradise. If you're not going for standard though, then Fyndhorn Elves fits in the spot. They tap for the same green mana that you need, double as an elf to help boost the mana you're Archdruids are putting out.

Likewise, if you're not going for standard, and just want more fast mana ramp, you could take out the Battlements and add Priests of Titania. 8 1 drop mana producers that lead into 4 two drops and 4 three drops is pretty ridiculous mana acceleration.

One last suggestion, works for both standard and casual, is simply this Whispersilk Cloak. Stick it on your Juggernaut and pound the damage through.

I've done a fair few elf decks in the past, and my only problem with Joraga Treespeaker, are if you play it turn 1, level it turn 2, just to have them kill it in response. An alternative to this, is to invest in a 3 drop rare, that is still pretty cheap. Mul Daya Channelers. You only have 4 cards in your deck that don't trigger it as either a mana producer or a 5/5.

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Posted 15 January 2011 at 05:41 as a comment on Darksteel Mana Ramped

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Another good card for builds like this, is Beastmaster's Ascension. I ran a deck that used both Raid Bombardment (2) and Beastmaster's Ascension (3). The damage can add up pretty quickly, to devastating effect.

As for what I might replace to put in even 2-3 Ascensions, I might recommend 1-2 Raid Bombardments and 1-2 Broodwardens, simply pending your preference. Also, when you're sitting on a hand full of blanks, or just need 1 more attacker to fire up an Ascension or muscle through the last few points, Raging Ravine can be effective.

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Posted 15 January 2011 at 05:31 as a comment on flood of spawns

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Mystifying Maze is only attacking creatures an opponent controls.

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Posted 15 January 2011 at 05:27 in reply to #115919 on flood of spawns

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Jace's Erasure is pretty decent in Mill decks like these. When you combine it with things like Howling Mine, Font of Mythos, and even Jace Beleran.

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Posted 15 January 2011 at 05:13 as a comment on Mill Fun

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I've been a fan of a certain set of cards that can actually get through decks like this. I assume that you're friends don't play with them, but I'll throw the idea out there so you can consider it.

Eldrazi have the ability to bash through defense like this, sometimes before you can get your defenses in place. Emrakul in particular can be problematic.

On the same note though, Ensnaring Bridge is particularly good at keeping enemies from attacking, which pretty much gives you infinite time to set up everything else, and/or swing with your Purity.

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Posted 02 January 2011 at 11:29 as a comment on You Cant Hit Me =P

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Basically yes. All damage dealt to it is still prevented, and players cannot pay the cost to make it lose that ability.

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Posted 02 January 2011 at 11:18 in reply to #110381 on You Cant Hit Me =P

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Inquisition, and Duress while we're on the subject are good, mostly as a turn 1 play. Mire's Toll is fine, but only on turn 3-4 when you've got swamps in play. Duress and Inquisition though, can strip key pieces out of their deck early, before Mire's Toll would be able to. Try playing against most any fast agro deck, white weenie, vampires, kuldotha red, elves. Mire's Toll would be far too slow, where Inquisition can literally buy him several turns by stripping a Goblin Chieftain, Student of Warfare, Elvish Archdruid, or Captivating Vampire.

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Posted 16 December 2010 at 04:08 in reply to #105975 on Standard discard (second try)

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Street Wraith might be the type of draw a card you might be looking for. If it's in your opening hand, and you're close to your combo, you can just pay 2 life and cycle him to draw a card. 4 of him basically gives you 4 more chances in your deck to draw the combo pieces you need. Sigh in Blood is another cheap mana cost draw 2, but the Wraith is better for your turn 1 kill.

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Posted 16 December 2010 at 04:00 as a comment on 1st Turn win FLING!!!

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Negate isn't so good in the main deck. I'd run something like Cancel, Stoic Rebuttal, or Deprive instead, and use Negates in the sideboard for any control matchups.

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Posted 15 December 2010 at 09:12 as a comment on U/W Control

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Also, don't know if you care or not, but Tinker is restricted in Vintage and banned in Legacy, the only formats a deck like this could tournament in. Also, pending your finances, Volcanic Island is better for your deck than the Crumbling Necropolis.

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Posted 15 December 2010 at 09:05 as a comment on Not So Final Fortune

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If you're going for something of the sort, you might consider Pyromancers Ascension and Call to Mind, a way to go off and win with infinite turns without your Scepter.

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Posted 15 December 2010 at 09:01 as a comment on Not So Final Fortune

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