MadsHolger

4 Decks, 11 Comments, 0 Reputation

Well, if you are experienced enough I guess no deck is complicated to play. So I would say checking if experienced players find a deck hard to play is a bad way of assessing if the deck is complicated to play or not.
If I had a friend who I just told the basic rules of MTG and I then let him play with EPIC storm and say a white weenie deck, I'm pretty sure he would find the weenie deck much easier to play. I'm not saying this is the most complicated to play (It seems players of every combo deck thinks their choice is the hardest to play), but it is definitely takes more skills than playing say weenie and burn decks.
Yours truly

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Posted 16 July 2011 at 20:46 in reply to #173202 on TES: The Epic Storm

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I think I will go with raggedjoe here. TES is considered an established competitive deck in legacy and to say it is inconsistent is in my opinion wrong. As earlier stated I'm no expert, but I can combo of turn 2-3 most of the time.
Having tried a few sample hands here on mtgvault is not a good way to asses if this is a viable deck (I don't know if you have actually played the deck thegreenestberg). I started out sitting with counters to keep track of mana, counting on my fingers and using obscene amounts of time to figure this deck out (goldfishing by myself).
To your last point, I totally agree. There is no direct correlation between difficulty and success. But I will disagree that TES is inconsistent and only works in vintage.
Peace out

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Posted 14 June 2011 at 08:15 in reply to #170792 on TES: The Epic Storm

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Just an example opening hand and how I would play it (I am by no means an expert!)

Hand: Duress, Lotus Petal, Rite of Flame, LED, Infernal Tutor, Gemstone Mine, City of Brass

1. Play Gemstone Mine, Duress for protection. Pass turn

2. Draw Orim's Chant, Play City of Brass, Lotus Petal and LED, tap both lands play Rite of Flame, sac Lotus Petal. You now have RRBB floating and a storm count of 3. Play Infernal Tutor, crack LED for BBB. BBBBR floating. Find Ad Nauseam and play it. Storm count now 5. Get enough cards to play 5 more spells and tutor or wish for Tendrils.

Turn 2 win with Duress protection. If more protection was needed you could wait till turn 3 (Draw Dark Ritual) and play Orim's Chant for more protection.

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Posted 11 June 2011 at 12:16 as a comment on TES: The Epic Storm

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Lion's Eye Diamond + Infernal Tutor = Black Lotus + Demonic Tutor.

You cast LED. You then cast Infernal Tutor and in response you activate LED. LED is a mana source and does not go on the stack and the cost (Discarding your hand) is payed right away. When your Infernal Tutor resolves you have no cards in hand and are thus Hellbent, enabling you to seach for any card. Pretty sweet

Off course you can't use the LED to pay for your Infernal Tutor

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Posted 11 June 2011 at 10:47 in reply to #170707 on TES: The Epic Storm

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Hi Larsulberg
I'm trying to keep a tight manacurve on this deck, hitting 54 CMC and 120 damage. The current deck is at 53 CMC and 122 damage so there is some room for improvement...
I have not playtested against whenie but you are probably right that more mass removal should be added. As for Slagstorm I think I would rather increase the number of Flamebreaks as that hits everything. Pyroclasm might be swapped for Magma Jet as CMC and damage are equal.
For a noncreature version, Slagstorm and pyroclasm should definitely be added, maybe I'll post such a instant/sorcery version later on.
It so happens that I will be playing today :-) so I will try the pyroclasms an see how the deck fares.

Thanks for the input, MadsHolger

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Posted 09 April 2011 at 11:35 in reply to #150273 on Legacy Burn

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I agree with DedWards that the Goblin Ruinblaster could go no problem. You already have more than enough LD I would say. Nice with the creatures I think I will add some to my Jokulhaups deck:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=142977. You might still be a little short on mana as 10 of your 22 lands are still producing colorless mana...

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Posted 02 April 2011 at 12:57 as a comment on Land destruction

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Well, only had two Brainstorm so it'll be 4 Lim-Dül's Vault and 2 Brainstorm for now. It should be possible to acquire a few more brainstorm which I will add at the point I get them.

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Posted 02 April 2011 at 08:26 as a comment on Stasis, Howling Mine - Mill

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Changes:
Removed
- 3 Arcane Denial
- 5 Islands
- 1 Howling Mine
- 1 Thwart
- 1 Root Maze

Added
- 3 Lim-Dül's Vault
- 3 Underground Sea
- 1 Underground river
- 1 Bayou
- 3 Brainstorm

I have just read the errata on Lim-Dul's vault (as someone here used the card) and I must admit that I never understood the card back when I played (I still don't understand the card :-). It now seems as a nice addition to speed up the lock combo and the brainstorm is added for the same reason.
Added underground sea and river, why not 4 sea? I only own 3 and don't see me buying a new in the foreseeable future. I also only own 1 bayou. But one Sea and one more bayou would probably fit nicely. Maybe some of the new double lands where if you have a svamp or island they come in untapped...
I will come back after playtesting this, which could take a while as I'm 31, finishing my PhD this spring and have two kids :-!

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Posted 01 April 2011 at 19:20 as a comment on Stasis, Howling Mine - Mill

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Seeing that it hard to get any comments/advice here (which is totally understandable given the amount of decks that run through the front page on a daily basis) I will try to give myself some advice.
Original deck list:
Artifacts:
4x Howling Mine
Enchantments
3x Jace's Erasure
4x Root Maze
4x Stasis
Land:
14x Island
4x Forsaken City
4x Tropical Island
Spells:
3x Daze
4x Echoing Truth
3x Thwart
2x Unsummon
3x Arcane Denial
4x Counterspell
4x Force of Will

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Posted 01 April 2011 at 18:50 as a comment on Stasis, Howling Mine - Mill

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I have only recently taken up magic again, played back around 4th edition so I'm not really up to date on the creatures and creatures are a lot better now than back then. I myself used Storm seeker but a max 7 damage for 4 mana is less than what a lot of R burn will give you, 4 Lightning bolt and 4 incinerate will give the deck a bit more bite and then a few bigger creatures.
I also think you need to look at your manabase... 12 LD lands leaves you with very little colored mana sources, cut the Tectonic Edge and add more forest and mountains. You would like to remove your opponents lands well before he/she hits 4 lands.

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Posted 01 April 2011 at 12:22 in reply to #148704 on Land destruction

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I love LD myself but the trouble with LD decks is that one (read me) sometimes forget that you don't win games by destroying land.
In my opinion you have a tad to meny LD in your deck and a little to few cards that will grant you the victory. So I would suggest taking some out and adding some creatures or spell that will do some damage and get your opponent to 0 life.
Also I would lose the birds for some 4 Llanowar Elves and 4 Fyndhorn Elves giving you a more consistent starting hand with mana acceleration and they can peck a few lifes also which the birds cant.
I don't know if you are trying to keep this in a certain format, but I believe strip mine is restricted in vintage and banned in the rest of the formats.
Best of luck

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Posted 01 April 2011 at 09:11 as a comment on Land destruction

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