maxtheape

20 Decks, 69 Comments, 6 Reputation

Definitely an option. Not sure what to pull in favor of it. Any ideas there?

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Posted 26 October 2011 at 03:39 in reply to #209836 on Jin-Gitaxias and Friends

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I kind of look as the Avacyn's Pilgrims as a mana insurance policy. Yes, they lose their ability if there is an Essence of the Wild in play, but in that case they are still a 6/6 for one mana. The Elvish Archdruids have possibilities, though. I'll have to think about them. If I can get my hands on additional duals, I'll probably use them, but so far mana is pretty solid. As you mentioned, I don't have that much with white mana requirements, so they haven't been needed. With their respective prerequisites for not coming into play tapped, I'm not sure they're what's best for the deck.

Still toying with a couple of Jade Mage's as suggested by @MagicLango above. (Pulled 1 Avacyn and 1 Overrun to make room for testing.)

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Posted 24 October 2011 at 01:49 in reply to #208899 on Essence of the Wolfpack (suggestions?)

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Do you know what would happen if Batterskull enters play with an Essence of the Wild in play? I'm guessing that the germ token would become a copy of Essence of the Wild and Batterskull (the equipment) would fail to see the germ token to attach itself to. Not that this is a bad thing, as you can bounce and re-cast for more Essences, or equip by paying the 5 mana. Just curious. I might have to consider living weapons as a method of buffing up my vulnerable Mayor's and getting an Essence of the Wild copy as a bonus. Nice.

I like Gavony Township, but think I might be pushing it running 3 in my deck. Do you have any mana problems with 4? Are you actually able to fuel multiple when you've got them in play?

Looks good!

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Posted 24 October 2011 at 01:38 as a comment on Essence Generator

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If you're worried about dropping to 20 lands (a reasonable concern), you might only put in 2 of the Lavamancer's and add back one more land. You've got early game direct damage already built in via spells. The graveyard control piece of the Lavamancer's won't be terribly important until/unless a Charmbreaker hits the table.

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Posted 16 October 2011 at 01:55 in reply to #207327 on R/G Control

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I would think about going down to 2 Invader Parasite's and 3 Ghost Quarter's. I did my version as a dedicated Land Destruction deck and it turned out to be too slow. Yours looks more balanced, and looks like it would be fun to play.

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Posted 16 October 2011 at 01:25 in reply to #207327 on R/G Control

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One of my favorite anti-counter cards is Surgical Extraction. As you've already got a splash of Black in the deck, you might not even get stuck paying the Phyrexian mana casting cost. They'll get their counter through the first time, but then you can grab all remaining copies of it from their deck and remove them from the game. It's also great as an anti-Snapcaster Mage utility.

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Posted 16 October 2011 at 00:58 as a comment on Green Counter Breaker

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I did something similar, and may I suggest dropping in a couple of Grim Lavamancer's. Their ability to deal damage by exiling cards from your graveyard can be used very effectively to control what instants/sorceries are in your graveyard to be bounced back by the Charmbreaker Devils.

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Posted 16 October 2011 at 00:54 as a comment on R/G Control

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You may really want to consider Mayor of Avabruck for more token creatures and Essence of the Wild to make the token creatures come into play as 6/6 creatures. I've got deck with similar goals (overwhelming token generation) at http://www.mtgvault.com/ViewDeck.aspx?DeckID=244614. If you've got got any suggestions for my deck, I'd appreciate them.

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Posted 14 October 2011 at 22:43 as a comment on Tokens

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My G/W token deck leans more toward the green than this one, but I can't overstate how wonderful Mayor of Avabruck is in a token deck. Because of him, I lean on 8 instant/flash creature spells as my non-mana producing creatures. I'll echo the +2 Midnight Haunting and I also stuck in a Garruk Relentless so that I could use his "sac and grab a creature" ability to get an Essence of the Wild at will.

I'd be interested in feedback on my deck as well. It's at http://www.mtgvault.com/ViewDeck.aspx?DeckID=244614

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Posted 13 October 2011 at 02:10 as a comment on Too many tokens

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I've got a deck with a few similarities that might be of interest to you. I opted for a little more creature-heavy alternative, with the thought that the Shrine, while more robust, would be slower than Mayor of Avabruck. I also went with Midnight Haunting over Timely Reinforcements both because it is a guaranteed 2 creatures and because as an instant it lets me pass during my turn to allow the Mayor's to transform and yet still bring creatures into play each round (leaving as little mana unused as possible by the time my untap phase comes back around.) You might consider the Mayor's.

I also didn't run Intangible Virtue because I was unsure whether a token coming into play which "Enters the battlefield as a copy of Essence of the Wild" retains its "token" trait. If you know of a ruling that clarifies that, I may need to rethink Intangible Virtue.

Additionally, with tokens and a whole lot of mana production at your disposal, you might want to consider a Gavony Township, or two.

My 2 cents.

If you have any feedback on my version, I'd be very interested in some. It can be found at http://www.mtgvault.com/ViewDeck.aspx?DeckID=244614

Good luck!

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Posted 12 October 2011 at 03:33 as a comment on Essence Generator

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Galvanoth? An extra, free, sorcery or instant can be handy.

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Posted 09 October 2011 at 04:58 as a comment on Mono Red Charmbreaker Suicide

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If you've got them, consider Surgical Extraction. Yes it is black, requiring either a splash of black or paying the Phyrexian Mana cost of 2 life, but if you pop one non-basic land you can yank all copies of it from your opponent's deck. Removing land before your opponent can even play it... priceless.

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Posted 07 October 2011 at 03:09 as a comment on No more lands for you!

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You might look for room for a couple of simple boosters (Giant Growth, Mutagenic Growth, etc.) Either of those would let your Daybreak Rangers take out big guns like Skaab Ruinator, etc. and live to tell the tale. The Mayor's certainly help boost them, but that relies on them being in the same flip-state as the Rangers.

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Posted 07 October 2011 at 03:03 as a comment on Werewolf

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I was thinking to go with Mana Leak's and Dissipates in the sideboard. The deck actually appears (via card drawing tests) to pour creatures out pretty fast even without Jin-Gitaxias. If you've got any suggestions for improving the early game survivability of the deck, I'd love the input.

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Posted 04 October 2011 at 21:20 in reply to #204711 on Jin's Workshop

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I've actually considered Infernal Plunge for mana acceleration. Sac a Viridian Emissary to get RRR and a tapped land. I've also considered Mycosynth Wellspring. Caravan Vigil (and the others I considered) have possibilities, but I worry about their lack of an alternate use later in the game.

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Posted 04 October 2011 at 14:30 in reply to #204627 on Land Destruction (Take 2)

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The deck list does not reflect it, but I'm toying with swapping out all 4 Llanowar Elves if favor of 4 Daybreak Rangers. I'm drawing useless elves/birds turns 6+ and often more than I need of them in my opening hand. It's purely experimental at this point.

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Posted 03 October 2011 at 19:48 as a comment on Land Destruction (Take 2)

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I really wanted to like Ratchet Bomb in this deck, but it's just to easy to foil. Out they come, in go Viridian Emissary's. Chump blockers who speed up my access to mana. Also, one Swamp fetch-able by the Emissary's to help with the Surgical Extractions.

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Posted 03 October 2011 at 16:07 as a comment on Land Destruction (Take 2)

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I'm not too sure about the Ghost Quarter's either. In simple draw testing, they haven't got in way, but I'm afraid they might. I'm thinking about dropping them in favor of a single Swamp and two Viridian Emissary's as chump block land grabbers. As for the Charmbreaker Devils, I like the land lock they can create. I need some sort of beef to the creature base and they give me the added bonus functionality. I may yet get rid of them, trusting to the Hanweir Watchkeep to deal the damage for the deck. If I drop both Charmbreakers and the 3 Ghost Quarter's, I could add 1 Swamp and 4 Emissary's. That could an effective route to go.

Thanks for the feedback.

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Posted 03 October 2011 at 04:49 in reply to #204289 on Land Destruction (Take 2)

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Thank you to each of you for the constructive criticism. After playtesting this evening and realizing how truly ill-prepared this deck was to defend itself, I've made some relatively minor (but very significant) changes and re-posted it at: http://www.mtgvault.com/ViewDeck.aspx?DeckID=240601 Please continue to give me feedback on that deck.

Thanks again!

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Posted 03 October 2011 at 02:57 as a comment on Innistrad Land Destruction - Suggestions?

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Ghost Quarter would also ensure that I've got land to destroy when I have the mana and cards in hand to do so. Still not sold on it, but not writing it off.

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Posted 01 October 2011 at 19:49 in reply to #203824 on Innistrad Land Destruction - Suggestions?

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