Mr_Aqua

8 Decks, 69 Comments, 3 Reputation

whispersilk cloak? defeats the purpose of this deck, better off going with infiltration lens. more cards = more options, whisper's tak to long to get attached, and then you can't even target your creatures with your effects. Your better off throwing in either the lens or draw power like sign in blood. or protection like ascetism, if you give your opponent time with an infect deck, especially if they run red, you've already lost. And if you do keep it like this for tourny play, expect to side in a couple corpse curs, because a lot of your stuff won't stay on the field for too long.

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Posted 05 January 2011 at 18:46 as a comment on turn 3 win infect

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The only thing I would recommend is making it a little heaver towards the countertop lockdown setup, maybe add in a third sensie's divining top (awesome card so three is fine lol) and another counterbalance, and have you thought about research the deep? since your gonna know what your popping off the top of your deck anyways, you can abuse and re-use even one in your hand and to draw into the stuff you need right away. 2 mana isn't bad at all for a spell you can use every turn, it's like a ishron scepter in itself affect if you set it up right. Great Deck again bro!
B/U for life! I love faeries so maybe thats why I love these decks, the lorywyn book they released with the fat packs was just too good.

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Posted 04 January 2011 at 15:10 as a comment on Nex est via et Reverentia

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Yea, with this combo, I can easily get something big out on turn three if I have a good hand with one summoners egg and a culling dias. Might drop the culling dias to 2 and throw in two sensie's divining top but we'll see.

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Posted 04 January 2011 at 14:52 in reply to #112210 on T4 Hard Cast Emrakul

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Actually, I've had cloudposts ever since they released the FNM foil versions of the cards, I used to love running them in my time walk deck. But I never had a reason to really use them in anything else until time spiral and scars of mirrodin came out, vesuva and glimmerposts make them so much better to use lol

Thanks for the comment!

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Posted 04 January 2011 at 14:45 in reply to #112209 on T4 Hard Cast Emrakul

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The only two recommendations I have for this deck are since it's a creature based deck, I would throw in either a semblance anvil, or a cloud key to lessen the cost's of your creature spells so you can play more in one turn, or attack with unused ones when you have gemhide out.

Oh and distant melody is a nice draw card if you ever need more cards in your hand. Especially for this type of deck.

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Posted 03 January 2011 at 17:44 as a comment on Slivers Gone Wild!

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LOL i just re read my old post on this deck, I was super salty towards it haha, I have a grudge against decks like this, my friend ray loves controlling things, especially magic bahaha.

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Posted 03 January 2011 at 16:02 in reply to #102577 on Are we ****ing DONE?!

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Ensnaring bridge.... omg.... why have I never heard of this.

This card is awesome lol, I always like to go gun ho and use my hand with certain decks, I think this card will fit perfectly into your bant deck, nice addition.
You have the ruling right, the buff does come after the declared attack :]

YES..... oblivion ring.... one of the few cards that can deal with emrakul..... lol I love the way it resolves as a colorless spell.

I think that you should replace the finest hour and try ardent plea out first.... with the cascade, you potentially go through some dead cards, (you might hit or miss with the card you cascade into) but if you set it up right, usually the cascade helps you go through things you don't really need. It has to do with player preference lol. If not finest hour is fine. More damage was never bad :]

I didn't know I could make a bant deck lol.

oh and the last card I stumbled upon today..... behemoth sledge..... really nasty when you equip anything big with it.

Group of noble warriors unite!

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Posted 03 January 2011 at 04:31 in reply to #111847 on Bant

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First off, thanks for the comment on my deck, appreciate it!

Ok now into this deck.....
I have a pet peeve about only "one copy of a card" in a deck, but I like to have only one copy if it isn't as important as the other cards in the deck.
The biggest flaw, in my opinion, to bant deck's is that they have no power unless they are attacking, and it is during the opponents turn that they have their second biggest job to do, protecting their own life points without letting any of their creatures die so that next turn their attack strength can grow even bigger, (and scarier.) This brings me to my first suggestion.

-I would definitely reconsider your spells and your enchantments, you have four disperse, although it's a great bounce back card especially if you hit a land on turn two and stall the opponent, they still have it to use against you. That and the fact that your running only three island's, and what if you need to block with the only noble hierarch you drew because you already started casting your exalted and need your gameplan to go through.

-My second suggestion is to get another two or even straight four path to exile and instead of swords to plow shares, you can devastate someone with a creature they need on the field, and now instead, they have a basic land...... tapped -________-" it always make's me feel good when that happens lol

-Swords to plowshares are great, but I would sideboard them, because your objective is to get the 20 life and game over, so gaining isn't to good if your trying to kill, unless your exalted is counter acting the full amount of life they gained consistently, I see no point for it. Besides, your attacking with one creature each turn. If it's not unblockable, or doesn't have trample, your gonna have problems.

-Reprisal's are good, but they are very situational, I have seen many weenie decks that can kill you with low power numbers, but 2 is good at where it's at, again, would definitely sideboard those since people play control decks rather than creature based.

Onto Enchantments:

-Definitely like the steel of the godhead cards, they are exactly what you need, unblockable, and lifelink, a way to deal the damage and stay alive, while getting the boost. This is great.

-Dissipation Field, although a nice card, their still dealing damage to you and if their running a kiln fiend deck, and you haven't drawn the swords to plowshares or the path to exile, there is a slightly high chance your eating a lot of damage that turn. If your gonna run something to protect you like that, I recommend running is Forcefield. Although you have to target the creature, their are very few creatures available with shroud early game, and you can deal with everything else with path to exiles anyways. It's a bit pricey, but you will see why if you use it.

-Now to your creatures,
You have one flyer........... ONE AGAIN lol I would just take the flyer out completely, doesn't even have exalted, no unblockablity, has an eh effect, and just doens't have synergy with the deck. You either run a deck based on her, or take it out, it seems like it's slowing the point of this deck down.

-I'm going to give you an idea of how I would run this deck, just to show you how consistent it can be, not putting down your idea, just giving you some idea's to think about:

Qasali pridemage x2
Noble's x4
Knotvine Paladin x2 He's good, but two is just perfect since he doesn't have a consistent way of getting in unblocked.
Arksan Squire: I would take him out altogether, although he is cheap damage by turn two, and he does help later game, I can see you putting in two bant charms, they work for you or the opponent, and 2 cascade cards, either ardent plea, since it has the exalted built in and cascade, so you can play anything two cost or less in your deck for free, and cascade gets a lot of cards in for free, so just trying to get that out there.
Giltspire Avenger x3 Good card but not great, I'll explain why soon...
Rhox war monk x3 Same as avenger
Jenera angel: Just take her out, explained earlier, you can use the space from giltspire, rhox, and Jenera, to throw in perhaps exalted's greatest friend, Jhessian Infiltrator. Unblockable already built in, two cost for a two two, get's atleast one of the steel of the godhead affects, get's ALL of the exalted effects, great card to have, and you can cascade into him.
Refiq x2

Planeswalker: I would take out venser, all he does is bounce your stuff in and out, I don't even know if he works with cascade cards, but he doesn't seem to fit in this build to well, your better off cutting him and getting your deck down to 60 flat.

Your deck should be somewhere around almost 60 with all of these changes, so the last thing I would do would be take out the mystifying maze, since most of your stuff requires the exact mana color. Throw in a couple more forest's, so you have a higher chance of getting noble out turn one.
And add fill in to atleast 22-23 land, always good to have the right mana in this type of deck. Oh and arcane sanctum is also great as a land, especially if you take out the disperse, and throw in a deny reality instead, since it does the same, and gets you the cascade. Cost's a bit more to play, but I think this deck can handle it.

Hopefully all of this made sense and you can get it to be more consistent, would love to play this deck!

Happy Camping!!!

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Posted 02 January 2011 at 18:13 as a comment on Bant

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The culling dias' are there for the card draw, and just in case someone tries to remove or take control, or just kill anything I have out on the field, I can sac it in response, hopefully have a deathrender attached to it and get another creature out after their spell fizzles, and I get a charge counter for a card draw :] Oh and when this deck doesn't get the godlike hand, which is kinda rare, All I have to do is get one cloudpost, and by turn 3 I can already have a culling dias out with a summoners egg and start attacking turn four. It's for an early game hit and turn five or six is usually game over.
Thanks for the feedback!

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Posted 02 January 2011 at 17:21 in reply to #111673 on T4 Hard Cast Emrakul

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I don't know the ruling on that, but it does say prevent the damage on the card so I'm assuming. I know there is a more specific ruling for it, but my guess right now is that it prevents all damage. (I hope) lol

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Posted 02 January 2011 at 05:46 in reply to #110956 on Choke

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Well just do the best you can! It should be fun to see this actually take top 3 in any tournament. But yes, i would definitely take out the one turn aside and throw in the mana leak instead, more reliable and has more options.

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Posted 31 December 2010 at 18:25 in reply to #111094 on Mind Portal

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figured something fun out, maybe another trick for this deck if you can get the set up, bazaar trader out in play, tower out in play, the chain of me... enchantment, and swans, tap bazaar, giving swans to opponent, pay mana and use tower, target swans............................................................................................................. LAUGH. Enjoy.

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Posted 31 December 2010 at 06:01 in reply to #110956 on Choke

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OK. I just had a revelation................... tower of calamities and the swans.........equal massive draw. It doesn't work with the deck to well but i'm off to try something fun......

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Posted 31 December 2010 at 05:54 as a comment on Choke

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Ok, this deck seems like it's all over the place and has no where to go but away......

First, you need to choose which color is the main component of this deck, in other words, blue is the higher occurrence so by default it's safe to assume this is what most of your cards color consist of. You have a lot of "1 of's" while it's ok for certain cards and peoples playstyle's, it's also very inconsistent.
-You have the chance of getting your "1" spell countered, not drawing into it, not starting the game with it, the list just goes on and on. If you are going to run something, the minimum should at least be two depending on what it is besides land of course.

- A lot of the cards in your deck so far have atleast two blue mana in their converted mana cost's and you need access to more islands than plains no? The white in this deck really seems more for support than anything and to get rid of problems on the field.

- You don't run many creatures, for blue white control, this is great. The only thing I would definitely change, is the 1 of's here again, either your deck is using more than 1 copy of guard gamazoa, lighthouse chronologist, and student of warfare, or it isn't using them at all. Your better off cutting down on those creatures and throwing in another mimic vat, wurmcoil engine, or mindslaver, adding another day of judgement so you can have atleast the higher chance of drawing it when you need it and that goes for any other 1 of's.

-Plainswalkers, ok plainswalkers are awesome, but in moderation. The gideon jura is really epic because if they are running beatdown with a lot of creatures and no day of judgement gets to your hand, you can use these cards, celestial collanades, along with gideon's ability for everything to attack him on your opponents turn, and swing in with 4/4 flyers for free. I would drop the 4 cost jace, just because control decks need more cards in their hands for more situations than they need to set up a play next turn. You should be able to handle things when their thrown at you and you need cards in your hand in order to do that. He is also cheaper so it's easier to play him. On a side note, you play jace beleren, comes out at 3, use the second ability twice, first ability when he is at one, repeat. Too many people use try to use his first ability only and it ends up putting them at a disadvantage rather than the way you can abuse him. ON A BIGGER SIDE NOTE. When you make gideon jura a 6/6 creature, and he is sent to the graveyard, you can mimic vat gideon jura's on your turn. THATS A 6/6 for three? hell yes.
Take out the other planeswalkers, maybe keep elspeth, never seen a control deck with her though.

-Theme of the deck: ok if your deck them is control, make it control, if it's second tech in is the added turns for free, make that happen more often, add in four magosi's or atleast keep them at two, and throw in another silence so that you get the extra turn more often. You can do a lot with a turn, especially a free one if your opponent didn't drop a land.

-Turn aside? at one? NO. sorry for the harsh opinion, but just no.....

dispels and redirects are pretty good, but what if they have nothing to target with the redirect's since your killed their creatures with day of judgement or countered them with a stoic rebutal, or took control of them with roil elemental? it seems your better of throwing those out and putting in mana leaks.
Two mana to make them pay three? thats three mana that could've gone to a counter spell for something that you had played on your next turn, now you've made them use their three mana, taking away more of their options.

And finally, try try try try not to be all over the place.

-I'll reiterate my statement and make it shorter.
-NO ONE OF's.
-KEEP A THEME.
-THINK ABOUT GAMEPLAN. (Redirect)
-NO ELSPETH, ok maybe..... but that's an ill advised maybe, and a kinda sorta NO maybe....

Good luck at the tournament!
Happy Camping.

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Posted 31 December 2010 at 05:36 as a comment on Mind Portal

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http://mtgvault.com/ViewDeck.aspx?DeckID=104898

Thats the link to my deck, maybe you can get some golem idea's. I found that twisted image, when you have a golem out on the field, gets you three cards for free, and if you have ascetism out, cast a distortion strike, swing on turn one with it, thats sixteen damage, next turn it's game if they can't kill the ascetism and the golems. Eldrazi monument is also nice, but leaves the golems to possibly getting exiled or bounced off the field.

Overgrown battlements are awesome, don't know why I never see any with the people I play that run green, great mana producers and defenders.

It looks like you have decent landfall and land to play every turn, so maybe Roil Elemental or a Rampaging Baloths?
I would definitely consider the Roil Elemental though, especially if you don't get the ascetism out, and it's a lot cheaper than emrakul, AND you don't have to kill your opponent with it, you can use his creatures :]

Nice deck though, wall of tangle cords is great addition!

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Posted 31 December 2010 at 03:08 as a comment on Defender Golems

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semblance anvil :] imprint any creature, and every creature cost 2 less to cast! only for colorless mana though. Then you could possibly see some more demonic tutor and creature cast on the same turn. That might make things a little faster, definitely throw in the basilisk collar like alex said. It would make the dragon killer.... Great deck congrats on front page!

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Posted 30 December 2010 at 02:54 as a comment on Dragons mark 11

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one of the best numbers out there..... bahaha

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Posted 24 December 2010 at 22:03 in reply to #109046 on Merfolk/Sword Unblockable T2

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You could throw in a dark tutelage, gets you more draw power every turn, and you just gain the life back anyways.... and it's only three cost, easily playable turn one with the rituals, turn two draw two more one drops, drop three one drops with another ritual, third turn drop the zombie, maybe draw into something like yoke of the damned and start swinging with deathtouch, if your stuff die's and they don't block to try and hit you when your open, when you sac, their creature goes too. Thats prolly how i'd run just to get a little more control, but my name is mr aqua.... i love a mix of control and green lol black is also very fun at removal. Great deck, wouldn't want to face it at all haha.

Oh.....and just for funsies.......necrotic plague....in a big game or twin headed is just hilarious since your stuff regenerates.

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Posted 24 December 2010 at 05:12 as a comment on Undieing Ones

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-Lastly, I was looking at corahelm commander, cosi's trickster for a side against valakut decks, and a halimar wavewatch, the coralhelms to get the +1/+1's to each other merfolk, but grand kinda already does that. Or the halimar's to get a 1/7 early on or even a 2/8 wall with grand architect out and sovereign, then later game use it as a flying attacker..... :] only time will tell.

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Posted 23 December 2010 at 04:09 in reply to #108000 on Merfolk/Sword Unblockable T2

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-I took out the Enclave elites, they were pointless unless I had spreading seas, or was playing a U/W control deck or some other blue deck.

-Which leads to me taking out the spreading sea's because the only creature that had island walk built in was the elites.... I felt kinda dumb for overlooking that lol but it was the "skeleton" like you said bahaha.

-Took out the kemba, kha regent..... kept them in my other random white deck though.... have to make a deck revolved around her at a later time, they were kinda random... ok really random in this deck.

-Right now I'm trying to cut down on the 2 cards to drop to sixty, so maybe dropping a everflowing chalice, and the last aether figment to keep a a little smaller.

-Last but not least, trying to decide on taking out the sword of body and mind's to throw in maybe an argemuntum armor or something, after play testing, I realized that sword doesn't let me target anything it's equipped to with merfolk sovereign's unblockable ability. Or i might just keep them in, and spend the two mana to un-equip a creature, use sovereign's ability on it, then re-equip since the ten card mill is really good, about five hit's after turn three, and your deck is gone, so the mana might be well spent on that. But also, sejiri merfolk, a merfolk sovereign on the field, and sword attached to sejiri, that's already a 5/4 with first strike and lifelink and protection from green and blue for relatively cheap. especially if i get the grand architect out and use creatures to cast the artifact spells. Thats what makes me want to keep the swords in lol...... if grand is out with that combo, it's a 6/5 with first strike O.O thats a problem..... especially in this format early on lol

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Posted 23 December 2010 at 04:01 in reply to #108000 on Merfolk/Sword Unblockable T2

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