MrBarrelRoll

60 Decks, 399 Comments, 45 Reputation

I would think about using Imperious Perfect over Immaculate Magistrate, as good as the Magistrate is, it doesn't help your Elf/Warrior tribal all that much. The Perfect, on the other hand, is an Elf Warrior that helps all your elves (instead of just one at a time) and makes EVEN MORE Elf Warrior tokens, which helps out cards like Elvish Promenade and Elvish Archdruid.

Also, for lulz, you could go for the triple-tribe themed deck, and add one or two copies of Gilt-Leaf Archdruid, nets you even more card advantage off of the druids you already have, and eventually gives you another win condition (versus control decks and the like) if you are unable to just attack.

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Posted 16 June 2011 at 17:28 as a comment on Not your mamma's elves

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What about Intruder Alarm? For every creature who enters play, Niv nets you a card and a point of damage since he untaps. Seems good, right? Now imagine that with Arcanis in play too :D

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Posted 15 June 2011 at 17:48 as a comment on Niv Mizzet, the Ass Kicker, now in EDH!

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Why not run Fauna Shaman? That combos nicely with Squadron Hawk, since playing a Hawk gives you 3 creatures to then pitch to the Shaman, netting you other, better creatures like more Stoneforges.

At that point, maybe run Vengevines as well, if price isn't too much of a concern.

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Posted 10 June 2011 at 07:45 as a comment on limeblade!!!

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You need a beater to win, so add a forest so you can splash a singleton Force of Savagery.

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Posted 08 June 2011 at 20:15 as a comment on The "REAL" Worst Deck Ever Made

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Blight Mamba seems like the odd man out here, I would replace it with any of the better 2 cmc infecters.

I would suggest Necropede, though Ichorclaw Myr could work as well.

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Posted 03 June 2011 at 17:57 as a comment on Turn 2 win infect

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Why no gitaxian probe? Lets you filter through your deck faster to find your combo pieces, as well as has the possibility of fueling pyromancer's ascension.

That said, also consider Tezzeret's Gambit. Same as above, it lets you filter through your deck a lot faster, with the added bonus that you can now proliferate your Quest cards to get them to go online.

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Posted 29 May 2011 at 02:46 as a comment on Bloodcrank Combo

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Furnace Scamp is pointless if you don't plan on killing them with damage.

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Posted 19 May 2011 at 03:33 as a comment on Jund Infect

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Instead of using Journey as your removal, use Contagion Clasp! You can bounce it with Venser to get more -1/-1 counters onto opposing creatures, then you can proliferate to get more counters on their creatures, on all of your levelers, and onto Venser himself!

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Posted 10 May 2011 at 17:17 as a comment on W/U Level Up w/ Venser

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Augury Owl when you're running Pyroclasm just seems dumb. I would pick one or the other. The rest of your guys survive Pyroclasm, just that weak little Owl is just asking to get torched. I would either run something hardier or swap it for some actual card draw. I would say Tezzeret's Gambit, since you can proliferate Jace or, worst case, just draw some more cards.

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Posted 10 May 2011 at 06:24 as a comment on Deceiving Twins

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Mutagenic Growth is far and away a better choice simply because of the ability to play them faster. Speed is of the essence with infect, being able to play multiple cards on turn 2 while pumping a glistener elf at the same time by paying life is too insane not to do.

Likewise, I will always play Vines of Vastwood since a deck like this dies to spot removal, and Vines counters that so very nicely.

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Posted 06 May 2011 at 05:20 as a comment on Pauper Infect

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Due Respect is an awful card, plus it goes against the flavor of your deck. I would recommend more Dispatch/Dispense Justice. Also, if you plan on using Dispatch, consider running a few more artifact creatures to power up the metalcraft. In this case Origin Spellbomb could work well, since it counts as an artifact early and later you can draw a card off of it while turning it into a guy you can equip. I would drop some of your weaker nonartifact creatures (Sunspear, Outfitter) in favor of those.

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Posted 03 May 2011 at 21:29 as a comment on The Mirrans will never fall!

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Vengevine without Fauna Shaman is just nowhere near as good as Vengevine with Fauna Shaman.

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Posted 03 May 2011 at 12:04 as a comment on Proper use of Vengevine?

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Mimic Vat is awesome tech with allies, I would highly recommend trying it out. Can basically guarantee you an ally trigger every turn for as long as it's on the field.

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Posted 26 April 2011 at 21:24 as a comment on All Together Now!

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They can still do things during your turn, as well as simply, you know, attack. If they get even a single creature down before you set up your Scepter-lock, you're dead anyways. Nothing is stopping them from attacking, other than your 2 lonely creatures that *might* show up as blockers.

Solution: 1) Add more blockers (Wall of Omens is fantastic because it replaces itself)
2) Run Orim's Chant instead of Silence, since it's the same thing + lets you not worry about attacks
3) Add some removal! Mana Tithe seems really weak, since a stall tactic means they can build up mana. Nightcreep seems weak too, since it's only an effective lock versus nonblack decks and even then it's reliant on the Scepter, which is better used with Orim's Chant. Replace these with removal, since you have none (absurd in the two best colors for removal!) I would say add some point removal in Path to Exile, and some mass removal in either Wrath of God or Damnation....or some of both.

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Posted 21 April 2011 at 06:39 as a comment on NO DO ANYTHING

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You need better ways to huck creatures into your graveyard if you want to run a reanimator deck. The ideal card is Entomb, but that's like $35, so luckily there are some budget alternatives, too.

Corpse Connoisseur works well with or without Buried Alive. If you draw it, you get a free entomb effect. Or, you can throw it into the graveyard with Buried Alive and then unearth for a quick 3 damage + entomb.

Also, consider Hell's Caretaker instead of Doomed Necromancer, since that would let you, reusably, exchange bloodghasts for scarier creatures during your upkeep, then bring back the bloodghasts with land drops.

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Posted 17 April 2011 at 23:56 as a comment on BLOODGOD RETURN

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What about Furnace Celebration? Lets you sacrifice spawn tokens for damage (2 spawns sacrificed = 2 damage, essentially) and would also let you squeeze some extra damage out of Hellion Eruption if you have extra mana lying around. Plus, it gives you an excellent response to boardwipe, which you said yourself you have problems with.....in response to their Day of Judgment, use all of those spawns that would die anyways to hit them directly for a ton of damage!

I would maybe replace the Soulsurge Elementals, since they die to ANY kind of removal, even a Pyromancer. 3 Furnace Celebrations will give you a whole lot more flexibility than 3 soulsurge elementals.

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Posted 15 April 2011 at 16:03 as a comment on Broodwarden Erruption

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Ornithopter seems like a bad idea since it alone can ruin your chance for Thopter Foundry to do...anything.

Though, if you want to make the most of Thopter Foundry, let me introduce you to Time Sieve.

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Posted 14 April 2011 at 02:27 as a comment on Thopter Assembly Testing- please comment suggestio

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Silliness is all well and good, but I would recommend focusing down that silliness to make it more conducive to a working deck. Some of your cards feel completely out of place and could easily be taken out, such as Merfolk Spy, Skywatcher Adept, and Vedalken Certarch. I can see you're trying to ramp with Grand Architect, but honestly I don't see why that would be more effective than just ramping with green. That way you aren't relying on 4 copies of a single card to ramp, and instead can use more diverse card selections.

Also, is Emrakul here just because he's a huge fatty? Because the only way he'll ever hit play is if you somehow manage to have 2 Painter's Servants in play, which seems really unlikely. Maybe 1 out of 10 games.

Heck, I might take out both Emrakul and Painter's Servant entirely, and then just run only multicolored creatures from there. I'll leave it up to you for the actual card selection, but focusing more on good card choices would help this deck work a lot better. I love the concept and it looks like a ton of fun to play, but you may as well make it consistent while you're at it.

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Posted 14 April 2011 at 02:20 as a comment on Dragon Arch Abuse

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Need at least 4 allies for the combo to go off.

To that end, I would highly recommend you run Splinter Twin. A Harabaz Druid enchanted with Crab Umbra and Splinter Twin goes infinite even if it's the only ally on the field, so long as you have at least one untapped land to work with:

Tap the Druid to make a Druid token. Tap that token for 2 mana, then tap one land to activate Crab Umbra. Tap the enchanted Druid again to make a second token, then tap the token to untap with Crab Umbra.

Goes infinite from here, with the plus side that it also produces an infinite amount of Harabaz Druid tokens entering the battlefield (which is useful if you have other creatures with Ally triggers, like all of your other creatures have. Infinite mill w/ Halimar Excavator!)

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Posted 12 April 2011 at 18:50 as a comment on Infinite Damage Turn 4 Standard!!!

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A couple more ideas:

Prototype Portal - easy single card solution to make as many mindslavers as you want. Only downside is it's mana-intensive, since you'll need ten mana to be able to make a mindslaver then use it each turn. However, once you have that, no more shenanigans needed as it pretty much runs itself from there.

Grand Architect - Mostly a solution to the mana-intensive problems with Prototype Portal, though it still would work wonders in your deck since a good portion of your creatures are both blue AND artifact creatures. This would basially help you to ramp out much more quickly, Portal or not.

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Posted 12 April 2011 at 18:45 as a comment on Mindslaver [HELP]

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