Flying Rape

by PenguinOfDoom on 29 September 2009

Main Deck (135 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck is essentially centered around Flying and Life Gain, quite like my current main deck, however this has many other cards added.

Main Combos:

Wonder + Catalog

Unsummon / Healing Salve + Isochron Scepter

Loxodon Warhammer + Vizzerdrix + Wonder in Graveyard

Platinum Angel + Sandskin

Many Wizards in play + Information Dealer + Arcanis the Omnipotent + Archivist

Deck Tags

  • Other...

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 981 times.

Mana Curve

Mana Symbol Occurrence

3549000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Flying Rape

WAAAAAAYYYYYYYY TO MANY CARDS!!!!

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Posted 29 September 2009 at 19:16

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too many cards as hipponox said. this deck is bigger than 2 decks.

and none of these combos are solid enough.

why go through all the trouble of getting wonder in the GY when you can simply cast Flight on Vizzerdrix?
imprinting Unsummon or Healing Salve to Isochron Scepter is grossly lacking in power, when you could imprint more powerful spells such as Counter Spell, Enlightened Tutor or even Swords to Plowshares.
Sandskin only prevents combat damage. If you wanted to protect your Platinum Angel use Indestructibility.
Ditch the vanilla creatures such as Vizzerdrix, Phyrexian Hulk, Mahamoti Djinn, and Wind Drake. There are better options.
Why all the Mistform creatures? The only combo i can possibly see in here that would take advantage of is Information Dealer and maybe Ixidor's Will (which you each only have 1 of, making it not a very reliable combo.)
Too much life gain. Life gain does not win a game. Damage does.

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Posted 29 September 2009 at 19:58

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...............way way way way way way way toooooooooooooo big.......................this is to big to play out right,,,,,,

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Posted 29 September 2009 at 21:02

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To big, and no solid plan. Keep your decks at 60 cards with many duplicates to create a heavy consistency. Consistency, Reliability, and Effectiveness are all major things to consider when making a deck and when making decisions on what to include and exclude in a deck. Look at my decks for a example, you do not find to many ones, but what I do have one of you ONLY need one of. A good example is Rancor, you only need one of it because it keeps coming back to your hand and at the same time it is NOT a game winner, it is just a method of getting their faster and only as good as the creature you have to put it on. Life is NOT important in this game, the only time life is important is when you get to around 7 and life gain cards are horrid unless they have something added to them: Lightning Helix being probably the BEST example out there or Umezawa's Jitte. Even the new M10 3 Mana destroy target Artifact or Enchantment and gain 4 life is good because it has it added on.

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Posted 30 September 2009 at 00:34

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Osaki has deleted this comment.

Posted 21 June 2010 at 22:57

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