purkle

63 Decks, 244 Comments, 10 Reputation

or maybe 3, given that there are probably other spells better used to fill that 4th slot (like time warp).

0
Posted 23 June 2010 at 07:38 in reply to #71026 on Blue Mill (version 2)

Permalink

this looks really strong.

i'd up the walking atlas count to 4 though.... you've got several cards in your deck that would benefit greatly from the acceleration and the additional landfall. vapor snare and roil elemental being pretty chief among them.

0
Posted 23 June 2010 at 07:37 as a comment on Blue Mill (version 2)

Permalink

oh, and don't forget hymn to tourach. that card's fantastic.

0
Posted 14 June 2010 at 16:44 in reply to #69921 on Black/Red Discard Std

Permalink

Cear is right.

megrim decks only function if there are cards left in your opponent's hand... and between them playing spells and you making them discard, you're looking at an inconsistent and slow win.

i found out long ago that the only really viable win with megrim is with three cards:

memory jar
wheel and deal
windfall

all three deal massive damage with megrim (up to 14 in one go) and then refill their hand so you can do it all again. two of these spells is game over - so all you have to do is stall them for a couple of turns with some cheap counters and destroy spells. simple.

so my advice, splash blue, use wheel and deal, and windfall, and memory jar.
maybe as well you could take advantage of the extra colour and use a few cheap counters (mana leak, memory lapse etc.) to keep you in the game against aggro decks.... maybe even throw in a dark ritual or two and a drain life to keep you in the game or for a surprise finish.



0
Posted 14 June 2010 at 16:42 as a comment on Black/Red Discard Std

Permalink

great deck, but i'd have a switcheroo and splash white because you're really missing out on a great opportunity here.

first:

lifelink
holy strength
armadillo cloak

cheap-ass enchantments that break a creature deck wide open.

lastly Academy Rector.
this guy is a bomb in your deck. insta-search for any enchantment, regardless of colour or mana cost. you could stick one MEGA enchantment in your deck with no intention of ever hard-casting it... just to have as a target for Academy rector.

cards such as grave pact, kismet, forsaken wastes, necropotence and Gloom start to seem very very tempting as a one-off target for Academy rector, if it'll give you that edge over your opponent. necropotence particularly is a pretty good one.

0
Posted 14 June 2010 at 16:33 as a comment on Enchanting Isn't It?

Permalink

the problem here is managing to get out one of the 5-cost creatures before your opponent can lay a cheaper threat of their own. if your opponent has reasonably consistent land drops they'll probably disrupt you somehow.

basically you're relying on managing to survive for long enough to have at least a few lands out so you can keep the stasis in play as well as put down a creature. play it too early and you're screwed. play it too late and likewise.

my advice would be to field a cheap threat that grows throughout the course of the game. this would probably require splashing for green or white (quirion dryad, werebear, vinelasher kudzu, slith ascendant, etc.) but the advantage you would get over your opponent in terms of tempo and efficiency of mana spent would be massive.... and in a stasis game, every mana spent counts, so you'll be looking to make the deck as efficient as possible. so yeah. 2-cost tempo creatures are basically your ultimate friend.

splashing green would give you an extremely hard lock as well... in the form of birds of paradise and instill energy. meaning you never need to worry about that one blue mana to pay for stasis. just use your lands for spells and win conditions.

also, green is an easy splash because there's plenty of ways to generate green mana without sacrificing a stable blue mana-base. cards like elvish spirit guide, or more obviously the two-colour pain-lands and stuff.

0
Posted 14 June 2010 at 16:04 as a comment on Stasis Lock

Permalink

i've found that certain mill decks work well in two-headed giant.

cards like Wheel and Deal are major bombs in a multiplayer environment. twincasted, it's a monster. but multiplayer decks are a different kettle of fish to a 1v1 deck... less focused and more expensive.

0
Posted 11 June 2010 at 03:30 as a comment on UB Mill v1.5

Permalink

i forgot completely about Circu. he can still be pretty nice if you manage to get him down (which would be on about turn 6 if you're saving 2 mana for counters).... but it's the luck of the draw. sometimes he's a dead card in your hand and other times he's brilliant.

if you've already got a nice wall or two in play, circu is brilliant. if it's just him by himself, he's a very expensive chump blocker.

i think perhaps he's the kind of card you have to build a deck around (like quirion dryad - play shitloads of cheap blue draw and counterspells... muchos mill and your opponent gets spell-screwed).

0
Posted 11 June 2010 at 03:20 as a comment on UB Mill v1.5

Permalink

hey, me again.

couple of suggestions:

i've personally tried out guard gomazoa and they are really useful. fog bank is strictly better for 1U but if you're on a budget then the goma will do.


i mostly play mill decks and there's a definite formula for getting it right (if you're using mill spells rather than triggered effects like the allies from zendikar block).

first, plonk 4 or so blockers in there. they should be cheap but long-lived. sometimes taking a few extra damage on turn 2 is worth it to stick out a bigger wall on turn three. case in point: Wall of Denial. if you're not running white, then something like Wall of tears can be a cheap way to disrupt your opponent early game, although late game, prepare to get stomped because most decks can lay down a 4/4 on turn four or earlier. "immortals" like fog bank/guard gomozoa can be a real blessing if you're against someone with massive creatures... but wherever possible try to keep things costing around 2. that way, even if you only have four lands in play, you can lay down a wall and have room for a counterspell.

next thing. load up on counters/disruption. a mill deck requires a strong control element. this doesn't necessarily have to be direct counters. essentially your aim is only to stall them, not lock them down. don't be afraid to let your opponent gain life (in fact, if they cast lifegain spells, let them - it won't do them any good against mill) and don't be afraid to lose a few life yourself and save your counters for persistent threats like creatures. one 3/3 is probably not much of a worry. two is a different story.

with the counters, keep each individual spell as versatile as possible. counters that only work on creatures or non-creatures are too specific and you're bound to have the wrong one in your hand when you need it. as long as it costs 2 or less and isn't too limited in its use, it's a keeper. i'll let you try a few out. mana leak is useful, but late-game gets a bit out-paced. maybe 2x of them is ok. memory lapse is an auto-include in any mill deck.

here's a nice card for you. mesmeric orb.... seeing as you'll have a pretty low permanent count, you may as well capitalize on it. it also turns your memory lapses into proper all-the-time hard counters, and mills them for tapping lands and attacking.... while you just sit back with several land free for counters not really tapping much except for mill spells. trust me it works great.

lastly, with stuff like nemesis of reason... what you've got to consider is the average number of cards you will mill from it, in an average game.
ideally, you want a couple of spare mana when you play it, so you've got a counterspell if needed.... so you'll probably get round to playing it on turn 7 or 8, and he could attack by turn 8 or 9. by then, most decks aim on having won the game. sure you will have been slowing them down, but by that point in the game, you could probably just finish them off with a final mill spell, if you've had a good go at their library already.

one problem you'll have with a mill deck is on the fourth or fifth turn, you'll run out of cards in your hand. the way to get around this is with spells like ponder and brainstorm. both are excellent and well worth the space in your deck because they let you dig down for that counterspell you need or that final mill spell.

so, quick recap:

4x random blocker
3x brainstorm
4x ponder
2x mesmeric orb
4x mind funeral
4x glimpse of the unthinkable
4x tome scour

25 cards so far. mill component is good and leaves plenty of room for extras.

i'd say:

4x Hedron Crab
4x memory lapse
3x Counterspell
2x howling mine
2x Boomerang

that's 40 cards.

4x terramorphic expanse (crab fuel)
10x island
6x swamp

60 cards.

if you get the right blocker in there, you could have a really stable platform for stalling your opponent.


sorry if this comment was a bit long, lol.

just if you were wondering, here's my current build for mill:

4x thopter foundry
4x sword of the meek
4x wall of denial
these three keep me safe on the board
4x memory lapse
2x mana leak
4x counterspell
counters, self explanatory
4x mind funeral
4x archive trap
4x Maralen of Mornsong
that's the mill component
3x winter orb
3x boomerang

4x Arcane Sanctum
8x island
4x swamp
4x plains

basically, stick the thopter foundry down with the sword and start generating loads of tokens while saving enough mana for a counterspell each time. this keeps the board safe and gains you plenty of life. stick a wall in there where necessary and go through the motions of whittling away with the flying thopter tokens.
counter their major threats.
when you're ready, stick down a maralen of mornsong (preferably when you've got at least 1 archive trap in hand) and watch as the game turns into a mill-fest. when they search their library, whack down an archive trap. throw in a mind funeral for good measure.
winter orb is something to stick out as a staller. lure your opponent into an expensive play then counter it with a cheap counter. you'll be maybe three mana better off and that leaves you in a good position to gain some advantage. make sure to always leave the spare mana for counterspells unless you know you can win.

0
Posted 10 June 2010 at 19:37 as a comment on UB Mill v1.5

Permalink

well yeah sure, lol. but my first comment still stands:

you've played a couple of glaze fiends, your opponent has zapped/countered them.... and then you're just drawing useless 0-cost artifacts for ages. game lost.

best way to use glaze fiend is to make sure that your "fodder" for it is actually giving you some extra utility at the same time. maximum efficiency.


another artifact combo you may want to try is the Thopter Foundry + Sword of the Meek combo. makes your glaze fiend into a HUGE threat, as well as gaining you life and masses of creatures as well. good times.


and no need to be rude, dude. i was only trying to help.

0
Posted 10 June 2010 at 05:47 as a comment on Arti-Fiend

Permalink

sword of the meek is more expensive to buy, and i only had 7 tix for the whole deck..... so no sword of the meek, unfortunately.

i have sword of the meek in real life though, lol. it's awesome.

0
Posted 08 June 2010 at 17:26 in reply to #68884 on always wins (only 7 tix in total)

Permalink

incidentally if you just used something like glimpse or traumatize, you could cut out a fairly large portion of useless cards in your deck (i.e. ones who's only purpose was to put stuff in the graveyard) leaving space for massive creatures such as Inkwell Leviathan, which would KICK ASS in this deck.

0
Posted 08 June 2010 at 11:21 as a comment on Open the Vaults

Permalink

nice idea but there's no way of accelerating a crapload of your stuff out of the deck into play. you've essentially got a really slow deck that has the option of bringing a load of stuff into play if you happen to get milled or forced to discard.

i suggest sticking a mill card in there and milling yourself:

traumatize would work.
mind funeral would also work, but is a little unpredictable.
glimpse the unthinkable is cheap and predictable, and mills you for just enough that it makes it worthwhile.
tome scour is cheap and you don't have to splash for black.
better yet, why not combine a milling effect with draw! mental note works really well.


the only problem with mill is the possibility of milling "open the vaults"... so you need a search card. there are plenty of "search your library for instant or sorcery cards"

0
Posted 08 June 2010 at 11:19 as a comment on Open the Vaults

Permalink

interesting deck.

i'm interested in what advantage this deck has in terms of matchups against other deck types.


.... i mean more or less this is just a "throw lots of quick creatures and cheap burn spells at your opponent" deck, with no particular tricks up its sleeve.

hmmmm.

0
Posted 06 June 2010 at 18:00 as a comment on Devastating Red

Permalink

this looks to be a pretty strong deck. the graveyard action here is great. i like this a lot.

now if only i could afford it! lol

0
Posted 06 June 2010 at 05:21 as a comment on Dark Depths

Permalink

hey there. just to start with i'd say you've got way too many lands. you only need 20 as a rough benchmark, and if you have land-fetching cards you can lessen that amount even further. a general rule of thumb is for every two or three mana-producing cards or fetch-land cards, you can lower your land count by one (so a 2 for 1 ratio).

secondly, you've got no way of really capitalizing on the massive amounts of land you could get into play with this deck.

if you had something which turned your lands into a threat, it might be interesting.

thirdly, sakura-tribe elder is a must-have in this deck.

hmm. something like "plow under" might be handy here, as well.... you disrupt your opponent's land and deny them a draw.

0
Posted 05 June 2010 at 17:23 as a comment on Quick Land Beatdown

Permalink

one problem i've had is trying to cut out cards to stick in some board control.... but really most if not all of the deck is necessary. if i lessen the amount of each card (say, from 4 to 3 or 2) then you have less chance of drawing a win condition. and really, i want to keep the winning cards at a maximum.

if you guys (who are reading this) had to pick one card to axe, in favour of something else... what would it be and what would you replace it with?

0
Posted 05 June 2010 at 17:14 as a comment on best deck concept.

Permalink

the problem with ornithopter in this deck is that by itself, it doesn't actually do much.

the other cantrip artifacts in this deck all have tech with the other cards, rather than just being a cheap stop-gap.

however, i've thought about your advice and have decided to put two lotus petals in the deck instead of plains.

0
Posted 04 June 2010 at 10:46 in reply to #68257 on Time Sieve Vault wins

Permalink

nice deck. expensive though.

don't think i could ever realistically play this.

0
Posted 04 June 2010 at 06:26 as a comment on L.E.D. Bomb

Permalink

oh i forgot to count the keening stone.

-2 keening stone
+2 nemesis of reason

there, you get to have him back, haha.

0
Posted 04 June 2010 at 05:55 as a comment on UB Mill v1.5

Permalink

201-220 of 242 items