Puschkin

112 Decks, 2,325 Comments, 1,030 Reputation

I especially think that Childhood Horror has potential to lengthen and strengthen the story, giving him some background and reason why he is haunted (if so, also include "Agonizing Memories"). Speaking of "haunting", what about:
- Haunted Apparition
- Haunting Echoes
- Haunting Misery
- Haunting Wind (such a nice artwork!)
- Seize the Soul

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Posted 27 April 2016 at 10:33 in reply to #581103 on Descent into madness

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Some cards that you could maybe work in:

- Terror
- Fear
- Spirit of the Night
- Chilling Apparition
- Bad Moon
- Nightmare
- Mischievous Poltergeist
- Childhood Horror
- Hidden Horror
- Demonic Torment
- Hint of Insanity
- Brink of Madness, Whispering Madness
- Gibbering Descent
- Ghost Hounds
- Lost Soul

With those you might be able to eliminate red and this make the deck more playble (if that's a priority).

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Posted 27 April 2016 at 10:28 as a comment on Descent into madness

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That's another thing about deckbuilding, though:
Any deck other than aggro should run a few more lands(mana sources) than it theoretically needs to support his mana curve. The trick is to add cards like Strip Mine. This way, you prevent getting mana screwed because you run a bit more than necessary. That usually means you now risk getting mana flooded, however, if that's the case you can make use of the special powers of cards like Strip Mine and you'll still be "on curve".
Vice versa, running Strip Mine is wonderful against any opponent like you that sticks to the roughly 1/3 mana source rule of thumb. So if you see someone missing his 4th landdrop then it's a smart move to Strip him one of his three lands. Chances are he won't recover any time soon. Whereas when he has a 4th landdrop and non of them are special lands, you would most likely not use your Strip Mine at all. See the difference?
For years I calcualted my mana base like you did. But, especially in multiplayer, that's why any random resource denial was flung my may. Someone has a Shattering Pulse in hand but no valuable targets? Hit Mark's mana artifact, he'll be screwed! After a while I was know as "the guy that frequently uses his Demonic Tutor to get a Sol Ring" because of that. I upped the mana source count slightly (making use of special lands and other techniques to prevent mana flood) and since then I can use Demonic T to get the nasties instead of the essentials :)

But yes, of course, deck space is crucial and creative minds will find more synergetic cards to add than there is space. And this effect only worsens with each new edition that expands the card pool :P

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Posted 27 April 2016 at 08:28 in reply to #580984 on Bottomless Swamp

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Ah, I sensed I missed something. Nice thinking!

About Strip Mine: It is so pwerful and essential that every deck that could run it but doesn't is automatically weaker. Look how expensive Wasteland has become, which is an uncommon and strictly inferior to Strip Mine!

See, playing a land isn't a spell, so it can't be countered. In fact the opponent cannot even react to you playing a land! You play it and still have priority. Which means you will always be able to use it right away. The opponent can react to THAT but short of very few specialized spells like Voidslime and Stifle there isn't much he could do. So, we have land destruction card that costs you no mana and can hardly be countered. All it costs you is a landdrop. But the thing that makes Strip Mine so powerful is the fact that it can also be used to produce colorless mana, so when you don't need a LD effect, you can just play it for mana. And that means, if you run Strip Mine (the single one that is allowed - yes, it's restricted, which should be an indicator for it's powerlevel!) instead of another land you will virtually have no drawback. The only case where it is a disadvantage: When you desperately need coloured mana.

However, this is where Strip Mine shines - see, obviously, Strip Mine's main benefit is that you have a solution to things like Tolarian Academy, Cabal Coffers, Gaea's Cradle, Bazaar of Baghdad, man-lands, Karakas, Volrath's Stronghold and all the other nasty non-basics. But one of the other uses is to cut off the opponent from a colour. He plays blue-green and has 3 blue but only one green mana out? Strip that green one and all his green cards are dead until he can replace it!
Other secondary uses include punishing mana screws to the point where he will give up, stripping away counterspell mana he counted on and keeping the opponent below a certain threshold of total mana (if you know his deck plays a certain combo or bomb that costs X mana, then don't let him get to X mana.

Strip Mine is a staple in every format that allows it, which is just Vintage these days.

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Posted 27 April 2016 at 07:38 in reply to #580984 on Bottomless Swamp

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* Check out:
- Veteran Explorer : Extra lands for both AND a shuffle! It's a may effect, but if he doesn't take it, you are two lands ahead.
- Natural Balance : BOOM!
- Psychogenic Probe (careful, its symmetrical)
- Ghost Quarter

* I am still puzzled about the Snow-Covered Lands. Did you run something like Whiteout originally?

* Why THIS deck runs no Strip Mine is beyond me ...

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Posted 24 April 2016 at 20:00 as a comment on Bottomless Swamp

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WHat happened here? Did you delete the discussion about fetchlands? And why does it say you posted this 20 minutes ago?

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Posted 24 April 2016 at 17:32 in reply to #580825 on Forests of Heaven

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Fetchlands replace basic lands (as long as there remain at least two copies of the basic lands you play), so this isn't a problem here. One card you can cut for either Geyser or Twist would be AEther Vial for the reasons I stated earlier. Other than that. If you insist on Hatred, which would be the ones I would ditch next, then we are out of options. Next in line would probably be Sorin, but you would probably miss his ability to kill small critters. So, at this point it's up to you and personal preferrence.

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Posted 24 April 2016 at 15:28 in reply to #580913 on Bloodsucka's

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Thanks. The story is cobbled together from several versions of the legend, mainly basing on the version of the story with Van der Decken as the captain.

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Posted 24 April 2016 at 14:46 in reply to #580958 on The Flying Dutchman

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Sideboard: Cards I will try to work into the actual deck but need to rewrite the RPG accordingly. I am pooling ideas before I do that.

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Posted 24 April 2016 at 14:40 in reply to #580949 on The Flying Dutchman

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Ahoy! Bartender, bring this lovely seadog a bottle of rum before his wooden leg starts itching again!

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Posted 24 April 2016 at 14:39 in reply to #580923 on The Flying Dutchman

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Well, the opponent can still respond to Hatred with spot removal. Does nobody playe Swords to Plowshares, Terminate, Ligthing Bolt/Helix, Path to Exile, Doomblade and the like? And if that happens, in response to your Hatred, then you have spent all your life and won't get any back! That wouldn't fly in my meta, but if it does on yours ...

Alternatives for Brain Geyser: Fact or Fiction (goes well with Living Death), Stroke of Genius or - since you play this in multiplayer - Mind's Eye.

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Posted 23 April 2016 at 22:14 in reply to #580913 on Bloodsucka's

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* I don't think Aether Vial is doing much here. You have only 13 creatures and they are all of various casting costs, you'll have a hard time getting the right amount of counters on it. Please not that you need EXACTLY as many counters as the casting cost, so if there are 4 on it, you can't cast Nighthawks anymore.

* All the goodies and Mana Drain to boot but no Mind Twist?

* There is also no carddraw besides Ancestral. Oldschool as you are I expected Braingeyser or Necropotence (some of your vampires give you life back). I could also see Timetwister here, considering you already run Tormod's Crypt.

* Again, no Strip Mine?

* While the Sleight of Mind/Perish combo is potent, I think it's not worth it at 2 copies each. Same can be said about Deathgrip. Now, Sleight of Mind can be used on both but ... that's very fragile and the cards don't do much on their own. Perish is creature mass removal and you don't want your mass removal to be situational like that. Here is what I would do:
- replace Perish with Damnation or Pernicious Deed
- replace Sleight of Hand with Painter's Servant
Painter + Deathgrip is a lock while your removal works right away.

* Kokusho, the Evening Star would also be a nice addition. It is solid on it's own and combos with Rite of Replication similar to Bloodwitch (Kokusho is a legend and therefore, according to current legend rule, the copies kill each other, triggering a 25-point-Drain Life effect). It's no vampire, though.

* I don't see Hatred in a deck like this but that's maybe just me.

* Force of Will is questionable with just 8 other blue spells, 2 of which I am about to cut and the remaining ones being cards you definately don't want to pitch to FoW ... if you have them, go to 4 copies of Mana Drain.


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Posted 23 April 2016 at 14:27 as a comment on Bloodsucka's

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Of course - Deck Options => Unsubscribe. Don't tell me you didn't know that.

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Posted 22 April 2016 at 22:00 in reply to #580888 on Budget Continual Fog

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He is ... well, was my fellow countryman :) Never seen the play, though.

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Posted 22 April 2016 at 19:54 in reply to #580879 on The Flying Dutchman

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This is not meant to be played although you could. I could replace it with Mystic Compass, though, which is never useless since I can use it to neutralize opponent's lands. However, Star Compass has that nice flavour text which I used in the RPG.
Adding Mystic Compass to the sideboard. Thanks.

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Posted 22 April 2016 at 18:23 in reply to #580855 on The Flying Dutchman

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I just realized there are zombie-rats meanwhile. I added Bog Rats because that's what I ran originally and The Dark looks cool, but thinking about it, the rats would die, too, and either come back as zombie rats or not at all. Rancid Rats, Rotting Rats, can't make my mind up. And maybe let's have a Bad Moon shining on them :)

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Posted 22 April 2016 at 17:33 in reply to #580848 on The Flying Dutchman

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Yeah, unfortunately there is no rum or grog card in magic, not even beer, just wine.
And I should probably have waited until international speak like a pirate day, but that would have been september ...

Anything else here I missed? Maybe Carnivorous Death-Parrot as the captain's pet. Just have to work him into the RPG somehow.

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Posted 22 April 2016 at 17:03 in reply to #580848 on The Flying Dutchman

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ARR, matey! At least we aren't bored :)

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Posted 22 April 2016 at 14:29 in reply to #580827 on The Flying Dutchman

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Got here because I saw you suggesting Feldon's Cane because you didn't know Elixir of Immortality ... so I said to myself "cool, an oldschool guy, let's check out his decks and help him updating a bit". I play since 1994 and love to see oldschool casual decks :)

* Whats Candelabra doing in this? I don't see any lands that produce more than one mana nor any land with a special ability that could be used twice. So, unless you add Karakas, Yavimaya Hollow, Maze of Ith and the like, Candelabra is nothing more than an expensive mana fixer that could have been something more useful. If it's to fix coloured mana, you'f probably be better off with a Harrow or Chromatic Lantern.

* Also, consider Seedborn Muse in this! Would be sooo powerful ... I'd cut the Frontline Medics for this. They have bad synergy with your Moat anyway.

* Sol Ring is restricted to 1 copy which is the reason why this deck isn't Vintage legal. Replace it with Strip Mine which is painfully missing.

* Wordly Tutor should be upgraded to Eladamri's Call.

* Those Llanowar Elves should be Birds of Paradise.

* That sideboard ... how many years have you been asleep? ;) Maybe keep the CoP:Red against anything burn but what you really need is:
- artifact/enchantment removal (Krosan Grip, Return to Dust)
- graveyard hate (Tormod's Crypt, Relic of Progenitus)
- a way to deal with planeswalkers, which is tricky in white/green. Maybe Archon of Justice (which could be maindeck from my POV) or Bramblecrush (which is artefact/enchantment removal as well) You could also use Beast Within, which is risky, but might help trigger Defense of the Heart. Otoh, running just 2 Defense might not justify the risk.


And this deck is by no way or any standard "quick". Consider removing this from the description because the average commenter here will go at lengths explaining why this would lose to XY before you have your first biggie out.

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Posted 22 April 2016 at 13:47 as a comment on Forests of Heaven

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It runs 4 Elixir of Immortality.

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Posted 22 April 2016 at 12:40 in reply to #580814 on Budget Continual Fog

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