RaiderKrom

155 Decks, 173 Comments, 26 Reputation

Not necessarily, I've seen Rakdos' return cast early to empty opponent's hands.. It doesn't have to be for a lot, just enough to reduce the opponent's options (e.g. turn 4 or 5 where they have 4-5 cards in hand).

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Posted 15 November 2013 at 16:30 in reply to #411342 on Death by Dega

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As a curiosity, are you actually building/buying/trading for this deck or is it just an exercise in deck building..?

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Posted 15 November 2013 at 16:24 as a comment on Enchanting FTW

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Also: Where's Thassa?

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Posted 13 November 2013 at 21:21 in reply to #411665 on Enchanting FTW

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Well, if we're being old testament about it :)

Dega: Black Red White
Raka: Blue Red White
Ana: Blue Black Green
Ceta: Blue Green Red
Necra: Black Green White

And then there's the Shards:

Esper: Black Blue White
Bant: Blue White Green
Naya: White Green Red
Jund: Green Red Black
Grixis: Red Black Blue

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Posted 12 November 2013 at 17:09 in reply to #411279 on Death by Dega

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I would replace the Merciless eviction and Planar cleansing (that or move them to Sideboard). I'd replace those with Assemble the Legion and/or Protection spells or Devour flesh/celestial Flare for those pesky fleecemanes and caryatids.. If you did that then you can put the cleansings and evictions back in if you need them and have a win con from Assemble. Think about Brave the elements or Gods willing since you're running all white creatures and Brave can let you attack through opponents. Brave the elements has the added advantage that you can cast that and then cast Anger of the gods with no problems at turn 4 and still have your creatures intact.

That and I would add some rakdos Guildgates too.. You have some pretty color intensive spells in there like anger and hero's downfall and dreadbore which you want to be able to cast early.

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Posted 12 November 2013 at 16:15 as a comment on Death by Dega

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Agreed. I'd think about Blade of the Bloodchief too btw..

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Posted 01 November 2013 at 14:59 in reply to #408748 on B/R Vampire

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Well, I'd drop the Madcap skills since it's too easily 2-for-1'd and think about losing the volleys. The vexings are good but the option to just take the damage is another option that you give the opponent that they don;t need. You could do 4 damage or make them waste a card or waste mana that they could be using in more efficient ways.

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Posted 01 November 2013 at 14:54 in reply to #408177 on Red is my favorite color...

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Agreed. I'd consider Brighthearth banneret or magma jets...

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Posted 30 October 2013 at 20:15 in reply to #408171 on Definition of Pure Burn

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Why not throw in Fanatic of Mogis instead of the Anthem? Its running insane amounts of red-mana symbols anyway and you might as well capitalize :)

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Posted 30 October 2013 at 20:10 as a comment on 50 Budget: Casual Slaughterer

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Also, Think about Acidic slime for utility and Pharika's Mender to return whips when people sideboard against it. Fade to antiquity is a real popular card now since its the only way to kill gods. Alternatively, Add more ramp in the sideboard and convert it from a reanimator to a ramp deck just to screw with people :) that aside, I love this deck man :D Real FNM Material.

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Posted 30 October 2013 at 19:56 as a comment on Reanimator's Whip

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Actually, you could add Pack Rats for maximum ridiculosity. You can add more angels of serenity and then have them return creatures to your hand, then discard those creatures for more rat tokens :)

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Posted 30 October 2013 at 19:52 as a comment on Reanimator's Whip

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Your sideboard isn't really effective since it doesn't do anything against other decks well enough. I'd suggest the following:

- Maindeck the emissaries since that way you can side in Lightning maulers against control decks to aggro in over them.
e.g. Turn 1: any 1-drop, Turn 2 Emissary, Mauler + attack.

- Lose some of the 1 drops. You don't need 12. Get rid of either the Devils or the Stromkirks. I'd personally lose the devils since they aren't reliable at staying on the field and you want that ability to attack and draw responses so they waste cards trying to kill or counter something and that means advantage for you. e.g. if you play a devil, smart opponent pays 4 life and its gone. If you play a cackler, opponent has to block it, or kill it wasting either a creature or a card and you have another dude on the field for turn 4 Hellrider triggers.

-Add in Firefist strikers instead so that you can be assured of getting damage in and they sit well with the emissaries. In beatdown style RDW, you want more 2-drops.

-Add shocks so that against ramp decks, you can kill their llanowar/pilgrim/deathrite on turn 1 or 2 and still have some mana open. Lose the brimstones, they're too conditional. You want reliable for your deck.

- Add skullcracks. They kill sphinx's rev's in seconds. Alternatively, consider toil//trouble as a response to control. Either they spend mana countering or take 5~7 damage for 3 mana

- Add Mutavaults. You can trigger battalion easier and on turn 5 its 1 more damage from Hellrider triggers

- Add Pithing needles in the side for planeswalkers. Trust me on this :)

Been playing that deck at FNM for months when it was standard :) Hope it works.

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Posted 30 October 2013 at 19:22 as a comment on Red is my favorite color...

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Hm.. Fair enough. I can see downfall and decay being pricey. Well, taking into consideration that looks fine without recluses. Also I'd throw some fade to antiquity in the side for gods and bestow critters but it looks good :)

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Posted 09 October 2013 at 14:18 in reply to #400912 on Golgari Midrange (Budget)

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And I forgot about the whip. The whip is to replace the Gift of Orzhova to help you stabilize and regain some life. I'd say its better for three reasons: 1) Whip doesn't need a creature to enchant 2) Gift affects only one creature. 3) Whip gives you something to do late game when you're constantly drawing lands and down to <10 life. Then again, evasion is not to be scoffed at so I'd say if you want to go right ahead.

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Posted 04 October 2013 at 14:40 in reply to #400912 on Golgari Midrange (Budget)

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Well, the point is to reduce dependency in the deck. Synergy is great but you don't want cards directly and obviously depending on others. e.g. Varolz and Jarad's orders. Lets say you cast varolz on turn 3. Looking at the big decks people have been running, theres putrefy, detention sphere and any number of burn spells that they can destroy him with right? Instead, lets say you run witchstalker and use regular old scavenge with him. He cant be targeted by shit that just leaves boardwipes. He can't be 2 for 1'd in response to buffing him up either. It doesnt cost you another creature to keep him on the board and the big plus is you can have multiples out. Hell, I've seen trollhide dropped on a stalker and that usually does the trick

Now on to Jarad's orders and Corpsejacks. The problem here is that while they're ok cards, they do nothing for you the turn they come out and turn 4 is well into midgame territory when that sort of thing is easily responded to. Consider reaper of the wilds and upping your creatures from sets of 3 to 4 in place of those two. Reaper might look a lot similar but the crucial difference is that 5 toughness gets it well out of range of removal that people are running in red (mizz mortars & warleaders being the big one).

As for better removal, given what's being run in standard now, think about fade to antiquity and Hero's Downfall as well as abrupt decay. Decay's dropped a bit lately but it can work well for you.

Hope that helps explain some of it.

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Posted 04 October 2013 at 14:36 in reply to #400912 on Golgari Midrange (Budget)

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I would add golgari charms instead of Jarad's orders alongside some better removal. Big plus on Golgari Charm is that it takes care of tokens and aggressive aggro decks very well on turn 2~3 (lots of 2/1's in the format now and young pyromancer's there too). Also I'd consider dropping the Corpsejacks altogether and here's why: First off, in a world with mizz mortars, a 4/4 on turn 4 is not intimidating (see also: Warleader's helix). Second, the more obvious your synergy is, the more you're asking to be 2 for 1'd (e.g. in response to you enchanting with alpha authority, I magma jet varolz and you lose both). Think about what cards others are playing as well and look close at your deck in those terms. I would think about investing in a whip of erebos (not too costly about $3) and also some Dark Betrayals, Pithing Needles and ratchet bombs in your sideboard. They're all dollar rares and frankly since pithing needles have so many uses, I personally mainboard 2 of them at FNM. Pithing needle is great since its an artifact and can shut down any planeswalker, maze's end, Aetherlings, etc. Plus, since desecration demons are big now, dark betrayal is kind of a must here.. Good Luck though :)

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Posted 02 October 2013 at 14:29 as a comment on Golgari Midrange (Budget)

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By the looks of it, this deck seems a little bit cobbled and sorta budgety (as most goblin decks are :) but there are a few replacements I would make that are fairly easy and inexpensive to trade for/buy:
- Replace the brigands with Ember haulers. Utility is good and the brigand has a needless drawback for a 2/2
- Brimstone volleys for arms dealer/goblin grenade triggers.
- Goblin wardriver is an excellent addition since it synergizes with the whole crazy creature aggro ideal.
- That apart, just playsets of everything would be my suggestion here since with decks like this, consistency is key.

Good luck!

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Posted 14 January 2013 at 05:09 as a comment on Fistful of Goblins

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I'd suggest losing the Immerolves and adding a slayer's stronghold.. After all, you want your huntsmasters to flip..

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Posted 01 December 2012 at 10:44 as a comment on Wings and Claws

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Just to point out, Day of Judgment and Elite Vanguard aren't standard. Otherwise, I think it needs a bit more ramp.. Honor of the pure would work well here if you aren't going std.

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Posted 07 November 2012 at 00:11 as a comment on Dagger of Faith

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Love it :) You could go hard mode and ignore Krark's Thumb XD

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Posted 07 November 2012 at 00:05 as a comment on Lady Luck

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