RaiderKrom

155 Decks, 173 Comments, 26 Reputation

The rationale behind not using stalked prey is that there isn't any kind of guarantee that you'll even be able to damage the opponent so this doesn't rely on that. I do have another r/u deck devoted to stalked prey though :)

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Posted 28 September 2011 at 15:08 in reply to #202901 on R/W Innistrad Weenie

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Thanks for the idea.. Not sure if it'll work but the draws look encouraging....

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Posted 28 September 2011 at 00:53 in reply to #202662 on T2 Goblins (fresh w/ innistrad cards)

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I considered it but I don't think there's anything I can take out of this to make Siege-gangs work well enough.. This deck is more geared towards a slower start where you stock up on goblins and then drop brightstone(s) and fuel the Rise of the Hobgoblins. In this situation I think its better to hold on to my goblins.

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Posted 28 September 2011 at 00:51 in reply to #202879 on Goblin Token Farm

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So I see 2 basic problems here.. And not specific stuff, just bigger pictures stuff..

1) So looking at the deck it goes back quite a bit, in which case you could throw in some older cards that do a better job with what your going for (be it burn or goblins) On the other hand, if your going for standard, you want to rethink this a little bit.

2) Figure out if you want either a goblin deck or a burn deck since they're not as similar as you might think.

A standard goblin deck might be able to use stuff like my goblins w/innistrad deck, while a burn deck (with scars being the big thing for now) would probably be an artifact/burn deck with stuff like moltensteel dragons, Immolating souleaters and shrines of burning rage (also maybe some metalcraft stuff) . The problem with Chandra and her phoenix being in a goblin deck is that she doesn't add anything substantial to it and you could be using something a lot better in place of her (e.g. goblin wardrivers or spikeshot elders for removal)

All in all, I've been playing goblins and burn for about a year now and I've got several standard and legacy decks (on MTGO) dedicated to their shenanigans so I'd like to think I could help, depending on what direction you want to go...

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Posted 27 September 2011 at 22:34 as a comment on Goblins v1.0 (Help a newbie, critique please)

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Honestly that wouldn't be the worst idea but its way too Mana heavy.. Maybe you could try Volt Charges...?

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Posted 26 September 2011 at 21:18 in reply to #201976 on ally dangerous

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Nvm the explores and cultivates, I forgot they're out of standard :P

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Posted 26 September 2011 at 21:07 as a comment on Fast infect (please help)

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Also putrefax, corpse cur and Throne of geth. Gogo!

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Posted 26 September 2011 at 21:02 in reply to #202609 on Fast infect (please help)

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You may want some more explores and some putrefax action.. Possibly Cultivates so you can get some lands out of your draws and get some more of the stuff you need...

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Posted 26 September 2011 at 21:00 as a comment on Fast infect (please help)

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I just don't see this working..

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Posted 25 September 2011 at 03:11 as a comment on penis in the butt

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I would switch the Fuels for Mana Leaks and the summoner's banes for Ponders. That way its standard for another year and gets in some useful cards.. Ponders and Mana Leaks are staples in blue decks... Pretty solid apart from that.. If you want to keep it extended then replace some of the lands with Halimar Depths and fetches since that improves your draws a little bit...

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Posted 25 September 2011 at 02:39 as a comment on Proliferate Illusions

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Red Ally decks are rare but this looks like it could work.. I do have to add that Highland Bersekers may be a better option than Battlesingers since it gives you a bit more survivability when attacking.... Maybe add Tezzeret's gambit for some fun proliferation shenanigans :)

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Posted 22 September 2011 at 06:49 as a comment on ally dangerous

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Y'know I'd add contested war zones..especially since you can use the Fireslingers to get them back each turn. Also, adding Warstorm Surge does nothing for a goblin deck since your objective is to win before turn 6 (especially since you don't have any geosurges in there).

The perfect budget set would be a variation of: Chieftans, panic spellbombs, Arsonists, goblin grenades, Wardrivers, geosurge, G-blasts/incinerates, Kuldotha rebirths, Shrines and possibly some perilous myr for saccing with rebirth... I'd maybe throw in a chancellor the forge but it doesnt add much to the deck...

I've been playing goblins since Alara and they're really fun (even though some of them are expensive still) so good luck :)

If you want this for casual play, I'd wait till Innistrad gets out and then see if you can get ember haulers, goblin guides and warren instigators for cheaper since they're basically the best cards for goblins... Sadly Innistrad has none so far :S

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Posted 22 September 2011 at 06:30 as a comment on Gobbo Burn

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Yeah I figured that out.. My bad on that one..

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Posted 17 September 2011 at 03:34 in reply to #192961 on Kuldotha Beatdown

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Pretty good deck.. I actually run something similar so I have some idea of where you're going with this..

- I'd add some Warren Instigators and Goblin Tunnelers
- I'd substitute the shocks with Galvanic blasts since it'll either be better or just as good in any eventuality
- Try throwing in some Panic Spellbombs.. Even if you sac them for rebirth you can still pay {r} for a extra card.
- Since this is sort a big play kinda deck I'd try subbing the teetering peaks for Smoldering Spires or just adding some in and I'd also throw in a geosurge or two since it lets you make big plays..

Also, (and I may be wrong) aren't Lightning bolt and ember hauler no longer standard since M12 came out?

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Posted 16 August 2011 at 21:45 as a comment on Kuldotha Beatdown

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I'm curious actually.. Do you own this deck and if so, how has this deck worked against red decks with that few creatures?

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Posted 27 July 2011 at 18:36 as a comment on surge node

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Ancient Hellkite, Predator Dragon and Hellkite Igniter

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Posted 21 May 2011 at 07:02 as a comment on Best MTG Art?

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A few points:

1) For 2 mana you can play a Goblin Wardriver instead of a Porcelain legionnaire and not lose life. Plus it would have much to gain from the Chieftains and more to offer to the rest of the army as well.
2) You have more fetch-lands than basic lands. Replace some with Teetering Peaks.
3) Lastly, it looks like you're trying to do damage to the player using artillerize. Your concern should be to allow your creatures to attack with impunity. Therefore, you can replace that with flame slashes and forked bolts and probably do a better job without unnecessary saccing.

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Posted 30 April 2011 at 07:33 as a comment on Kuldotha(NewPhyrexia)

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I like red. Consequently, I love burn :) Here are a few suggestions for improvement:

As I see it, you have no method of mitigating damage apart from the limited burn. Add more burn or add more blue counters and maybe lose the extra turn shenanigans.. Especially pyroclasms because thats just the thing to do when you have no creatures:)

If you want an improvement on the combo, I saw a deck that involved using traumatize on yourself to put more things into the graveyard and playing Chandra Ablaze for her ultimate. Now imagine double damage from Ascension and playing a lot of burn from your graveyard XD

Hope that helped. Enjoy!

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Posted 30 April 2011 at 06:29 as a comment on Spellbound (Creatureless)

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Nice deck, but I'd replace the shock with forked bolts.. That just seems better if you want to get rid of small critters that can be use to chump block. If you want to go more hardcore with the land removal for cheaper, try a combination of Liquimetal Coatings and Crush or Shatter. I don't have the actual deck on the website, but I used a combination of red and green with Viridian Revel for drawing and other shenanigans.. It isn't a serious deck though :)

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Posted 30 April 2011 at 06:04 as a comment on Scorched Earth v3

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Well, I could be wrong (since I don't usually play white) but I see a few flaws with this plan...

First off, the point of the Memnites, Ornithopters, Glint Hawks and Skyfishers is to get counters on Quest for holy relic ASAP and to try and pull Argentum Armor on turn two (or, hypothetically with a perfect draw on turn one). Overall, that means that there should be around 24 cards in the deck are devoted to one singular tactic. Sadly, you need one card out to make this all work. i.e Quest.

The odds of you pulling a quest on any draw are 3 in 60(and decreasing as you draw) as your deck now stands. In other words, you need more than one way to get that Argentum Armor out ASAP. Furthermore, since the entire point is speed to pull the AA out, the Veilstone Amulet is slowing you down because, presumably, you wait till turn three to pull AA out so it doesn't get shattered or crushed.

Secondly, you have nine creature cards that benefit from equipment and only 3 pieces of equipment in the entire deck. That seems like a problem for synergy. Solution: Add more equipment.

I also hesitate to point out that when the last three expansions are made mostly of artifacts, they also added ways to get rid of them and that since your Veilstone Amulet only activates in your turn (since you have no instants) it's not very useful.

Next, the urn is not doing you any favors. In fact it is probably making things worse because you coul be putting a better card there.

Lastly, your problem seems to be that you can't equip Argentum Armor onto creatures even if you use SF mystic to get it out. Answer: Brass Squires or Puresteel Paladins from new Phyrexia.

Now, the way I see it, you can go one of two ways, (or, who knows? Both?).

Either lose the 28 cards and add Stoneforge mystics and more equipment and probably add more things that allow the Kor to attack and do straight damage (i'd recommend ogre cleavers, quietus spikes or more of the new swords). If you want to raise the capabilities of your creatures, I'd recommend some enchantments, but that would be an almost entirely new deck.

To continue with this tactic (which by the way is very very fast and has beaten me repeatedly before) I would do the following:
+1 Quest
+2 Argentum Armor
-2 Plains (This tactic usually wins or loses pretty quick)
-3 Mighty Leap (you need to find other ways that involve circumventing their defenses. Dispatch is spot on there and that is a really really good card for that)
-1 Golden Urn
-2 Amulets
+4 Grappling Hooks
+4 Puresteel paladins
+(More equipment possibly)

While I'm not experienced enough with white to tell you what to add back in, I hope this helps. This deck is very strong if done well and I've frequently lost to this on turn two to four. Good Luck :)

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Posted 30 April 2011 at 05:40 as a comment on Argentum white

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