Rizulin

4 Decks, 34 Comments, 1 Reputation

A combo I use in a B/G/W deck is Melira, Sylvok Outcast and Phyrexian Unlife so I can get to 0 life without dying. I cast Near-Death Experience whenever I have it, and on the turn before mine I tap a Pristine Talisman for the mana and 1 life, granting instant victory. my other options are Repay in Kind, where everybody immediately has the lowest life total on the table (with 0 life this is also an instant victory), and Soul Conduit, and artifact that switches two players life totals (which I can use to kill an opponent, or save me if the combo isn't running. I fill the deck with infect to keep everyone else's life totals high in case I need to swap out to save myself. Two non-infect cards I used as walls or if someone beats me to Melira (it is a legend) are Etched Monstrocity which, if you have Melira out first is a 10/10 for 5 mana, or Death's Shadow. Casting Death's Shadow always makes everybody at the table look twice. It is a 13/13 for 1 black mana, but it gets -X/-X, where X is your life total. nothing funnier then having less then dropping a couple of 13/13's for only 2 mana. With theexception of Melira, all of the cards are black, white, or artifacts so it is possible you could find these useful. On a side note, if you do use the death's Shadow, and you carefull construct your mana curve, you have to adjust accordingly. It is not really accurate to list it as a 1 mana card when building your deck, since you can't cast it on your first turn...it would just die. good luck!

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Posted 11 June 2011 at 23:04 as a comment on Near Death Experience

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Still think it should have been W.I.LF.......Wolf/Elf I'd Like to F you up with.

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Posted 09 June 2011 at 03:04 as a comment on Llanowar Lupines

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I know a counter spell can take care of Test of Endurance, so after the combo is complete in multiplayer I just redirect damage 500,000 times before my attacks and continue to attack whoever has blue until theydie or when they are tapped out before cassting Test and getting my win. It is not perfect, but it is very effecient. Really bothers erveryone at the table when you can win a 6 player game in 5 turns 9if you draw Test.)

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Posted 09 June 2011 at 02:29 as a comment on A Million Life and Growing

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This was Rob's idea that I tinkered with. it is just easier to mess around on your own page then to do it on someone else's.

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Posted 09 June 2011 at 02:10 as a comment on Rob Dantay Assist

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Thanks Maelicbod! I knew the ruling from previous readings, but it was convenient to see in this location they actually mentioned both cards to make the example! That being said, I think that I may pull the Etched out as well as the Shadows. I haven't used either of them that much, and I think that the Pristine Talisman/Near-Death Experience is going tobe a more effective way fro me to win in multiplayer then 4 creatures without infect in my infect deck.

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Posted 08 June 2011 at 06:32 as a comment on No Life, No Problem

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I only play casual, so as far as tournament legal, I apologize, that wouldn't make any sense. As far as aggression and land, your deck is already fast enough for sure. I also misread, Ctacombs. So many fetch lands require the new land to go into play tapped that I must have just assumed that this required the same action...based on that, you can't use the mana until the second turn with either choice, but with tempest you could get the second card on this turn (which might be a land anyways) but based on what you said, you are right it really wouldn't make sense to switch it out.

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Posted 04 June 2011 at 20:07 as a comment on River of Blood

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Looks like a real pain to deal with!

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Posted 04 June 2011 at 19:54 as a comment on Pestilence

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Found an UNBELIEVABLE card I missed for this. Phyrxian Hydra. 2 green, 3 colorless. It is a 7/7 infect creature that would never take damage. It's special ability reads IF (key word) IF it were to take damage, instead place a -1/-1 counter on it for each damage PREVENTED this way. Since Melira does not allow you to get counters it will always be a 7/7. Since it does not actually receieve damage under any conduitions Lifelink and Deathtouch abilities also don't trigger. This is about as close to undestructible as you can get.

Also, for further protection, Pariah's Shield. It is an equipment that costs 5 colorless to cast (a lot, I am just throwing it out here) and 3 colorless to equip. It's ability reads "All damage is redirected to equiped creature." If you have Unlife out, you can equip this to anything to stall until you get Melira. Not nearly as cost effective, just another idea.

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Posted 04 June 2011 at 18:42 as a comment on I can't Lose. No Plat Angel

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Normally I hate it when someone says that "Oh, all I hav to do is put these 16 cards in my deck and you will lose" rather then giving helpful advice to making a better deck...but in this format it is awesome!

I play multi-player, so building a deck around one player is suicide, because everyone lets you do the dirty work and you are unprepared for any other deck. I do think that the deck I am in the process of creating would have a shot (albeit a long one) and the idea behind it may inspire a good dec builder the inspiration to truly beat this.

I am working on various combos of Memnarch and Gilded Drake. With a "God Draw" with Artifact Lands, hopefully you can jumpstart the infinite mana loop with the Silver Myr and Myr Galvanizer. If you can get the Memnarch on the table with an infinite mana loop you can turn all permanents into artifacts and steal all artifacts simultaneously. Without the loop hopefully you can get at least pick off his lands or an enchantment that is badgering you the most one at a time. Unwinding clock will allow you to use your artifact lands every turn (Winter Orb says on Your turn you can only untap 1, Unwinding says on every OTHER players you can untap all) allowing you to use your lands and Memnarch more often. Also remember that any lands you steal would also be considered artifacts giving you much more mana available then this deck creator was prepared for. Mimic Vat could be useful for the Myr to protect your Myr mana loop or possibly your Memnarch. I use it for the Gilded Drake in my deck, but that would be useless against this guy. Again, my deck is in the process of being built and needs a lot of work, I was just throwing ideas around for someone better at this tehn I am to work with.

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Posted 04 June 2011 at 18:29 as a comment on Alcatraz

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I see you have fetch lands to get through your deck, but you pay life to do it. Another option you may consider would be the lands from Tempest. Remote Isle is the only name I can remebe off of the top of my head, but there is onle for every color and they have cycling. Unlike the lands that you have, which do not provide mana, and reqiuire 1 loss of life (which isn't a huge deal, but doing it up to 7 times can be) these lands actually provide man if you need it, or can be cycled if you don't, wuth absolutely no downside. Should be able to pick up a playset from e-bay for about a dollar.

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Posted 04 June 2011 at 00:02 as a comment on River of Blood

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There are many ways to play this kind of combo. I am working on two decks. The first one is

http://www.mtgvault.com/ViewDeck.aspx?DeckID=192198

And it is filled with infect (which is fuly capable of winning on its own) and Norn's Annex (although I may change that to Crawlspace, no more then two creatures can attack you) to keep people busy while I wait for the Melira-Unlife combo to kick in. I do all out attacks (defense is not necessary) letting my infect creatures die while bouncing them back to my hand with Corpse Cur (Mirriorworks also worked in an old version I had.) I either get infect kills, or if they get me to 0 I Repay in Kind.or Soul Conduit for the win.

Option two: The Race to Zero method (name is under copyright lol) Unlife-Melira, Demonic Tutors to get your combo going, Platinum Angel and Asceticism for protection. Stick with Repay in Kind and Sould Conduits for Instant kills, and Near-Death Experience (Win if you have exactly one life) and Pristine Talisman (artifact, tap for one mana and gain one life)

This can get expensive as you need to seek out special cards. You want to get through your deck as soon as possible, and simultaneously get to 0 life. Once you have either the Unlife-Melira OR the platinum angel in effect, all you need is either Near-Death or Repay in Kind. What you can do for starters is Weathered Wayfarer. It is 1 White mana, tap it to get any land (not basic, ANY land) and put it into your hand. Every turn you are essentially drawing two cards, since you ar thinning all of the mana out of your deck. If you get more then one of these at a time, you suck all of the land out of your deck very fast. Weathered Wayfarer is not too expensive. Second is Tempest lands. I can only think of the name of the blue one, Remote Isle, of of thetop of my head, but there are 5, all produce one mana like a basic land, and they all of cycling for 2. If you already have the land you need, or a Wayfarer on the table, do not play it, cycle it for an extra draw. You can substitute for swamps and four plains for 8 of these and increase the rate you fly through the deck. Another method I use is the Legendary land Method. Flagstones of Trokair produces one white. If it goes to the graveyard, put a put a p[lains into play. Intentionaly put two in play, either by drawing or by Wayfarer and the Legend rule puts them in the graveyard, so you pull two more Plains out of your library which further speeds up the rate you will draw your Repay in Kind or Near-Death Experience.

The final problem? how do you get to 0 or 1 life when everyone knows what you are doing and refuses to hurt you while you have a Platinum, Soul Conduit, Unlife or Melira on the table (Asceticism also slows everyone down)? New Phyrexia of course. fill your deck with creatures and spells from the new set, and do not pay the cost with mana, but with life. It is possible by this time you could have 4 or 5 cards, all needing one or two phyrexia mana...this will get you to zero or one very quickly. If you are worried about not getting to the correct life total (you can't pay 2 life if you only have 1) you can throw in an eqipment that gives you protection from black, put it on Melira, and then use Pestilence until you get to the desired life total to execute Repay in Kind or Near-Death Experience.

I would assume that this will work very well after you have been using whatever variant of th above deck you have been playing. Your friends will stop attacking you while they wait to have a solyution for your defenses, knwing that you want to get to zero life. Once they realize that you are capable of taking your own life to 0 without them doing anything it will be too late.

Again, I know that a quick burn or mill deck will beat these, but in ,ulti=player, this many options, and two separate ways to instantly win, even if there are 4 other players still alive is wicked, and it is really fun to frustrate the hell out of the whole table, when they want to attack you, and it only plays into what you want them to do. Feel free to comment on the deck I kinjed above, I am always looking for suggestions and I will be putting up more soon once I fine-tune them abit more myself.

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Posted 03 June 2011 at 01:23 as a comment on I can't Lose. No Plat Angel

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Well, I adjusted the juggernauts, Dropped the Unwinding Clocks, one of the Repay in Kind and a couple of th Death's Shadows and replaced them with Plague Stingers for flying infect as well as better casting cost and I also added Skitheryx and Hand of the Preators to replace at least a few of my high cost cards. I thought it was much more balanced as far as mana curve, but I seemed to not be drawing plains at all so I made a little land adjustment as well.

I am tempted to drop the Death's Shadow and Etched Monstrosity cards entirel and replace them with low costing Ichorclaw Myr and put the Unwinding Clocks back in, maybe with a Steel Overseer or two to pump up the artifact infectors since thats what most of my creatures are. Any other advice is welcome, I really want to finetune this for casual multi-player.

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Posted 03 June 2011 at 00:23 as a comment on No Life, No Problem

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I play the combo in casual games, so there are no limitations. I also play multi-player, so One player specifically building a deck/sideboard against just me is not really an issue. In this game I do have plenty of outs.

if I have Unlife out, Soul Conduit (switch life totals between two players) I kill one opponent.

If I have Unlife out, Repay in Kind kills everyone, instant win.

If I have Unlife out, Death's Shadow's are huge (13/13 -x/x where x is life total)

If I have Unlife out, Pristine Talisman can be tapped for one life on opponents turn, and with Near-Death Experience (win if you have exactly one life)

If I have Meldira out, Etched Monstrocity (10/10 creature for 5 colorless, comes into play with 5 -1/-1 counters) comes into play as a 10/10 for 5 mana which is either a great attacker or lets you block and stall for other combos.

Platinum Angel (can't lose, opponents can't win) is a problem that opponents have to deal with along with Norn's Annex (no creature can attack you unless they pay 1 white mana or 2 life for each creature attacking) are options to seriously stall attacking opponents,

Asceticism protects my creatures, specifically Platinum Angel and Meldira.

Fill in with infect creatures (deal poison, not damage in case you don't have Meldira and you need to use Sould Conduit) and you have a deck that is not perfect by any means, but gives you a lot of options, especially in multi-player. Two separate ways to get an instant win is huge in multi-player, and it is flexible and fun to play. Any burn or mill deck can beat it one-on-one quickly, but those decks frequently don't hold up over the course of longer multi-player games. I love when an opponent chips away at my life total, gets rid of my Asceticism or my Meldira losing various creatures, bury spells or permanent removals just to have me drop an Angel, switch life totals, anything to make him start over until I finally nail him with poison counters,Repay in Kind or Near-Death Experience.

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Posted 02 June 2011 at 19:35 as a comment on I can't Lose. No Plat Angel

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It is fantastic for a budget! I only see one weakness...this deck will never kill an opponent by doing 20 damage most infect decks don't have this option) so there is literally no reason for Livewire Lash. No opponent is going to be concerned with the small damage they will take from this knowing full well that it will never kill them. You should sub these 4 cards out for just about anything. Sticking with the budget them would be Giant Growth for a quick +3/+3 for an unblocked infect creature, or Might of Oaks (+7/+7 instant for 1 Green, 2 colorless) is almost an instant kill ina n infect deck and you can pick up 4 for a dollar on e-bay. This deck was obvioulsy built before New Phyrexia, so it was not an option at the time, but if you want creatures, 4 GlistenerElfs (1/1 infect for 1 Green) are 4 for $1.25 on e-bay and give you a quick drop that you can attack with immediately, even if the opponent can block, because it is just one more creature that Corpse Cur can pull out of your graveyard and can be cost again quickly and cheaply. Other then that this is pretty effective, especially for the money spent!

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Posted 02 June 2011 at 18:07 as a comment on Monogreen BUDGET Poison

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I have always wanted to run a deck like this, but the place I play on Friday nights usually has between 6-15 people every Friday night. Any mill deck that I could build usually doesn't fare very well in multiplayer, but this would obviously crush in one-on-one. I may try something similar when we do a two-headed giant game when I have apartner who can protect me a little. Maybe a cleric absorb/redirect style would let me pick apart our opponents.

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Posted 02 June 2011 at 08:59 as a comment on Superfast Mill

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It is really cost-effective, I would just be nervous for the first few turns since there is nothing low-cost in here. If you get rolling, life is not going to be an issue at all so maybe youwould want to drop them for some Myrs...low casting cost and they can be used for mana to get you going ahead of schedule.

I love Rite of Replication, but if you change it with Mimic Vat, it is a little more cost0effective, versatile and reusable. Also, if you swith the War reports for Silver Myrs (produce blue mana) and change the Rites to Vats, you can drop the 5 Islands and replace them with other lands. Between the 4 Myr and the Seachrome you should have all of the blue mana you need to cast 3 Wing Splicers with no islands, meaning less mana problems for you. If you run into trouble you could always swap one or two back in, but it looks like you should be good witout them.

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Posted 02 June 2011 at 08:53 as a comment on Bountiful golems

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I ran some draw hands, and it does look like I could use some lower cost creature, dropping the Juggernauts for some two drop infect creatures could be a solution. As far as Etched, it comes into play, and then you place 5 counters on it...which Melira does not allow. If Etched is in play first, Melira does not remove the counters, but if Melira is in play first, she does prevent them. Just have to make sure that you cast them in the correct order.

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Posted 02 June 2011 at 08:36 as a comment on No Life, No Problem

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This is ridiculously efficient.

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Posted 02 June 2011 at 07:49 as a comment on Superfast Mill

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I will definitely look into those cards. I don't really need to stay at 1 life though....I can just tap Prisitine Talisman at the end of the last player's turn and I will go from 0 to 1, and when I untap I will automatically win. As far as taking the 10 damage after Phyrexian Unlife....Melira, Sylvok Outpost ensures that I can't get posion counters, so I am essentially invincible unless someone knocks out Phyrexian Unlife before I switch life totals with Soul Conduit or Repay in Kind. The reason my creatures are infect is because I can potentially win with infect, but if I do not have Repay in Kind and I need to swtch life totals with Soul Conduit I would prefer to switch with someone with a high life total, and infect creatures on't do damage.
Etched Monstrosity is in there because I get a 10/10 fior 5 colorless (Melira does not let him keep the 5 -1/-1 counters, so it is a bargain for a huge creature. This is also why I have Death's Shadow...the potential to have a 13/13 creature for 1 black mana is fantastic (and I just love the card and it doesn't work in many decks.) The lands are definitely a good idea. Thanks a lot.

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Posted 02 June 2011 at 07:39 as a comment on No Life, No Problem

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You can't help but like this in multi-player.

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Posted 01 June 2011 at 22:35 as a comment on Vampiric Multiplayer.

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