Not bad. I see we have an artificer here...
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I like it. May I make one suggestion? Mishra, Artificer Prodigy. I personally believe he belongs in every artifact deck ever.
No problem aether. I'll take a look tonight and comment tomorrow. I have to be at work early in the morning. Thank you, darkrule. And it's the "legend rule," Diablo. This is why I include a summary with all my decks.
I withdraw my previous statement just so that I don't agree with Cakins.
Sorry. I meant to post the last one in Hellfire's deck. Didn't hit the back button enough times...
Go read a book, Cakins. You might learn something. Or better yet. read the rules for Clone, dumbass. Clone doesn't target anything. Protection says that it can't be a target. Says so right in the rulings. Think before you open your mouth (in this case, move your fingers). As for lands, you're an idiot if you want to run 24 lands in a deck. While you're drawing lands turn 8 and 9, I'm drawing kill spells. Pull your head out of your ass and join the rest of us. The Magic beginner's guide recommends 24 lands from what I hear. I don't know about you, but I'm not a beginner. And this deck is most certainly not slow. Lands don't matter past turn 4-5. Turn 1 - Library of Leng Turn 2 - Silver Myr or Altar of Dementia Turn 3 - Paradox Haze Turn 4 - Any card in the deck if Silver Myr is out. (Dream Halls. Read it.) Thank you for your time. Please feel free to refrain from posting on any more of my decks, Cakins.
First off, I would decide what you absolutely can't live without and take everything else out. If it were me, I'd get rid of Ancestral Mask, Cho-Manno's Blessing, (maybe) Sprit Link, and Darksteel Colossus. Then I would add in more copies of creatures. No matter what you do, you HAVE to include Breath of Life. Its a trick I learned form my friend's angel deck, actually. Don't play a land first turn and discard a sweet creature. It's gonna take forever to get going, so what does it matter? Then you can have a massive creature out 5th turn for 4 mana. There ya go.
Dude, have you seen some of the decks people have voted over this? A black deck that does nothing but remove and control?! Let's make out own fucking site and not let morons join.
Dude, you're telling me you can't pick out 10 or 12 cards that work well together? Please trim this deck down and then we can give you advice.
Jamesgrim, I would comment your decks but there's nothing to comment on. They're just a stack of cards that share a color with lands thrown in.
You don't. You play a Clone without having it copy anything. Murkfiend Liege gives it +1/+1 so it doesn't die, then you enchant the Clone. Each Clone token that comes in can then copy a creature.
Sure, Followed Footsteps won't work, but Clone will. Anyone who tells you otherwise is a fucking moron. Read the rulings next to the damn thing if you don't blieve me. Now, what I would do is prune the deck down to nothign but mana ramp, Mirror Gallery, Progenitus, Clone and (if you have no other creatures) Polymorph. Bam.
Dude, read the damn card. Clone can copy ANY creature and does not TARGET the creature. That means it can copy a card with protection.
4 x Kinsbaile Borderguard. Deck finished. lol
Well guys, I play 3+ player games of free for all. The way we run our decks are a bit different, but My decks actually seem to do better in 1v1 games: As a general rule, I tend to run a land for every two spells in a deck (33%). In a deck of 60 cards, 20 will be lands. Any more then that and you run the risk of top decking way too many lands. In a 70 card deck, I usually up the ratio to 24 lands to 46 spells. Keep the deck as close to 60 cards as possible. With 40 cards, a deck with mild mill as a control scheme can ruin your day. Too much over 60 and you won't ever see the cards you need. Only run with one or two mechanics. Don't have every ability ever in a deck. A deck that specializes in one area (such as "pump up the guy with trample" or "mill") will win out simply because it has the cards to support what's on the table. Always, always, ALWAYS include as many copies of the cards you want to use as possible. This makes your decks easier to predict and way more consistent. (And it saves people who might want to give you advice on this site from reading 400 different cards. Sure, I have most of them memorized, but I like to look at the cards to see just how they interact.) And, finally, always include a brief description of how the deck plays. This is simply a courtesy to the people who take time to look at your decks. Just one or two sentences describing the general goal or simply telling us what the ideal hand or situation would be is fine.
I had it in here, but using creatures that destroy blockers without dealing damage to them is WAY easier.
Sound advice, but the main reason I went with Fling was because I included Isochron Scepter. Now that I rethink the situation, I think I might swap out the Isochron for Mirari, so I guess I will change out Fling.
I'd also look at adding Scion of the Ur-Dragon and Adarkar Valkyrie. A dragon for 2 mana each turn? Yes, please.
I do agree with you, but I just can't find anything entertaining (for me) about 1 on 1 play. It's too cut and dry and predictable. I tried it for awhile and realized that it was just too easy tactically. In multiplayer, you have to decide which person to kill with what resources so that you can still have enough strength left to kill the other player or players, all while they're doing the exact same thing. It's a much more melifluous game and truly is a much greater challenge.
But you can imprint the hell out of Wojek Siren.
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