Rustedbucket

18 Decks, 602 Comments, 80 Reputation

You can't play it at FNM, but nothing spells CHAOS like Chaos Orb (and it has the best art ever!).

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Posted 07 September 2011 at 00:20 as a comment on Chaos Card List [PLEASE HELP ME OUT]

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Considering the steep cost of dragons, I highly recommend that you run 3-4 copies of Dragonspeaker Shaman. At a cost of 1RR, he will lessen the cost of your dragons by 2, thus allowing you to get them on the board faster.

Other acceleration ideas come in the form of Pyretic or Desperate Ritual. Either will offer you 3 mana on turn 2 expediating your deck; when combined with a Shaman (as previously suggested) the deck will play considerably faster and become much more difficult to play against.

Also consider Moltensteel Dragon from New Phyrexia (a 4/4 pumpable flyer). With the Phyrexia cost in its mana cost, it can hit the board on turn 4 and start wrecking havoc.

Hope these ideas help. If you get the chance, I welcome any comments or suggestions you can offer on one of the decks I have posted here on the site (just click on my name to see the deck list). Thanks!

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Posted 02 September 2011 at 18:40 as a comment on Dragons & Goblins Deck

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Now this I like. It's very similar to how I build most decks, casual but still following the Banned/Restricted list.

To be honest, however, I really don't know what I would change. I originally thought of suggesting Meekstone, but that hurts your Persecutor. Then I thought Geth's Verdict, but it strains your mana requirements to play versus the Edict. Vampiric Tutor could be viable here as it plays at instant speed, that could be considered.

If you get a chance, please take a look at one of my decks. I welcome any comments or suggestions you might be able to offer. Thanks!

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Posted 02 September 2011 at 18:26 as a comment on Casual B/U

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I would agree with running Phyrexian Obliterator but not necessarily in this build. While he is the best way to put your opponent on a clock, his BBBB mana cost would be incredibly cumbersome in a two color deck.

Therefore, I would suggest, as Chainer's has, Dismember. It will help ensure that your path is clear for the creature you do have will get through. The pump you have should be more than sufficient enough to maintain a stable creature-based kill condition.

Hope this helps! If you get a chance, I welcome any comments you could offer on any of the decks I have posted here. Just click on my name to see the deck list. Thanks!

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Posted 02 September 2011 at 15:43 as a comment on HELP! Black/ Green Aggro control

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I'm a little concerned with your mana curve. The casting cost of so much of your build is considerably high. If you can find a way to get the curve to even out a bit, I think you'll have considerably more success. They bane of milling is it's slow nature. You need to be able to rip through cards quickly so that threats don't build while you're trying to limit your opponent's options.

Hope this helps! If you get a chance, I welcome any comments you might be able to offer me on any of the decks I have posted here. Thanks!

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Posted 02 September 2011 at 15:39 as a comment on Modern Mill

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Again, wow! Gotta be honest with this one, didn't know that that even existed. Definitely something to consider.

For some reason, the SB isn't correct. I've been running into a few snags with the site the past few days, I'll get it updated here in a bit.

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Posted 02 September 2011 at 12:21 in reply to #197132 on Death Knights v7

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Blood Moon.... You know, I double-taked those in my binder the other day and said, "Holy crap, why haven't I played these before?!" Thanks for actually planting the seed back in my head!

Seal of Fire is definitely a great add as you and Biermann have suggested, definitely gonna get my hands on a few, because for some reason, I have none.

Thanks for the comments!

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Posted 02 September 2011 at 12:18 in reply to #197111 on Scorched Earth v3

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The only real issue I see here is the effectiveness of Sheoldred in the deck. In all honesty, your Obliterators should be winning the game for you without issue. I can forsee there being many times where the game will end, or your opponent will scoop prior to getting Sheoldred really firing. Obliterators sets up a clock that works incredibly well on its own.

Therefore, consider adding in some draw to help up you churn to the nuts and bolts to get the job done quicker. Sign in Blood and Tezzeret's Gambit can both do a great job of this.

Hope these ideas help. If you get a chance, I'd appreciate any insight you can offer to any of the decks I have posted here on the site (just click on my name to see the deck list). Thanks!

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Posted 01 September 2011 at 17:11 as a comment on Sheoldred's Shop of Horrors

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I completely forgot about this combo. Thanks for posting this. I've been wanting to try my hand at this for some time and this will give me a pretty solid base to run with. Though, I'd LOVE to see the deck list that your roommate is using as well, to compare and contrast your build, to his build, to LSV's build.

Thanks!

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Posted 01 September 2011 at 16:13 as a comment on Elfball Grape Flavor :3

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I completely overlooked the Mastermind, my apologies.

But, here's a suggestion that you might like for sure. Meddle the Mixture is a hard counter that will let you search out any 2 CC mana cost in your library to bring to your hand effectively searching for a Stasis, Counterspell, etc. It's a great play to Meddle for a Counter so that your opponent can SEE that you have one, it's a great play as it gets into your opponent's head in regards to altering the tempo of their game.

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Posted 31 August 2011 at 18:27 in reply to #196672 on Stasis/Beat Down

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If you're looking for a couple other ideas on how to run LD, I've got a couple builds you could look at, perhaps you could even throw in a few cents to help me tweak them, too?

My Mono-Red build (like this one): http://www.mtgvault.com/ViewDeck.aspx?DeckID=154811

Black/White LD (yup, white in an LD build): http://www.mtgvault.com/ViewDeck.aspx?DeckID=177406

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Posted 31 August 2011 at 18:08 in reply to #196654 on the land killer

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Porcelain Legionnaire would be a GREAT addition to this build. Aside from offering you a 3/1 First Striker, he also brings you exceptional speed and establishes himself as an early threat that is often more trouble than people think.

You could also consider splashing in Death Pits of Rath which plays amazingly well with First Strike and other abilities like pingers. I have an example of this here: http://www.mtgvault.com/ViewDeck.aspx?DeckID=161817.

Hope these ideas help. If you get a chance, take a look at one of the decks I have posted here, I'd love your input (click on my name to see the deck list).

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Posted 31 August 2011 at 18:04 as a comment on first strike/ deathtouch

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In order for Stasis to work, you really need a way to not be effected by it. Cards like Boomerang, Rescue, or Chain of Vapor will allow you to bounce it back to your hand at the end of your opponent's turn thus allowing you to untap and not have to pay the upkeep on it. The classic way of the past was using Forsaken City and cards like Daze, Gush, etc. to ensure you always had lands to play before your next upkeep to fuel the upkeep.

I LOVE playing Stasis, it's a card that no one likes playing against and when you can achieve a hardlock with the AEther with a kill condition like Chronatog you make enemies really fast.

I've got a couple different Stasis builds on the site (http://www.mtgvault.com/ViewDeck.aspx?DeckID=161172 and http://www.mtgvault.com/ViewDeck.aspx?DeckID=227960). Perhaps you can find some ideas or flaws in my build and we can help each other out a little further?

Hope these ideas help. If you get a chance, take a look at one of the decks I have posted here, I'd love your input (click on my name to see the deck list).

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Posted 31 August 2011 at 17:55 as a comment on Stasis/Beat Down

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I'm not really convinced that you need Dark Ritual in this build. Considering most of your threats are 3 CC or less, I forsee many-a-time where you'd be staring at the Ritual instead of something more effective at the time. Granted they will help with the color bias' from Sacrament....

Look to cards like Brain Freeze or draw mechanics from Ponder or Brainstorm. Mill decks are great at screwing over your opponent, but also great at leaving you without a hand.

I've got a Mill deck running right now that has been mostly effective for me. On average I'm ripping 20+ cards into the graveyard by turn 3. Take a look at it, you might get some ideas; nothing in the deck has a CC more than 2 (http://www.mtgvault.com/ViewDeck.aspx?DeckID=180583).

Hope these ideas help. If you get a chance, take a look at one of the decks I have posted here, I'd love your input (click on my name to see the deck list).

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Posted 31 August 2011 at 16:59 as a comment on destroy your deck

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This looks pretty stable. Your mana curve and card selection is all balanced. You might even be able to get away with adding in an extra Gambit in place of a Hand of Praetors; the idea with Infect is to have creatures hit the board fast, so shaving a 4 CC infecter for a chance at utility might be warranted.

Beyond that, Corruptive Resolve seems like a no brainer here. Having a hard counter late game could be the difference between a win and a loss. I'd implement it in place of Ichorclaw, personally. The loss of a 2 CC infecter shouldn't adjust the effectiveness of the build as you should still have multiple 2 CCers in your opening hand (you have 12 without Ichorclaw), or at least mulliganing until you do.

Hope these ideas help. If you get a chance, take a look at one of the decks I have posted here, I'd love your input (click on my name to see the deck list).

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Posted 31 August 2011 at 16:54 as a comment on I hate infect

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This actually looks really solid. The only thing I would be sure to remind you of is the Planeswalker subtype:

"If two or more planeswalkers that share a subtype are in play, they're all put into their owners' graveyards."

So you could never have both Garruk's in play together. Both would die the second a second comes into play. Considering this, I would lean towards the Primal Hunter; while slightly more costly, his draw ability will only help fuel your ramp and overall effectiveness. Also, running one of the two will also help limit the amount of times where you're looking at a dead card in your hand.

Hope these ideas help. If you get a chance, take a look at one of the decks I have posted here, I'd love your input (click on my name to see the deck list).

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Posted 31 August 2011 at 16:45 as a comment on Mana Beatdown

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I concur with Demonking. Gambit will at least help you draw into some more lands so that you don't miss a land drop in the early phases of the game.

Beyond that, speed isn't really an issue as long as you can control the board until it gets moving. You've already made the steps to implement burn to help clear the path/delay the charge, so that's good. Even Gitaxian Probe 'might' be playable so that you can peek into their hands for a free card. Pristine Talisman, while not the most mana efficient acceleration, will also give you some more utility (and extra health to balance some of the Phyrexia cost) to accelerate the build a bit.

Hope these ideas help. If you get a chance, take a look at one of the decks I have posted here, I'd love your input (click on my name to see the deck list).

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Posted 31 August 2011 at 16:37 as a comment on Dragons and Dragons

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What the deck is really missing is support and acceleration to accomplish your ultimate goal. I would strongly suggest Pyretic or Desperate Ritual so that you can get your 3/4 CC LD spells off sooner. The biggest problem that LD has is it's natural slowness; acceleration is the key to making any successful build.

Also, you need some way to address threats that your opponent does get out before you can start popping lands. Look towards standard burn spells like Lightning Bolt, Shock, Incinerate, etc., anything that can kill off early issues. Misguided Rage will give you great utility in the later game when your LD lock does materialize, as well.

Hope these ideas help. If you get a chance, take a look at one of the decks I have posted here, I'd love your input (click on my name to see the deck list).

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Posted 31 August 2011 at 16:30 as a comment on the land killer

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Normally I would agree with you, but this doesn't play like a typical LD deck. Adding 4 lands to a mono-red build that has a mana curve of 3 or less would be overdoing it.

Spark Spray is here for the Cycling ability (which is great). It's utility to the deck was something I questioned at first myself, but have come to love it. To address a first turn threat, ZAP, or recycle it when you don't need it.

But unlike most LD decks, the key here isn't to pop lands ASAP. LD has always been a philosophy based design. Rather, the LD is used here to maintain control once the burn has established presence as control (think of it as Mono-Red Control). It's not ALWAYS correct to destroy a land, so just because you can doesn't mean you should. Basically, you're locking the board down so that Sliths become the main kill condition, which happens incredibly fast.

I do like the idea of Chandra, but adding him would require me to up the land count do to the imbalance he would bring to the mana curve. Are there any 3- CC cards that would fit here? I'd really prefer to keep the curve as low as possible.

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Posted 27 August 2011 at 17:53 in reply to #195813 on Scorched Earth v3

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Just for clarity sake, you need to replace Stasis Cell with Stasis in the deck build, looks like you just clicked the wrong card.

There are quite a few alternate win conditions that you could consider here. Obviously Black Vise is solid, but also look towards Ebony Owl Netsuke, it'll do virtually the same thing, but hits for 1 more damage harder. Also, Chronatog with AEther and Stasis on the board is an 'auto-win' if you're not trying to play against a time limit.

I have a Stasis build that's very similar to this. Feel free to take a look at it, perhaps we can feed each other some ideas; it's one of my favorite cards to play (http://www.mtgvault.com/ViewDeck.aspx?DeckID=161172).

Also, if you're looking for an alternate way to play it, consider Isochron Scepter with Boomerangs. Yup, it's really that much fun, especially if you splash white for Swords to Plowshares. Stasis builds have so many great 2- CC instant spells that make great utility on 'The Stick."

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Posted 27 August 2011 at 02:26 as a comment on Stasis - Time lock

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