Rustedbucket

18 Decks, 602 Comments, 80 Reputation

Keep in mind that Bladewing is a legend and therefore is effected by the legend rule (when a second comes into play they both die). While both would actually 'enter' play and proc the activities, you'd only have one dragon in the graveyard to pull out. Therefore, Bladewing, Karrthus, and a third option would be best.

Also, consider adding in 2 more Exhume as they will are situationally better alternatives to Reanimate, in my opinion. Also, for some added flavor, Defense of the Heart has always played well in B/G reanimate. While not reanimation itself, it does give you another way to get some fatties out withouth paying their cost.

Hope these suggestions help. If you get a chance, I welcome any feedback you can offer any of the decks I have posted.

0
Posted 23 May 2011 at 15:16 as a comment on Graveyard Dragons

Permalink

I agree, Sign in Blood would be great here. You don't want to get into the position where you don't have cards to address threats. You could also consider Preordain to help you dig a little bit.

This is definitely a creative way to go about infect and I applaud you. With a little more card draw, not only will you be able to get to your tools a little quicker, but your success rate will also increase.

If you get a chance, I welcome any comments you can offer any of the decks I have posted here. Thanks!

0
Posted 23 May 2011 at 15:11 as a comment on Creatureless Infect

Permalink

Took the time to read, but not the time to look at dates.

Your comments fall on deaf ears.

0
Posted 21 May 2011 at 20:58 in reply to #164582 on Drainage

Permalink

Again with this 2007 deck from a user who hasn't logged in since 2008? Who the hell is ramping this crap?

0
Posted 21 May 2011 at 05:23 as a comment on Drainage

Permalink

THIS DECK'S OWNER HAS NOT LOGGED IN SINCE 2008!!!

0
Posted 19 May 2011 at 17:29 as a comment on 4 Turn Burn

Permalink

The last time the owner of this deck logged in was 2008....

1
Posted 19 May 2011 at 01:33 as a comment on 4 Turn Burn

Permalink

Pairing Stasis with an Isochron/Boomerang combo will be MUCH more manageable for you here. Stasis only really shines when you can avoid it's upkeep cost. Even if you have an High Tide on a Stick, you won't be untapping it the next turn to continue paying the cost. Snap, Rewind and the like definitely help, but with what you're looking to do here, bouncing (or Forsaken City) will be a much better option for you. It will allow you to focus on the kill while maintaining a soft lock, incredibly frustrating to any opponent. Vedalken Mastermind can help you accomplish the same idea as a Boomerang-ed Stick if you like the idea.

This way, you're untapping lands to further your cause instead of untapping to pay for Stasis, which can end up being a losing game in 'some' scenarios.

Here's how I spun Stasis. http://www.mtgvault.com/ViewDeck.aspx?DeckID=161172

0
Posted 18 May 2011 at 02:07 as a comment on Control/Land untap

Permalink

Wirewood Channeler / Pemmin's Aura = Infinite Mana

added to:

Ghitu Fire/Fireball/any X damage spell;
Ezuri or Kamahl's overrun ability to any creature (or forest via Kamahl);
Braingeyser/Stroke of Genius/any x card drawer

0
Posted 18 May 2011 at 02:01 as a comment on Infinite damage combos

Permalink

I'm really surprised that you don't have a Demonic or Vampiric Tutor in here. With the Grave Pact being an excellent addition paired with the Clamp, I figure you'd want a way to get to it ASAP. It will also let you get to the Buried Alive to help the Bloodghasts. And consider upping the Marsh Flats count to 4. That will round you out at 22 lands overall which will definitely help ensure mana when you need it, even though you only really need 2 to fly.

If Mono Black is your thing, take a look at my take on it at http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456. I appreciate any insight you can offer.

0
Posted 18 May 2011 at 01:57 as a comment on Bloody Fast Black

Permalink

Sorry for the late response.

Wow.... This is quite impressive! The only suggestion I have to offer is what you guys have already been discussing. Hex Parasite. The only weakness here is to Planeswalkers, but of course, that's even situational as you will have a pretty solid lock along the board anyway.

Hex Parasite is great, but Vampire Hexmage might be better on occasion for the same reason. Either would make an excellent addition to your sideboard; Parasite being the obvious choice once Zendikar cycles out.

I 'spose Black Sun might be situational as well against rush and/or indestructible encounters.

Nice job!

0
Posted 18 May 2011 at 01:40 as a comment on Diabolical

Permalink

You could consider adding Boomerang/Chains of Vapor for an alternate target for Isochron to continually bounce Stasis. Otherwise, Forsaken City will help things along. Like Howling Mine (where your opponent gets the extra card first), Stasis gives your opponent the untap phase first if it falls. Never a good thing.

And, Orim's Chant in place of Silence; you can pay the kicker in addition to the Isochron activation cost (if you put it on there (so 2W instead of just the 2 from the Stick). It makes for better stall in the RARE event you get behind.

0
Posted 15 May 2011 at 14:50 as a comment on Are we ****ing DONE?!

Permalink

This is pretty close to the Necropotence build I have posted here. Perhaps I could lend some insight to help this along a little more smoothly.

To start, Millstone, Haunting Echoes, and Rancid Earth seem a little out of place here. I understand the Haunting Echoes, as it will factor well with all the removal (and even the Millstone), but their placement here doesn't fit the general theme of the build. With that said, consider removing those three choices and supplement them with increased counts of Chainer's Edict and Duress (up to 4, of course) and consider acquiring a pair of Urborg, Tomb of Yawgmoths to help the Cabal Coffers become useful early on.

Speaking of the Coffers, they're great! The downside to 4, however, is what I just mentioned, they're a dead land draw early on and only really begin to shine when you can tap them for 4+. With this particular build, you could really afford to drop the count down to 3 (perhaps even 2). Your mana curve is already relatively manageable, though you could afford to shave the Corrupts in place of Drain Life or Consume Spirit (which work GREAT with the Coffers) or Exsanguinate if you plan on playing multiplayer. Each of these cards will help replenish the life lost to the Arena.

In regards to the Arena, more copies could be considered, or you could add in Necropotence, arguably the best drawing engine in the game (behind Ancestral Recall).

To lessen the curve even more, look to Demonic Tutor and/or Vampiric Tutor in place of the Diabolics. While Diabolic is good, doing the same thing for less is always better.

Hope these suggestions help. If you get the chance, take a look at my Necro deck, like I said, you'll see a lot of similarities and perhaps some ideas that might work for you. Here's the link:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456

Thanks!

0
Posted 15 May 2011 at 03:36 as a comment on Rape Imouto

Permalink

Orim's Chant could make for an even more cruel game, here. You could also make some room for Isochron Scepter. Imprinting it with Counterspell and Rest could make for some fun times; Orim's Chant and Swords to Plowshares could make for some fun, too.

Beyond that, consider adding the UW fetch lands (Flooded Strand) and/or Adarkar Wastes (I'm still a big fan of the original pain lands). They will definitely limit the times where you're color screwed. You could also consider dropping the land count to 22 or 23; just dropping one land will make room for something useful, perhaps Enlightened Tutor to help you fetch an enchantment or Elixir?

Hope these suggestions help. If you get the chance, I welcome any comments or suggestions you can offer to any of the decks I have posted here. Thanks!

0
Posted 15 May 2011 at 02:39 as a comment on Can't attack me?

Permalink

I love me some Necropotence! I like what I'm seeing here, but I'd like to offer up some suggestions to help things along.

To help with the speed of the build, you might find better success with Diabolic Edict/Chainer's Edict/Geth's Verdict over Go For the Throat and Eradicate. Diabolic/Geth's bring you great utility as they are instants. With the right make up, having your opponent choose should rarely be a problem as hand disruption will help limit what they play anyway.

After that, consider a board clearer. Mutilate works great in mono-black (better than Damnation, imo, as it clears indestructibles, too), otherwise Damnation,itself, is a great add.

Also, consider adding Demonic Tutor or a second Liliana Vess. Vess is amazing with Necropotence as you've probably found.

I could get into more, but then this would start looking a lot like my Necropotence deck. Take a look at it (http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456), I always appreciate insight and suggestions. You might even find some things that you might want to try with your build.

Thanks!

0
Posted 14 May 2011 at 15:29 as a comment on New age Necropotence

Permalink

You've got the foundation for great things here. Here are a couple of thoughts to help things along.

First, I'd strongly consider increasing your mana base. While Lotus Petals are nice for early plays, they have a tendency of slowing the deck down as the game progresses as you end up losing it as a source all together. With that said, you might find better success dropping 3 for Swamps (18 swamps/1 Petal). This will ensure that you maintain a strong base as the game goes on.

I've been seeing a lot of builds run Cabal Ritual in conjunction with Dark. I understand the reasoning, but really question the effectiveness. If you up your land count, and possibly consider Cabal Coffers and Urborg, Tomb of Yawgmoth, you will find that removing the Cabal Rituals will become an easy choice.

I agree with Darktryst about the card advantage comment, too. Typically Necropotence is enough to maintain a healthy card advantage on its own, however, having Duress and Hymn really make for slid plays early on to slow your opponent down.

With that said, consider dropping Scrying and Contract to make room for more disruption or removal (in the form of Edicts or Damnation/Mutilate). Beyond that, you need a way regen your health total, Zuran Orb 'can' do that, but with so few lands, you'd be best looking towards Drain Life and/or Consume Spirit. When used in conjunction with Cabal Coffers, not only do you have a win condition, but you have an endless life total to draw through the deck with Necropotence without ever having to sweat.

Take a look at my Necropotence build (http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456) to see what I mean. While still very similar to yours, you'll see some slight varieties that clearly seperate the two builds.

Thanks!

0
Posted 14 May 2011 at 15:24 as a comment on Necropotence [Help please!]

Permalink

This is quite similar to my Necropotence deck and my MBC multiplayer build.

As you have mentioned that this is multiplayer, consider looking at Innocent Blood and Barter in Blood. They are better 'Edicts' in the multiplayer setting since you don't have to worry about losing creatures yourself.

Personally, I've always stayed away from using Necropotence in a multiplayer environment, my friends would kill me before I got anything going when it hit the board. Because of that, I went to Promise of Power, Skeletal Scrying, and Syphon Mind. All three give excellent card advantage without the Skull staring at people.

For some added life gain, consider Ivory Tower or Venser's Journal (the Journal being a little overpriced for my liking, but still a valid option).

If you get a chance, take a look at my Necro build (http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456) and/or my multiplayer build (http://www.mtgvault.com/ViewDeck.aspx?DeckID=173763). Both have been complete for some time and are an absolute blast to play. You'll see the similarities and perhaps some things you might even like to adapt to yourself.

Thanks!

0
Posted 14 May 2011 at 15:11 as a comment on Self love

Permalink

lways love me a Necropotence build!

The only thing I see to be really lacking here is mana sources. With 1 Petals and 6 Swamps, you're only leaving yourself with 7 sources (not including the Rituals). With the combination of the Rituals, Songs, Culling, etc., I see what you're looking to do, but you really might have better success if you looked towards more concrete mana sources. Consider upping your land count to12 or 13 in place of the aforementioned cards.

Also, reconsider the addition of Sign in Blood. You're ultimately looking towards Necropotence/Bargain to get your card advantage, so you'd rarely want/need to double dip. Instead, look towards Drain Life or Consume Spirit so that you can regen some health to constantly fuel Necropotence.

If you can, take a look at my Necropotence build here: http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456.

Thanks!

0
Posted 14 May 2011 at 15:06 as a comment on Vintage Black (Cheapo)

Permalink

Always love me a Necropotence build!

The only thing I see to be really lacking here is mana sources. With 4 Petals and 9 Swamps, you're only leaving yourself with 13 sources (not including the Rituals). You might have better success dropping the Petals and Cabal Rituals all together to round out your land count at 17.

Also, reconsider the addition of Sign in Blood. You're ultimately looking towards Necropotence to get your card advantage, so you'd rarely want/need to double dip. Instead, look towards Drain Life or Consume Spirit so that you can regen some health to constantly fuel Necropotence.

If you can, take a look at my Necropotence build here: http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456.

Thanks!

0
Posted 14 May 2011 at 15:01 as a comment on Illegal vintage

Permalink

I already left you an indepth response regarding basic deck building on your RB build, so lt me just offer some ideas for this one.

Mana Leak, Preordain, and Cancel are all great examples of cards that you would typically want to run a playset of (4 of each). Mana Leak and Cancel allow you to control the tempo/success of your opponent's deck, and therefore, become cards that you want to have access to relatively often. 'Knowing' what to counter is something that becomes learned over time, but if you know what your friends are doing, you'll know what to look for.

Preordain, on the other hand, offers you straight up card advantage. The key to winning pretty much any game is just that, cards. Being able to see the top 2 and then determine the order or location helps you get through your deck faster to get the cards you really need. Forsee does the same thing, but many people will say that the CC (casting cost) is too high considering two Preordains do the same thing.

Beyond that, your creature base can be consolidated over time as you acquire more cards. Running multiple copies of the cards you need/want is always a good things as it will help you get to your win condition(s) faster and (like I said in my other comment) allow you to believe in your deck.

Again, feel free to take a look at some of the decks I have posted here. Sometimes the best way to learn is just by seeing other ideas/strategies/builds; what someone else makes might be a concept that you end up loving that your friends would never expect (I remember the day I played Land Destruction for the first time against my friends).

Hope these ideas help!

1
Posted 14 May 2011 at 14:30 as a comment on White Blue Deck - is it good?

Permalink

Welcome to the game! May it be as rewarding to you as it has been for so many others!

The key to any good build is consistency. You want to be able to put faith into your deck and be confident that the next card you draw is the card you need. The best way to ensure this is to run multiple copies of the cards you are building your deck around. Being new to Magic, I know this is difficult as your card collection/selection isn't so large, but as you become more and more attuned with the game, you will quickly come to realize which cards in your own deck become instrumental, and possibly detrimental, to your build and in your area (player base, etc.).

To improve this build, I imagine you'd like to see more Doom Blades and Lightning Bolts. Remember that Lightning Bolts can often best be used addressing creatures threats (similarly to Flame Slash) instead of dealing damage to a health total; Fireball might be best for this task, too, since you are only running one (this goes back on the idea of having faith in your deck, multiple copies of Fireball here would make the game much easier/faster for you).

So, when you can gather playsets of your idea/strategy, here's a couple of tips that I followed when I first started building years ago.

1) Do not exceed 60 cards;
2) Maintain a 40% mana base (24 lands in a 60 cards deck = 40%, in two color, that's simply 12 per color)
3) Maintain an even split when choosing color (18/color (in 2 color that = 36))
4) If playing artifacts, remove X cards per color to maintain an even match (4 artifacts + 16/color = 36 (you can play more than 4, of course))

These basic rules are an excellent place to start. I co-sponsor a Magic club at the high school I work at and have given newer students of the game these same ideas and it's remarkable how well it works. It's a stepping stool, I've since grown out of these rules, but as you become more and more accustomed to the games inner workings, jumping from these rules to your own will become incredibly easy.

Hope these ideas help.

If you get a chance, take a look at some of my builds, they might help put things into perspective for you. Thanks!

Again, welcome to the game!

1
Posted 14 May 2011 at 14:22 as a comment on Red Black Deck - is it good?

Permalink

241-260 of 566 items