Rustedbucket

18 Decks, 602 Comments, 80 Reputation

I would STRONGLY suggest you main deck Mental Misstep when it goes live. With all the Planeswalkers you're going to want to protect them from Hex Parasites. The Parasites not only wreck havoc on your planeswalkers but they can also make your Ratchet Bombs worthless/useless. As that will be the bulk of your control, I'd hate to see you succumb to one card that I think a lot of people will be either main decking or sideboarding.

Hope these suggestions help!

If you get a chance, I welcome any comments or criticism you can offer on 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 05 May 2011 at 15:26 as a comment on U/W Creatureless control

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If you're looking for things to dump to Ferrovore, Memnite should be here. He hits the board turn 1, chump blocks anything early on, and is easily sacrificed to Ferrovore when needed.

Beyond that, I'd strongly encourage you to make your Flings a playset. You're going to find that having that in your hand is going to be much more valuable than being an 'alternate' win condition. Just remember that Flinging one might spell the end of the game for you if you can't do lethal damage, therefore, increasing your artifact count will greatly assist you. If they are in the form of artifact creatures, then you're just setting up a line of defense to send him flying later in the game.

Hope these suggestions help!

If you get a chance, I welcome any comments or criticism you can offer on 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 05 May 2011 at 14:56 as a comment on Ferrovore Sacrafice

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You might want to consider adding in a pair of Jace's Erasures so that all the card draw you do at least interrupts the synergy in their deck. Granted you'll be filling your hand with options, you're doing the same for them. Implementing some form of deck manipulation might compliment your strat greatly so that the early Mines and Mythos don't come back and bite you.

Otherwise, keep in mind that both artifacts benefit your opponent first. With that said, Jace Beleren might be a good alternative to one of them (or as an extra add) as it will give you the same advantage simultaneously. Just a thought.

Hope these suggestions help!

If you get a chance, I welcome any comments or criticism you can offer on 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 05 May 2011 at 14:38 as a comment on Pyromancer Ascension deck

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I agree with Preordain. The biggest issue with burn is that you often get through your hand and then sit there waiting for your draw step to do anything. If you can find a way to keep your hand fresh by implementing some other blue draw, I think you'll see great returns. There might be better alternatives to Ingenuity; I'm not completely familiar with all the cards available in Standard, but 3UU is pretty steep. I would imagine that most of the time you'd be playing that during your turn as you'd want mana open for other instants during your opponent's turn.

I'm not really sure why you wouldn't main deck Red Sun here. It's virtually the same as Fireball but it comes back; I'd swap their placements. Also consider Forked Bolt for early game control.

Hope these suggestions help!

If you get a chance, I welcome any comments or criticism you can offer on 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 05 May 2011 at 14:35 as a comment on Galvanoth's Power

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Since you're running Hex Parasite, I'm sure you're already aware of his strength.

However, I would strongly encourage you implement Mental Misstep into your sideboard so that you have a 'free' counter available for when your opponent puts one into play. You're not going to want to see Tezz implode the second he hits the table. And Misstep will be a hard counter for him where Leak might fail.

Hope this helps!

If you get a chance, I welcome any comments and criticism you can offer on 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 05 May 2011 at 14:30 as a comment on Blue Slate Beats (t2 tezz aggro)

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Muddle the Mixture is always a card that I forget about to, but yes, that would work great here as you'll have 12 targets for it. For some extra draw, consider Preordain as it will allow you to dig a little, and that never hurts.

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Posted 05 May 2011 at 14:20 in reply to #159524 on Eternal Defender

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I would agree with the land comment. At mono-red with a steady curve, you should be able to get away with about 22. That will free up a couple of spots for Lightning Bolt or Flame Slash to give you some creature control (Flame Slash would be best for that, but Lightning Bolt will give you the target player flexibility).

Hope this helps!

I welcome any comments or criticism you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks!

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Posted 05 May 2011 at 14:18 as a comment on RED SMASH YOU WITH COUNTER THINGS

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Not sure you really need 26 lands with this deck. You should be able to get away with 23 (12 swamps and 11 forest) or 24 (12 of each). This will free up two spots that you can use to add in some removal for protection.

Hope this helps.

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Posted 05 May 2011 at 14:12 as a comment on {precon edit}Death March 2.0

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While risky, Howling Mine can make things a blast with Jace's Erasure. While they will be getting extra cards like you, the disruption you deal with the Erasure should eat out the synergy and strat behind their deck. Otherwise, I'd strongly consider upping your Jace count to 2 for consistency.

In regards to your curve, though, I think you might find yourself holding cards more often than not. Besides High Tide you don't offer yourself much for acceleration. Consider Sapphire Medallion and/or Silver Myr to help give you some alternate sources of mana. Saprazzan Skerry could also be considered here but is potentially a drawback due to it coming into play tapped.

Hope this helps.

I welcome any comments or criticism that you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks in advance!

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Posted 05 May 2011 at 03:19 as a comment on Making it happen

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Don't forget, Giant Growth is common as well. You could also probably shave a couple lands, 22-23 should hold you over for the most part.

Hope this helps.

I welcome any comments or criticism that you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks in advance!

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Posted 05 May 2011 at 03:16 as a comment on Pauper Infect

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Wirewood Lodge and Timberwatch Elves make any elf deck better. If you can find the means to toss a set of each of those in, I think you'd be more than satisfied with the results.

Hope this helps.

I welcome any comments or criticism that you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks in advance!

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Posted 05 May 2011 at 03:14 as a comment on Elves assault

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Memory Lapse is always a fun one. Slows their deck down a bit even though there's no reason to stall them anymore.

You know, you could put an Air Elemental in this and potentially kill someone on occasion.

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Posted 05 May 2011 at 03:12 as a comment on Counterspell shenanigans

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Thanks for the kind words and support towards my Death Knights build! I'm gonna take a look through most of you decks to see if I can return the favor. Perhaps you might have time to do that for me as well?

The only concern I'm seeing here is the lack of early poison creatures. Ideally, you want to see something out turn 2; Glistener will achieve this, but you might consider Necropede and upping your Plague Myr count to 4. Having 12 'by turn 2' infecters will greatly increase your win percentage as you can swing in quite quickly.

Also, keep Mutagenic Growth in mind when it's released.

A little trick I found with my R/G infect is Teetering Peaks and Smoldering Spires. While it blows that they come into play tapped, they bring some great utility to the initial swing on turn 3 (2 with Glistener). While I might phase out 1 of each for Crags, they aren't worth shying away from for the added bump. +2/+0 from Teetering Peaks with Groundswell and Assault Strobe is insane (14 on turn 3, and it happens more often than you would think).

Hope this helps.

I welcome any comments or criticism that you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks in advance!

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Posted 05 May 2011 at 02:02 as a comment on G/R Infect

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I see where you're going with this but am concerned that you end up stalling out after your opening hand for the most part. The Memnites and Ornithopters offer great early protection, but as the game goes on their numbers will dwindle and your burn might not be enough to address some threats. You might consider Flame Slash as creature control as it will do 4 damage to a target as opposed to the three that Arc Trail will offer (or up your Galvanic Blast count).

I'm actually thinking that you might want to up your Devastatin Summons count to 4 so that you can drop it sooner (frequency of it's appearance). Dropping it turn 5 (with a Myr on the board) will give you a pair of formidable sized creatures with burn support if you hold it. Just another thought.

Hope these ideas help.

I welcome any comments or criticism you can offer to any of the decks that I have posted on the site (just click on my name to see the deck list). Thanks!

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Posted 04 May 2011 at 20:24 as a comment on Red Aggro Win

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The only problem with buying on eBay is that it's incredibly addictive. "Oh, 4 for $5. Why not!" As long as you limit yourself in the beginning, and stick to it, you're fine. Set a total dollar amount (item + shipping) and don't exceed it.

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Posted 04 May 2011 at 19:54 in reply to #159060 on MB Discard

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As you're mono red, I would avoid any LD over a CC of 3. So, Stone Rain, Molten Rain, and Pillage are all viable options. Pillage gives you flexibility as it can also hit artifacts, Molten Rain deals burn if the land you pop is non-basic (so I guess definitely those two).

I could give you a slew of suggestions, but then that would just be turning into my deck. So start with those, and if you need a visual, here's my red LD/burn link:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=154811

It takes some discipline to play as it's not always correct to destroy a land or use burn. It plays great but took some practice to really get the philosophy of the deck down. You'd think with how easy all of the cards are it would be straight forward, but you really need to rely on the Sliths to let it work, which means not burning the life total.

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Posted 04 May 2011 at 19:49 in reply to #159622 on Burn!

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You might want to consider implementing some less expensive creatures to chump block in the early game. For something cheap, consider Steel Wall just to have something down quickly. Or, for protection, look to sideboarding Lightning Bolt or Flame Slash so that you can stall a bit until you start churning out the dragons. Or, Furnace Whelp and Dragon Whelp make great early threats that will benefit from your Dragonspeaker Shaman.

Hope this helps.

I welcome any comments or criticism you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks!

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Posted 04 May 2011 at 19:30 as a comment on Metal Dragon

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I'd personally rather see Incinerate here in place of Char. Char is kinda' "meh" if you know what I mean and your return from Incinerate is comparable without the back hand.

In addition to this, you could consider tossing in Slith Firewalker; he's an incredibly inexpensive creature that turns into a monster quite quickly if you adjust your burn philosophy to creature control instead of life total.

Depending on your area, Electrostatic Bolt might be a great option here, and perhaps Spark Spray for cycling in the event you have things undercontrol. Spark Spray on it's own is a pretty worthless card but can be situationally handy. If implemented for the cycling ability, you'll find that it's quite great.

I've got a mono-red burn/LD deck that has been considerably consistent over the years. While not dedicated burn like this, it does exploit the stalling and creature control that burn and LD offer to pump the hell out of the Slith Firewalkers. Again, I know that's not what you're doing here, but take a look at it for some alternate ideas that might help you along.

Hope this helps.

I welcome any comments or criticism you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks!

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Posted 04 May 2011 at 19:18 as a comment on Burn!

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This definitely looks like a lot of fun. You might want to try to work in a Regrowth to give you the opportunity to grab a Gush out of your GY; it will give you, basically, a 5th Gush and the cost would reimburse itself as you can just bounce back the two mana you tapped for Regrowth to pay for the cost. You could also consider adding Manabond, while incredibly inferior to Fastbond, it will give you another avenue to dump lands so that you're not bound by waiting for the Fastbond only. I know with all the draw getting the Fastbond isn't hard, but having another option might be beneficial in the long term.

Hope this helps.

I welcome any comments or criticism you can offer on any of the decks I have posted on the site (just click on my name to see the deck list). Thanks!

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Posted 04 May 2011 at 19:04 as a comment on Gush

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Silvos is my kill condition as the game progresses. With trample his damage gets through quite heavily regardless if blocked while hie regeneration keep him around through most removal. With the land lock I can create with the Splinter combo, time really isn't an issue.

Thanks!

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Posted 04 May 2011 at 18:50 in reply to #159612 on Get the Tweezers... v2

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