Rustedbucket

18 Decks, 602 Comments, 80 Reputation

A few things, well, maybe more.... As I see you're running the artifact lands, I'm going to assume that you aren't concerned with legality, so keep in mind that all of these suggestions will be to maintain a Vintage legal mentality for casual purposes. If I'm looking at it right, you're looking for infinite mana via the Galvanizers.

To start, your land count is about perfect. 20 with 16 sources of white supported by a Mox Opal. No problems. The only thing you might be able to manipulate here is perhaps adding Urza's lands since your deck is primarily relying on colorless mana to get the bulk of your deck into play. Obviously you don't want to sacrifice too much mana as the Myrsmith is kinda crucial. Again, not a huge suggestion, but something you might net positive results from.

In regards to your Myrs, I'm not really sure what issues you're having. Speed wise, you have the right set of the mana Myrs to maintain some speed and consistencies. What I'd like to see, though, is a fourth Galvanizer, he's kind of important for you on multiple levels. Aside from that, Myr Retriever might be of great use to you as it will let you dig into the graveyard on occasion.

Razor Hippogriff confuses me here, though. I understand it's placement but question his necessity. Early game you wait to cast him, late game there's probably better things to spend mana on. The Retriever could fit his placement a little better perhaps as a sacrificial lamb, or double your Myrsmith count in place of the Hippo.

As far as defense goes, there are a couple of options. If you're not worried about health gain for your opponent, Swords to Plowshares will obviously be the best removal you can obtain here. If those are a little out of range, Dispatch will be an excellent addition as you won't have to worry about metalcraft (as you should have it by turn 3). Otherwise, Dispense Justice is relatively worthless as a one of, Wing Shards will do the same thing for you for virtually the same cost; however, it adds storm where the Dispense guarantees two at metalcraft.

Other than that, Disenchant might be a better alternative for you because of it's instant speed in place of Revoke. It's not an exile, but at the same cost, not being bound to when you can use it might help considerably. And possible Enlightened Tutor for some search when you need it.

So, in my opinion, cards to add at your choice of removal:

+1 Galvanizer
+4 Swords to Plowshares or Dispatch
+2 Myrsmith
+1 Enlightened Tutor
+4 Disenchant
+2 Hovermyr to replace 2 off color mana myrs (1/2 flying is more valuable as mana shouldn't be an issue anyway)
+2-3 Myr Retriever as lambs to get you something you need to reobtain

-2 Razor Hippogrif

Hope this helps. Hope I'm not way off base. Just keep in mind that infinite mana is great if you have something spend it on, so the other consideration would be splashing blue for Thirst for Knowledge, Thoughtcast, and other card draw to ensure you're getting things aside from dumping and waiting.

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Posted 03 May 2011 at 01:40 as a comment on myr beatdown

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I've typically found that in order to make LD work, you have to commit to the idea completely. Kind of like an "all in" concept that you live and/or die by. With that said, you have the basics to make that happen, but I think you are missing the speed that a traditional LD deck needs.

To remedy this, consider replacing 4 and 5 CC LD cards with 3 CC options; Pillage, Molten Rain, and Winter's Grasp are all much more viable than Earth Rift and Plow Under.

Beyond that, you want to be able to start popping lands as early as turn 2 (turn 1 if you're running black). To do that, replace Manamorphose with Pyretic or Desperate Ritual Manamorphose is really not all that great if you think about it, early it's useful, but later it's just paying two to get two. The Rituals will give you an option to Stone Rain, Pillage, or Molten Rain a land turn 2 to ensure you get an early grip.

In the land department, you're ok, thought Copperline Gorge 'could' be useful; but typically you want to steer clear of 'into play tapped' lands when running land destruction.

I have three LD builds that you might find useful if you're looking for some alternate suggestion, a mono-red, black/white, and red/green Splinter deck. Feel free to view them at your leisure.

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 02 May 2011 at 23:15 as a comment on RG Land Destruction (comments pls)

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The only thing that I might be able to suggest here is some acceleration via Pyretic or Desperate Ritual. While on their own they aren't catastrophic, but they can really speed up the severity of the deck in the form of a turn 2 Ball Lightning.

Also, in place of Volcanic Hammer, consider Incinerate as it costs the same and is instant.

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 02 May 2011 at 21:27 as a comment on Elementals, Elementals

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Yup, I can see where this would be a headache. My only concern is that everything is very prone to removal and there's nothing that you have that offers protection to them in anyway. In multiplayer, yes, I can see this getting incredibly out of hand. However, like all decks that do great in multi, you're quickly made a target of by everyone.

Would be neat seeing this at a multiplayer table with me. Be great to see how it fairs in real time, against mine. Take a look at it if you have time.

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 02 May 2011 at 21:18 as a comment on The Chapel

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Here's the Gatherer link:

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202440

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Posted 02 May 2011 at 20:59 in reply to #158982 on Night of the Living Dead

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Yeah, Zombie Master was errated to where he IS a zombie now. Look it up on Oracle. The card says Lord, but he's been altered to be a Zombie.

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Posted 02 May 2011 at 20:58 in reply to #158982 on Night of the Living Dead

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Wow, excellent addition with Mind Bomb, LOVE that card and I completely forgot about it.

To go along with the draw idea, why not add in some Howling Mines to help things along. Stacking their hand forcing them to discard goes well with you stacking your hand forcing them to mill. Brain Freeze could also fit in nicely considering how inexpensive a lot of your cards are.

Hope these suggestions help!

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

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Posted 02 May 2011 at 20:56 as a comment on Blue/Black Mill/Damage v2

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Lighthouse Chronologist is a tricky card. Personally, I kind of like it when my opponent plays it, it tells me that he'll be spending mana to level it which means he'll be tapping out to grind something that I can choose when it dies. All leveling cards bring that to the table. With that in mind, I'd strongly suggest trying to implement something that will protect him from being targeted. Non standard options would be Whispersilk Cloak, Lightning Greaves, and/or Alexi's Cloak.

However, if Standard is something you're looking to maintain, well, I don't know. I'm not all the familiar with the standard card base (older is what I know, like Fifth Dawn down through Beta). However, you could keep him quite protected with counters, which you already have in place. The new counter in NP will be a great add here when it goes live, Mental Misstep, definitely get a set.

Hope these suggestions help!

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

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Posted 02 May 2011 at 20:54 as a comment on Control - Improvement needed

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I agree, incredibly top heavy, and Klasper did a good job offering you some pretty solid suggestions.

Otherwise, if you like what you have, at least try to make room for Pyretic Ritual to help fire off some of those larger CCs sooner. Acceleration is key when you're looking to get some of those red fatties out. Another alternative would be to add Iron Myr to give you another stackable source of red mana.

Hope these suggestions help!

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

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Posted 02 May 2011 at 20:48 as a comment on Big Red

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While Font helps this deck a little bit better than Howling Mine, having a Howling Mine or two wouldn't be a horrible idea for the sake that it can hit the board sooner. Otherwise, I question the need for 4 Belerens here, you should be able to get away with 2 no problem; you could even replace those two Belerens with Tome Scour or Brain Freeze just to help the Erasure along. Counter could also be a solid suggestion.

Overall, though, you're on the right track of making this work. Perhaps after splashing a couple more lands in you will see larger rewards that what you're already seeing.

Hope these suggestions help!

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

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Posted 02 May 2011 at 20:39 as a comment on Burning Erasure

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Speed looks to be a real issue with this build, and while you have a set of Rituals here, I can imagine there are times where you're still waiting on mana. There's a couple of ways you can help this along:

First, increase your land count. Ideally, this build would be best as a mono-black creation. But even there, you'd want/need at least 22-24 black land sources consider how high some of your mana costs are. You could also consider adding in the Myr that taps for black, as creature mana acceleration never hurts. You can add Vault of Whispers, the black artifact land, as well (and count towards your land count) as it will give you another artifact target for your Phylactery Lich.

If you intend to stay Black/Blue, adding the other Myr that taps for U, could also be added. Otherwise, Talisman of Dominance might help things along, as well. In the land area, definitely increase the Drowned Catacomb count to 4 if you can, and try to obtain a set of Polluted Deltas as they will drastically assist you as well. Seat of the Synod is the blue artifact land.

Beyond that you should be fine after balancing out your curve. There's nothing wrong with having large casting cost spells/creatures in a deck as long as you can feasibly play them as soon as possible. Therefore, if things are tight, consider phasing out some of the 7+ cards and implement some Whispersilk Cloaks to make your Phylactery more of a nuisance.

Hope these suggestions help!

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

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Posted 02 May 2011 at 20:34 as a comment on The Lich Lords

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I found the Kingbaile you're thinking about. What concerns me is that he costs 2 more mana to do one more damage. Not only that, but the damage really isn't that concerning as with Death Pits out 1 damage is all it takes.

In regards to the Idyllic, I like it, and it's been suggested before. Currently, however, I don't own any but I might be able to pick one up tomorrow. Originially, Enlightened Tutor would have been in the build, but alas, I sold that off many years ago.

The Lose Hopes are definitely the most viable option to remove from the deck. Frankly, the only reason they are there is for the Scry ability in the hopes to move things along. Idyllic will fit nicely there, however, I'm not a fan of reveal (and Enlightened does the same thing) so I'm trying to get a line on a Vampiric as it will give me another black source to spend mana on.

Recent changes have brought forth the addition of the Caves of Koilos and City of Brass (as I don't have the B/W fetch lands or Scrublands (any longer)).

Otherwise, Oblivion Ring is a great suggestion, though stacking more white concerns me with so little black in the deck as it is. The Examplars are something I'm trying to get a hold of, two would be ideal, also possibly in place of the Lose Hopes.

Thanks for the suggestions, it really gives me some things to think about as the deck is still very slow. The tutor route has definitely not fallen on deaf ears, it's just a matter of obtaining some as most of my quality collection I sold off years ago (back when original duals were $60 a playset...yeah, I'm ticked).

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Posted 02 May 2011 at 20:28 in reply to #158990 on Death Knights v7

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If you can get your hands on some Liliana's Caress, you'll find that the speed of the deck will increase drastically (hard to believe that 1 less mana can do it, but it does). Beyond that, and if you're not worried about maintaining any legalities towards brackets, consider adding in Hymn of Tourach as it's arguably one of the best discard cards ever printed.

For search help, look to Liliana Vess herself. Not only will she guarentee you to discard a card every turn, but she'll fetch what you need and set you up for using your opponent's deck against them with her third loyalty ability. Her and the Hymns should not be too expensive on eBay if you're interested.

After that, simply Dark Ritual. With it, you can some turn 1 fun: Liliana's Caress and Duress, a Duress and Hymn, or even a Megrim. All of that makes for smart playing and justifying Dark Ritual's spot in the build.

Hope these suggestions help!

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

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Posted 02 May 2011 at 20:15 as a comment on MB Discard

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My biggest concern is that assuming this does fire off consistently, only one copy of Rorix can be put into play due to him being a Legend. Granted, 4 Bogardans will kill your opponent just by hitting the table, but keep in mind that Rorix's haste will only work with one of him, since only one of him can hit the table, and it would die the second another one did (whether it's yours or someone else's).

Consider some cheaper dragons to help give some defense in place of the extra Rorixs. Furnace Whelp could offer you some great, early protection and defense; Dragon Whelp, while not as powerful, can do the same as well.

Hope these suggestions help!

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

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Posted 02 May 2011 at 16:33 as a comment on Stir the Roost

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Zombie Master and Urborg, Tomb of Yawgmoth is a great consideration here. There's really no reason to not fuel/pump the zombies as best as you can, and making them unblockable could do just that. Also, consider Gempalm Polluter for it's cycling ability to do some damage along the way.

Demonic Tutor could help you search for key elements; Dark Ritual for acceleration so you an get some of those three drops out turn 1.

Hope these suggestions help!

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

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Posted 02 May 2011 at 16:29 as a comment on Night of the Living Dead

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I don't need to go into much here, all the nuts and bolts are here. The only things I would suggest are Thoughtcast (as we both know how fast you run through your hand with affinity), Fling (which brings in great synergy with Ravager and Atog for potentially earlier kills (swing and fling)), and Cranial Plating, which will double dip for you creating alternate win conditions when you're drawing a blank on the Ravager or Atog.

Hope this helps.

I welcome any comments and 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!

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Posted 02 May 2011 at 01:58 as a comment on AFFINITY 2011

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They're hit or miss, really. One one hand, they provide great protection and offer stacks of Storm for Brain Freeze. But, on the other hand, they detract from potential permanent protection (like Fog Bank or other low cast walls) and milling.

For this build, I would probably opt out of counters (but definitely create a sideboard that included some) and instead focus on alternate forms of disruption. If you want to stay blue, consider Extract to pull out pieces that might be an issue for you in the mid to late game, otherwise, consider more card drawing abilities as they will help you keep a hand while milling for disruption from Erasure. Brainstorm, Portent, Preordain, and Serum Visions can all provide you with some advantage and great card quality. Sensei's Divining Top can also help here to ensure that you have viable threats coming as often as possible.

Bottom line, mill will often empty your hand very quickly. When you have no hand, there are no threats. You need to find a way to keep your hand filled with 3+ cards so that you can address threats whether it be directly (which blue isn't good at) or indirectly (one upping in response or the following turn to apply constant pressure).

Does that help a little more?

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Posted 02 May 2011 at 00:24 in reply to #158730 on MILL STORM

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I'm concerned with your choice to add in Ezuri's Brigade here. With only 4 artifacts in the deck, the likelihood of you ever achieving metalcraft is incredibly low (impossible considering you'd be popping the Elixirs, thus reducing the likelihood).

With that said, perhaps this deck would benefit most from acceleration. Llanowar Elves, perhaps?

I'm also concerned with Sanguine Bond being the card you've set the theme after. From the looks of things, you'll only be gaining life from 3 cards (Pelakka (who has a steep cost), Elixir, and the Nighthawk). With that said, I'd urge you to try to find some other life gaining cards that could streamline into the deck. If you're not concerned about keeping this Standard, consider Wellwisher (to abuse your elves), Fruition, Stream of Life, and Sun Droplet.

However, to be evil, Syphon Life would double dip, deal 2, gain 2, deal 2; four damage and 2 life gained for three mana (even more abusive if you play multiplayer). Again, this is if you don't mind the deck leaving a Standard build.

Hope this helps.

I welcome any comments and 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!

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Posted 01 May 2011 at 23:56 as a comment on Sanguine Bond

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This doesn't look too bad, and yes, I can see how red would help my "Tim's Curious MoM" build (http://www.mtgvault.com/ViewDeck.aspx?DeckID=145831). The only real concern I see here is the same issue I struggle with and that's acceleration. For you, Desperate Ritual or Pyretic Ritual will help you fire out the Kamahl and Niv faster than waiting for land drops and/or the proper colored mana combination. Otherwise, more duals would help, perhaps fetch lands, too, to help get the proper combination based on when you need it.

Thanks for the suggestions! Hope this helps.

I welcome any comments and 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!

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Posted 01 May 2011 at 21:56 as a comment on Pingers- Real

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Love Brain Freeze, been one of my favorite mill cards for a while.

My concern, though, lies with Arcane Denial. I understand your reasoning for adding it, as it gives you one more card to draw to fuel Erasure, but giving your opponent two cards could bite you in the ass; even it happens once it's not really worth it. Instead, consider adding in Daze for it's alternate cost to fuel Hedron Crab, or Gush for card draw to do the same thing (via the alternate cast and draw to fuel Erasure.

Hope these suggestions help.

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 in advance!

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Posted 01 May 2011 at 21:52 as a comment on MILL STORM

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