Rustedbucket

18 Decks, 602 Comments, 80 Reputation

To go along with the 'cloning' thing, consider adding in Copy Artifact and Vesuvian Doppleganger (when was the last time ANYONE saw that card mentioned?).

Otherwise, cool idea! Perhaps Saprazzan Skerry or Sapphire Medallion will allow you to abuse your strat a little sooner.

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 21:47 as a comment on Copy Me

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I love this concept. To help it along, strongly consider adding in Enlightened and Demonic Tutor as it can help you fish for specific tools without having to wait for them. Otherwise, dual lands are needed here. I know how it feels having cards like White Knight and Kazandu in your hands with one plains and swamp in play.

Nekrataal could be a good add here, as well, as he brings a 2/1 body and removal at the time of his cast to the board.

I have a build that goes along the same wave length...my "Death Knights" deck"

http://www.mtgvault.com/ViewDeck.aspx?DeckID=161817

Instead of waiting to give specific creatures deathtouch, I take it one step further and add in Death Pits of Rath which kills anything that takes damage. It, too, is a B/W build that exploits first strike and other defense damage dealing sources like Rain of Blades and Crossbow Infantry.

Perhaps this build could offer you some other suggestions on how to take this concept to the next level.

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 21:44 as a comment on The Fast and the Dead

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Sol Ring is restricted in Vintage and banned in Legacy. However, when I build decks, I always follow the vintage list (though, I know none of them are competitive as I only ever play casually). My "Black Hole" deck is the only deck that doesn't follow this rule, but even then, does follow that rule from how the list looked in 1995.

The Tinkerer on the other hand would be a great addition! Thanks!

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Posted 01 May 2011 at 21:09 in reply to #158715 on Get the Tweezers... v2

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If you're looking for some life drain alternatives, take a look at Exsanguinate, Drain Life, Consume Spirit, and Syphon Soul. All will net you some drain life, some better than others. If you got the X spell route, strongly consider obtaining Cabal Coffers to help pump out massive amount of damage/gain turn after turn.

For other ideas, take a look at my creatureless, life drain build, also called "Black Hole" (small world, huh?), here's the link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456.

Hope this helps!

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

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Posted 01 May 2011 at 20:56 as a comment on Black Hole

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Nice rebuild!

Just by doing a few sample hands it looks like it already plays considerable better. I like Taunting Elf here, and understand why you've added Venom but question it's effectiveness as it takes spots away from pump; the Elf serves his purpose as a sacrificial creature.

Beyond that, Overrun is a little overpriced for me, Prey's Vengeance would accomplish a similar effect. Even Rancor would be a solid add in it's place.

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 20:37 in reply to #157362 on my green deck

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Chains of Mephistopheles is such a fun card!

I'd like to see some acceleration here. With most of the deck being a 2 or 3 casting cost, Dark Ritual needs to be added. It will get you a first turn Underworld, Mine, Megrim, or Nighthawk.

For defense, consider Will-o-the-Wisps or Fog of Gnats instead of the Skeletons. For the same cost or less (B for the Wisps, BB for the Gnats), you get just as good of a blocker since they also regenerate, but they fly, too.

Lastly, Demonic Tutor and Vampiric Tutor could take the place of 2 Diabolics here. They are both faster than Diabolic and can get you what you need rather quickly. Otherwise, for search, Liliana Vess would be lovely in here, as you could use her for damage or search, then exploit her with her third loyalty ability.

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 19:31 as a comment on Draw til you die

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To make Affinity more flexible, you really need to implement more of the artifact lands. You don't want regular, basic lands slowing down your progression, and considering most of the deck is artifact anyway, you really don't need to worry about coloring the 8 cards that are black or blue.

With that said, Darksteel Citadel and Great Furnace can be added in here. To help ensure coloring, you could add in some Chromatic Spheres. With a red producer now, you could consider adding in Atog and Fling, then add Disciple of the Vault (which is black). The damage producer would look like this:

1) Attack with Atog;
2) If he's unblocked, sacrifice 6 artifacts to make him +12/+12 to do 13 damage;
3) Fling Atog dealing another 13 damage to your opponent, to total 26 in one turn.

With a Disciple of the Vault in play, your opponent would have also lost 6 life to the artifacts that were sent to the graveyard upon sacrificing to Atog (totalling in 32 life lost in one turn).

If you like this suggestion, consider adding in 2 more Ornithopters (for speed and early defense), 4 Chromatic Spheres (again for speed and coloring), 2 more Thoughcasts (because you rip through hands with affinity incredibly fast), double your Frogmite count (for speed and an early target for Cranial Plating), and of course Atog (3-4 of them) and 2-4 Flings. You can take out Hunger of the Nim (as Cranial is doing the same thing), Cancel (since they're the only two counters you have here and you're not likely to have them when you need them anyway), and many of the onsies that you have in the build.

Affinity is all about deck consistency and synergy. You've got the backbone of making a very consistent affinity deck here. I hope these suggestions will help you a bit.

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 19:25 as a comment on My Own Artifact-deck

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Lighthouse Chronologist is an excellent cards in multiplayer. Head to head, though, I think it's benefit isn't nearly as great. With that said, if he's something you choose to keep, consider trying to find a way to add some acceleration. I'm not all that familiar with the Standard brackets (which this looks like), but if you're willing to stop out of it, Saprazzan Skerry, Sol Ring, and the Urza's Lands will give you access to some faster mana for faster leveling for everything.

Otherwise, I'd like to see some counters in place here. Leveling is fun and all, but the last thing you want is getting a creature zapped a turn or two before they get maxed out (and I know that's what I'd do as an opponent as it guarantees that you're sinking mana into something that I can nuke at my leisure thus allowing your own deck to stall you to my advantage). Acceleration and/or counter will allow you to get those creatures up and online without them potentially handicapping you.

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 19:09 as a comment on Merfolk Level

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This is a really neat idea. I wonder though, do you try to mulligan down to ensure an early Amulet, it seems that the success/speed of the build really hinges on how fast you get your hands on it. Also, and I'm sure you're aware, that you can stack mana with multiple Amulets on the field.

After one of the untaps has resolved, you can tap the land in response (note that activating mana abilities does not use the stack). Once the mana is in your pool, you let the second untap ability resolve, tap again, repeat for however many Amulets are in play.

Great, clever idea!

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 in advance!

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Posted 30 April 2011 at 21:46 as a comment on Buried in Land Zendikon

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Forked Bolt was considered while I was adjusting this from the original build. What detracted me from the Bolt, though, was it being a sorcery. I have since considered the Bolts flexibility in the deck but am still having a hard time justifying it over Flame Slash, at the moment. While the Forked will allow for two targets, I typically only need to address one (as most don't stay on the board as they appear). Therefore, 4 damage for one red becomes considerably more attractive than 2 divided.

The Liquimetal suggestion, however, has been something I have been strongly considering. My only concern would be that some of my removal might then become dependent on it. I'm still trying to figure out a way I can break the idea so that I can exploit it without having it be a double edged sword. I might actually build a red/green deck that uses Liquimetal and Splinter for disgusting, nasty things.

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Posted 30 April 2011 at 20:22 in reply to #158306 on Scorched Earth v3

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The Wirewood Channeler will produce any type of mana infinitely when enchanted with Pemmin's Aura and one other elf in play. The Ghitu adds to my available kill conditions (Braingeyser to deck (or draw for me), Kamahl for mass rush with his pumping ability (infinitely with the Channeler combo), and Ghitu (as it can be cast instantly from my hand). Pretty much, it increases the likelihood of having a kill condition in my hand without having to search for it, and that means a faster game.

As long as I can get a Channeler/Aura combo out, I can pretty much get through my deck without any issue (and play anything that I draw in one turn (there have been times where I've gotten three Deep Analysis (6 cards), flashed them back (6 more), got a Windfall in the 12 (for 5 more due to my opponent's hand size), to get a Braingeyser (to draw my deck), and drop a Kamahl and swing with a 9001/9001 trampling forest for the kill)).

Compulsion + Channeler/Aura means I can draw out my deck to the first kill condition, Flash of Insight + Channeler/Aura means I can draw my deck to get one card and put the rest into ANY order (stacking the library, though unnecessary as I'll have acquired a kill condition), or Deep Analysis with flashback and/or Windfall to constantly cycle cards into my hand.

Ultimately, the Ghitu just provides me an option to prevent me from having to look that much for a kill con. Besides, it's fun to hold onto the Ghitu:

Me: "At the end of your turn, I'll Fire you for 42,603. Unless you can counter it, you're dead."
Opponent: "Why didn't you just do it last turn?"
M: "I wanted to you to think you still had time."
O: "Dick."
M: "Pretty much, yeah."

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Posted 30 April 2011 at 20:15 in reply to #158435 on Wirewood Aura v2

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Since you want to go the route of counter, perhaps you could implement more 2 CC counters that will sit on the Isochron, Mana Leak for example.

Otherwise, acceleration is what you need here. Sol Ring would fit nicely with the Isochron. In the land department, consider some duals or fetch lands so that you don't get hosed on mana too early; Saprazzan Skerry can also net you some extra mana early on.

If you intend on keeping white, Swords to Plowshares would be a great add to give you some removal when you're in a pinch.

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

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Posted 30 April 2011 at 18:07 as a comment on Counter & Control

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Paradox does NOT include drawing a card, it's only adding an additional Upkeep step, not an additional draw step. It would, however, allow you to double up counters towards the Quest assuming the top card triggers the quest.

Beyond that, card draw is what you're missing, that or card quality. I agree that Sensei's Divining Top would make for a good addition as it will net you some great options. Otherwise, Ponder, Preordain, Serum Visions, and/or Brainstorm could all give you some much needed options to rifle through your deck to get the tools you need.

In regards to the walls...Fog Bank, my friend. It's pure awesome and gives you some flying support should you ever need it.

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

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Posted 30 April 2011 at 18:02 as a comment on HELP!! DEEP sea fishin

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The backbone of this is solid, the concern, however, is the size of the deck and the low land count. Typically, you want to try to aim for 22-24 land in a 60 card deck, at 20, you're well below what is required to really ensure that this 75 card build will fire consistently every game.

With that said, consider swapping out some of your creatures and perhaps implement some better, cheaper blockers. Cards like Will-o-the-Wisp and Fog of Gnats are great blockers both in the early and late game setting. Same for Fog Bank and even walls that don't exceed a 3 CC.

I'm not sure the Avatar is at home here, either. While you have enough creatures to help reduce his cost, having 4 of him increases the likelihood of him being a dead card in an opening hand. Perhaps, if you really like the idea of having 4 of him here, you could consider adding some Dark Rituals to help fuel him out sooner. I won't shy away from the fact that he's a menace once he hits the board.

Otherwise, like I said, you're on the right track here. I just feel that if you can find a way to reduce the card count you'll see greater and more consistent results.

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 in advance!

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Posted 30 April 2011 at 17:51 as a comment on no cards left

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Be careful with infect creatures that cost more than 3, while they do have a place, they often fill early hands with too much weight to get started. With that said, look towards Blight Mamba in place of Putrefax and consider adding some pump. Cards like Groundswell, GIant Growth, and Vines of Vastwood can really set the pace for a turn 3 swing for 8 poison counters (which can be turn 2 when Glistener Elf gets released with NP).

Also, the planeswalkers feel 'thrown in for the sake of being there' adds. While each one of them are great, their placement in the deck withdraws from cards that could really exploit the infect philosophy.

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 in advance!

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Posted 30 April 2011 at 17:46 as a comment on Incinerating Infection

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Considering everything is colorless, perhaps swapping out some of the islands for Urza's lands (Powerplant, Mine, and Tower), Temple of the False God, and/or Sol Ring will net you great gains. Or, since you have islands, consider tossing in Reshape, Tinker, and/or Fabricate and Thoughtcast for some card draw and search.

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 in advance!

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Posted 30 April 2011 at 17:43 as a comment on Fun with Blightsteel

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A little acceleration might be a solid add here. Depserate or Pyretic Ritual might help you churn out Urabrask a little faster. The other side of this, however, is that since Urabrask is really the only thing that would 'need' acceleration, you could do the exact opposite and consider removing him from the build. This would allow you to implement a second Bushwhacker, or perhaps a Mass Hysteria (if you fell like living on the edge).

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 in advance!

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Posted 30 April 2011 at 17:41 as a comment on lonely

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If you're on a budget, make sure you go out of the way to pick up 4 Dispatchs when they get released with NP. With Metalcraft, they will be the best removal in standard. Otherwise, I think you'd be surprised how inexpensive you might be able to find things on eBay. The Enlightened's are a little high, but Swords to Plowshares shouldn't be too bad, and they are a good investment for any casual or legacy deck.

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Posted 30 April 2011 at 17:00 in reply to #158056 on first strike/ deathtouch

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"Biggest idiot ever"...clever.

I guess perhaps if you want T2 advice you might want to POST THAT IN YOUR INFORMATION! No one here is a mind reader.

Thanks for stooping down to name calling, though. It's a great way to ensure that these three comments are the only comments this deck will see.

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Posted 30 April 2011 at 13:33 in reply to #158255 on Kuldotha Forgemaster (Playing on a budget)

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Timberwatch Elf will almost certainly make the deck better because it will allow you to swing for ridiculous damage, factor in the Whispersilk Cloaks and you'll be guaranteed to rock and roll turn after turn. Also, consider Wirewood Herald to allow you to fetch you Ezuri to help things along.

If you have access to one, Gaea's Cradle is a strong add for elves as you should net some decent mana from it every turn. You could use this for whatever, of course, but it also feeds into Ezuri very well.

Lastly, Wirewood Lodge can help you generate not only a little extra mana at times, but will help you multi-pump Timberwatch Elf when you can get your hands on some.

I welcome any comments or criticism you can offer for 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 30 April 2011 at 03:33 as a comment on Tribal elf HELP

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