Rustedbucket

18 Decks, 602 Comments, 80 Reputation

I'm questioning the need for green in this build. If you want to focus on Knights, I think you'd really find your best luck doing just that while staying mono colored. Eliminating green will also greatly assist your acceleration and deck consistency (considering the card count will get closer to 60 (which, as you know, is ideal whether it's head to head or multiplayer)).

You also might want to consider making room for Dispatch when it goes live. It would require you to try to find a way to implement artifacts to fuel metal craft, but I think you'll find that Dispatch will quickly become the premiere removal card in Standard.

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 03:29 as a comment on Knights

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For an early thrust, strongly consider a way to get some pump into the deck. Cards like Groundswell, Giant Growth, and Vines of Vastwood are great ways to get 7-9 early poison counters on turn 2 with Glistener Elf. Or, stacking the pump with Blighted Agent is going to be ridiculous. Easy wins will be obtainable with the right makeup.

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 03:25 as a comment on Swarmlord/aggro Infect

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Why stop at slowly? Consider tossing in Cabal Coffers with Consume Spirit (or Exsanguinate for multiplayer). Other options include Syphon Life (great for multiplayer also), Drain Life, and Death Grasp. Cards like Vindicate, Diabolic Edict, and Swords to Plowshares are also great considerations for control so that you can remain unscathed through the process.

For some other ideas, I have a few decks that might be able to lend assistance. Take a look at my mono black decks (Black Hole and Creatureless Multiplayer) or my black/white LD deck (Desecrated Earth). You might find some of the tools I've used will compliment your goal quite nicely.

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 03:23 as a comment on Life Suck

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If you're not worried about legality, I'd strongly recommend adding the artifact lands to give you fodder for your Forgemaster. Otherwise, since you're playing black, consider Lethal Vapors with Mindslaver. If your opponent is unaware, you could do some nasty, nasty things.

Take control of their turn with Mindslaver and have them activate Lethal Weapons cancel effect 100 times, thus skipping their next 100 turns. Granted, they can get out of this by activating it in response to you taking their turn, but most will fall victim to it at least once.

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 03:08 as a comment on Kuldotha Forgemaster (Playing on a budget)

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With only 21 land in the deck, and your desire to play Daze and Gush via their alternate casts, when/how regularly do you plan on playing Traumatize? I sense that you're contradicting your own build by wanting to constantly fuel Hedron (which I agree) but also needing mana for 11 4+ CC cards.

Instead of Traumatize with this build, consider Jace's Erasure with Jace Beleren. You'll double dip the Erasure with Gush and Beleren, and then be able to wreck havoc with Jace's third loyalty ability.

Just a thought.

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 03:03 as a comment on Mono Blue Mill

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You're missing key discard tools, all of which should be easy to obtain. First, Hymn of Tourach is amazing; the "random" is perfect manipulation. Use it following a Duress or any other "reveals hand" discard for better consistency and reliability.

Beyond thoee two suggestions, Demonic or Vampiric Tutor (or both) will greatly assist you in acquiring Caresses and Megrims.

Lastly, really try to make room for a few Dark Rituals. In an opening hand, they can drop you a Megrim, Caress, or three cards. All of which is amazing.

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

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Posted 30 April 2011 at 02:21 as a comment on Black Discard Deck

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Here, here!

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Posted 29 April 2011 at 17:35 in reply to #114116 on justice fury deck

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Dispatch, a new card in NP, will be a great add to help the Royal Assassin. In the late game, it will become basic removal.

Aside from that, I'd like to see a lower curve. If you can implement some type of acceleration here you'll net a fantastic return on the speed of your deck. Consolidating cards to hit limits of 4 might help with this while also creating better consistency within the build.

I welcome any comments or criticism 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 29 April 2011 at 17:17 as a comment on Tap and Destroy HELP!!

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Inkmoth Nexus can hurt your cause here. Having one early doesn't help you pump when you can, or, you'd be spending mana that could have been pump to have a 1/1 flyer. I've personally never liked the card, always thought of it being a drawback until later in a game.

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Posted 29 April 2011 at 15:03 as a comment on turn 2 win g/r infect

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Lots of things beat pump infect. It's a discipline thing, it's not always right to 'blow your load' in one swing. Like LD, infect is the balance of patience and aggression, feeling and exploiting.

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Posted 29 April 2011 at 15:01 in reply to #158079 on turn 2 win g/r infect

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While infect wins, ideally, turn 2 or 3 we all know that against some decks that doesn't always happen. Cystbearer and/or the Umbra basically force your opponent to block a specific creature (do I block the 2/2 or the 1/1, do I block the 1/1 or the 1/1 that's enchanted to a 4/4). However, I'll be honest, they don't see the board all that much, and I would typically rather have pump the place of the Cystbearer, but there has been games (however few) where it has come in handy. Longer games need larger threats, that is what both bring.

But keep in mind, I'll always mulligan down to get a turn 2 infector.

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Posted 29 April 2011 at 14:55 in reply to #158072 on All-in-Fect v3

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Copperline Gorge would benefit you greatly here as well.

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Posted 29 April 2011 at 14:50 as a comment on turn 2 win g/r infect

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Yes, Glistener Elf will replace Necropede or Ichorclaw Myr when it goes live.

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Posted 29 April 2011 at 14:44 in reply to #157485 on All-in-Fect v3

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For speed sake, consider Necropede or Ichorclaw Myr in place of Rot Wolf. Getting him out turn 3 does little for you, and ideally, you want the pump or creature drop on turn 2 for the kill turn 3 at the latest.

Joraga also does little for you here. Consider replacing her with more pump, like Prey's Vengeance or Vines of Vastwood.

Flame Slash to replace Lightning Bolt in the event you need creature removal (perhaps a sideboard option).

I welcome any comments or criticism 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 29 April 2011 at 14:42 as a comment on turn 2 win g/r infect

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You should be able to find some on eBay relatively cheap. They average about $5 there, you just have to monitor s/h as that can set off the balance drastically.

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Posted 29 April 2011 at 14:37 in reply to #157953 on Life Drain

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Yeah, when building a 60 card deck, I aim for 40% or less (that's 24 land at the most, but run at 23 for dual color, 20-22 for mono). Shaving that 8 land will allow for some more 'meat' to be added.

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Posted 29 April 2011 at 14:14 in reply to #158046 on Pearl Dominion

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Not bad. I almost think going mono-white would benefit you considerably. With only 6 black cards you'd have to think if it's worth it.

Instead, consider adding some removal to protect yourself. First Strike and Deathtouch is all well and good, but it sends a clear sign to your opponent to not block anything (and Crossbow Infantry might not always be online and ready). When that happens, it can come down to basic aggro. Swords to Plowshares would be a great consideration here in place of some of the black.

Also, with 16 artifact/enchantments to get to, consider Enlightened or Idylic Tutor to help fetch up some of your tools. The combination of 4 Swords, 1 Enlightened, and 1 Idylic will keep you at 60 cards (of course, swapping out the swamps for plains) and make your mana base much easier to maintain as it can't get screwed by color.

I welcome any comments or criticism 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 29 April 2011 at 13:53 as a comment on first strike/ deathtouch

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If you're not worried about legality, Sylvan Library is one of the best card drawers ever printed. Otherwise, splash Wirewood Channeler and Urborg Elf with any blue draw.

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Posted 28 April 2011 at 22:37 as a comment on army of the elves

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While Plateau and Foundry can be searched by the Mesas, I'm concerned that there could be times where you have a Mesa and nothing to search for. If you have the 4 plateaus and the Foundry out, drawing a Mesa is a dead card that can't search for anything. And, with only 17 land (Den, Furnace, Plateau, Foundry, Mesas), you could afford to add in 3-4 lands in the combination of mountain and plains.

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

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Posted 28 April 2011 at 22:03 in reply to #157724 on kuldotha Cry

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Yes, that's lots better. Even using the "random hand" option (which isn't always reliable) show some pretty good consistency. You might even consider mulliganing until you get a Shaman to ensure some acceleration every game.

Nice swaps, but be careful with Form of the Dragon. It's not effected by the Shaman, Incubator, or Medallion. Also, with how much burn has been reimplemented back into the game, being at 5 life could backfire quite quickly. Since you're at 61 as it is, that would be the card I remove without batting an eye.

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

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Posted 28 April 2011 at 21:49 in reply to #157778 on Dragon

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