Rustedbucket

18 Decks, 602 Comments, 80 Reputation

Going to look into it.

What are you using to play test online? I've been looking for something reliable to do that.

1
Posted 27 April 2011 at 16:22 in reply to #157382 on LD shut down

Permalink

Likewise, thanks to you as well!

0
Posted 27 April 2011 at 15:53 in reply to #157360 on LD shut down

Permalink

haha, I don't look at who post decks, I just look at the deck lists themselves. Sorry for spamming you with my copy/paste message on every deck.

1
Posted 27 April 2011 at 15:29 in reply to #157360 on LD shut down

Permalink

You could consider losing the wall to add in Necropede or Groundswell. Infect is one of those things that you really have to live and die by, go all out for it or not.

Ideally, aim for an opening hand that includes a turn 2 infecter (I'll mulligan down to 5 to accomplish this if I have to), this allows you to swing for lethal poison counters on turn three with the right hand. You could even splash red for Assault Strobe, which usually guarantees a turn 3 win with a Groundswell.

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

0
Posted 27 April 2011 at 15:23 as a comment on my green deck

Permalink

If you're not worried about staying in a certain format, Slith Firewalkers are amazing in burn decks. They require you to alter your philosophy a bit, though, having to use burn on creatures to pave the way for the Slith to get massive. It's definitely something to consider.

Aside from that, cards like Shock and Electrostatic Bolt are always solid adds, Flame Slash for creature control if needed as it will address threats a little better than Lightning Bolt when you're in a bind.

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

0
Posted 27 April 2011 at 15:20 as a comment on My burn deck

Permalink

Aside from missing Demolish, there's nothing really wrong here. Nice job.

I used to love running LD, but they made it so expensive to cast as of late that you're often playing catch up which usually results in a losing race. Liquimetal helps, as you know, but at times, Standard LD becomes so dependent on that one card.

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

2
Posted 27 April 2011 at 15:17 as a comment on LD shut down

Permalink

Yes, typically you replace basic lands with fetch lands as they are just going to get them anyway. So you could replace them pretty much 2 for 2 (drop 2 swamps and 2 forests).

In regards to pump, you could probably add it in in place of creatures. To really get the deck to fire, you really want to have more pump than creatures, and then just mulligan until you have a 2 CC infecter in your hand (I'll mulligan down to 5 following this rule). 4 CC infecters are potentially dangerous, consider swapping those out for pump. In a perfect world, you're doing damage with turn 2 infecters that are getting pumped to high heaven.

0
Posted 27 April 2011 at 14:55 in reply to #157251 on Pass the Penicillin

Permalink

After reading your info a little deeper.... If you're noticing the speed issue already, I'd definitely cut out the 5+ CC cards to make headway for 3-4 or less. Death Barons are not very expensive, you should be able to eBay a couple for no more than $5.

Zombie Master, as I previously suggested, will serve as a double bonus to the Baron as it will give all of your zombies regeneration and Swampwalk (hence stacking it with U,ToY). When you look at Zombie Master, you'll noticed that his creature type is "lord;" it has since been changed on Oracle, he is now correctly "Creature - Zombie."

0
Posted 27 April 2011 at 03:15 in reply to #157271 on Just call me Bokor

Permalink

Have you considered Zombie Master with Urborg, Tomb of Yawgmoth? U,ToY would also help immensely with the Cabal Coffers should you get them early. Nothing sucks more than having a Coffers out turn 3 and not being able to do anything with it. Considering that, you might want to shave the Coffers down to 2 and implement Demonic or Vampiric Tutor, or both.

My biggest concern here is your mana curve. Most tribals I've seen rely on early swarms that get out of control in the later game. And getting stuck with a 5+ CC in an opening hand is a bear unless you have a Rit handy. Perhaps there is some Zombie ramp that will help alleviate that?

I welcome any comments or criticism 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!

0
Posted 27 April 2011 at 03:11 as a comment on Just call me Bokor

Permalink

Agreed. Also, look into acquiring Verdant Catacombs or other B/G duals to help accelerate you through in the early game.

Otherwise, in terms of pump, add some. Cards like Giant Growth, Groundswell, and Prey's Vengeance can turn a 5 turn game into a 3 turn game in seconds. Don't miss out on that opportunity. All of these options will keep your curve low, as well.

For infect to work, you really need to get an infector on the board turn 2 so you can swing with him pumped for 7+ counters on turn three. Speed is so important for infect.

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 the deck list). Thanks in advance!

0
Posted 27 April 2011 at 01:43 as a comment on Pass the Penicillin

Permalink

I'm going to agree with Jingo and say you should double up some of your onsies and twosies. In addition to that, I'd really try to keep everything at a CC of 3 or lower. The worst thing that you can have happen is getting stuck with a 5+ CC card in your opening hand, being mono-white, you'll for sure be sitting on it for quite a while.

Speaking of land, up the total to 20 at the least. If you curve it all out to where everything has a 3 CC or less, then obviously you'll only ever need 3 plains to get firing. Having only 15 handcuffs yourself to some potentially ugly opening turns.

As for removal, consider Swords to Plowshares and Wing Shards. Both have a low cost, but both aren't Standard legal (if that matters to you).

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 the deck list). Thanks in advance!

0
Posted 27 April 2011 at 01:40 as a comment on mono white deck help wanted

Permalink

You know, I was never a huge fan of the dual lands from Odyssey, but they might be beneficial to you in some way, shape, or form. I'm not going to try to sell you on them because I'm not convinced myself, but it is something to look into as they are incredibly easy to obtain considering how situational they were.

Here's the list:
Shadowblood Ridge
Sungrass Prairie
Darkwater Catacombs
Skycloud Expanse
Mossfire Valley

Please don't shoot the messenger if you don't like them, like I said, I'm not completely sold on them either, but they are a two for one producer which could help your Overlord and Queen from time to time.

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

0
Posted 26 April 2011 at 19:52 as a comment on Old School Sliver

Permalink

The reason a lot of people have opted out of the idea to go "Dauthi Infect" is due to the fact that the concept relies on giving the Dauthi infect. Infect works best the faster you can make it happen. True, having shadow infectors is great, you become dependent on drawing an additional card to make it happen. And considering you only have 6 cards in the deck to accomplish this, you're going to be swinging for damage well before you start swinging for infect, thus, becoming your own double edge sword.

With that said, you have the nuts and bolts to make this an incredibly fast shadow deck. You might find it to be more reliable and consistent maintaining the shadow theme instead of handcuffing yourself with trying to alter their damage/poison capabilities.

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!

0
Posted 26 April 2011 at 19:41 as a comment on Infect the Shadows

Permalink

Wirewood Herald will give you a turn 2 blocker/attacker that can search for the Piper when it hits the graveyard. Otherwise, it goes without saying that you need to have some way to get cards into your hand to feed to the Piper. You could consider splashing blue just for that, including cards like Brainstorm, Deep Analysis, Flash of Insight, Stroke of Genius, or staying green with Worldly Tutor and Sylvan Library.

To stall, consider Moment's Peace instead of Fog as the Peace can be used while in the graveyard, effectively increasing your fog count from 4 to 8.

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!

0
Posted 26 April 2011 at 19:37 as a comment on vigor

Permalink

The planeswalkers feel out of place here. I know why you've added them both, but with Infect, you're needing the game to end sooner rather than later. Jace will just fuel your opponent's hand as well as yours (assuming you're using the first loyalty option), and Liliana, while awesome, takes too long to get out; and you want to be shuffling for game two by turn 5.

With that said, you could replace those 3 cards with the removal that you've already stated is lacking, or find some other black pump to help your infectors hit harder sooner.

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!

0
Posted 26 April 2011 at 19:03 as a comment on Black and Blue Infection

Permalink

This is definitely a cool idea. I wonder, though, how fast are you really getting the opportunity to do what you want it to? Unless I'm missing something, aside from the extra draw, you don't have any acceleration to help you accomplish this any faster than turn 6 (and that's assuming you have everything you need for it by then). I'd almost think you'd be better off adding a few more Journeys just in case.

Love the idea though! Clever and an entirely new concept to me (I have a mind for older cards).

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!

0
Posted 26 April 2011 at 19:01 as a comment on Combo Bomb

Permalink

If you're going the route of Teetering Peeks, also consider Smoldering Spires as it will get past a blocker early on (turn 3) incredibly effectively.

Otherwise, nice amount of pump, should be fast enough as it is.

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 the deck list). Thanks in advance!

0
Posted 26 April 2011 at 18:23 as a comment on Green Pumping Infect

Permalink

If you're having issues with creatures, consider swapping in Flame Slash. While a sorcery, it can be used to target some rather large aggro better than Lightning Bolt can. It's a clear sideboard option in your situation, and perhaps a better choice than Galvanic Blast since you'll never have Metalcraft.

I'd also strongly consider Iron Myr. Not only will he serve as early chump blocking, but you could use his ramp to perhaps get ahead on the aggro heavy decks you're struggling with.

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 the deck list). Thanks in advance!

0
Posted 26 April 2011 at 18:21 as a comment on competitive land destruction standard

Permalink

Well, ideally infect decks need to be fast so that games don't get dragged out. It's hard to establish poison counters when they have so much that can block. With that said, you could put the Engine in the sideboard, but I don't know when you'd actually want to use it.

The only thing I'd really suggest at this point is more pump. If you can get a 2 CC infector out turn 2 (and you should be every game, even if that means mulliganing down to 5 (no further)), then you can pump the hell out of it turn three for as many as 6-10 poison counters. The 10+ number is more realistic with green, but there are some black spells out there that can make it happen as well.

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 the deck list). Thanks in advance!

0
Posted 26 April 2011 at 18:14 in reply to #155622 on Artifact Infect Deck

Permalink

I question the need of the two Black Knights in the build. With only those two cards being black, it's pretty apparent that you could probably do without the. If you wanna add some flavor (while keeping black), consider adding Death Pits of Rath with all the First Strike (yup, it works that well). I have a B/W Knight deck that uses Death Pits if you'd like to see an example (just click on my name, the deck name is "Death Knights").

Aside from that, son't be afraid to splash in some Swords to Plowshares and Wing Shards should you need defense/removal.

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 the deck list). Thanks in advance!

0
Posted 26 April 2011 at 18:09 as a comment on Knight Deck

Permalink

401-420 of 566 items