Rustedbucket

18 Decks, 602 Comments, 80 Reputation

Sorry, I have to comment on this one, Stasis is quite possibly my favorite card.

Here's the biggest problem that I see.... How do you anticipate to avoid the upkeep on Stasis?

Here is how it is traditionally done:

Forsaken City: Discard a card every turn so you have an untapped land to feed to the Stasis to prolong the lock. This is fed with Howling Mines to ensure that you have cards, Jace Beleren does the same thing and offers an alternative win condition (decking/milling).

Bounce: Use cards like Chain of Vapor, Boomerang, Vedalken Mastermind to return Stasis to your hand during your opponent's EOT. This allows you to untap everything you have (don't forget to replay Stasis to maintain the lock) so that you can respond to threats should you not have the hard lock from Frozen AEther on the board yet.

My Stasis deck is weaker than it has been in the past, I used to have a U/W deck that utilized Isochron Scepter with a Boomerang on it to return Stasis (it also was complimented with Orim's Chant, a full suite of Counters, and Swords to Plowshares to make sure I would accomplish the lock). If you'd like to see mine, it's the Blue Prison deck on my deck list.

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Posted 25 April 2011 at 05:27 as a comment on lockdown

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Ancient Den, Darksteel Citadel? That's 8 more artifacts to pump the Crusher while not hurting your land count (well, you'd be dropping the plains count to 12).

You could also consider some affinity staples to help with early defense (Frogmite, at least). But the biggest tool that you're missing here is Cranial Plating; it's easy to cast and cheap to equip and will make even your smallest arti huge (don't worry so much about the BB equip option, though it makes it instant speed if you so decide to go that route).

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Posted 25 April 2011 at 05:22 as a comment on arcbound crusher

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If you're concerned with creature control, I'd look towards more Edicts, or even Innocent Blood. The thought process behind this is that ideally you want to be popping lands on turn 2 (turn 1 with ritual, of course). As long as you are able to pop a land turn 2, you should be able to run control on creatures with Diabolic Edict, Chainer's Edict, and/or Innocent Blood.

Lightning Bolt and even Flame Slash are great ways to deal with early creatures (I'd strongly suggest Flame Slash, btw).

Innocent Blood, of course, has the unfortunate drawback that requires you to sac a creature as well. However, if you're choosing to run control via LD, all you really need to do is stall them long enough to get a kill condition on the board.

I suppose one last suggestion would be to find a way to cycle some of the 4 CC LD cards out in place of either 3 CC LD or, again, Desperate Ritual to get your red LD spells rolling as fast as possible.

I hear what you're saying, please don't assume that I'm ignoring it, it's just LD is one of those bears that it's so easy to get behind and so hard to get caught back up once you are. Just trying to lend a hand to try to make it more consistent.

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!

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Posted 25 April 2011 at 05:15 in reply to #156638 on DLP Land Burn

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I concur, and it can be put on Isochron Scepter (so can Brain Freeze). Adding Isochron could benefit this deck tremendously with Dark Ritual, Mana Leak, Counterspell, and Doom Blade all here. Even more so if you add in Glimpse of the Unthinkable and/or Brain Freeze.

I welcome any comments and criticism that you can offer to 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 25 April 2011 at 05:00 in reply to #156632 on Traumatized

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Have you considered some acceleration and Decree of Justice? You could probably afford to bring your land count down to about 23 while adding in Sol Ring and maybe some artifact tappers; Remote Farm could be an add here, as well.

I welcome any comments and criticism that you can offer to 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 25 April 2011 at 04:58 as a comment on Angels of Mercy?

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I was doing some hard thinking about Bottomless Pit and the "random" thing worried the hell out of me. Then I found Necrogen Mists, same CC, and the player(s) choose. While random is better for me against an opponent, choose is better for me. Either way, they lose a card, and in multiplayer that's good enough.

Thanks for the advice!

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Posted 25 April 2011 at 04:55 in reply to #155543 on (Multi) Creature-less MBC v2

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Not sure what kind of comments/criticism you want considering you don't care to spend money on it, but, of course, duals or pain lands would make this deck much faster.

In a cheaper mindset, Misguided Rage has been a fun little kernel in B/R LD decks for me, personally, as it forces your opponent to make the decision on what he feels is least valuable, only to double up on him the turn later.

Desperate Ritual (while not nearly as good as Dark Ritual) will give you the opportunity to drop a 3 CC LD spell turn 2. That's huge consider you aren't running any Sinkholes (which of course would make this deck much better).

I welcome any comments and criticism that you can offer to 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 25 April 2011 at 04:41 as a comment on DLP Land Burn

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For added flair, and for when you aren't getting the draw on the Spikeshot Golem, consider Fling to make any of your creatures a hurling mass of destruction.

I welcome any comments and criticism that you can offer to 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 25 April 2011 at 04:37 as a comment on Spike the assasin

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Vintage = 1

Legacy = 4

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Posted 25 April 2011 at 04:36 in reply to #121620 on Spike the assasin

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With so many creatures, I'd rethink Innocent Blood as I can imagine there might be times where you don't want to sacrifice at the particular moment you need your opponent to. With that in mind, lean towards Diabolic Edict, or Chainer's Edict, as they will get the same thing accomplished without the drawback to you. This suggestion is of course for when you need to clear the path before Dark Depths gets "Hexmaged."

I welcome any comments and criticism that you can offer to 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 25 April 2011 at 04:35 as a comment on The Dark Persecution of Death

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Couple suggestions....

First, Polluted Delta would be a terrific add here as it will let you get to the Underground Seas (or whichever basic land you need) faster.

Second, I'm not completely convinced you 'need' Force of Will here. You could most likely get away with using a counter that has a cheaper hard cast as I don't imagine you'd need to use the FoWs alternate cost.

With that said, consider Sol Ring or other artifact tappers to help accelerate the deck. Jace's Erasure would also streamline into this nicely, as would Brain Freeze. If acceleration is something you are looking for, and you can find room for it, you could also consider Haunting Echoes as the speed picks up.

I welcome any comments and criticism you can offer to 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 25 April 2011 at 04:30 as a comment on Traumatized

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Toss in Dark Rituals for the chance, then. : )

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Posted 24 April 2011 at 14:40 in reply to #156351 on vintage worldgorger

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I'm kind of on the same wave length with the Isochron. I know that Glimpse on the stick is ridiculous, but considering that being the only target, I can imagine there are times where you'd be more inclined to go without it.

With that in mind, consider Jace's Erasure in the place of Isochron and perhaps implement some sort of draw engine like Jace Beleren (who'll mill for you, too) and works incredibly well with Jace's Erasure.

After that, land.... Try to get some duals in here whether they are the original ones, pain lands, or fetch. Ideally, duals would be best to give you some flexibility on your opening draw and as the game progresses.

I'm also not really feeling some of the creatures here. Cutpurse, Drainu, and Blizzard aren't really helping you in the mill category. Raven Guild Master would be a better alternative to either of those and it costs considerably less than a few. Your curve is a little high, so bringing acceleration to the table in terms of Dark Rituals or artifact tappers like Sol Ring wouldn't be a bad choice either.

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

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Posted 24 April 2011 at 04:17 as a comment on Corrupted Mind

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Couldn't this theoretically go turn 1 with:

Underground Sea, Dark Ritual, Entomb, Animate Dead, Stroke?

Would require an AMAZING draw, but it's there.

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Posted 24 April 2011 at 04:11 as a comment on vintage worldgorger

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Nothing really wrong here, it's pretty close to being the typical Stasis build for Legacy. You could consider Ebony Owl or Black Vise as an alternate win condition, Ebony Owl is traditionally faster.

The decking route ends up being too long of a kill condition if you actually try to take this to tourneys. Most people in the know will just prolong their turns and force a draw. The alternate to this is to speed up the milling process with Howling Mine (which in turn feeds your Forsaken City) and Jace Beleren (to serve as a Howling Mine while you finish up the hard lock).

I personally prefer bouncing Stasis, but I play casually and know that bouncing him with Chain of Vapor or Vedalken Mastermind isn't very tournament friendly considering all of the removal that's out there.

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

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Posted 24 April 2011 at 04:07 as a comment on legacy stasis

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That's what I mean, redefine the rules in regards to what you can and cannot do with it. Abridge it to exclude specific things, or something. Just a thought, the artwork is too cool to not be allowed.

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Posted 24 April 2011 at 03:48 in reply to #156245 on Banned Galore

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You could probably afford to shave off at least 2-4 mountains since your mana curve is so low. Doing this will allow you to add in a few other options, and or acceleration from Desperate Ritual for turn 2 3 CC spells.

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

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Posted 24 April 2011 at 01:39 as a comment on Sanded Faceless

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After thinking it over, and giving criticism on discard decks and draw decks the past 24 hours, I really think you might have better luck separating the two.

Teferi's is a lot of fun with Underworld, and that in itself is often enough to bring someone down. Imagine Underworld paired up with Howling Mines and Jace Beleren, though. Adding both of those in will help you double with this deck, massive draw means massive discard.

The trick is, though, to make sure that the massive draw doesn't come back to bite you. That is why I would lean towards alternating the idea into two different strategies.

For draw, you can take the above idea and add in Jace's Erasure to help greatly disrupt your opponent's deck. They take massive damage from Underworld dreams every turn from Teferi's, Howling Mine, perhaps Wheel and Deal, and a Windfall, and then lose cards from the top of their library whenever YOU draw cards via Jace's Erasure. It's a win/win.

For discard, you can pretty much make a deck that is all 3 CC or less (including sets of Megrim, Liliana's Caress, and The Rack). There is SO much 1 to 2 CC discard spells now that you could be dropping hand sizes down to 0 by turn 3 at the earliest (2 with the right acceleration).

I'm not trying to discredit what you're doing here, remember, just offering constructive criticism. You have the nuts and bolts to make both decks effective; I just think that that might be the avenue to consider.

I actually have been helping another guy with the exact same thing. Take a look at:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=175832 and my post on:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=175925.

It's the two I've been helping work, you can see a couple of the users comments in regards to some of my suggestions.

Again, not trying to bust your balls, just trying to help!

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

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Posted 24 April 2011 at 01:34 as a comment on The Nightmare

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Chaos Orb needs to be unbanned with a set of rules that clarify its playability.

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Posted 24 April 2011 at 00:49 as a comment on Banned Galore

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If you drop the Orb to start, ALL permanents come into play tapped, yours and your opponents. The AEther, however, is only opponent. So you can get it out first to set up and not have to worry about it effecting you while you get the rest to hit the table.

Think like for when you are still waiting for one part of the lock.

Muddle the Mixture helps you get Stasis or Chronatog, as well, btw. Another card that you could consider tossing in.

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Posted 23 April 2011 at 23:36 in reply to #156186 on Stasis (Legacy)

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