Rustedbucket

18 Decks, 602 Comments, 80 Reputation

Hymn is a good card because it can remove anything in their hand, it's not biased. Being able to choose a card is great, but guaranteeing that you're getting two cards for two mana is great. Distress only gets you one card (though chosen) for the same cost as Hymn. If you run Hymn after a Duress, then you are 'kind of' choosing what the Hymn can get.

After reading the Shortfang, the flip is part of the tap mechanic. So it will always come into play unflipped and will only flip when you activate it.

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

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Posted 21 April 2011 at 16:53 as a comment on Multiplayer monoblack discard

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Hmm....

Burn could work. Splash artifacts yourself like Great Furnace and Seat of the Synod (the R and U artifact lands) for Shrapnel Blast. Lightning Bolt and other 1 or 2 CC for 3 spells.

You could also consider tossing in Whispersilk Cloak to make some creatures unblockable. Slith Firewalker (R) could be used early game to get big, then even larger throughout the game with the Cloak.

So, to start,

Artifact: Great Furnace, Seat of the Synod, Whispersilk Cloak
Red: Lightning Bolt, Shrapnel Blast, Slith Firewalker, Shatter, Pillage, Misguided Rage, Smash to Smithereens, Seething Song (for accel), you could even splash some land destruction (Pillage does either, as does Demolish), Dwarven Blastminer could be good, too, since all he has is non-basic land
Blue: Counterspell, Mana Leak, Extract, and other counter or draw to keep your hand topped up.

The Burn base would give you 20 from Shrapnel, 12 from Lightning Bolt, 12 from Smithereens, plus whatever you add from Slith Firewalker and other alternate sources.

That should be a good start. Try not to play anything that costs more is bigger than a CC of 4. Speed is crucial so that you have answers right from the get go. And remember, Lightning Bolt Tezzeret the SECOND he hits the board.

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Posted 21 April 2011 at 16:30 as a comment on Artifact is too strong

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I'd like to see more acceleration here. I'm aware of the the likelihood of playing Woe early because of the removal, but Dark Rits would allow you to get him or Visara into play a turn or two earlier to end the game sooner.

With that said, consider removing Terror (as Doom Blade and GftT are doing the same thing) to add in at least 3 Rits. You could also consider replacing the Blades and/or Throats for Diabolic Edict or Chainer's Edict (as they aren't biased to color, but you don't get to choose (Diabolic Edict can be put on the Scepter)). I'm personally not a fan of Dark Banishing because of its cost, so if you take this advice, replace the Banishings with the Terrors.

So:

-3 Terror to +3 Dark Ritual
-4 Dark Banishing to +4 DIabolic Edict

And even consider adding in Demonic Tutor for some search or Liliana Vess to take advantage of all the creatures you are removing.

I welcome any comments and criticism you have to offer on any of the decks I have posted here (just click on my name to see the deck list). I have two Mono-Black decks (Necropotence and Multiplayer Mono-Black Control), perhaps they could offer assistance in your build. Thanks in advance.

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Posted 21 April 2011 at 14:46 as a comment on Mono Black Control

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Silver Knight might be a strong consideration for the Prot: Red it offers.

Swords to Plowshares is a MUCH better removal than Go For the Throat. I would up the total to 4 without question.

With all the First Strike, if you really want to have fun, toss in a Death Pits of Rath. If you decide to do that, consider bouncing out non-first strikers and splash in some defense like Wing Shards, Diabolic Edict, or Rain of Blades to compliment Death Pits.

If you're confused with how the Death Pits would work, First Strike damage would be put onto the stack, Death Pits ability would resolve before regular damage enters, and a 1/1 first striker becomes a force to be reckoned with. I've got a B/W deck that runs the concept, take a look at it for some ideas.

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

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Posted 21 April 2011 at 02:26 as a comment on Witty Knight Deck Title

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I'd definitely go U/R for counter, land destruction, and artifact hate. Pillage is a great card, as is one of my new favorites, Misguided Rage (it forces him to choose what goes), then you blow another that you want with a Shatter or something else.

Red has some acceleration now with Seething Song and that other 3 for 5 card (can't remember the name).

I agree with Cad, Shatterstorm would absolutely ruin his day if you can get it out before the Forge. But again, Extract will get the Forge to disappear. It costs 1 U so you can use it first turn, and then he's in for a world of pain.

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

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Posted 21 April 2011 at 01:58 in reply to #153386 on Artifact is too strong

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I agree with pretty much everything that's been said so far.

Increase your land count to 20. Drop Dark Ritual as you only have 8 spells that really need it. For a discard deck, you're missing one of the best discard cards ever printed, Hymn of Tourach.

I personally don't have a problem with the Demonic Tutor, but you should really only be playing 1 (since they are restricted), adding Liliana Vess in place of the two freed slots would be a strong play (but that might also warrant keeping the Dark RItuals (or even adding 2 to make a set of 4)).

Bottom line, you are kind of trying to combine two ideas into one deck. I would really focus on the discard theme and try to exploit it to the next level.

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

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Posted 21 April 2011 at 01:49 as a comment on Multiplayer monoblack discard

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Innocent Blood and Barter in Blood are, in my opinion, CRUCIAL for multiplayer mono-black. In fact, I have a creatureless, multiplayer, MBC deck listed on the site if you want to take a look at it for some suggestions.

While your curve is solid, I'd consider alternate ways to win than creatures. Exsanguinate is such a good card for multi that there's no reason not to have 4 in the deck. Syphon Soul would also help as it's a great way to boost your life total.

MBC makes a lot of enemies in multiplayer which is why I choose to play it creatureless. Just have answers for everything and people will have a tendency to steer clear of you so that they don't piss you off. Again, take a look at http://www.mtgvault.com/ViewDeck.aspx?DeckID=173763 for some ideas.

I welcome any comments and criticism you have to offer with any of the decks I have posted here. Thanks in advance.

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Posted 21 April 2011 at 01:43 as a comment on black multi-player

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I understand where you're going here, but you're leaving yourself quite exposed.

For starters, the Dark Rits aren't going to carry you along in the early game. I would strongly suggest you increase your land total to at least 20 and possibly add in Cabal Coffers or other forms of acceleration to help move things along. Sol Ring or other tap artifacts would help immensely.

Also, Royal Assassin is a blast to play especially when you really get to exploit him. Consider adding an Icy Manipulator to do some real damage so that the "Vinnie's" (as I call them) clear the way.

My last suggestion would be removal. Your curve is tight, and again, with only 30% land, you may find yourself in a bind more often than not. I would suggest Chainer's Edict or Diabolic Edict to help bide the time while you get set up.

I welcome any comments and criticism you have for any of my decks. Thanks in advance.

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Posted 21 April 2011 at 01:39 as a comment on Mono Black Combo w/mostly vamps

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I would strongly suggest Entomb and Defense of the Heart.

I have to be honest, blue as a primary color in a reanimator deck is odd. You have the workings for a solid B/G deck. Cycle out the blue, as counters aren't necessary, and splash in green for Wild Mongrel (a means to get creatures out of your hand and into your graveyard), Defense of the Heart, and acceleration.

Dark Rits would be good here as well. The opportunity to drop a Buried Alive turn one is key. Add Entomb with Dark Rits and you have the opportunity for first turn Akroma (with Swamp, Rit, Entomb (Akroma), Exhume). Speed is pretty huge for reanimate, blue is holding you back.

I welcome any comments and criticism you have for any of my decks. Thanks in advance.

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Posted 21 April 2011 at 01:34 as a comment on Reanimate

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I do know the feeling about Rits sitting in your hand later in the game. Still, it provides exceptional speed in the early game. Perhaps if you had more instants the flexibility of having open mana would be more beneficial.

Twist is still, in my opinion, the best discard card in the game. You're right, though, it's slow and by late game it's situational at best. But, when paired with acceleration, you can drop a hand from 5 to 0 in a turn and that's just evil. Again, Dark Rits can help this, as can Sol Ring and other accel. But, with so few cards that cost more than 1 B, Sol Ring would be a waste here as well.

If anything, Mutilate might be the better alternative for you. It costs the same as Damnation and it really isn't that much; it's by turn 3-4 that threats 'might' need to be addressed.

And come to think of it, with the low curve in your deck, Winter Orb might be a decent alternative for you defensively, as well. I haven't thought that one all the way through, but through second glance, stalling them gives you more time to deplete their hand and seal the deal. You'd take little set back.

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Posted 19 April 2011 at 18:40 in reply to #154940 on A Good Old, Non Creature, Discard

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I'm curious as to why you have not decided to put Mind Twist in this deck. Also, Dark Rituals would be semi beneficial as they will allow you to play some 2-3 CC spells turn one, along with accelerating Liliana Vess onto the table.

For protection, should something slip through, I would strongly suggest Innocent Blood (as you are running only two creatures, it shouldn't effect you). Mutilate/Damnation are a consideration for the sideboard in event you do run into those rare situations.

I welcome comments and criticism on any of my decks. Thank you in advance.

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Posted 19 April 2011 at 18:12 as a comment on A Good Old, Non Creature, Discard

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No, I was referring to Necropede, the 1/1 Infect artifact creature. He gives you an early option at poison counters without having to wait for a card that will give him infect. Play him with a little bit of pump either from Teetering Peaks or Smoldering Spires and he gets in pretty quick.

The reason I am suggesting this is because your poison counters are dependent on having Tainted Strike in your hand. Necropede gives you a creature, similar to Plague Stinger that doesn't need the sorcery to work,

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Posted 19 April 2011 at 17:43 in reply to #154909 on Kiln infect

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I used to run a G/B reanimator deck and I know how it feels to be sitting on accel with nothing to play it on. It's just that opportunity, though, because when it happens, it feels great. However, there are those times where you will hard cast a spell, so Rits aren't entirely wasted.

I splashed green for two cards, really. Wild Mongrel, to ditch big killers in hand via draw, and Defense of the Heart, search for two creatures and put them into play if your opponent has three or more creatures. Both are a sure fire way to get things out fast at alternative means.

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Posted 19 April 2011 at 17:02 in reply to #154912 on Dragon Reanimation

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Dark Ritual needs to be here for a first turn:

Land, Dark Ritual, Entomb, Exhume.

You could even branch out of the dragon theme and add in Avatar of Woe and Akroma to make things a bit more violent. A first turn Akroma with what I just listed makes for incredibly short games.

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Posted 19 April 2011 at 16:33 as a comment on Dragon Reanimation

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Necropede seems like a no-brainer here. It's a turn 2, colorless infecter that can get in for some early poison counters.

I'd also consider removing Contagion Engine as it's a dead card in hand early game, and more some considering you are hoping the game is over before you really get the chance to play it.

I welcome any comments and criticism you have to offer on any of the decks I have posted here. Thanks in advance.

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Posted 19 April 2011 at 16:24 as a comment on Artifact Infect Deck

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Flame Slash would be a good option for creature control, as well, without the alternative cost that Lightning Axe adds. Hammer of Bogardan would be a good choice, too, for the return ability late game.

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Posted 19 April 2011 at 16:15 as a comment on Counter/Burn

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You can accomplish the same thing with Necropede (2 cc and already has Infect) and either Smoldering Spires or Teetering Peaks. Necropede would be a huge add to the deck as it would give you another turn 2 creature drop that doesn't have to wait to be given Infect.

I appreciate any comments you have to offer at your convenience. Thanks in advance.

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Posted 19 April 2011 at 16:07 as a comment on Kiln infect

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I'd really like to see some dual lands in here to help speed up the deck. Eight of each basic simply won't cut it, and with only 24 land in a 70 card build, you might be thin when you need it most.

Perhaps even City of Brass among some of the duals, pain lands, 'into play tapped' lands, or fetch lands would greatly improve your goal.

I'd love comments on anything I have offered up on the site. Thanks in advance.

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Posted 19 April 2011 at 16:05 as a comment on KNIGHTS

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BTW, my final build has been posted. I WILL NOT be making any changes to my Necro deck. In casual environments, it absolutely dominates people. The sideboard was made for my local/friendly play.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456

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Posted 19 April 2011 at 15:15 in reply to #154013 on Necropotence PLz Comment

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The key to making a Necro deck dominant is to maintain a low mana base. You ultimately want to be able to address a threat every turn at little cost. With that in mind, here are some suggestions:

Cards like Duress and Thoughtsieze are great opening hand plays. Both allow you to look into your opponents hand so that you can determine any initial threats, and possibly break it up. I play Duress, but it's because I don't own Thoughtseize. Inquisition is good, here, too, as it is situationally as good as Duress.

I'd strongly suggest Demonic Tutor if you can get your hands on one. Not only is it cheaper to cast than Beseech, but you also don't have to reveal the card.

Diabolic Tutor is a solid play here. The only reason I do not play it is because I prefer the flashback that Chainer's Edict offers.

Don't be afraid to play a couple of copies of Drain Life or Exsanguinate to assist in the life gain. Multiple copies of Ivory Tower and Zuran Orb are nice but unecessary. Health regen allows you to be beat on and take it, I prefer to not get beat on. Oblivion Stone, Powder Keg, and Nevinyrral's Disk are all solid plays in Necro. I prefer the Disk because it wipes the entire board (and also shuts off your Necro in times where you really need it to go away (it happens)).

As far as your mana base go, you're fine, but heavier than I prefer. I recently added two Urborg, Tomb of Yawgmoths to my deck and LOVE it. It adds tremendous flexibility to the deck. You have to remember that when a land becomes a Swamp from U,ToY, the land gains Tap: add B to your mana pool (which means it taps for black and so will Cabal Coffers). This helps early when you get a Coffers and still can't 'use it.' Oh yeah, it pumps the Mutilates, too (which I prefer over Damnation as they can kill indestructible creatures).

The only other addition I would suggest, and again, something I've added just recently, is Lilliana Vess. What she offers a Necro deck is amazing! I typically only use her for her Tutor ability, as it will ensure that you get from your EOT Necro draw. LETHAL, and incredibly broken. Plus, she technically buys you more time as your opponent needs to seriously consider who they want to attack (you or the planeswalker).

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Posted 19 April 2011 at 15:11 in reply to #154013 on Necropotence PLz Comment

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