Rustedbucket

18 Decks, 602 Comments, 80 Reputation

I'm not really sure what you're trying to accomplish here. Running the Arena with Necropotence can be poison, I'd drop the Arena fast. There's a lot of acceleration that can be added with Cabal Coffers, that will help you fuel Drain Lifes or Consume Spirits to regain the life you sink into Necro.

Honestly, I could give you a whole slew of ideas, but then the deck would look more and more like mine. With Necro, you want to go hand deprivation and/or board control. Play Edicts, Damnations, Mutilates, Disks, etc. while you generate the cards you need to use a X1B spell as a kill condition. Take a look at my Necro deck for some ideas:

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

0
Posted 17 April 2011 at 00:27 as a comment on Necropotence PLz Comment

Permalink

Alternatively to the Vise being the kill condition, you could also add Chronatog once to obtain the ultimate hardlock. The Howling Mines allow to shorten the 'clock' to create decking as a kill condition.

0
Posted 14 April 2011 at 20:42 in reply to #153419 on Mono_U_stasis

Permalink

Nothing really wrong here. I too have played Stasis for years (and have two Stasis decks listed here), and agree that mono-U seems much easier to play. Jace Beleren is an excellent addition to this style of Stasis play.

The other alternative you could consider is Vedalken Mastermind as a means to bounce Stasis to your hand at every EOT. I personally have found bounce to be most effective, as I find it easy to protect the creature with a full suite of counters.

Note that in Legacy, Brainstorm is not restricted if you wish to play more.

If you're looking for some alternate takes, again, I have three Stasis builds here:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=86463;
http://www.mtgvault.com/ViewDeck.aspx?DeckID=161172; and,
http://www.mtgvault.com/ViewDeck.aspx?DeckID=172218

0
Posted 14 April 2011 at 20:40 as a comment on Mono_U_stasis

Permalink

100 cards...? You'd be better off shaving to 60 and removing everything over a 3 CC mana cost.

Burn needs to be fast, 100 cards doesn't get you what you need when you need it.

0
Posted 14 April 2011 at 16:06 as a comment on burninator

Permalink

I also don't really understand the purpose of Furnace Celebration. If your kill condition is Poison counters, why bother dealing damage? Perhaps in place of those, Teetering Peaks or Smoldering Spires would offer you flexibility.

0
Posted 14 April 2011 at 16:01 in reply to #153354 on budget turn 2 win

Permalink

Lighting Bolt counteracts what you want to do with Infect, this makes half of the utility of Bolt wasted. If you intend to use LB to clear the path of an early blocker, I would strongly suggest Flame Slash. The downside to Flame Slash is it's sorcery speed, but it can help get rid of slightly larger blockers early on and still offer you the same CC of the Bolt.

Alternatively, Assault Strobe could also be a solid choice here as it gives you an alternate way to hit hard early.

0
Posted 14 April 2011 at 15:59 as a comment on budget turn 2 win

Permalink

As I see now that the Lattice creates your biggest headache, Splinter, Jester's Cap, Extract, etc. would work wonders on it early on.

0
Posted 14 April 2011 at 15:46 in reply to #153346 on Artifact is too strong

Permalink

Exile is what you need. As the Darksteel Forge is probably your biggest issue, you need alternatives to remove cards from the game, or remove cards from your opponent's library so that he cannot get to them.

Extract and Jester's Cap are examples of how you can exile some of his threats from within his deck. Swords to Plowshares will give Exile creature removal against the Platinum Angel should that become an issue. Splinter, while not effective while cards are indestructible from the Forge/Lattice combo, can help you thin out some options early on (for example, Splinter a Lattice before the Forge gets out and he loses all of his Lattices).

Or, play Hurkyl's Recall yourself and hose him when he's not expecting it. That he would not see coming.

Otherwise, tell him that Tinker is BANNED in Legacy and Restricted in Vintage and make his deck "unplayable."

0
Posted 14 April 2011 at 15:44 as a comment on Artifact is too strong

Permalink

How about Sol Ring, Temple of the False God, and Ancient Tomb? Cloudpost could even find a spot in this deck as mana acceleration. Keep in mind, you only have 16 active mana sources from land as Eye doesn't give mana, it just saves it. Temple and Tomb would be great adds for you.

1
Posted 14 April 2011 at 14:12 as a comment on Yet another Eldrazi

Permalink

I would agree, Flame Slash could be an alternative as well.

0
Posted 14 April 2011 at 13:51 in reply to #153307 on K Red

Permalink

I'm pretty sure Demonic Tutor was when Ice Age had come out. Necropotence was not at the time, but I'm 99% sure the Tutor was.

But I agree, I LOVE Necropotence decks. I've got one running at the moment that is creature-less and it is a blast to play. Some of the newer cards make Necro even more exploitable, take a look at it here: http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456

0
Posted 13 April 2011 at 16:20 as a comment on My first deck i ever played. god i miss it

Permalink

Necropotence (restricted) might even be a way to gain some great card advantage all while not being hit by the Underworld Dreams. It reads, "put that card into your hand" and not "draw a card."

Demonic Tutor (also restricted) would be a great add, as well.

Two options of the 4 spots opened up.

2
Posted 11 April 2011 at 18:34 in reply to #152200 on Vintage Black Control

Permalink

Why 25 swamps in a Mono-Black deck that runs Mox, Lotus, and Ritual x4? Lake of the Dead, maybe, fetch lands, Duress, Thoughtsieze main decked in place of 4 Swamps?

It's good, don't get me wrong, but 25 lands is more than 40% of your deck. Shave it to 21 lands and splash in some more control.

1
Posted 11 April 2011 at 18:32 as a comment on Vintage Black Control

Permalink

A discard themed deck that is missing Hymn of Tourach, Hypnotic Specter, or Mind Twist? How 'bout Thoughtseize?

Creatures are not a reliable way to force discard, by the time they get to the board, your opponent most likely has blockers and/or answers in their hand.

0
Posted 21 March 2011 at 18:11 as a comment on death by discard

Permalink

This is a much better build than your #2 deck; U/W always seems easier to build with Stasis even though G suits it very well, too. The deck needs Sol Ring, and I would strongly suggest bounce with U/W versus pay with your U/G build.

Boomerang, Chain of Vapor, Rescue, all will work at getting your Stasis into your hand at the end of your opponent's turn so that you may have an untap phase. Add in an Isochron Scepter and it's insult to injury, really, being able to do it every turn. Vedelkan Mastermind will do the same thing (and you will see that in my Blue Prison deck posted on the site).

With only 2 Stasis' in the deck, however, I would strongly consider adding Muddle the Mixture; it's a 2 CC instant/sorcery counter that alternatively allows you to tutor for a 2 CC card (a Stasis hunter, if you will).

0
Posted 19 March 2011 at 18:34 as a comment on Stasis Deck #1 W/U

Permalink

Gush is almost mandatory in this build for the card advantage and the alternative cost. It would be a better way to feed Stasis' upkeep if that's the route you're going.

And what about Frozen AEther? Having a Stasis on the board doesn't really protect you from anything unless you can force lock them into it. Otherwise, your opponent will just horde mana like you plan on doing for your creatures.

I've got two Stasis builds currently listed (Isochron Stasis and Blue Prison). Take a look at those from alternative ideas.

0
Posted 19 March 2011 at 18:31 in reply to #143678 on Stasis Deck #2 U/G

Permalink

How do you plan on maintaining the Stasis' upkeep? Are you planning on paying U every turn? I'd suggest bouncing it as an alternative, because playing the creatures you want to play is going to require you to NOT pay the upkeep.

0
Posted 19 March 2011 at 18:28 as a comment on Stasis Deck #2 U/G

Permalink

Ok, I see where you're coming from now. I ran a couple of sample hands and I must admit the first 4 were unfavorable but workable for a turn 5 kill. Then I got this:

Mox x2, Tainted, Ornithopter, Mirrian, Stinger, and Groundswell with the first draw being a Forest. I did the math, and assuming the Stinger that was played on turn 1 gets through, it's lethal infect counters.

So I tried some more, and noticed similarities between both sets of examples. Sometimes loaded on pump, other times loaded up on land, while a few, I would have had Moxes staring at me saying, "ah ah ah, you can't use me yet." In that event, how would you feel about Smoldering Spires? It comes into play tapped, but assuming Mox support, having an unblockable infector for a turn could trounce a game that has a slow start.

Now that I've had time to work it a little bit, I do see it's speed and effectiveness.

I welcome any suggestions that you have when you are able.

0
Posted 18 March 2011 at 11:49 in reply to #143156 on Infect FTW

Permalink

This is a great example of how non-budget infect should look. The only suggestion I have is personal preference.

The Blight Dragon, how about sideboarding that as it's situationally used now as it is. Your summary states the plan quite well, so having a 5 CC in your opening hand can't help your cause. Necropede, as inexpensive as it is, might help your speed cause even more. Or, simply more pump.

Again, it's a personal preference, but if you're anticipating your opponent dead before the Blight Dragon hits the board, why have them maindecked?

0
Posted 18 March 2011 at 10:50 as a comment on Regionals Winning Infect

Permalink

Smoldering Spires and Teetering Peaks will give you the sneaky option of getting some infectors in slightly bigger and unblockable. The lands themselves are not entirely reliable, but the alternative ability they bring are great for infect.

Otherwise, I'd prefer seeing a lower curve. Infect needs speed, you don't want to be waiting around for mana/land.

Untamed Might is an interesting add here. While a great card, in order for it to be effective you need a few turns to get it ramped. Prey's Vengeance and Groundswell would be better alternatives, too.

I love Flame Slash, and would suggest going with a playset over Lightning Bolt. Ultimately, you're using the Bolts and Flashes to clear the road for your infectors. And even though it's a Sorcery, Slash is much more reliable in that role.

I suppose I sound like a broken record between both posts, but I'm a firm believer in the turn 3/4 win with Infect. Otherwise, Infect turns into a losing battle that's really hard to right.

0
Posted 18 March 2011 at 10:32 as a comment on Infect Redux

Permalink

521-540 of 566 items