Rustedbucket

18 Decks, 602 Comments, 80 Reputation

I see where you are going with this, and would like to offer a suggestion....

Due to the lack of accel from blue, you might want to consider main decking some counters to help stall you opponent while you build the mana base you need to get the 'control magic' rolling. While the walls do offer you early defense, it seems that this deck would fall to speed aggro and weenie decks.

Also, Corrupted Conscience interrupts (or could interrupt) your kill condition. Having a creature deal poison counters while others deal damage could prolong a kill as opposed to expediate it. Perhaps the A-4th Edition "Control Magic" would be a better, and slightly cheaper alternative.

If you get the chance, I welcome contructve criticism, as well.

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Posted 16 March 2011 at 08:00 as a comment on Control Deck

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I'm in the process of building a R/G Infect deck, and, like others, I have to agree that speed is essential.

A while back, there was an All-In-Fect deck posted on Wizard's "Building on a Budget" thread. That is almost exactly what you are wanting to accomplish. Red gives you creature support, basically plowing the road to ensure that your opponent has no blockers, while green gives you the 'pump' you need to make things hit like trucks.

I'd STRONGLY suggest that you take a look at the deck that's on the 'BoaB' page. I play tested that deck and was getting consistent turn 4-5 kills. Basically, in order for any infect deck to work, you HAVE to have a turn two infect creature (or sooner) that you can enlarge the hell out of the following turn. In play testing, I was swinging for 6-8 infect counters on turn 3, I can imagine that with the right mods after further testing, I can have for sure kills by the end of turn 3 as well.

As your deck stands now, bring your Giant Growths, Groundswells, and Prey's Vengeances up to 4 a piece, you NEED those in your hand. Smoldering Spires and Teetering Peaks offer you red mana, but more importantly the opportunity to pump and/or make your infecter unblockable. Add in some Assault Strobes and the next thing you know you've got a 1/1 Mamba getting a Giant Growth, Groundswell, and Assault Strobed on Turn 3 for 16 poison counters on turn 3.

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Posted 02 March 2011 at 15:15 in reply to #96290 on infect the planet!!

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I'll admit I didn't think of Raze, but again, this is not an original deck. I'm not going to dispute that Raze is superior to Lay Waste. However, in the early meta-game, Lay Waste brings Cycling to the table, something Raze cannot do.

Land screwed, cycle; need a burn, cycle; already have their land under control, cycle.

I love your thought process, though! Loved your Infect deck, btw, was gonna' tinker with it a bit later. I'm open for more criticism elsewhere if you ever get the chance.

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Posted 28 February 2011 at 19:15 in reply to #135941 on Scorched Earth v3

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Good thought, but I'm on the same wave length as Kharben. While Strobe would be an interesting add, it would break the synergy that exists. What would I remove, how would it really work out? Lightning Bolt, even Shock, are better alternatives for the fact that it's 2 or 3 damage for one.

Good thought, though. I did overlook Strobe for another deck in the works. That'll be up as soon as I piece the cards together!

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Posted 28 February 2011 at 18:05 in reply to #135853 on Scorched Earth v3

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Nothing really wrong here.

I do question the need for Choking Sands, though. With only those four LD cards, it seems you could find better synergy and support in those spots.

Mind Twist is an option for more hand removal, or Damnation for board control.

Take a look at my Creature-less Necro deck for some other ideas. There are a lot of ways to play Necropotence now, and I've got to admit that playing it creature-less is lots of fun.

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Posted 09 February 2011 at 13:29 as a comment on Necropotence

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Not bad. There are a lot of connections to the Necro of the 90s (same time period I played). I have a non-legal Necro deck as well (Creature-less Necro) listed on the site. I know the Necro decks of the past practically required creatures, but with all the creature/board control that you can get now, it's pretty sweet.

I would personally ditch the Sengir's for either a pair or set of Mutilate or Damnation (black's WoG's, both are 2BB). Cabal Coffers will give you mana acceleration. I can keep listing, but then it would look a lot like mine.

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Posted 17 August 2010 at 20:48 as a comment on Revisiting Necropotence

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