Rustedbucket

18 Decks, 602 Comments, 80 Reputation

Extraplanar Lens would give you some flexibility in the event you need to counter more than once a turn. Also, Daze gets you a free counter in theory, while Gush could help put some cards in hand and keep land drops coming.

Going all.counter is fine and good, but you'll get to the point where you end up top decking everything. Draw won't hurt.

Should.you get a chance, I welcome any comment or criticism you could offer any of the builds I have posted here; just click on my name to see the deck list.

Thanks!

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Posted 02 June 2012 at 18:22 as a comment on Nope.avi

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This has to be of the better reanimator decks that ive seen in while. You have the right creatures, the right reanimator spells, and the right acceleration. The only thing that i do not see is Demonic and/or Vamoiric Tutor. While not necessary to the build, having the ability to search out a specific need (like a Putrid Imp when in a pinch) can at times be detrimental.

Beyond that, im curious if you ever find yourself pinched for mana. I know youre not hard casting anything, but only 18 mana producing lands (im not counting Cabal Coffers because its dependent) can be tough. Perhaps Urborg, Tomb of Yawgmoth would be a solid add here, something that would further warrant a tutor.

Again, though, nice job! Reya is must for reanimator and so many people dont even know about her, awesome!

If you get a minute, i welcome any comments or criticism you could offer any ofbthe builds i have posted here; just click on my name for the deck lists. Thanks!

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Posted 01 June 2012 at 21:00 as a comment on funimation

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With nohing over a 3 cc, I'm not convinced you need 24 lands. You could easily shave down to 22, maybe even 21. In that place, look towards some more removal options to help the defensive end. Or, some ramp or pump could help in the build as well.

Hope these ideas help. Should you get a chance, I welcome any comments or criticism you could offer on any of the builds I have posted here; just click on my name to see the deck lists.

Thanks!

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Posted 01 June 2012 at 16:21 as a comment on Forest Rioters

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I like the idea, but I question the efficiency. To start, some of these curses have a steep cc, I would definitely suggest running a set of Dark Rituals to help fuel the costs. I also question the need for Grave Titan here, if its an alternate kill con, again, acceleration is necessary. Alternatively, Obliterator will accomplish the same thing, but perhaps more successfully.

Also, be advised that Demonic Tutor is restricted. Vampiric Tutor could accomplish the same thing, but that is also restricted.

Hope these ideas help. Should you get a chance, I welcome any comments or criticism you can offer any of the builds I have posted here; just click on my name to see the deck lists.

Thanks!

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Posted 01 June 2012 at 16:16 as a comment on Curses (First Attempt)

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Helios is correct. The Citadel is not a basic land and therefore we can only run four copies. Add in the otherartifact lands, especially Seat of the Synod to accomodate options like Thoughtcast or other draw mechanics.

The biggest concern, though is the large mana curve and low acceleration. Nurse can have some remarkable speed, but you'll need to adjust your build to accomodate that.

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Posted 01 June 2012 at 16:00 as a comment on Myr Rape

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I'm not convinced that you need 30 lands in here. Considering nothing is more than a 4 cc, you're most likely really handicapping yourself. Shave down to 22, keeping the artifact lands if you wish, and add in some Thoughtcasts or Thirst for Knowledge for draw, Trinket Mage could be interesting as it will search for land if you wish, even Skullclamp would find an awesome place here.

Hope these ideas help. Should you get a chance, I welcome any comments or criticism you can offer any of the decks I have posted here; just click on my name to see the deck lists.

Thanks!

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Posted 01 June 2012 at 15:54 as a comment on Mirodin Mayham

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Ah, the other deck up my alley....

U/W Stasis can be particularly violent. You have most of the necessary basics here, and again, not too unlike my U/W and mono-U versions. Though, consider Daze in place of Counterspell, though Counter is a little better in U/W.

Beyond that, take a look at Isochron Scepter. Imprinted with a Boomerang, or something similar, and you have remarkable possibilities. Counter, Swords, Orim's, etc. can all be out on it to help make things murder for your opponent.

Again, I've got two Stasis builds here. Feel free to take a look at them for some ideas for your own. You can find them by clicking on my name: Blue Prison and Isochron Stasis, respectively.

Thanks!

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Posted 01 June 2012 at 01:17 as a comment on Stasis

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So the first couple decks you oost are right up my alley....

I have a Necro deck that is almost exactly like this one. The only real suggestions are to move away from the Corrupts and shift into creature control in the form of Diabolic Edict or Geth's Verdict. With the card advantahe you get, the lsck of targeting by losing Doom Blade will not be noticed.

Secondly, you can probably move away from the Scepters. There are so many tools now a days that you can run creatureless if you want (though i run 2 Obliterators in my build, too).

I'm not convinced that you need 4 Consumes and Drains. You will never be at a card disadvantage, so you can afford to run a set of one and replace the other slots with Demonic Tutor, Vampiric Tutor, or more Damnations or Mutilates.

Take a look at me Necro build. It's called Black Hole v2 in my deck list, which you can find by clicking on my name.

Thanks!

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Posted 01 June 2012 at 01:11 as a comment on Necropotence

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Comments on Oracle say this works, however, common sense says that you are ending that extra turn via this card. I'm not convinced that the wording allows this as exact wording IS quoted on the Sundial, wording that does NOT match that on Final Fortune, even when consultng Oracle definitions.

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Posted 31 May 2012 at 23:33 in reply to #260674 on Final Fortune Abuse

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Are you sure? "At the end of that turn" is not "until end of turn" or "this turn" as stated on the Sundial. Further, the wording on Final Fortune leads me to believe that it's not a 'stacked ability,' rather it's part of the ability that triggers the extra turn. Thus, the Sundial just ends the game for you sooner resulting in a loss. Oracle, here I come....

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Posted 31 May 2012 at 23:25 as a comment on Final Fortune Abuse

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And like youve said, the deck doesnt look like this anymore. Why make suggestions on something that isnt a reliable deck listing.

Hence me suggesting to delete the build. He obviously doesnt care, so why should we, or why should you, for that matter?

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Posted 31 May 2012 at 19:11 in reply to #260575 on Evincar's Tyranny

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If thus isn't what the deck looks like, how are we supposed to offer comments? Considering this, please delete this build and have your friend do the job of posting it correctly. There are plenty of decks more worthy of receiving the attention than this.

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Posted 31 May 2012 at 18:30 in reply to #260563 on Evincar's Tyranny

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I understand your choices, but your mama curve is out of control. You need to find a way to balance your curve so that you can begin milling ASAP. Look towards Glimpse the Unthinkable, Brain Freeze, and Have's Erasure to help your speed. You should be able to get this down to where nothing in the deck costs more then a CC of 3. Even Jade is questonabke here as you'll want to have most of your milling done prior to him going off.

Additionally, you might need to find a way to replenish your hand; Tezzerit's Gambit could help while also aiding Jade should you chose to keep him.

Hope these suggestions help. Should you get a moment, I appreciate any comments or suggestions you could offer any of my builds. Just click on my name to see the deck list.

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Posted 31 May 2012 at 17:12 as a comment on Milling, comment please!

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It's built following the Vintage banned/restricted list, but designed for casual.

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Posted 31 May 2012 at 02:44 in reply to #260430 on Isochron Stasis v2

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Not bad. There are a couple of alternative options you take with this.

Akroma, Angel of Wrath is one of my favorite creatures in a reanimate deck. How could you possibly go wrong with 6/6, flying, first strike, haste, pro black/red? And, she can hit the board turn one with Dark Rit, Entomb, Exhume. Granted you need a bit of luck, but its still awesome.

Additionally, adding Green might offer you some options. First, the acceleration is handy as it will let thin out the library increasing draw odds (a negative, to.some with reanimator), but also open up cards like Wild Mongrel to dump creatures.from your hand and Defense of the Heart (not reanimator, but a similar presence and a nice scare tactic). Speaking I'd Green, where's Silvos (8/5, trample, regen)?

Hopefully some of these ideas work for you. I always love looking at great reanimator decks, it makes me miss mine. Double check on the legality of Entomb, it was restricted last I checked, but that doesn't matter if youre staying casual.

Should you get a.minute, I welcome any comments you coukd offer on one of the decks I have posted here; just; just click on my name to see the decklist. Thanks!

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Posted 30 May 2012 at 14:01 as a comment on Roberts Reanimator

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Gotta love the pure Black!

There's some very good things here, but I question some of the choices you have made. For example, Sinkhole is amazing, but in a build like this it seems out of place. You might consider moving the Sinkholes out in place for some life gain to help fuel your Necropotence. Consume Spirit or the good 'ole Drain Life would find a home here incredibly well.

The biggest concern I have, though, is the lack of draw. Granted Necropotence IS the best drawing mechanic in the game, you don't have too many tools that will help you dig for it. Cards like Sign in Blood might help get this necessary tool into your hand. With how Death Cloud and Pox work, you need a way to get your hand filled again so that you're not dead in the water with bad draw.

I love most of your defenses: Hymn, Duress, Edict, Disk (all cards I have in my Necro-deck). I question, though, Sudden Spoiling and Sudden Death. Damnation is even awkward as you should be able to maintain a clear board with those elements already.

That said, I would definitely try to make room for a Cabal Coffers or two to help fuel a large Maga (though Coffers will be counterproductive with Pox/Death Cloud) and Urborg, Tomb of Yawgmoth to help prevent coloring issues in the early game with Wastelands and Strips.

Beyond that, I can't really suggest much more without making this deck almost identically like mine. So, that said, take a look at mine to see if there's anything you can steal. The deck list is here: http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456. Keep in mind that my build is Casual as I am running 4 copies of Necropotence (which is Restricted). Perhaps we could bounce ideas off of one another!

Nice build!

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Posted 29 May 2012 at 21:06 as a comment on Pure black

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Right off the bat, the mana base and cure concerns me. I would strongly suggest upping the land count to 23 or 24 to help address the curve you have in place. Two lands don't sound like a lot, but the balance it will bring will be significant. Alternatively, colorless tappers could be used either in the form of creatures or artifacts (namely Sol Ring).

Browbeat is an amazing card! So good that you should consider running four. Or, look towards Sensei's Divining Top to help with card quality.

Otherwise, I don't see to many issues with this build. The balance of removal is ok, while you're ultimate focus is solid and stable. Clean up that curve and you should be pretty close to golden.

Should you get a moment, please take a look at one of my builds; just click on my name for the list. Thanks!

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Posted 29 May 2012 at 17:04 as a comment on Red/White Aggro(please comment and suggest better cards)

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Not sure how you feel about pain lands, but Caves of Koilos would be a good choice over Tainted Field, specifically for early drops. Marsh Flats is also particularly good to help prevent color housing, and it can fetch for the Scrublands.

The only other card that I think should find a home, whether it be main decked or sideboarded, is Vindicate. It's HUGE!

If you get a minute, please feel free to offer any comments to one of the decks I have posted here. Thanks!

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Posted 27 May 2012 at 21:24 as a comment on Yawgstorm's Kill

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Necropotence is hands-down my favorite card! So I love looking at other people's takes on this powerhouse. Let's see what we have here.

Right off the bat, I look for Dark RItual...I don't see it here. While I can justify not playing it in a two color deck, the importance of having it in this particular build is backed up by the high mana costs that exist in the deck. You really need the mana base that Rit offers you so that you can increase the speed in which you can succeed.

Exsanguinate is a great card, especially in a multi-player format. To help power it up, Cabal Coffers is a strong consideration. Back Cabal Coffers up with Urborg, Tomb of Yawgmoth and one Exsanguinate can turn the tide.

Because of the advantage that Necropotence gives it's player, you might look into increasing your protection/defense through means of disruption (discard) and/or board control (removal). I can imagine you love pulling a Doom Blade, but I question if you get it/them as often as you need. Look towards Geth's Verdict, Go For the Throat, Diabolic Edict, or board clearers like Damnation or Mutilate to help keep you alive.

Black/White cards that will find AMAZING use here come from Vindicate (a necessity in almost any B/W build) and Death Grasp.

Take a look at my Necropotence build for some more ideas. I've been fine tuning it over the years and it's only recently received a creature (prior to Phyrexian Obliterator it was a 100% creature-less deck). Hope you like it: http://www.mtgvault.com/ViewDeck.aspx?DeckID=86456.

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Posted 27 May 2012 at 21:04 as a comment on Necropotence

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Game rules restricts card choices to a maximum of 4 per copy; the only exception to this are cards that specifically state there can be more than one in a deck or specific restrictions of specific cards limiting copies to 1 per deck (basic lands are exempt from the 4 per copy rule). That said, you would need to remove:

1 Elebrus,
10 Bruna,
1 Curse of the Bloody Tome,
1 Time Warp,
2 Time Reversal,
2 Visions of Beyond, and
1 Temporal Mastery

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Posted 27 May 2012 at 20:53 as a comment on awesome

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