ryan1028

6 Decks, 72 Comments, 11 Reputation

I like your build as well. I've perfected mine as much as I can until Mirrodin Besieged gets released; depending on what Infect cards are in the new set, mine will probably be reworked a little bit. Anyway:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=133155

0
Posted 19 January 2011 at 12:44 as a comment on Infection Perfection

Permalink

Leyline of the Void is needed, as there are plenty of cards nowadays that just reshuffle the graveyard into the library if they hit the graveyard (namely the Eldrazi)

0
Posted 19 January 2011 at 03:41 as a comment on Grindhouse

Permalink

I just think Pyretic Ritual is underrated...temporary ramp is great for a burn deck that has cheap burn spells...and dealing 6 or more damage on turn 2 is great for a burn deck, as such a deck's philosophy is to burn the opponent down to 0 as quickly as possible...on turn 3, any good deck will have a decent enough blocker for your ball lightning, and about half the damage won't go through...playing it on turn 2 means more of the 6 damage will go through...

0
Posted 19 January 2011 at 03:37 in reply to #117679 on Lightning Rod

Permalink

With the right hand, you could play 3 one cost burn spells on turn 2 as opposed to two...or you could play ball lightning on turn 2 and swing for 6...on turn 2!

0
Posted 19 January 2011 at 03:33 in reply to #117679 on Lightning Rod

Permalink

A deck like this is just screaming for a playset of Pyretic Ritual

0
Posted 19 January 2011 at 02:43 as a comment on Lightning Rod

Permalink

Hey, I finally did away with Lurking Predators and Elvish Piper and made my Eldrazi deck Type 2...I used your deck as a guide, though mine has quite a few differences, as I put my own spin on it:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=136916

0
Posted 19 January 2011 at 02:03 as a comment on Elfdrazi Trap

Permalink

I prefer my GB infect. Including both beefing and proliferating means your deck is trying to do too much; it is better to pick one or the other, and I personally think beefing is much better with Infect than Proliferate is.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=133155

0
Posted 12 January 2011 at 12:24 as a comment on Killer Infect Deck

Permalink

That said, there are always exceptions to the rules, such as decks that have a huge amount of ramp (my Eldrazi deck, for example), or a control deck. Those decks break some of guidelines I follow, though they still conform to MOST of the guidelines.

0
Posted 12 January 2011 at 01:15 in reply to #114932 on Huge Aggro

Permalink

One element that makes a great deck is consistency; it runs the same way every single game except in extremely rare circumstances where there is a horrible shuffle. Consistency is born when you couple playsets (4 copies of cards) with a small deck count (preferrably exactly 60, though your 64 isn't bad, especially compared to friends of mine that run these crazy 150 card decks). Another element to take into consideration is mana curve; unused mana is wasted mana, so simply put, you want to be doing something every turn (there should rarely be a turn that you simply untap and pass the turn unless you are running control). A good mana curve with playsets tends to follow the pattern of 12 one cost cards, 8 two cost, 4-8 three cost, 4 four cost, and 3-4 five cost; unless your deck has a huge amount of ramp, going over 5 or 6 cost isn't good, because you are basically putting cards in your deck that you won't ever be able to use. One last element of a great deck is a good land count, as well as a good amount of non-basic lands (4-8 is the usual). A good number to start with for lands is 23; from this number, subtract 1 land for every 2 non-land mana producers (such as Llanowar Elves, for example), add 1 land for every 2 cards over 6 casting cost...I know this is a lot of information, but these are the rules I tend to follow when making decks, and it works.

0
Posted 12 January 2011 at 01:11 as a comment on Huge Aggro

Permalink

I like those sideboard changes...I've playtested my Eldrazi deck a bit and have found that it still works great with only 16 Forests...I've also decided to make all of my decks legal for Extended, since a couple decks had a few older cards in them (bought some new stuff...also made some new decks)

0
Posted 13 December 2010 at 14:00 in reply to #105428 on Elfdrazi Trap

Permalink

I see that now, because you can pay 1 for each white or red you need, whereas with the druid you have to tap it to produce only 1 mana of those colors

0
Posted 02 December 2010 at 13:31 in reply to #102880 on Infinite Godsire?

Permalink

ya, it appears that skyshroud and druid might as well be the same card, given the same casting cost and everything

0
Posted 02 December 2010 at 11:04 in reply to #102880 on Infinite Godsire?

Permalink

and I just realized that up above I meant removal of the Archdruid on turn 2 or their turn 3, depending on who goes first (I accidentally said turn 3 or their turn 4)

0
Posted 02 December 2010 at 09:08 in reply to #103058 on Elfdrazi Trap

Permalink

that's true...I still prefer Lurking Predators to Summoning Trap though, simply because it makes the opponent reluctant to play anything every turn, which, if they don't, just means I'll drop my Eldrazi for 1 mana instead; it basically makes it where they have to do something if they hope to win, but if they do, they bring about their demise quicker...I guess I'm evil lol

0
Posted 02 December 2010 at 08:08 in reply to #103058 on Elfdrazi Trap

Permalink

yup, that's the result of the people I play against...I have a lot of friends that run aggro and a lot that run a bunch of flyers; the result: my decks tend to have ways to deal with flyers and aggro...not too many people I know run control, which is why I would only sideboard summoning traps for those few specific games

0
Posted 01 December 2010 at 23:19 in reply to #103058 on Elfdrazi Trap

Permalink

Galvanic Blast was the burn spell he used (asked him what card it was)

0
Posted 01 December 2010 at 12:04 in reply to #103058 on Elfdrazi Trap

Permalink

The biggest hindrance to my Eldrazi deck and my Elf deck (http://www.mtgvault.com/ViewDeck.aspx?DeckID=114001) seems to be removal of the Archdruid on turn 3 (sometimes the opponent's turn 4, depending on who goes first). However, with both decks, it doesn't absolutely cripple my game when they remove the Archdruid; it just sets me back a turn, buying them more time to take control of the field before I do. I played my friend's creature-burn deck on Monday with my Elf deck and he dealt 4 damage to my Archdruid on the very next turn (some new burn spell in the new set that deals 4 instead of 2 due to Metalcraft); though it was a bit of a setback, I was still able to win the game.

0
Posted 01 December 2010 at 10:19 as a comment on Elfdrazi Trap

Permalink

well, since I'm still not planning on hardcasting the Eldrazi, I've decided to instead take out 1 Wall of Vines and 1 Pathrazer and replace those with 2 forrests, making 18 mana-producing lands

0
Posted 01 December 2010 at 09:45 in reply to #102789 on Elfdrazi Trap

Permalink

and I should modify that to say "...by the time you actually exile things from graveyard, hand, and library..."; Cards like Path to Exile, Journey to Nowhere, and Oblivion Ring are better suited to deal with a deck like this, in my opinion. The only creature that would cause a problem is Emrakul.

0
Posted 01 December 2010 at 09:36 in reply to #102766 on Elfdrazi Trap

Permalink

if I have problems with it, I'll probably take out the 4 Wall of Vines and put in 4 Eldrazi Temples

0
Posted 01 December 2010 at 09:31 in reply to #102789 on Elfdrazi Trap

Permalink

41-60 of 72 items