SavageTheCabbage

105 Decks, 363 Comments, 50 Reputation

I do think Stormcrow should be on the list just for the tollololols ;D

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Posted 12 February 2012 at 13:31 in reply to #234132 on The Best 2-Drops Ever Made

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In my opinion, you've missed the mark on a lot of these cards: Diabolic Edict, Exhume, Cabal Ritual, Brain Freeze, (probably) Burning Wish, (maybe) Infernal Tutor, Lightning Helix, Animate Dead, Lotus Cobra (and maybe others), ... should not be on the list. If a card is among 'the best . . . ever printed' it should either be format changing, or enable something that will make a huge impact.

You might question a few of the choices on my list but hear me out.
-Diabolic Edict is awesome, mostly due to nostalgia, I used to run it all the time in my old MBC decks. It's definitely not on the level of Channel, Time Vault, Balance (the Grand Daddies of "best") or Bob, Jitte, etc..
-Exhume and Animate Dead are components of reanimator, a major contender in legacy. But they are not "the best" without Entomb -- which is the heart and soul of the archetype and is /the/ card that enables the deck.
-Cabal Ritual .......?
-Brain Freeze is good, yes, but unless I'm missing something it's not that good. Glimpse is allowed to stay on the list only because it's ****ing huge and gives mill a competitive edge, but honestly.. I don't think anything mill could honestly be compared to the Grand Daddies.
-Burning Wish.. The wishes are cool, but unless this one in particular somehow carries burn.. it shouldn't be here.
-Infernal Tutor is only good because it is a cheap & legal tutor. I haven't seen Infernal Tutor do anything that impressive though, but perhaps it is good enough.. I dunno.. if it is, then Diabolic Intent should definitely be on here too (it's about 14.72x better than Infernal Tutor)
-Lightning Helix is very good. Very very good. But by itself (again) it's not Channel, Time Vault, Balance.. etc.
-Lotus Cobra can deliver a ridiculous jump curve, but this relies on having a stable mana curve to begin with (needing less of a jump) is only really good for modern. Eternal formats have a tendency to #Cheatyface# creatures into play when you're not looking.

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Posted 12 February 2012 at 13:30 as a comment on The Best 2-Drops Ever Made

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Because 2-drops are the best kind of drops.

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Posted 12 February 2012 at 13:06 in reply to #234119 on The Best 2-Drops Ever Made

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Actually, Ambush Viper only has 2 power, if I used Lure on the Viper, he would only be able to kill 2 creatures unless he was also pumped.

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Posted 07 February 2012 at 19:33 in reply to #225877 on Deck Challenge: Mono Green Control

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There's a few decks that are nuts with doubling season. Try something with Planeswalkers, Eldrazi Spawn, Proliferation, Arcbound, and/or Saporolings and Spore Counters.

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Posted 29 January 2012 at 14:14 in reply to #211748 on Elvish Tokens

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As I mentioned before, and in a reply to my own deck, this is the "less-lethal" version of my iso-chant deck. It is designed to play, not when I want a victory, but when I want to play an annoying control deck that my opponents have a fair chance to beat if they work for it. I have found that hard tempo/control is boring to play against some friends, because they get no satisfaction from the game. This deck is light control and an abundance of it, designed primarily because it simulates how my hard control decks operate but without the tempo. It is fun to play because those same friends really enjoy defeating it.

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Posted 30 December 2011 at 20:16 in reply to #224913 on I-so Quit

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I actually made this deck as a less-lethal version of an iso-chant and mutant caw-blade iso-chant hybrid. Neither deck was playable, because opponents would simply quit. This deck is beatable, and easily so.. for the time that I was running it, it was my annoying blue deck that players would still play against, because they knew it was beatable. And when I did lose, it was much more satisfying than winning with my other iso-chants.

Also, I ran mana leak over a hard counter because I wanted my opponents to choose: pay 3 or let it be countered (and probably bounced). I only ran 4 counters because more than that would bring it back into the fold of "too annoying to want to play against."

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Posted 26 December 2011 at 19:40 as a comment on I-so Quit

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I'm actually going to disagree with you here. Dark Ritual is /bad/ is about every black deck. There are only a few builds that genuinely capitalize on drawing Rituals, most will be as beneficial as it is harmful (top decking Ritual loses games), and some will be so fast already that it's moot.

Otherwise I will agree with -1 spellbook and -2 demon's horn. I would also look at -1 of your 7 cmc spells for +2 swamps. With your mana curve, I wouldn't want to run this deck without 24 lands.

I definitely like the idea of an Ogre tribal :) There are some pretty neat Ogre cards in the Kamigawa block.

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Posted 24 December 2011 at 03:26 in reply to #224027 on Evil Incarnate

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The third Hymn has my favorite artwork of the four ^-^ You also have my two favorite specters!

I used to run a similar deck before I traded my Bloodchief Ascensions. I never thought to run Temple Bell in there though! I might have to pull the deck back out, wherever it is, and update it a bit :)

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Posted 19 December 2011 at 17:35 as a comment on Look Ma! No hand!

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Ahh hah! I can't believe I've never noticed the synergy shared between Urborg and Filth.. I have a new addition for Smallstacks now ^-^

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Posted 09 December 2011 at 22:04 as a comment on To challenge Algol

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Eh, I tested this a few times, and it's a bit of a let down. Sure, it's plenty annoying against aggro, but is nothing compared to the common control decks in standard, nor does it have the same answers they do for our current meta threats (BSZ or DoJ for Thrun / Dungrove, etc..)

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Posted 30 November 2011 at 01:49 in reply to #217511 on Standard (MuC)K

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Actually, Dag, this is not modern legal.

http://www.wizards.com/Magic/TCG/Resources.aspx?x=judge/resources/sfrmodern

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Posted 19 November 2011 at 06:17 in reply to #215698 on Cascade Hypergenesis

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It's not at all about the life gain. Recurring Tumble Magnets is often much better than recurring Snapcasters. As a matter of fact, the only time I recur a Snapcaster is to FB Vapor Snag to hold him for an extra counter spell. Phyrexia's Core allows you to tap down up to two creatures before blockers are declared, which is pretty much a win con.

The life gain does help a bit versus aggro matches, though, but it's really just a small perk.

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Posted 16 November 2011 at 04:37 in reply to #214839 on I'm shocked I'm doing this again

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Not much constructive criticism after just a quick glance, will post more thoughts later when I can take the time to research (what I think would be) better solutions. But for now, I definitely think 4x DoJ is too much, and Rebirth stacks too many cards in your 6-spot. I love the idea though, and Sunblast Angel is absolutely one of my favorite cards in SoM ^-^ One thing that strikes me right off the bat: Sphere of the Suns is terribad outside of Tezzeret decks.

IMO, very good casual deck, but definitely not "tournament quality." You simply don't answer all of the current big meta threats, only some of them.

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Posted 15 November 2011 at 18:38 as a comment on Sunblast'em all!!(Standard)

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Thelon.... yes. I am so making a deck for him ^-^

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Posted 15 November 2011 at 18:05 in reply to #214363 on In Exilium Missam

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Memnarch was my first EDH deck ^-^ Wasn't the best, but I had some fun little shenanigans with Top & Magus of the Future for retarded amounts of card draw, and Mirrorworks & Master Transmuter to dump out lots of big nasty creatures (and Mirrorworks is another enabler for Phyrexian Dreadnought, I think?)

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Posted 15 November 2011 at 15:45 in reply to #214363 on In Exilium Missam

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So, more updates -- I play tested with 2x Cores, and with multiple Sun Titans it enabled multiple sac->returns for the Magnet for the win. I almost want to run a third Core and fourth Magnet in my deck, but I think that'd be overboard. Still, more brutally effective goodies I have to thank you for introducing to me :P

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Posted 14 November 2011 at 20:38 in reply to #214283 on I'm shocked I'm doing this again

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Phyrexia's Core enables Tumble Magnets to be recycled via Sun Titan. It may seem to be a moot point because Sun Titan + Phantasmal Images should be GG, but that's often not the case. Adding layers of functionality is what allows a deck to surpass its opponent's threats and answers, and the utility that Phyrexia's Core brings does just that.

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Posted 14 November 2011 at 07:09 in reply to #214348 on I'm shocked I'm doing this again

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My personal opinion -- main deck should not run more than 2x Ghost Quarter (and every main deck should run at least 1x). 1-2x more in SB. Exception being in WW with Leonin Arbiter, but I haven't seen any of that in competitive aside from my WW that I break out every now and then. There are some viable threats that it does handle, though. Drownyard is one of the most significant, providing huge CA to graveyard based UB control decks, but the absolute most significant is Wolf Run.

Having said that, dropping 2x GQ and adding 3x more basic lands will add a lot more stability, imo. Granted, I am basing that off of the number of sample hands I've drawn, and we already know the Vault doesn't quite give accurate draws (unless you like simulating noob shuffles)

And onto O-Ring vs Dismember. Dismember is probably the best removal you're running between Snapcaster and Sun Titan, but banking 4 life per shot you should only want to get it off once per game, twice in a pinch. Otherwise, that's what DoJ is for. I think 3x O-Ring & 2x Dismember is overall the preferable choice.

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Posted 14 November 2011 at 05:46 in reply to #214283 on I'm shocked I'm doing this again

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How is Teeg a problem for Maga? He only prevents non-creature spells from being played.

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Posted 12 November 2011 at 19:57 in reply to #213964 on Koyaanisqatsi

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