SavajCabbaj

416 Decks, 542 Comments, 56 Reputation

Btw, my unbeatable deck is way better. Check it out!

http://www.mtgvault.com/ViewDeck.aspx?DeckID=158724

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Posted 09 March 2011 at 13:25 in reply to #139712 on UNBEATABLE DECK

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Two words: Apocalypse Chime.

Followed by five more words and a question mark: Why aren't you running any?

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Posted 09 March 2011 at 13:21 as a comment on UNBEATABLE DECK

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Just got the last of the cards needed to put this deck together. It was pretty sickeningly powerful in it's beta incarnation, can't wait to see how it plays once I get Blizzard Specters and a few other cards in there!

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Posted 01 March 2011 at 09:52 as a comment on Specter Bounce Control

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Well, excluding Misty Rainforest, I'll be running Evolving Wilds in their place. But that is okay, most hands I do not use the Misty Rainforest for an early game fast mana fix, but to store a 2-drop for landfall. Occasionally I do need to use them, but I'll just have to bite that bullet.. not going to invest $45 in 4 lands. Although I might be able to trade for 2x and only run 2x Evolving Wilds.

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Posted 01 March 2011 at 09:45 in reply to #136251 on U/G Landfall

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Just bought the rest of the cards needed to finish this deck. Should be here by this time next week, just in time to give it a play test next Wednesday on campus ^_^

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Posted 01 March 2011 at 09:43 as a comment on U/G Landfall

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Unfortunately, I had to sell my Mox Opals (and others) for gas money for classes :( Lol, being a poor / starving college kid sucks for the hobby :P

Before Quest for the Goblin Lord I was running Stone Idol Trap, just because there's a good bit of aggro elsewise amongst my meta (we play a bastardized mix of Vintage and Legacy, I just like building Standard decks). Combining my sample hands with predictions of what I'd be facing, I determined that Quest worked better in most cases. In my sample hands (in excess of 100, easily.. I sample hand this deck when I get bored XD), I've had about 50% of the hands that contained or subsequently drew Quest, successfully triggered it by turn 2 or 3 because of Kuldotha Rebirth.

If you suggest getting rid of it (I'd like to play test it first), I could consider going back to Goblin Gaveleer (previously replaced by Chieftain) for trample, or Myr Sire for a turn 3 Kuldotha Rebirth + extra 1/1 body. Or, as you suggested in my other deck, Panic Spellbomb. I like the idea of card draw that fits an aggro theme, and think it could really help out with mediocre hands.

Regarding your comment on my other deck, this isn't an explicit copy of someone else's deck. This is an original design, what I came up with when I read the spoilers for Goblin Wardriver and Signal Pest. I don't typically play Goblins or mono red, so I really can't help it if my endeavors to build a good red aggro deck lead to the same choice of cards as most other good red aggro decks.

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Posted 26 February 2011 at 19:28 in reply to #135055 on R(BC)W

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I definitely like Hero of Bladehold, and would run her in place of Victory's Herald in a heartbeat, but my MBS box yielded very few mythics, and I'm playing with what I have. Since this is just a stand in while I acquire the rest of the pieces for the afore mentioned deck, I can't afford to trade for any Heroes at the moment. But I'm definitely going to try to get at least 2x of each if I rebuild this deck after R(BC)W. Battle cry is currently my absolute favorite mechanic in standard (Modular is my all time favorite), especially considering 90% of the time I'm playing Two Headed Giant.

Also, Panic Spellbomb could be useful here, problem is, what do you suggest I replace with it? Only thing I can think of is Master's Call / Myr Sire (which I still haven't decided which I like more), but in which case I'd rather have the extra bodies.

Card draw built into the aggro theme is pretty damn nifty, I'm just not sure where to in here.

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Posted 26 February 2011 at 19:13 in reply to #135062 on Battlecry Wins

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I would like your opinion on something else though: Master's Call or Myr Sire?

Both contribute to Metalcraft (Auriok Edgewright), and both contribute to Kuldotha Rebirth. I'm running Master's Call for now, only because I can use it responsively to defend and it provides a stronger contribution to Metalcraft, however Myr Sire is easier to cast (costs less and is not mana-specific) and has pseudo-recursion, making it an equally effective source for Kuldotha Rebirth.

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Posted 26 February 2011 at 17:37 in reply to #135043 on Battlecry Wins

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Once I get the cards, I'm dropping white entirely to make this deck:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=145660

I might come back and remake this later, and if so Hero of Bladehold is definitely on the list of cards to run (perhaps in place of Victory's Herald) but for now she's not on my list of cards to trade for.

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Posted 26 February 2011 at 17:21 in reply to #135043 on Battlecry Wins

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Actually, I did decide to increase the count to 6, just because Oracle of Mul Daya + Explore could lead to me casting multiple blue creatures early on, and 4 islands would only allow for 2x Cryptoplasm, whereas with 6 I could cast 2x or even 3x Cryptoplasm, 2x Roil Elemental, or a Roil Elemental and a Cryptoplasm. Rare as the occasion may be, I'd still rather the deck be capable of an early game creature explosion.

Ironic though, after I made that last post and changed the land count, I drew my first sample hand without any forests in them :P

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Posted 25 February 2011 at 01:47 in reply to #134438 on U/G Landfall

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There's more than enough land fetch that I shouldn't ever need more than 4. I'd rather more forests to avoid opening without any, slim as that chance may be.

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Posted 25 February 2011 at 01:43 in reply to #134438 on U/G Landfall

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Also, I don't know if I said this before.. but this is really quite an impressive deck. Good job! :)

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Posted 22 February 2011 at 13:21 in reply to #132897 on infinite stripmine use

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I like the changes, Scapeshift and Exploration are amazing cards! The only problem I run into with my sample hands is the availability of colored mana. Most hands are capable of pulling for the combo early on, but can't because there's not enough of the needed colored mana to cast the spells to do so.

I recommend removing some basic lands for Gemstone Mine and Rainbow Vale. They're rather cheap for being mana of any color because of the stipulations attached to them. Neither of which are particularly harmful in your deck, making those lands not only viable but also much needed to help get the right colored mana to facilitate the rest of your combo.

Cheers!

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Posted 22 February 2011 at 13:17 as a comment on infinite stripmine use

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Well, Tribal /is/ just a word :P

More importantly, the win condition is wurms; therefore it is a wurm deck. It doesn't matter if the majority of the creatures are wurms or not, it matters if the majority of the cards facilitate a victory through wurms. You can't expect the man to wait until he has enough lands to cast a wurm spell, it wouldn't be until turn 10 or so (because you won't draw 6-7 lands until then) that he'd have anything in play. All of the non-wurm cards in this deck are mana ramp to be able to quickly cast wurms, or buff spells.

ffs man, did you even look at the deck, or did you just look at how many cards had the word "wurm" in their title? (Also, I'm sick of typing the word "wurm" now)

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Posted 21 February 2011 at 17:25 in reply to #132445 on Can of Wurms

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Oh, it is definitely very mean :P I just meant, not completely overpowered for new players to handle. Every color except red should have plenty enough access to relevant forms of removal to counter it.

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Posted 21 February 2011 at 00:31 in reply to #131763 on Can of Wurms

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Also, Scapeshift will thin your library /really/ fast. And sideboard some enchantment removal to counter Leyline of the Void.

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Posted 20 February 2011 at 08:33 in reply to #131773 on infinite stripmine use

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It's not ideal, but Exploration is a good replacement for your removed Fastbonds. It's not infinite, but it allows an extra iteration of the combo, and really really speeds up the early game.

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Posted 20 February 2011 at 08:30 as a comment on infinite stripmine use

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Also, Coat of Arms is a curious choice for this deck. IMO, replace it with Momentous Fall for some really sweet Pelakka Wurm shenanigans.

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Posted 20 February 2011 at 07:45 in reply to #131763 on Can of Wurms

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I agree with the above comment regarding Lure (or Nemesis Mask) for Engulfing Slagwurm and Wurmcoil Engine.. It's not too OP for new players to face, as opposed to some of the fun stuff you can do with Tempting Wurm. And hey.. what better way to learn the fine art of removal than giving them something really intimidating to remove ;)

I'm kinda sore that I hadn't thought of that sooner.. I just sold my set of Wurmcoil Engines for gas money for college :(

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Posted 20 February 2011 at 07:42 as a comment on Can of Wurms

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I'd like it if it were legal ;) But then again, it is titled as a cheating deck :P

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Posted 19 February 2011 at 04:34 as a comment on TheMOST CHEAT DECK in the WORLD!!

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