SavajCabbaj

416 Decks, 542 Comments, 56 Reputation

This is hardly a novel, but I guess you wouldn't know any different.

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Posted 26 January 2011 at 01:00 in reply to #120475 on [ELF iZape]

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You know what they say about he who casts the stone ;)

Something bothering you? Something about.. virginity, maybe?

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Posted 26 January 2011 at 00:59 in reply to #120673 on [ELF iZape]

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"surewhynot, i love how your making a big deal over magic website, get over it" --batman69

A matter of philosophical discourse. Anything that anybody does, recreational or otherwise, is an investment of time. It might only be a Magic website, but it is still a place where people invest themselves to share in community and the development of strategy.

The reason people find you (and your ilk) obnoxious is because every deck cheated to the top, robs somebody else of their time and effort in designing a deck that is /actually/ liked or actively receiving constructive support. Personally, I could care less. But, you wanted to know why people care, and now you do.

More importantly, however, you do not just want your deck noticed, you want to troll MTGVault users. If you truly wanted your deck to be noticed, you would go to the Suggestions forum and start a discussion about how you think the current system is flawed, and share your ideas about how to improve it.

By the way, your deck is missing Imperious Perfect and Elvish Promenade. ;)

Cheers!

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Posted 25 January 2011 at 16:42 as a comment on [ELF iZape]

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Hmm. Good point. I've never owned any Leylines, so I often forget about them when building a deck. I'll have to get a few of them to sideboard for this.

For Rite of Replication, our games usually end before 9 mana is in play (with a non-ramped deck). I'd rather get a set of Clones if anything. On an interesting note: Clone (and Jwari Shapeshifter) are awesome with Mimic Vat in play. Enters the battlefield, you chose not to have it etb as a copy of anything, it is a 0/0, and goes to the graveyard -> imprint.

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Posted 24 January 2011 at 09:22 in reply to #119430 on Deck Challenge: T2 Budget Mill

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I agree with Surewhynot's stance that first-turn-win decks are boring (to play). Without the thrill of competition, there's really not much enjoyment to playing the game -- for you or your opponent. Operative word /playing/. But playing the game is only part of the fun, and this sort of card-engineering certainly plays right into the other part -- the enjoyment of building a deck. Granted, that might not mean a whole lot coming from me, after all I am practically the poster child for the Deck Builders Anonymous support group. But whatever, hats off to you, for injecting this deck with so many winning opening hands!

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Posted 24 January 2011 at 08:02 as a comment on First Turn Win (9)

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Scrying will help with that on my end. Lantern of Insight will help with opponent's decks a little bit. I'm sure there are better ways to abuse Pool of Knowledge (cards that stack your library), but this is for multi-player fun. With at least 4 players every game, that's a pool of 12 cards. Then, if an opponent want to cast something, they have to swap a card out from their hand to do so. This could completely shut down an opponent's game, or just turn the whole game completely wonky. The latter is more-so what I am aiming for, here.

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Posted 23 January 2011 at 23:38 in reply to #119307 on Knowledge Pool (MBS Deck)

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It most certainly is ^-^ Assuming each player draws 1 land per turn for the first 3 turns, you could either have 2 players at 1, 2, 3 mana, or 1 player at 1, 4, 6 mana. Early game beasties are sweet :)

I also thought to combine Magus of the Candelabra with Mirari's Wake for some insane mana ramp-age. But despite having 13 cards at 5+ mana I haven't had any problems casting big spells early on. In a few of my sample hands I've managed to cast both Privileged Position and Blazing Archon or Platinum Angel by turn 5. Sick!

I might also design a second deck to submit, W/U control with Venser's "attacking creatures are unblockable this turn"

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Posted 22 January 2011 at 15:55 in reply to #118818 on Deck Challenge: Support Deck

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Hey, glad you like it! Seems like a no brainer now, but I was quite happy when I realized cards like Narcolepsy and Paralyzing Grasp would also pump Aura Gnarlid, in addition to diminishing my opponent's presence on the battlefield. Kinda don't like relying only on Aura Gnarlid to win, but I was surprised by how well this turned out for being only commons.

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Posted 19 January 2011 at 02:02 in reply to #116932 on (Commons) UG Aura Control

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Granted, this deck does run a bit more creature recursion than my friend's deck. So that could make a difference.

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Posted 19 January 2011 at 01:55 in reply to #117586 on Suicide

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I've played with and against a friend's Demon of Death's Gate / 1-drop Vampire deck, and I can say from experience.. it's not hard to get 2x lands and 3x 1-drop creatures for a second turn Demon. It's not so much about having a stacked hand as it is just opening with Demon of Death's gate.

On the other hand, it is a bit more difficult to get 4 lands for a 4th turn tutor -> Demon. Most likely turn 5-6, and by then, in most cases from my experience, it is better to keep the creatures you have than to sac for the Demon. I've made the mistake in doing so around turn 5-6, and all it did was give creature advantage to my opponent when it was a fairly even match at the time. Sure I had a big beater, but he could mitigate the damage by then, and I couldn't defend against his counter attacks.

So. From my experience, I say no on running tutors to nab out a Demon. Besides, there's a Liliana in the deck.

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Posted 19 January 2011 at 01:51 in reply to #117586 on Suicide

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Looking nice, dude!

I'd only suggest dropping 3x Plains and 3x Swamps for your choice of 4x Arcane Sanctum + 2 Forests, or 3x G/W + 3x B/G dual lands. You're running all green with the exception of Doran, and to dedicate so much of your mana base just to getting him into play seems a bit whimsical to me. Especially because you have the Treefolk Harbinger + Leaf-Crowned Elder combo to cheat him into play.

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Posted 18 January 2011 at 18:18 as a comment on Trees can smash you! Watch out!

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I could have sworn I read in the Two-Headed Giant rules that effects are shared like that.. the lasting impression was that, except for a few circumstances, when a "player" is referred, it is actually referring to the team. However, after skimming through the rules again, I see no such mention (hence nothing more than a lasting impression by the rest of the rules) I might have gotten the Leyline dealio confused with this:

810.7c As the declare attackers step begins, the active team declares attackers. If an effect of an object controlled by a defending player prohibits a creature from attacking him or her, that creature can't attack the defending team. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.
Example: One player in a Two-Headed Giant game controls Teferi's Moat, which says "As Teferi's Moat comes into play, choose a color." and "Creatures of the chosen color without flying can't attack you." Creatures of the chosen color without flying can't attack that player's team.

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Posted 18 January 2011 at 17:48 in reply to #117476 on White Two Headed Giant

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With between Bramblewood Paragon, Doubling Season, and Oran-Rief, there are two other kick ass cards I can think of that would turn your horde of Saprolings into mighty Ents *cough*

Thrive is an instant costing XG, that distributes a +1/+1 counter to each of X creatures. The problem I've had with Oran-Rief is for the first 3-5 turns when you've got just enough mana to cast a creature, and deciding whether it'd be better to cast now, or wait another turn for the +1/+1 counter. Thrive is another source for those counters to be added later.

The other is Rite of Passage, which exponentially solidifies your terrifying creature presence once the ball really gets rolling.

Neither are really necessary, just some cards that might be fun to sideboard if you wanted to change up your game plan a little bit.

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Posted 18 January 2011 at 11:40 as a comment on The Filth

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Also, Flesh Allergy would rock in this. After sacrificing a few creatures, forcing sacs with Butcher, sac a few Eldrazi Spawn for mana, then drop Flesh Allergy to destroy something and cause massive loss of life.

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Posted 17 January 2011 at 15:25 in reply to #117051 on Suicide

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Crypt of Agadeem is great in sac decks. Works as a slow swamp, but then becomes more effective once you have 3 creatures in your graveyard, and just keeps getting better from there. Exsanguinate (or Drain Life once you're out of standard) is great to run in conjunction with the Crypts. Always good to have a secondary win condition, and even if X just = 3, it's still beneficial.

Also, don't know what the virtue is too it, but Cabal Ritual looks pretty good in sac decks (since you mentioned adding Dark Ritual) but it's more late-game, and Dark Ritual is too good for first turn drops.

The above poster suggests Dark Tutelage for card draw, but if you were looking for more card advantage I'd suggest Viscera Seer. Fits better with the theme, and doesn't suffer the drawback of running into Demon of Death's Gate or a non-creature / non-land card.

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Posted 17 January 2011 at 15:20 as a comment on Suicide

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I've considered Moriok Replica too in a sacrifice deck (Mortician Beetle, Pawn of Ulamog, and Butcher of Malakir all benefit from the Replica) but the cost is just too great. 5 mana total to get the effect of a 2 CMC Sign in Blood is not worth it just to pump one or two of the other pieces. Moriok Replica is just too slow and ties up your mana which is better used elsewhere.

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Posted 17 January 2011 at 15:10 in reply to #108291 on Suicide

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No way. No offense, but that's the worse advice I've ever heard for a black deck. Sign in Blood is way too good not to run a full set in every deck, especially considering most standard black is 80-90% 1-3 drop creatures, that card draw is essential.

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Posted 17 January 2011 at 15:06 in reply to #105629 on Suicide

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Haha. I didn't even publish this one. Was just throwing together ideas after playing against a friends unblockable deck last night.

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Posted 16 January 2011 at 19:15 in reply to #116474 on The Untouchables

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4 Silver Myr would definitely be good, since you'd need 2 of them to get the infinite mana to work. It's easier to get 2/4 of the Myr into play, than it is to get 2/3 of them :) Plus, the infinite mana would work well with the infinite card draw.

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Posted 16 January 2011 at 15:05 in reply to #114018 on DRAKE RATTLE AND ROLL

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Ah! Yeah, I didn't think of using Equilibrium to bounce /their/ creatures. I kind of glazed over that card as being a more expensive alternative to Shrieking Drake if you should fail to draw one. Definitely a good choice, as it forces opponents to recast their creatures, triggering Intruder Alarm yet again.

I really like the idea of a timmy with Charisma and Intruder Alarm though. I might build around that one day :) The whole idea, they cast a creature, untap, ping it, gain control of it. Not so sure it's worth replacing Equilibrium with though, but I do think if you wanted to run Charisma in the deck, you could afford to reduce Equilibrium to 3x, and your least favorite of the two counterspells to 3x, and be able to run 2x Charisma.

Finally, one other card worth looking at (not to complicate things any more :P) is Pemmin's Aura. Can pay {U} to untap enchanted creature, or to give it shroud. Might be a good side-board card for burn decks that don't run as many creatures. The shroud is good to keep your timmy alive, but also for a less-infinite source of damage, but still better than 1/turn.

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Posted 16 January 2011 at 15:01 in reply to #116162 on DRAKE RATTLE AND ROLL

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