SavajCabbaj

416 Decks, 542 Comments, 56 Reputation

Just to let you know, most people don't mind posting links to other decks. It's sometimes hard to get a deck noticed, and missing out on that feedback could mean missing out on a great idea. But personally, I think it's rude to just post a link without any sort of comment relative to the deck you're posting on. Give a little, receive a little, ya know?

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Posted 16 January 2011 at 14:52 in reply to #116230 on DRAKE RATTLE AND ROLL

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Ah, that's brilliant! Thumbs up :)

A good idea for a card to include: Charisma. Before you can get the combo off, the opp might out-tempo you. Charisma will let you steal their creatures, even if just 1 per turn until you get Intruder Alarm out. Even when you get Intruder Alarm out, but before the infinite combo, you can steal their creatures whenever they cast one, too.

Just a thought. Love these quirky combo decks!

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Posted 15 January 2011 at 17:44 as a comment on DRAKE RATTLE AND ROLL

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It was a bit late when I made my post, and in my mind I had a more detailed synopsis of either or, but omitted it from my post.

Initially when I considered the land-fetch to pump Strata Scythe, I had considered a few more spells to be involved -- namely Explore (recently becoming a huge fan of that) and Khalni Heart Expedition. Between the two, it is entirely possible to maintain a comparable mana rush, albeit a good drop on turn 4, not 3. More likely than not, though, the Elves will more consistently provide big early drops; however, at least in my local meta, Day of Judgment and the sort are very popular which often dispels any advantages the elves would have provided. The biggest issue with my suggestion is the lack of room for the cards to really make it viable (IE: ~22 or 23 lands, plus the spells)

Btw, if it were between a 3rd turn Juggernaught, Sentinel, or even 2x Darksteel Myr, I'd rather not the Juggernaught. At that point, it is only a 1/1, and must attack every turn. A 3rd turn Sentinel is your ideal drop.

Back to the drawing board for suggestions, though. Mox Opal does not fit in this deck, and I would avoid running Tree of Tales. There are no 0-drop artifacts aside from the lands, which you can only lay one per turn. The Mox is most beneficial in a deck for the possibility of a 1st turn drop. Tree of Tales is subject to a plethora of cheap artifact destruction, and since SoM those cards have become much more common in decks. IMO, 4x Oran-Rief in place of the Tree of Tales. The +1/+1 counters are a really good counter to infect or Contagion Engines, which will be the downfall (also very common, at least around here) of your indestructible creatures. If you like the elves, then IMO you have enough mana ramp there, the Mox Opal could be exchanged for the Steel Overseers I mentioned before, to also protect against infect / C.Engine.

The BoP are also out of place. No need for mana of any color, and they're not elves. I'd run another 1st turn drop mana Elf (since this is not standard or extended) like Fyndhorn.

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Posted 15 January 2011 at 14:30 in reply to #115924 on Darksteel Mana Ramped

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Edit: On second thought, I definitely see the merit of See Beyond in this deck. If you open with, or draw one of your three beaters, that disrupts the polymorph, and See Beyond provides card advantage as well as the ability to put those cards back into your deck, should you draw them.

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Posted 15 January 2011 at 12:45 in reply to #116046 on Mass Polymorph

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Not entirely sure what you'd want to replace. IMO, I think Preordain is better than See Beyond, though both have their merits. You could replace the lesser of the two with the Owl, as it's purpose is to filter through the deck as well as provide a chump blocker. (And push come to shove, if there's nothing else worth targeting you could bounce is with Into the Roil. Not usually the best decision, but an option most players overlook)

Another card that might be worth looking into is Selective Memory. No idea why I didn't think to mention that before..

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Posted 15 January 2011 at 12:43 as a comment on Mass Polymorph

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Edit: That was, the Elves, BoP, and Overgrown Battlement.

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Posted 15 January 2011 at 05:36 in reply to #115924 on Darksteel Mana Ramped

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IMO, drop the elves altogether. As well as Copper Myr.

Add 4x of each: Strata Scythe, Eldrazi Conscription, Etched Champion, Steel Overseer, Harrow, and Cultivate.

The Harrow and Cultivate will provide mana ramp with a more consistent benefit via Strata Scythe. Eldrazi Conscription and Etched Champion provide additional means to break through defense, and Steel Overseer will help protect against infect.

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Posted 15 January 2011 at 05:34 as a comment on Darksteel Mana Ramped

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Btw, I don't believe copies of spells created via Storm or Replicate will trigger Kiln Fiend's +3/+0.

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Posted 14 January 2011 at 21:06 as a comment on Kiln kill

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Fork + Berserk is classic :)

I just constructed a Kiln Fiend deck in U/R (typical build). Not quite as fast as this, but also 100% non-rares. Going to give it a test run tonight :)

Might want to look into Goblin Tunneler if you want evasion.

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Posted 14 January 2011 at 21:03 as a comment on Kiln kill

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I like the ingenuity, is this your design or did you netdeck?

For only having 3 beaters, I think you've made an expert decision. While the Leviathan prevents your other creatures from attacking, if the Leviathan would be removed (easy enough to do, but with Iona the odds are against the opp.) you've got two other solid beaters to follow.

The only downfall is that you're relying on polymorph for the deck to reach its full potential. You could theoretically hard-cast anything in here, but by the time you do so, any competent opponent would have already beaten you. Any solid aggro deck will bring you precariously close to defeat before you can do anything worthy of mention. But I guess that's just the nature of polymorph decks, eh?

Only thing I could suggest to make this better is either a set of Nest Invaders (Two for one polymorph, two chump blockers, and a mana source) or Augury Owl (Scry to prevent useless topdecking, and a chump blocker that prevents flying damage).

I understand the necessity of minimizing your creature count, but I feel either these two cards would benefit you more than hinder you, and with your token generation you would usually morph right through anything lingering in your deck.

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Posted 13 January 2011 at 12:37 as a comment on Mass Polymorph

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Yeah, I told you it's my favorite game mechanic ;)

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Posted 12 January 2011 at 14:35 in reply to #115097 on Modular Graft

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On second thought.. I decided to drop Wall of Vines and redistribute. I think it works out rather nicely now, though I am lacking any decent first turn drops besides Lightning Bolt.. and I hate that.. but I think it'll work.

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Posted 11 January 2011 at 16:51 in reply to #114782 on DOTA

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If you check this again.. I'm running Cultivate out of preference. I know Harrow is better for straight land-drop, but I decided to run Cultivate instead, so I have the option to hold back a land for Khalni Heart Expedition, in case one isn't in play already. Do you think this is viable? Or do you still think I should run Harrow instead?

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Posted 11 January 2011 at 16:48 in reply to #114718 on DOTA

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Remake the Mayael deck and I'll take a look at it. The modular deck as well (modular is one of my favorite mechanics ever!)

Regarding my last post, what do you think? I'd like to run a full set of Lust for War, and I also have 2x It That Betrays that I'd like to run. Where to I make room? Or keep as is?

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Posted 11 January 2011 at 16:44 in reply to #114782 on DOTA

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Lust for War was the inspiration to this deck. Force to attack, hurt you for doing it, and I have defenders to block. It's also a great spell to handle tap-utility creatures, like Llanowar Elves, or Blinding Mage. In the end though, I dropped the fourth Lust for a third Pathrazer. Don't know if that's how it will stay though, but for the time being I wanted three so I could reliably draw one in a game.

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Posted 11 January 2011 at 14:37 in reply to #114729 on DOTA

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Do you mean, if you would mind if you used the idea? Not at all :D

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Posted 11 January 2011 at 14:34 in reply to #114726 on DOTA

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Yeah.. I make too many decks :P I've said in other posts, I get an idea and I usually just throw something quick together to preserve it, in case I want to come back to it later and flesh it out. Though, I am about to make an alt account to use for decks I actually have, or am genuinely planning on building. The latter is the hard part.. I always genuinely plan on building the deck, but then another idea comes along :P I'm just fickle like that.

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Posted 11 January 2011 at 14:33 in reply to #114726 on DOTA

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I was playing off the name of the game, not the game itself. The idea here being, its defenders, and 3 big Eldrazi. Defense and Ancients. Granted, there are only three of them, so its not like they're too significant a part of the deck.. but they're there.

With the G land fetch, I haven't had a problem running under the R mana curve (in other decks). If I need more R, I can always just fetch more :) And the land fetch is partly responsible for dropping a late-game Eldrazi finisher, or pumped up Comet Storm (which I just replaced with Banefire, Comet Storm moved to side-board in case being standard legal is ever important)

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Posted 11 January 2011 at 14:30 in reply to #114718 on DOTA

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It was a toss up between Snake Umbra and Canopy Cover. I decided to go with Canopy Cover, not for the evasion but for super-shroud. It does pain me that I'm running U with no card draw, but I felt that aside from Wind Zendikon, if I'm attacking and am not blocked it is because Aura Gnarlid is already rolling.. at which point I pretty much I pretty much have everything I need.

Although I might change that here in a minute. Thinking about swapping out Sylvan Ranger for one of the U flier with ETB scry, at which point I'd have another creature with evasion to make Snake Umbra work.

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Posted 11 January 2011 at 11:45 in reply to #114601 on (Commons) UG Aura Control

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Drop 1x of each land for 3x Evolving Wilds, or if you can afford them, 2x forests and 1x of each island and swamp for 2x Misty Rainforest and 2x Verdant Catacombs. In the few sample hands I drew, I didn't end up with enough of the right colored mana to make good use of the cards in hand.

It's either that, or Harrow to sac lands wasn't working out too, when I needed all of the mana available. Maybe Horizon Spellbomb for the colorless fetch and potential card draw instead?

In either case, the deck somehow seems to try to move faster than it's capable of smaintaining, and a few tweaks to your mana base should fix that.

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Posted 11 January 2011 at 00:10 in reply to #114597 on Landfall of Awesomeness

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