SavajCabbaj

416 Decks, 542 Comments, 56 Reputation

Glad you like it :) Cost wasn't so much a concern here, just like the challenge of building decks with stipulations. Also like playing against opponents while handicapped by those stipulations.

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Posted 10 January 2011 at 21:10 in reply to #114533 on (Commons) UG Aura Control

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Lmao, holy crap I do... most of them aren't published. I get an idea that I might want to revisit later and I'll just throw something together real quick.

Anything in particular you want me to take a look at?

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Posted 10 January 2011 at 15:19 in reply to #114416 on Elves - Oldschool and New

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bier, you are wrong.

The activation cost is in the enchantment, not the creature. If Earthcraft read "Creatures you control gain..." then you would be right.

Quoted from the rules.

302.6. A creature's activated ability with the tap symbol or the untap symbol in its activation cost can't be activated unless the creature has been under its controller's control continuously since his or her most recent turn began. A creature can't attack unless it has been under its controller's control continuously since his or her most recent turn began. This rule is informally called the "summoning sickness" rule.

Earthcraft does none of the above, therefore the rule is irrelevant.

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Posted 10 January 2011 at 01:18 in reply to #113975 on SQUIRREL

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Ah, true. My friend ran them along side flashback as an either-or sort of thing. It always worked for him, but I also think he ran a few more spells.

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Posted 10 January 2011 at 01:15 in reply to #113870 on SQUIRREL

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Needs more Krosan Beasts. Best squirrel ever.

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Posted 08 January 2011 at 23:55 as a comment on SQUIRREL

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Way to bolster his likes, you... oh.. damn, I'm a hypocrite :P

(Disclaimer: I know, at this point it does not matter.)

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Posted 08 January 2011 at 23:48 in reply to #113793 on SQUIRREL

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Wolfbriar isn't too far off from a daunting amount of tokens ;)

Speaking of, Beastmaster Ascension pumps Wolfbriar's tokens after they ETB, right? So it wouldn't trigger Garruk's Packleader?

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Posted 08 January 2011 at 01:11 in reply to #113584 on Budget Baloth

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Thanks ^-^ Glad you like it. I've been putting a lot of decks lists lately, because I'm too indecisive to actually pick one :P Once I researched the card prices, this one jumped towards the top of my list to construct.

And I only meant to remark that it really isn't stompy. Not quite horde either, but somewhere in between.

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Posted 08 January 2011 at 00:56 in reply to #113566 on Budget Baloth

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Hrm. You're right (about the stompy). Most of my trample didn't make it through the final cut, and I never changed the deck type.

I don't know about everybody else, but for this deck Sylvan Ranger does exactly what the card sets out to do. Fetches a land, useful early to ramp or late to trigger landfall, and provides a chump blocker. I find it to be a rather efficient card. My other choices were Ondu Giant and Frontier Guide, and while I admit I would have rather a 2/4 blocker or recurring land fetch, the low casting cost was more important. I didn't want to spam up my deck with too many 3-4-5 cost cards / abilities. Quantity over quality, especially mid-late game -- I've drawn a few sample hands where the Baloth's landfall triggers Garruk's card draw, into more landfall... etc. Super sweet!

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Posted 08 January 2011 at 00:41 in reply to #113566 on Budget Baloth

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I think 28 lands is too many. You could comfortably drop back to 25 or 26, and even replace another three or four of them with Evolving Wilds / Terramorphic Expanse for double landfall.

Skute Mob is a great card, play as either a first turn drop or late game beater. I prefer it over Timbermaw Larva, especially because once it gets rolling, it gets much larger. I think Scute Mob should be mainboarded in place of Timbermaw.

If when you play this you do find that you're getting more lands than useful things to do with them (and this is the main point of this post) I suggest grabbing up three or four Rampaging Baloths. They're fairly cheap, usually running for ~$1.50 to $3.50. Shouldn't be hard to grab up, and would add 1) more Trample, 2) an awesome creature generator.

Alternatively, if you have a hard time grabbing up Rampaging Baloths, Wolfbriar Elemental can be bought up for ~$1 even, and is another great token generator. You have plenty of crushing power, but what you lack is quantity, either of these two cards (or even both) will help to alleviate that.

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Posted 07 January 2011 at 22:16 as a comment on Super Forest!

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Decided to add Repel the Darkness instead. It can be cast at the beginning of the opponent's EOT for the same cost, plus tapping an additional creature as well as drawing a card.

On the other hand, Kor Hookmaster would be ideal to run with an attacking Sun Titan on the board.. hrm.. now I don't know which to do :P Thoughts?

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Posted 07 January 2011 at 12:24 in reply to #113374 on Sunblast Vigil

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I had considered it, but I ran a set of Hookmasters in another Sunblast deck. When the mana was available after casting Hookmaster, it pretty much gave away what my next move would be. I'd prefer to catch opponents unawares after a round of attacking. Though for singles matches, it would hardly be inconceivable that an opponent simply wouldn't attack if I presented significant defenders and life gain opportunity, and for that purpose, I think Hookmaster would be perfect in my sideboard.

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Posted 07 January 2011 at 12:22 in reply to #113374 on Sunblast Vigil

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No Steel Overseer? Would put those Thopters over the top without even needing Arcbound Ravager to move a bunch of counters to an unblocked creature.

I agree with the suggestion of adding Sharding Sphinx. Just another way to push the deck over the top.

1/1 token generators + Sword of the Meek + Arcbound Ravager is awesome, btw. I wouldn't remove any, as the above post suggests, I'd add some ;)

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Posted 07 January 2011 at 11:26 as a comment on Ravager-Thopter

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If you knew you hit caps lock, why not just erase the text and retype in lower case? Takes about as much effort as informing us you hit caps lock :P *is picking*

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Posted 06 January 2011 at 19:44 in reply to #112935 on sacrifice to kill

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Would be super sweet if you dropped one of each land and added 3x Evolving Wilds.

Also, I agree, you have too many creatures. Sign in Blood, Doom Blade, Condemn, Preordain, Mana Leak.. they're all missing (note, sideboard Condemn to assist against Quest for the Holy First Turn Win)

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Posted 05 January 2011 at 20:58 as a comment on Levelers Wrath

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Agree with this. You could even drop a Parallel Evolution, but I'd keep the other two just in case the combo is interrupted.

Because most enchantment destruction spells are instant speed, Avoid Fate would be a good card to protect the combo. However there are also a lot of creature / artifact sac abilities that destroy enchantments as well, which Bind would protect against. I'd run 4x Avoid Fate and sideboard Bind.

Alternatively, if you wanted to splash white, you could run Sterling Grove and Rebuff the Wicked to tutor for combo pieces and keep them protected. Even with just a little bit of land search and 2 plains in your library, you could make it happen.

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Posted 05 January 2011 at 12:46 in reply to #112632 on Infinite Squirrels

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Oh, and if you want a token generator, look at Wolfbriar Elemental. I could see 4x of these finding a place in this deck too ;) Perhaps in place of Gaea's Revenge and 2 other cards.

Also, super tired atm, so I don't feel like reading up.. I don't remember if I suggested this or not.. But with 22 lands you could afford to exchange 4x of them for Oran-Rief, the Vastwood (even better with a Nature's Will in play) When you cast Wolfbriar, Oran-Rief will turn all of those 2/2's into 3/3's or bigger (up to 10/10's actually, if you have 4x Oran-Rief and Nature's Will in play)

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Posted 04 January 2011 at 23:30 in reply to #109700 on Locus Cube

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Just occurred to me that you're running all Elves for mana accel. As I mentioned with the legendary Eldrazi, you could include another legendary creature to make better use of Time of Need.. but I think Ezuri would be a better choice. IMO, that's where you should look instead of another big creature like Gaea's Revenge. You can funnel some of that abundant mana into Ezuri to give your Elves multiple Overruns and finish the game. Second win condition achieved :)

It is better now, though now that I've mentioned it I think Ezuri instead of Gaea's Revenge would seal the deal.

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Posted 04 January 2011 at 23:18 in reply to #109700 on Locus Cube

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Ohh! I didn't think of using them with Sun Titan.. that's why they were there.. :P Still, I think this looks much better.

You've also got plenty of mana. I think you could drop 1 of each Myr and 1 Plains (or maybe Silver Myr and 2 Plains) and add 3x Wall of Omens. The ETB card draw is excellent, especially as an early game defender and late game with Sun Titan and Venser allowing for multiple triggers.

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Posted 04 January 2011 at 20:22 in reply to #112050 on Venser bounce

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Or Gelatinous Genesis.. could easily drop 10x 10/10s on turn 6 ;)

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Posted 04 January 2011 at 16:53 in reply to #112368 on Rain Dance - Druid

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