SavajCabbaj

416 Decks, 542 Comments, 56 Reputation

Could just as easily run 2 non-druid Elves in place of Squall Line and Hurricane -- Joraga Warcaller and Ezuri. Funnel mana into Joraga's multikicker, and Ezuri's regenerate / overrun abilities. IMO, Joraga Warcaller and Ezuri should be used in place of the two spells. They'll provide a more consistent win, if for no other reason than because you can tutor them out of the deck via Harbinger, but you cannot do that to Squall Line or Hurricane.

Other cards of interest: Asceticism (more regen, super shroud) and Genesis Wave (funnel all that mana to cast... your entire library..)

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Posted 04 January 2011 at 16:51 as a comment on Rain Dance - Druid

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Imo you've got enough mana excel between Birds, Lotus Cobra, and Cultivate. In the sample hands I drew I just as easily generated a tonne of mana and usually didn't have anything to cast with it except more mana accel. You could afford to drop the Llanowar Elves for another beastly Landfall card.. Avenger? Or something cheaper, perhaps Emeria Angel?

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Posted 04 January 2011 at 16:40 as a comment on Genesis Landfall

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=131534

There you go, that's the closes you will come to infinite turns in standard.

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Posted 04 January 2011 at 13:38 in reply to #112286 on Infinite turns - Standard

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Proliferate will do nothing to Magosi, because as has been said before, it is returned to your hand as part of it's activation cost. When it is returned to your hand, all counters are removed from it.

Amulet of Vigor would not work either, as 1) you can only play one land per turn, 2) you still have to skip your next turn to gain an extra turn. Even if you used an ability to untap the land, you would still have to skip the extra turn you just gained.

As Anubuss said, Rings of Brighthearth would enable you to take an extra turn without having to skip one, but in order to do so you would need some way to untap the land. I'll play it out for you:

With a method of untapping Magosi--
1) (Magosi) {U}, {T}: Put an eon counter on Magosi, the Waterveil. Skip your next turn.
2) Untap Magosi.
3) (Magosi) {T}, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.
4) (Rings of Brighthearth) Whenever you play an activated ability, if it isn't a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy.

Result: Skip your next turn, and gain two extra turns. You skip one of your extra turns, and end up taking one extra turn after this one. To gain infinite turns through this method, because Magosi etb tapped, you would either require Amulet of Vigor in play, or a second of either Magosi or Rings and {4}{U} spare mana to spend.

Without a method of untapping Magosi--
1) (Magosi) {U}, {T}: Put an eon counter on Magosi, the Waterveil. Skip your next turn.
2) Skip your next turn
3) (Magosi) {T}, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.
4) (Rings of Brighthearth) Whenever you play an activated ability, if it isn't a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy.

Result: You skip your next turn, then you gain two additional turns on your turn thereafter. To gain infinite turns through this method, you would still have to skip your next turn, and two Rings in play and {4}{U} spare mana to spend.

I'm pretty sure the above assessment is correct, but maybe not.. I was trying to construct flow charts in my head :P In either case, it's not happening in standard, and requires such a hefty setup (let alone, most likely too many cards in your library contributing nothing else to the deck besides the combo) to be worth while. You'd be much better off just running 4x Lighthouse Chonologist.

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Posted 04 January 2011 at 13:14 as a comment on Infinite turns - Standard

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I ran a deck similar to this for a little while, except is was a bit different. I ran a few control auras -- Narcolepsy, Paralyzing Grasp, and Arrest, as well as two Volition Reins. In any case, whenever a bigger threat presents itself, you can bounce the aura, and attach it to a different creature when it etb at eot.

IMO, Stoic Rebuttal should go. It'll do little good when your only Artifacts have sac mechanics. It's conditional, and in this deck too unreliable. And actually, if you like the idea of bouncing auras, you could replace the replicas for a few, and Stoic Rebuttal for Turn Aside. I think that would work well.

Also, I run two Contagion Engines in every deck I run with Venser. The ETB effect is incredible, and proliferating a Walker is always a sweet deal :)

And finally, with Sun Titans aplenty, I like running Evolving Wilds (even in mono white). If you've nothing else to grab from your graveyard, the Titan can always bring back a Wild to sac for another land, further reducing the landcount in your deck and increasing your odds of gaining a better draw (nobody likes topdecking land after they've already got enough mana established)

Just a few ideas, hope they help :)

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Posted 03 January 2011 at 16:31 as a comment on Venser bounce

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:) Glad you like it. Dunno really if this is how I want it or not though.. wasn't really allowed a lot of time to consider my options.. I just remember the original deck didn't have access to Pemmin's Aura or Freed from the Real (not printed at the time) so those cards opened a lot of doors. I have more enchantments than I have creatures to do anything with, though.. so I'll likely drop a few 4x's down to 3x's and add another tap-utility creature, perhaps a third Embargo because it's so damn good with Minister of Impediments.

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Posted 03 January 2011 at 13:29 in reply to #111992 on Machine-gun Crab, Stealer of Souls

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I like it. Might also want to look into Empyrial Plate. You're only running 12 creatures, but it'll turn one of them into a steamrolling beast once the deck gets moving. Not necessary though, just a little bit of overkill ;)

More importantly, you should run Elixir of Immortality. Maybe in your sideboard.. it doesn't happen often, but without any other sort of milling, I've seen these huge card-draw engines backfire against their owner's before. A pair of Elixirs would likely go a long way to ensure you don't wind up decking yourself.

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Posted 03 January 2011 at 13:09 as a comment on the vise

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I'm not entirely sure why you have Braid of Fire in there. You literally have nothing beneficial to spend the mana on, and it will empty at the end of the upkeep step. IMO, replace it with Lightning Bolt.

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Posted 03 January 2011 at 00:44 as a comment on Dwarf madness

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Where's Boil at? Can't ruin a U or WU control deck without it :P

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Posted 02 January 2011 at 23:18 as a comment on BDL

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I agree with surewhynot, and see you've reduced your lands. But if you're only running 16, Valakut is fairly pointless. I suggest dropping them and running all mountains. With only 12, it is unlikely you will top deck the mountains required to trigger Valakut, so you're essentially restricting 25% of your lands to etb tapped.

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Posted 02 January 2011 at 19:33 in reply to #111657 on 1 mana red deck

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Aye, dunno if Life and Limb really contributes too much to this build. It's mostly used to drop one or more huuuge spells in one turn by turning all those 1/1's into mana sources. Certainly couldn't hurt, and would definitely assist with Proliferate, but between Utopia Mycon and Doubling Season I don't foresee that being a problem. If you wanted to trade them out, I'd suggest at least one Nature's Will, though. Ironically, it works wonders in conjunction with Life and Limb.. but w/e.. more importantly it will untap Oran Rief, either for more mana or more +1/+1 counters, plus the rest of your forests so that you can cast spells /and/ pay for proliferation in the same turn.

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Posted 01 January 2011 at 05:17 in reply to #110985 on (help) Fungus w/ Proliferate

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Also:
http://cgi.ebay.com/Doubling-Season-x4-/220715191402?pt=LH_DefaultDomain_0

Top auction on the list under Doubling Season's card info. Don't know the seller, but atm the auction is 4x for $45 total, while the card costs $20 a pop. Just thought I'd throw it out there.

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Posted 31 December 2010 at 10:43 in reply to #110985 on (help) Fungus w/ Proliferate

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4x Oran-Rief, the Vastwood would go a long way to turn those hordes of 1/1 saporolings into big scary threats. Since you generate saporolings for free, your mana base will still be untapped, leaving Oran-Rief free to distribute +1/+1 counters and mana left over to cast additional spells and/or proliferate (all those +1/+1 counters, nonetheless :P)

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Posted 31 December 2010 at 10:38 as a comment on (help) Fungus w/ Proliferate

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I'm glad you fixed your mana accel, it's much more efficient now. I still think you need a secondary win condition, though. Something that doesn't rely on Omnath. Somebody suggested the legendary Eldrazi. This would be a good fix, especially if you included another Time of Need (or two). It's just, from my experience, decks with a single win condition are either hit or miss, and adding another creature into the fold that can end the game for you will create a more consistent deck.

Also, Mark of Sakiko is only effective if you can deal combat damage to an opponent. My suggestion is, instead of adding trample (a good idea, btw) is to run at least 2, preferably 3 Whispersilk Cloaks. These will proxy as Asceticism for a single creature, and make it unblockable.

After that, the deck is still subject to counters / control / the abundance of artifact & destruction spells. Your sideboard should be designed to protect yourself from this, otherwise your deck could fall apart at the seams. Avoid Fate is an amazing spell to begin with there :)

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Posted 30 December 2010 at 12:57 in reply to #109700 on Locus Cube

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Something like this, just to give you a few ideas.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=128960

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Posted 27 December 2010 at 11:21 in reply to #109700 on Locus Cube

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I like the idea, but this is just way too slow and weak. You're relying on expensive creatures for mana ramp, and a single creature to win the game (can you say Doom Blade?)

I'd try a bit more of a conventional approach. Llanowar Elves, Elvish Archdruid, Copperhorn Scout, Asceticism.

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Posted 27 December 2010 at 11:14 as a comment on Locus Cube

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Glad you like it, Mikey :)

Krosan Drover aside, I like Sun Titan better for use with Fierce Empath. He's a 1/1 chump blocker once he's in play, and @3 CMC he works perfectly with Sun Titan. Use as a chump blocker, and return from the graveyard to tutor another CMC 6+ creature. Altogether an epic card for this deck (not to mention Sun Titan is my favorite of amongst the Titans) for all the reasons I mentioned above. Actually thinking about breaking the mold and bringing the deck to 61 to include a third of him.

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Posted 27 December 2010 at 01:52 in reply to #108262 on It's A Wonderful Life

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You remind me of those spamposts that plague Hulu.. "Great show (lacking punctuation) I met my girl on this website, and I really like it. This is why (but with less punctuation)"

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Posted 27 December 2010 at 01:46 in reply to #108750 on It's A Wonderful Life

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Would be nice if the Vault just had a few more front-end networking utilities (like friends and user-specific notifications) but yah, this approach is the best we've got at the moment :) I'll be sure to keep an eye out for your decks, just be sure to hit me back if you've got anything constructive to add to any of my (bajillion) deck ideas. It's amazing what players can do when they collab ^-^ So much more is learned about the game that way

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Posted 27 December 2010 at 01:43 in reply to #108590 on It's A Wonderful Life

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Thanks for the props ^-^ Lol at first I titled the deck "Double Rainbow Dragon Reanimator" but wasn't feeling inspired enough to make a 5-color deck. Decided to drop back to the basics and work from there. Glad you like it :)

Post a link to your dragon deck and let's see about that ;P

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Posted 26 December 2010 at 14:51 in reply to #109467 on Dragons

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