smc1215

64 Decks, 832 Comments, 7 Reputation

just mentioning too, he had a lot more counter magic than you did, but still couldn't protect his tokens enough.

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Posted 24 May 2010 at 11:35 in reply to #66771 on copying with mr. polymorph

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unless someone blows up the token in response to your polymorph trigger and the poly fizzles. Then you're out a poly and a creature. My friend tried this at game day, didn't even make top 8. No poly did.

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Posted 24 May 2010 at 11:34 as a comment on copying with mr. polymorph

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btw, the deck consistently swings with a turn 3 14/14 trample lotus cobra. The major problem with this is most decks tap out on turn 3 to drop either thrynax, or thoctar, or knight. Point being, at least in game 1, no one has a response.

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Posted 24 May 2010 at 11:21 as a comment on Stupid kid

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if you pull this off... you opponent is doing a lot wrong.

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Posted 24 May 2010 at 11:05 as a comment on Jace and Friends

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I think you need more counter magic. Negate or spell pierce can be really helpful. I mean, you're running blue, so why not? You don't need 4 finest hours. The mystics are very off budget for what they do, especially here, you only have 2 equipment to fetch. I'd add another path and maybe run infiltrator since with that you won't need the trample.

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Posted 24 May 2010 at 11:02 as a comment on bant hopeful?

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student of warfare is a knight. I want to go soldier tribal.

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Posted 24 May 2010 at 10:58 in reply to #66321 on Soldiers

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ravnica isn't in standard, and therefore not able to go in this deck. I think you completely missed the point of the deck. The fetch lands are much more efficient than those ravnica lands, especially for this deck. The point is to get a turn 3 or 4 warp world with anywhere from 9 to 25 permanents on the board (yes, I have done it) and warp world for 25, then when you hit an ob-nix, his ability triggers for each land that you WW as well.
Hitting multiple ob-nix is ideal since they trigger and their ability goes on the stack prior to board check, in which they die as a state based effect due to the legend rule. Don't anyone dare say that that doesn't work, I've asked 3 judges now, just to be sure (not even jokingly, I'm tired of people complaining about combos that were even posted on the wizards site for being awesome, saying they don't work. A lot of the people out there aren't judges. Go ask one.). The lands come into play at the same time ob-nix does, this triggers his ability when WW is resolving. Then after it resolves, there is a board check in which the ob-nix die.

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Posted 24 May 2010 at 10:46 in reply to #66738 on Warp World

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don't know how haunting echoes will help against legendary eldrazi, but you can run ravenous trap. When the emrakul hits the graveyard, it's ability goes on the stack, then you activate the trap in response, exiling the Emrakul along with the rest of the graveyard. Makes keening stone not so great anymore, but sure as anything will keep you from losing to legendary eldrazi. (put them in side board)

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Posted 24 May 2010 at 09:42 in reply to #66602 on Mill Eternal(help)

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Played against a faster version of this at game day, GOT WRECKED. Single path to exile or oblivion ring and you're done. They'll wait till you try to canopy cover the gnarlid then path in response, or bolt if he's small enough, or terminate, or anything. Uril isn't a bad addition, but by the time he comes out, you might already be dead. Vines of the Vastwood should be in your sideboard for the gnarlid, then maybe you'll have a chance at him sticking.

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Posted 24 May 2010 at 09:35 as a comment on Naya-Umbras T2

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not a bad idea. I'd take cards out so you're down to 60, maybe put rebuff in sideboard, it's only needed against a certain deck type, while vines can be useful if you don't need the troll shroud.

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Posted 24 May 2010 at 09:31 in reply to #66572 on WG && !BUR

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Vines of the Vastwood can help protect your creatures from Path to exile or other things while you're trying to enchant them. The #1 response to enchanting will be path, or bolt, or flame slash, or terminate... you get the picture. Vines will stop all of these, and is only a common.

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Posted 22 May 2010 at 00:21 as a comment on WG && !BUR

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Darien without soul warden... for shame...

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Posted 21 May 2010 at 23:41 as a comment on Soldier-theme EDH

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Haha, it's ok. The originality is appreciated, and you're definitely not the worst deck builder here. You're ideas are fun, and honestly a lot of people forget that MTG is a game, it's supposed to be fun.

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Posted 21 May 2010 at 14:39 in reply to #66400 on No Lands for Me

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Oh, and Hada spy patrol might help you out. Spreading seas is also a really great card, as it will make your wavewatch unblockable, mess up your opponent's land base, AND draw you a card. Both cards are very inexpensive (15-30 cents).

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Posted 20 May 2010 at 14:06 in reply to #66426 on B and B

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Ok, the thing with group games is that people will knock your life down to a point where they can kill you with relative ease, then let you live so you can potentially help take heat off them or so you can counter opponent's spells. In a 1 on 1 match, they'd just kill you. But this brings another concern, the major problem with levelers is that they're very slow.
Training Grounds is a really great card that is about $3 or 4, and will help level your guys up very quickly. I suggest adding 4 of them, if you can (but take things out in their place). I'd take out the 2 Curse of Wizardrys , and 2 lands. You won't need 24 lands when you add training grounds.

If you can get your hands on them also add as many drowned catacomb as you can (up to 4) in place of basics, they're about $6, but they'll improve your land base a lot.

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Posted 20 May 2010 at 14:02 in reply to #66426 on B and B

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also, just so you're aware: B and B I'm assuming means Black and Blue, however in the magic world, blue is typically abbreviated as U.

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Posted 20 May 2010 at 13:38 in reply to #66423 on B and B

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Death's shadow is cool and everything, but it's only good in very very specific decks. I'd take it out. I think you'll find that you won't be able to play him unless you're already going to lose.

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Posted 20 May 2010 at 13:36 as a comment on B and B

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Honestly, ANON, (I'll tell you this, cuz it should help with the no land thing that's going on).

The best "no land" decks utilize affinity. This is because, in affinity, you actually don't really need a land base in the first place. Run a bunch of 0 cost artifacts, (with a few that tap to add mana and sac to add mana, like mox and lotus petal) and then lots of affinity and cheap artifacts.

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Posted 20 May 2010 at 12:02 as a comment on No Lands for Me

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there are too many dependencies. Lets say you do get a spirit guide and a birds opening hand. Someone can path your birds, or bolt it, or whatever they want to kill it and then you're out 2 cards and have no mana base for the entire game. It's too susceptible to removal of any kind.

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Posted 20 May 2010 at 11:23 as a comment on No Land Challenge

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I'd add counter magic to help control your opponent so you don't die. Glimpse the Unthinkable is one of the best cards for mill (sorry, I know they aren't cheap).

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Posted 20 May 2010 at 11:20 as a comment on Mill Eternal(help)

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