Tal

103 Decks, 156 Comments, 61 Reputation

The best trick with Extraplanar Lens is to use Snow Covered basic lands. That way even opponents using the same color wont get the benefit from the lens.

Personally I'd drop the Kabira Crossroads and even the Mistveil Plains dont seem worth it. Im just not a big fan of lands that come into play tapped. Also you really want to be using mostly one type of land with Extraplanar Lens to make it effective.

Oh yeah, and 60 cards, thats the goal, every "good" card you add over that is just decreasing your chances of drawing a "great" card when you need it. You really just need to cut some of the cards.

One last thing, Replenish seems like it could be really useful here.

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Posted 10 January 2012 at 00:12 as a comment on Creatureless White

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The camels lead me to believe this may not be intended to be taken seriously :P

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Posted 09 January 2012 at 23:40 as a comment on BEST DECK EVER BUILT!

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I honestly think mindcrank is just a waste of card slots here. You dont need to kill someone and mill them out to win, by trying to do both at once you are just splitting your resources.

Also I dont really see milling someone as necessarily being bad for them. Unless you actually mill them out it doesnt get you anywhere. You are just as likely to mill them into what they need as you are to get rid of it.

And then with all of the flashback available in the current standard meta you are basically moving cards from somewhere they cant easily use them yet (the library), to somewhere they are only one snapcaster away.

If you want to stick with a mostly spell based burn I would suggest a U/R design with burn, draw power, and some counter magic. Mono-red burn like this has a tendency to run out of cards and then die while top-decking.

Or if you want to stick with mono-red you can check out some of the different RDW aggro decks.

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Posted 09 January 2012 at 00:25 as a comment on Standard Burn 2011

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I highly suggest Volt Charge instead of Brimstone Volley. A lot of those vampires are going to be getting +1/+1 counters on them, which means Volt Charge is almost always going to net you at least 4 or 5 damage in the long run, which makes it more efficient than Volley. Plus it can put a counter on Liliana too.

Also 4 Stensia Bloodhalls feels like a lot. You could probably replace a couple of them with low cost vampires or burn and still have enough land for this curve.

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Posted 04 January 2012 at 19:57 as a comment on Red/Black Vamps (Standard)

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four words: Geist of Saint Traft
One of my favorite cards for U/W control right now.

Overall though I have to say this feels kind of slow. Standard seems pretty aggro heavy. If you manage to survive the first 4-5 turns you should be ok most of the time, but you might not be able to against a fast aggro deck.

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Posted 04 January 2012 at 08:58 as a comment on blue white token control

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I dont think you need 24 swamps for this deck. Look at the low mana curve. Basically your only hope of winning is to kill the opponent very quickly. You want to play most of your hand quickly and then when you start top decking you want to be drawing additional threats to put on the field, not your 10th land.

Also Sengir Vampire is just not worth 5 mana. There are much better vampires you can play at that point.

If you put like $50 into this deck I think you could make it so much better.

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Posted 04 January 2012 at 08:09 as a comment on Vampire Deck BELOW 30 $

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Brimstone Volley is honestly just strictly worse than Volt Charge in the majority of these current RDW setups. Volt Charge always does 3, +1 to any Stromkirks or Berserkers, +1 counter to Koth, +1 extra counter on Shrine.

Brimstone Volley does 3, and occasionally, if everything goes exactly as you plan, it does 2 extra.

To be honest Im also not a big fan of Arc Trail, though Im sure I'll get called out on that one. I just dont find sorcery speed burn very effective right now.

Though I do highly suggest some Slagstorms in the sideboard here.

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Posted 04 January 2012 at 07:48 in reply to #226046 on my beast RDW

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If you dont care about the deck being legal you could just make an 8 card deck with a turn 1 win combo.

The whole point of a minimum deck size is to force people to be more creative then that.

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Posted 31 December 2011 at 23:32 in reply to #225463 on Win in three turns RED RUSH deck.

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A full set of artifact lands does cost over $10,000 less than a set of moxen though...

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Posted 31 December 2011 at 22:39 as a comment on No lands deck

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Where are the other 40 cards?

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Posted 31 December 2011 at 22:29 as a comment on Win in three turns RED RUSH deck.

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Either way would work, some cheaper alternative 1 mana vampires are Guul Draz Assassin and maybe Pulse Tracker. And you could replace Olivia with Bloodline Keeper for about half as much.

Then you'd probably want most of the spells to be for killing off creatures: Go For the Throat/Doom Blade, Geth's Verdict, Lightning Bolt

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Posted 31 December 2011 at 20:55 in reply to #225417 on My Brother's Mostly Vampire Deck

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The deck is pretty unfocused right now with lots of single cards. Try to cut most of them out and get 3 or 4 of each of the vampires you want, maybe 2 for the higher mana cost ones.

I'd suggest something more like this to start off with:
4 Vampire Nighthawk, 4 Stromkirk Noble, 4 Vampire Interloper, 4 Rakish Heir, 2 Olivia Voldaren, 2 Falkenrath Marauders

The Stromkirk Noble and Olivia are a little expensive to buy, but you can fill those slots with other vampires around the same mana cost if you cant get them.

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Posted 31 December 2011 at 19:38 as a comment on My Brother's Mostly Vampire Deck

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I believe you are misreading the rings. They copy activated abilities, not spells you cast. If you want to copy spells you need to use the more expensive to cast Mirari.

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Posted 31 December 2011 at 19:02 as a comment on Deck Challenge- Rings of Brightheath

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Here's my standard RDW. Im definitely not much of an expert when it comes to standard so any advice would be appreciated. Hoping to develop this into a powerful deck for FNM's.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=271225

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Posted 25 December 2011 at 09:12 as a comment on ADVERTISE 2!!!

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The benefit of bouncing a land is in the early game. If they can only play one land a turn, and you can bounce one land a turn, then they never advance beyond 2 or 3 lands. Meanwhile you are continuing to play land, giving you more then enough mana to counter anything they can play.

Obviously doing this later in the game isnt very useful, you'd want to use the boomerangs to bounce potential threats instead.

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Posted 18 December 2011 at 18:47 in reply to #222486 on And their gone!

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Obviously this deck is built around the Etched Champion, but I honestly cant hear the word affinity anymore without immediately thinking of ravfinity:
Arcbound Ravager
Disciple of the Vaults

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Posted 18 December 2011 at 06:08 as a comment on Affinity Artifact

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Are you trying to keep this legal in a particular format?

Here's a link to my mono-blue isochron control deck:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=243111

Snap is just cruel on a stick, and nothing beats bouncing a land every turn with a boomerang.

Rewind cant go on a scepter but its still basically a free counter if it resolves, and remand can give you some decent card draw if you have it on a scepter.

To be honest, I dont really see the benefit of dash hopes in a U/B deck when blue has so many other options available.

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Posted 18 December 2011 at 04:47 as a comment on And their gone!

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You cant Entomb Emrakul. As soon as he touches the graveyard he'll shuffle back into your library.

Those Eldrazi dont like to be buried.

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Posted 12 December 2011 at 05:15 in reply to #220978 on Emrakul Turn 1!

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Thanks for the comments, I definitely missed a couple of those cards. I'll have to look back over the list and change a couple things.

The infinite combos are definitely clever, but to be honest I was just trying to design something a bit more straight forward for once lol. Half my decks already run infinite loops of one sort or another.

When it comes to the lands I really have to say I dont think I'd add many more. Normally I wouldnt go with so few, but the mana generation from the elves is really ridiculous if you run a few sample hands.

Seeing Rofellos is actually what made this pop into my head in the first place, but once I started looking for cards it seemed that with the way I was going the number of elves on the field would be more relevant than the number of forests.

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Posted 12 December 2011 at 04:56 as a comment on Casual - Elves 1.0

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You can use Splinter Twin to get the infinite mana loop with only one of the Galvanizers.

Or if you have the loop but dont have a Banefire you can use it to generate infinite copies of any myr instead (infinite infinite/infinite's with an adaptive automaton or another galvanizer)

Plus even without the loop they work nicely on Battlespheres

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Posted 11 December 2011 at 23:58 as a comment on Myr Geometry

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