ThumperHill

18 Decks, 157 Comments, 36 Reputation

Ah true, I forgot about the discard mechanic! Statement retracted, good point!

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Posted 25 July 2016 at 18:36 in reply to #585766 on Gruul Delirium

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Good thought on the Gargoyle. I love that artifact creatures give you two counts towards delirium. (I've drafted some sort of scarecrow at least once every FNM for this reason)

My only thought is, with defender, there's not a really reliable way to get rid of him. I've got Runaway Carriage in my B/G deck, (which you inspired me to finally build, btw!) just because I know I can force him to die instead of relying on someone attacking so I can block with him, or wasting some sort of burn/debuff card on my own creature.

If someone knows you're going for delirium, they may just find a way to keep him alive to prevent you from getting delirium as fast as you could.

Downside is he costs 4 instead of 1, but I enjoy his stability.

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Posted 25 July 2016 at 15:35 in reply to #585766 on Gruul Delirium

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May want to think about Grapple With the Past for forcing Delirium. Crop Sigil would also work, but I prefer Grapple. I'd remove the Thraben Gargoyle and sub in 4x of them, as your 1-drop slot is covered by your Dryads, which are pretty strong 1-drops, and he's relatively expensive to flip. Between Grapple, Vessel, and your discard mechanics on some of your cards, you should have enough to force delirium pretty quickly.

I'd run 4x Cinder Glades, but that's just me. I love me some dual lands.

Soul Swallower is an absolute must here. Love that card!

B/G has very high potential for delirium mechanics. Look into Grim Flayer, he won me some games in pre-release. Also, Deathcap Cultivator is pretty nice.

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Posted 25 July 2016 at 13:11 as a comment on Gruul Delirium

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Wow, good eye on this one. I like that you have two different win conditions here, increasing your chance of bombing your opponent with an infinite combo. Plus, Modern legal? This ought to be fun!

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Posted 22 June 2016 at 12:50 as a comment on Infinite combo

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To keep this in Standard format, your options at time of writing for, "Bigger elves" are few and far between. Maybe Gladehart Cavalry for it's support ability and life gain, but with this deck, if you haven't run them over by the time you can cast and make use of it, you're probably not doing well anyway.

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Posted 10 June 2016 at 12:56 in reply to #583782 on Kill Them With MORE Elves

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Did some adjustment, but it's a bit wordy, so stick with me.

First, what to add:
+2 Odric, Lunarch Marshal (OLM) - Such a great card for sharing abilities, especially across token creatures. Makes swarm a lot easier, and you have plenty of human cards to play their abilities into your tokens.
+2 Commander's Authority - Dropping this on an indestructible creature (which all cards have the potential to have with OLM) pumps out massive tokens you can drop abilities onto with OLM
+1 Thalia's Leutenant - Making this a playset within your deck should prove very useful, especially since that's what your main creature base will be

Now, what to take out:
-1 Odric, Master Tactician - If you're looking to pump creatures out and keep them out, OLM is much better for this. Plus, while his ability is fun, it doesn't play well into your visible strategy.
-2 Angelic Destiny - Again, with OLM, you should be able to give your creatures everything, so this card seems reduntant.
-2 Plains - I always seem to get mana flooded with more than 22 lands, so I would personally hack two out of this deck. That's personal preference, however, I know everyone has different standard mana bases.
-2 Doomed Traveler - This is the only other thing I could think to drop out to bring your deck down to 60 cards. (if I did my math right) His token ability is nice, which is why I didn't drop all four, but it's small in comparison to Commander's Authority. Plus, with the over-abundance of 1-drop humans you have, you can afford to drop two of these.

Let me know what you think. I really like this deck, and I'll be keeping an eye on it :) +1

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Posted 09 June 2016 at 14:25 as a comment on Casual Human Tribal

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What a broken state Magic would be in if creature abilities were available on casting... -shudders-

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Posted 09 June 2016 at 13:11 in reply to #583659 on Kill Them With MORE Elves

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I was thinking Jhessian Infiltrator, but I can't think of a way to just give him Infect. Melira, Sylvok Outcast comes to mind, but you said you wanted to keep the cost of the deck down. Spinebiter is expensive, but unblockable infect damage.

Solid deck, +1!

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Posted 08 June 2016 at 18:53 as a comment on Yeast

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I like the idea of this deck. +1 and keeping an eye on this. I honestly can't think of anything off the top of my head to make this any better. Good job!

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Posted 08 June 2016 at 18:44 as a comment on NO TOUCHY! NO TOUCH!

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Having 4 Gnarlroot Trapper is a good idea since their mana ability can be super useful, but the Thornbow Archer doesn't strongly affect your visible strategy. Plus, you'd have to drop two more cards to put in two more, and I think you've got a decently balanced playing field as it stands.

Maybe my play style causes me to build different decks, but I'd be concerned I'd flood myself with 1/1's or 1/2's. 6 should be plenty to work with Dwynen's Elite on turn 2. That way, you can get out your larger elves that have more interesting abilities like Shaman, Messenger, or even Dwynen.

Only play-testing will tell, though. Maybe it doesn't matter much with elves, so long as they're on the board for, "per Elf" effects you'll use later on.

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Posted 08 June 2016 at 16:34 in reply to #583662 on Kill Them With MORE Elves

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7 Boros Guildgate? Assuming this is a mistake, but just wondering what your other 3 cards would be.

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Posted 08 June 2016 at 15:41 as a comment on Being a pariah is so stuffy

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Are you referencing the deck, or MTG itself? It's common for me to have a single draft game go for 30 minutes. Maybe it's different with Standard? Or maybe I'm still subscribed to the old-school way of things, where games could last at least that long. I've been playing Kitchen Table MTG longer than anything competitive.

If you mean the deck should be played quickly, that makes sense. Cripple them right out of the gate and get good damage in early, and by then you have a board full of elves.

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Posted 08 June 2016 at 13:03 in reply to #583665 on Kill Them With MORE Elves

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I'd say Might of the Masses is absolutely critical here, so good choice on that.

I don't know the Standard legality too awfully well, is there anything else that buffs like this? I'm seeing a lot of elves, but very little token production, which lowers swarm possibilities, and not a lot of large things to do large damage. (which seems to be by design with the Hedron Alignment)

Not really any good exact suggestions, but if it were me, I'd want a little more late-game power. Thumbs up and watching this one. =)

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Posted 08 June 2016 at 12:55 as a comment on Kill Them With MORE Elves

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3 fliers seems pretty light, but then again, the Knight creature type doesn't seem to have many.

Parallax Wave seems neat, not sure how I feel about relying on it's removal, as once it leaves play, you get a crap-load of creatures dumped back onto the board at once. Maybe replace with some Oblivion Rings for removal instead, or Weight of Consciousness.

I would ditch 2 Congregate, since you won't have a HUGE abundance of creatures on the board. This will be helpful, but I personally wouldn't run 4. I'd run something like Ajani's Mantra, which gets you a more steady source of life gain, maybe some Test of Faith for protection and counters.

Looks like a lot of your cards have synergy together, definitely looks playable. Are you trying to keep this to any particular format, or just Kitchen Table Magic?

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Posted 06 June 2016 at 18:31 as a comment on Knights

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Ooo, I like this. Might proxy out and play-test this.

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Posted 06 June 2016 at 14:52 as a comment on Budget Decks: Clues of Madness

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So the idea here is to rely on the Hooded Hydra having a ton of +1/+1 counters on it, then dropping a Fungal Sprouting or two to create a ton of tokens to swarm the opponent? Seems like a risky, glass-cannon sort of strategy. Does it play well?

EDIT: I'd add in 4x Primordial Hydra, since it ramps so quickly and can come out for relatively cheap. This would give you something even larger to work with for Fungal Sprouting. You need 4 more cards anyway =)

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Posted 03 June 2016 at 19:22 as a comment on Hooded Hydra-based deck

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Nice idea. It's like a mill deck without directly milling your opponent, just forcing them to draw a ton of cards.

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Posted 03 June 2016 at 19:16 as a comment on Draw, TO the Death!

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Gotta say, I built this deck, and I absolutely love it! There are a couple win conditions that, once my opponent sees them, decides to scoop. I will say, though, that I took out 2x Luminarch Ascension and added 2x Angelic Wall. I found that, more often than not, I was getting hit for something each turn, whether it was small amounts of damage or not, and that I was drawing the Luminarch Ascension more often than I needed them. Breaking them up gives me a blocker so that maybe Luminarch Ascension can actually work well.

Thanks for the deck, glad I found it!

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Posted 02 June 2016 at 15:00 as a comment on Stuffy Doll Infinite Combo

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I would remove the Stern Constables and put in the Village Messengers instead. The discard mechanic isn't great for this deck since you're not working off madness, so chances are you'll loose more than you want to if you're using their ability. Plus, the Messenger gets bigger, so there's that!

Just wondering, how does this play in the current Standard format? Was this a solid draft deck that was bolstered to a 60-card deck? Surprised if you're going for, as the name suggests, "Angelic Fury," that there's no Avacyn in here.

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Posted 31 May 2016 at 14:49 as a comment on Angelic Fury

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Looking at this quick:
What is your win condition? Looks like you're counting on destroying what's in play, then using it to your advantage with Scavenger Ooze (One of my favorites as of late are the two green Oozes)

Ramping up counters on either with the doubling ability of Corpsejack is nice. I would be interested to see some trample/flying creatures/enchantments thrown in the mix to give you the capability to run over what you might not be able to destroy, although there is a lot of it in here. Maybe a few unblockables? (Not sure what's out there, or what format you're trying to keep this deck in...) Predator Ooze is always a good bet if you're trying to ramp something up.

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Posted 28 January 2014 at 21:08 as a comment on Golgari +1/+1 Counters Agrro

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