Thunderbane

18 Decks, 12 Comments, 1 Reputation

Combos are awsome! Looks good man. Check out my assault-loam deck for modern. Let me know what you think.

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Posted 03 February 2014 at 11:02 in reply to #433869 on 1 mana>1000000 damage!(modern)

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Id try replacing one fodder and either one lava mancer or arsonist to make room for the two spitemares. That way you still have plenty of blockers and ways to activate the combo.

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Posted 03 February 2014 at 02:31 as a comment on 1 mana>1000000 damage!(modern)

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I would prob main deck 2 spitemares just for consistency in your combo.

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Posted 02 February 2014 at 03:47 as a comment on 1 mana>1000000 damage!(modern)

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I was thinking of cutting a couple fetch lands for two more Stirring wildwood.
Ill have to test it but it looks promissing. And I don't really want to lower my land count. All the fetches thin the deck on their own.

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Posted 12 May 2013 at 20:27 in reply to #351452 on Forbidden Kingdom Modern V1

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Interesting but that would be way too slow for modern.

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Posted 11 May 2013 at 20:16 as a comment on Infernal Forge Ver2

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I've been placing top 8 with this at my local tournaments. And that's no small feat where I play. I've stomped naya blitz, blue control variants(esper,izzet,grixis,uw,and bu) naya midrange, jund, and a slew of homebrews. In a room with some of the top players around.

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Posted 10 May 2013 at 00:57 as a comment on Forbidden Kingdom 2

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I thought of that. But how the deck works that's a bit expensive.

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Posted 09 May 2013 at 14:48 in reply to #350202 on Heir to Dredge

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That's why I have four copies of Lingering Souls. Just one is equal to a whole set of Squadron Hawks.

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Posted 08 March 2013 at 02:02 as a comment on Infernal Forge

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Ill be posting my jund midrange in a few hours. It uses farseeks and four thundermaws. Hehe!

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Posted 20 February 2013 at 22:42 as a comment on Jund Assault

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I would be using farseeks if I was on a midrange game plan. But I need to play creatures on turn two not ramp. And as much as I love thundermaw he's just not for this deck. Too slow for it. I don't usually see five mana. I'm gonna be trying to kill by turn four. As. For the evolving wilds. They stay. They allow deck thining and they guarantee that my muckwaders and flinthoofs will be fully powered up.

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Posted 20 February 2013 at 19:07 as a comment on Jund Assault

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Please do let me know. At my last tournament I went 3-0. I took down two reanimater and naya aggro. Its capable of some rediculous starts. Lol

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Posted 19 February 2013 at 00:02 as a comment on Jund Assault

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Any advise or comments welcome. Id like to know what everyone thinks.

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Posted 18 February 2013 at 19:24 as a comment on Jund Assault

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