Trezym

38 Decks, 23 Comments, 0 Reputation

First strike Deathtouch Bees! This is the best plan ever. Which is why I built a deck around it. It is unbelievably fun to play with:
http://www.mtgvault.com/trezym/decks/first-strike-deathtouch-bees/

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Posted 08 August 2014 at 00:43 in reply to #487070 on Infinite Deathtouch

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1 Dark Ritual, 3 Shadowborn Apostles, 1 Demon of Death's Gate. Though It is still a turn 2 without the Dark Ritual. I could definitely see replacing them, how would you modify the land ratio's for that change?

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Posted 26 July 2014 at 00:19 in reply to #487565 on The Summoning

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Click Sample Hands and find out!

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Posted 26 July 2014 at 00:10 in reply to #487565 on The Summoning

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But who could possibly pass up a turn 1 Demon of Death's Gate!

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Posted 25 July 2014 at 23:58 in reply to #487565 on The Summoning

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Interesting, I like it. :) I feel like you have a few too many masochistic cards, but it might be fun to be that reckless. On the other hand, you don't have any 1-drops, so it might be a good idea to put in some life gain lands?

Other than that, you have plenty to trigger your Heroics, as well as you have both a strong offense, and a strong defense. Oh! and i just noticed the focus on flying creatures. That could make this deck pretty terrifying. And it's standard too! I look forward to playing against it. :)

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Posted 19 July 2014 at 00:33 as a comment on The Tormented

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Oh, and last thing, you're weak against flying. You could get away with it, but there are solutions to that problem available.

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Posted 09 June 2014 at 06:39 as a comment on The Road To Awe 2.0

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Honor the pure makes your knights too big for mentor of the meek, so I would say take the mentors out in favor of those beautiful lenses in the side board. Next, some o-rings or some other kind of permanent control should be considered (however, if you're just planing to kill them before any of their permanents become a problem, don't worry about adding those). And finally, I feel like sejiri steppe is unnecessary here. They only help if you want to get a big attack in when you draw one, they can't protect you, and they slow you down. I would recommend in their place Emeria, the sky ruin, and or nykthos. Then, in my experience I've really loved whites access to beautiful enchantments, like spirit mantle and hyena umbra. You don't need those nessesarily, but look into some others. It may be fun to look into some graveyard recurs ion for a deck like this... Like immortal servitude.

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Posted 09 June 2014 at 06:36 as a comment on The Road To Awe 2.0

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White was originally in there to give us more access to good Heroic - +1/+1 creatures. Are there any good green/blue substitutes for creatures that would enjoy/produce +1/+1's?

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Posted 12 May 2014 at 22:32 in reply to #463121 on Growing Onslaught

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I like your suggestions, though I suggest you take a second look at how helpful Triton Tactics is. It triggers 2 heroic creatures, untaps them and gives them a defensive boost. And on top of all that combat trickery, it prevents my opponents creatures from untapping. Now that I've narrowed the deck down to 60 cards, would you take a second look and tell me what you think. If you still think that your suggestions apply, please suggest cards to replace. Then I can keep the deck small. Also, what do you think of the creature to spell ratio?

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Posted 12 May 2014 at 20:55 in reply to #463121 on Growing Onslaught

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2 - Support

As powerful as planeswalkers can be, they need some support to give them the strength they need to control the tides of war.
A normal deck would simply run some powerful blockers, or a few board-wipes here and there to keep their walkers safe. This deck, however, seems to me to be the type that would rather rely more heavily on the merits of it's allied planeswalkers. This being the case, I believe that there should be a much greater focus placed on the Power of Proliferate... one may even call the ability prolific...

On this note, there needs to be more proliferate. Reasons: It keeps them alive. It grants them power. It helps your manabase.

The easiest/most repeatable proliferate comes from Contagion Engine, and Contagion Clasp. I prefer the Clasp because it sets up while you're just sitting around building up to your walkers. This does take the surprise out of it however... :( So you can pick what you like in regards to these. However, the next piece of the puzzle is the less repeatable proliferate. I do very much love the Thrummingbird... but there are two things to consider. First, they are very early game, and very repeatable, I would definitely include 4. Second, as the only creature in your deck, they become either your only blocker -or- the only target for removal from your opponents, I would definitely take them out. ;) you figure it out ;) Lastly, there's the issue of one-shot proliferation. Yes... Tezzeret's Gambit is SUPER fun. But I warn you that your life total is one of your greatest assets (if an opponent ever realizes that killing you kills all your walks, you're done for).

This brings us to our next topic - Life.

Consider these three cards carefully. They could very well make you deck invincible.

Elixir of Immortality - Running 3-4 of this card is unbelievably overpowered! I once played against a kid who'd done so. I could
never seem to deal any significant damage to him. They reuse themselves, so you can count on consistent
bumps to your life total, but you can also count on all of the planeswalkers that your opponents keep
killing to be shuffled back into your library.
Sun Droplet - Very very early game solution to all of your problems. Normal damage can basically be ignored. Its very hard to
keep up with the amazing regenerative abilities of this card. (notice that it's every player upkeep) (notice that
proliferate helps this combo as well)
Golden Urn - Just wait until you need a huge boost to your life total. Then presto, you have one. (proliferate again)

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Posted 04 April 2014 at 03:59 as a comment on Five color superfriends

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1 - Mana Base

I believe that you're trying too hard to make sure you have 5 colors of mana.
First of all, by the current distribution of mana symbols in your deck, you should want more blue than any other color, we can use this to our advantage. This means that Crumbling Necropolis and Seaside Citadel will cover all 5 colors but also ensure that you get blue more often.
Next, I believe that there are much better ways to simultaneously gain access to all colors, and even begin to ramp a little. As far as lands go, I think that skipping the whole tri-land motif and jumping strait to 5 color lands (like Rupture Spire, Transguild Promenade and Vivid Creek) would be many times more reliable (especially since you don't mind a slow start). Remember that in all but 3 cases, you only need 2 mana of any color to play any planeswalker you like.
Besides lands, there are a handfull of cards that will definitely outperform Chromatic lantern and basicland searching. One fun card would be Manamorphose. It would work with either Crumbling Necropolis or Seaside Citadel in play, grant you just the colors you need, and cantrip to boot. Next, I would heavily consider Astral Cornucopia and/or Sphere of the Suns. Astral Cornucopia is the exact same mana ramp as your lantern, however, given the enormous synergy your deck has with proliferate it will quickly and easily become a huge boon to your deck. Sphere of the Suns isn't as great, it does however allow you to ramp into 4-mana walkers on turn 3, and synergizes well with proliferate too.

All in all. I would make your manabase blue, with plans to consistently gain access to 2+ mana of any color through the occasional special land and artifact. (blue because of all the blue support cards you've selected.) My preferred way to do this would be to use the following cards (organized from most to least important/preferred):

Astral Cornucopia
Rupture Spire/Transguild Promenade
Vivid Creek
Crumbling Necropolis/Seaside Citadel

Also Possible (if speed is an issue):

Amulet of Vigor
Sphere of the Suns

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Posted 04 April 2014 at 03:24 as a comment on Five color superfriends

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What about numbers on the clock and orrery?

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Posted 10 March 2014 at 02:04 in reply to #445808 on Perfect Mirror

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Not much room for anything else... we have to remove something to add something.

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Posted 10 March 2014 at 01:54 in reply to #445808 on Perfect Mirror

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I'm thinking of making the following changes:
-1 Karn Liberated
+1 Ashiok, Nightmare Weaver
-6 Islands
-6 Swamps
+4 Vesuva
+4 Seat of the Synod
+4 Vault of Whispers

Then, I would like to increase the number of the following:
Unwinding Clock
Vedalken Orrery or Leyline of Anticipation

Then there needs to be a tiny bit of graveyard recursion, or card drawing, or permanent bouncing.
Ok, what do you think?

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Posted 10 March 2014 at 01:51 as a comment on Perfect Mirror

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Tinker is restricted... But it may still be worth it.

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Posted 28 February 2014 at 20:26 in reply to #443049 on Perfect Mirror

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I feel the Oozes don't fit as well anymore.
Also, I would up the Mindcranks and add more to interact with them, decreasing less relevant things.
Then you may want to add Drowned Catacombs for quicker/more balanced mana.
Oh, and i know you love the tapped lands, I would switch out some of the 1 life and 1 scry lands for the same thing, but that produce red (that could be a very nice way to splash it for entering)
I'm not sure about the Sirens anymore... more creature destruction/overhead damage would be nice there to mix with the crank.
Consider Pulse tracker.

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Posted 27 February 2014 at 04:15 as a comment on Execute Order 66 4.0

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Suggestion:
-1 Panoptic Mirror
-2 Cryptoplasm
-1 Dimir Doppelganger
-2 Havengul Lich (unless you decide to make him the center of the deck)
+1 Necrotic Ooze
-4 Silver Myr
-3 Far//Away
-1 Breaking//Entering
-1 Pilfered Plans
-1 Barrin Moor
-1 Jwar Isle Refuge
-1 Lonely Sandbar
+4 Cathartic Adept
+2 Ghoulcaller's Bell
+2 Codex Shredder (Not sure on this, but the idea is then you go get your favorite instant/sorcery for sticking inside Panoptic Mirror)

This leaves room for 4 cards.
You still need more low cost defense...
Preferably in the form of awesome ability creatures (so your graveyard stuff will synergize),
Or creature destruction (because this will fill their graveyard with the cool stuff they do manage to play.
Or I suppose you could just increase the numbers of a few of your favorites that I suggested you take out.
However, here's a very non-comprehensive list of suggestions to fill this slot:
Will-o'-the-Wisp (great early defense + gives necrotic ooze cheap regenerate)
Fog Bank (no explanation needed)
Tidehollow Strix (I think it's a good blend of offense and defense that fits nicely)
Eel Umbra (your creatures need something to keep them from dying + instant speed trickery)
Do or Die (because... come on! this is just an awesome way to do creature destruction)
Half n' Half Silver and Leaden Myr's (for mana ramp?)
Possibly put Havengul Lich back in... But if you do... I would suggest making him the Key Card in the deck, and building around him by adding more self mill/or 5-color mana, then upping your graveyard related copy, and decreasing your battlefield related copy.


Let me know what you think of these changes. I've only looked and thought about your deck for an hour or so, and you've done so much longer, but besides looking into the kinds of things I brought up, it may just be play-testing time. What cards are you still looking for too?

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Posted 25 January 2014 at 03:48 as a comment on Execute Order 66 4.0

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Looking more closely at your sideboard, the cards I think are very high priority are:
Carthartic Adept
Choulcaller's Bell

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Posted 25 January 2014 at 03:00 in reply to #431068 on Execute Order 66 4.0

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Oh... Havengul Lich needs the right colors of mana to cast the cards.... I would maybe just replace him... except that I love the ability so much.... think about Forbidden Orchard, and Fellwar Stone... again, that may be out of the way for your deck, but there we are.

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Posted 25 January 2014 at 02:51 as a comment on Execute Order 66 4.0

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Ghoulcaller's Bell
Increasing Confusion
Jace's Erasure
Mindcrank
Nezumi Graverobber
Wight of Precinct Six

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Posted 25 January 2014 at 02:39 as a comment on Execute Order 66 4.0

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