trollking21

165 Decks, 1,175 Comments, 230 Reputation

Um cut 15 cards lol probably 2 land essence backlash devils play and dual casting and hypersonic the deck becomes more consitent and better I can provide arguments for why each card is bad if you have question
At 60 cards your deck will always run better at 61/62 you don't lose alot but by the time you hit 65-67 you drop off the deep end at least for competitive play

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Posted 12 December 2012 at 09:29 as a comment on cheep red/blue (2)

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does this have to be legal anywhere? if not i can make some sick suggestions

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Posted 12 December 2012 at 08:14 as a comment on Arty's Fact's on artifacts

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lol nobody cares that much its just for people trying to see
another word to the wise most people will just not look at a deck with 100+ cards unless its commander or it says battle of the wits at the top
id remove naturilize giant growth fog tranquility disorient crumbling collusus slippery boggle oraxid just to start

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Posted 12 December 2012 at 04:12 in reply to #309842 on Total Mess

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first a note on formatting put all your forest in one group so it says 11x forest or whatver and do the same thing for islands
then cut the size of your deck down to about 60
use multiples if you have them just the general deck building rules ya know

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Posted 12 December 2012 at 02:45 as a comment on Total Mess

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I like this but it seems like you can get some really dead hands with a hand like 3 land farseek chrome latern nicol bolas and a revelation ( just an example) and you just die to aggro and looking at the deck it seems like theres a good shot of that happeing
also how did they do with this deck perhaps my assumptions are wrong

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Posted 12 December 2012 at 02:40 as a comment on Omnidoor Thragfire

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Lol d-sphere and pillar is obnoxious but i really like havong the duress i think ill have lots of shots to hit supreme verdict and terminus

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Posted 12 December 2012 at 02:34 in reply to #309832 on Zombie

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actually there is a card and its in there now that for the same cost does a very similar thing it's called apetite for brains it exiles target card in an opponents hand that has CMC 4 or greater but i kind of like the idea of using duress in addition to it

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Posted 12 December 2012 at 02:01 in reply to #309832 on Zombie

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=413041
im going to try to get into legacy and this is my attempted deck its goblins with cards i didnt even bother to suggest lol (even im going to have to cheat money on the mana base but oh well)

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Posted 12 December 2012 at 01:39 in reply to #308530 on Help, this deck is too strong.

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drop fury stoker giant its terrible here you dont want a 5CC card that doesnt win and cant be cheated into play
lightning greaves is also terrible cut it
in a budgetless world you should add goblin lackey but imgane looking at the price of the deck thhat really not an option
Goblin matron however is a legacy goblin card that about a buck and she generates a goblin tutor ( she can also tutor tar fire or a specific edict but thats gbesides the point) for free and generates card advantage
goblin warchief is also helpful
Koth also cost considerably too much
Goblin guide is a monster use him a 2/2 haste for 1 who cares about draw backs?
curse of stalked prey and goblin burrows can be vut there not worth it
to fill out the deck you can use any of the following
rift bolt
lightning bolt
goblin arsonist
goblin wardriver

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Posted 12 December 2012 at 01:37 in reply to #308530 on Help, this deck is too strong.

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I looked at your deck and cavern shuts it down hard also a lack of wrath web if the side board won't do shit to me you have 2 supreme verdicts that's not even slightly scary to me

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Posted 11 December 2012 at 23:48 in reply to #309668 on Zombie

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Um azorious charm on thragtusk means I'm still ahead lol and in my jund deck I have cavern specifically for decks with cancels (I actually added it for America control but same difference
To be honest I don't like your choice of counter spells I would drop the rewind for dissipate because flashback is still prevalent
I'd drop 1 augur of bolas for a sphinx's revelation that's a card you want to see

Also you said this deck beats my zombies with a turn 1 cavern 6 of your cards become dead and even as late as turn 3 cavern will do lots of damage to your deck game 2 I only slightly better as your 2 wrath don't do much to zombies

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Posted 11 December 2012 at 23:46 in reply to #309676 on Azorius Flash

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Didn't realize this was trying to be legal lol but man lands are are a serious alternate win con

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Posted 11 December 2012 at 01:04 in reply to #309254 on Too Much Land

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In this case the reason I liked the charm is a suprise 2/2 is surprisingly good and ya I agree on te pilgrim
It wasn't hard to tell by my comment I wasn't sold on him
An I think post gatecrash you'll have three color Aggro and 5 color control running around

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Posted 10 December 2012 at 05:54 in reply to #309252 on This is the Guild-Mix!

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Wait black green zombies and somebody didn't cramp slitherhead in? There is a god
I'm not sure i dig the guildgate it's pretty terrible and you only need green for rancor (that can't come off cavern)
Bloodthrone I'm not 100% sold on
Also you may want rakdos cackler as a 1 of maybe 2 of him being an extra 1 drop in a deck where tribal ness is not overly important makes his benefits outwiegh negatives

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Posted 09 December 2012 at 23:20 as a comment on Bloodthrone Zombies

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Don't get ahead of yourself now
Since you listed this as tournement quality I'm going to rip it apart
Rakdos charm belongs on no mainboard ever
19 land is way way to few to get to 5 mana consistently on around turn 5-7 you need 22-24
Stab wound is the most amazing draft card and terrible in constructed drop
Gisela I pretty terrible here as you won't get to 8 ever
Deathrite loses alot of effectiveness when you can't exile creatures
Okay you can rebuild from there

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Posted 09 December 2012 at 22:54 as a comment on Human, and Zombies, and vampires......

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Also fast bond may help

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Posted 09 December 2012 at 22:44 as a comment on Too Much Land

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Man lands could be a win con here you could easily swing for 10 turn 2 if you dropped a few man lands

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Posted 09 December 2012 at 22:41 as a comment on Too Much Land

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I would comment but I'm not sure how seriously that your taking the deck
And other then the keyrune an the charm I like every card just looking though

you could get some wonky openers thou with like a bonfire a revelation and a huntmaster (that's an example they'res lots) but that may just be the nature of the 4 color till gatecrashin

I would switch azorious charm for selensya charm
The keyrune I'm not sure if there's a better option except maybe avacyn's pilgrim but he actually may get shot down in this deck (as he's really fixing you use green to get white )

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Posted 09 December 2012 at 22:37 as a comment on This is the Guild-Mix!

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=412549
This Is a really really rough 4 color list that I can't get working
The goal is nightshade peddler and izzet staticaster which is by itself in the wort tri color red blue green

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Posted 09 December 2012 at 22:26 as a comment on This is the Guild-Mix!

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Is this for vintage? It seems four mox opal is excessive as its legendary
I also people running cabal ritual in thier legacy decks

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Posted 09 December 2012 at 05:20 as a comment on Zero Storm

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