trollking21

165 Decks, 1,175 Comments, 230 Reputation

Y bombs are at 5 so ramping turn 3 instead of 2 is fine and I like having a 3/1 first strike when I gotta

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Posted 10 October 2012 at 18:06 in reply to #295303 on Rock Jund

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Damn I got thragtusk under 10 tcg player has him at 19 now wow

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Posted 10 October 2012 at 16:14 in reply to #295150 on G/W midrange

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=381582
Jund I Bielefeld this one is complete but I am open to suggestions

http://www.mtgvault.com/ViewDeck.aspx?DeckID=391343
Grixis this has a little more work to do

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Posted 10 October 2012 at 06:32 as a comment on Selesnya Beatdown (Standard)

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Finally a deck rancor belong in an is in! Lol I saw selensya and thought tokens but this is just a good green white deck
Centaur healer could be replaced if you want an answer to something main decked o ring goes there if not more finish with armada wurm the rest of main deck looks excellent

If o-ring doesn't make main put it in sideboard
4x root born defenses in sideboard saves you from bonfire and any number of sweepers

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Posted 10 October 2012 at 06:23 as a comment on Selesnya Beatdown (Standard)

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Thragtusk is a boss given you ramp with 5 card he should be an auto include he hurts people so much even compared to armada wurm he tough he kills one token gains enough life to fog the other and leaves a beast on the way
So -2x dryad militant
+2x thragtusk
-4x rancor it's good but not that good really for a swarm deck
And
+1x armada wurm
+3x wayfaring temple

I like how you went a more swarm approach then populate centric approach

http://www.mtgvault.com/ViewDeck.aspx?DeckID=381582
Jund I Bielefeld this one is complete but I am open to suggestions

http://www.mtgvault.com/ViewDeck.aspx?DeckID=391343
Grixis this has a little more work to do

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Posted 10 October 2012 at 06:05 as a comment on G/W midrange

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I altered the mana curve it looks nicer to me now 23 lands 4 key runes 4 four drops and 8 five drops seems okay with 27 mana sources also all 4+ except Olivia (which will have to survive play testing I far from sure on her but I'm supposed to see some articles on why she single handedly makes jund viable but that's a different argument) provide value on death or get damage out anyway with haste or are walker's which are basically just good

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Posted 10 October 2012 at 05:21 in reply to #294996 on Rock Jund

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Where do I find the videos I don't see what's so impressive about Olivia over the hellkite I like yr hellkite for haste and pretty much unblockable when he comes in play

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Posted 10 October 2012 at 04:30 in reply to #295049 on Rock Jund

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Why door keeper? If you need defender's get the other 2 to 4x and drop the other 1 to be at exactly 60 cards
Your deck takes quite a while to really get goof with no effective one drops the door keeper being a suboptimal 2 drop and then even once you get going what's your con armada's wurm-ing to death? You only have to and I they non token gets killed your in trouble you need some other kind of big finisher an you need protection from really fast decks like zombies this looks more like something that has to be rebuilt from the ground up or at least change out about 15 cards

Dramatic rescue is an overpriced unsummon or an overpriced saving grasp either way you might be playing it turn 2 to have them not slow down their aggressive pace at all while you wasted your turn playing that at least inaction injunction lets you draw a card if you want to stall a creature for a turn

Door keeper belong in a defender or mill deck this is Niether enuf said

Axe bane guardian is an okay ramp card with

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Posted 10 October 2012 at 03:54 as a comment on good times

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What makes Olivia so good? I feel like I'm missing something here

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Posted 09 October 2012 at 23:16 in reply to #295049 on Rock Jund

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I'm aware you have those cards in your deck add 1 more of each lol

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Posted 09 October 2012 at 19:48 in reply to #294503 on Parallel Population

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Got rakdos charm an if frites is that big of an issue ill use ground seal l

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Posted 09 October 2012 at 17:58 in reply to #294986 on Rock Jund

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Nope lol she's good but I don't really like her here

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Posted 09 October 2012 at 17:54 in reply to #295007 on Rock Jund

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I understand be curve issue, if it is too slow I'm cutting huntsmasters and adding slitherhead back however standard is supposed to be slower and I think if that's te case ill be fine

And as far grave crawler I don't like that he can't block so he's like anti my strategy if I don't have te troll (right now he's a regenerating wall which is lame I may go back o slither head anyway)
I really wanted geralf's messenger but he is trip black and I can't cat that consistently before turn 5 because I have 8 non black lands

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Posted 09 October 2012 at 17:53 in reply to #294996 on Rock Jund

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Now I have huntaster of te fells in I'm 4 cards away from a all rare/ mythic deck

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Posted 09 October 2012 at 06:03 in reply to #294791 on Rock Jund

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Your right vraska is not for this deck at all she's for main ring board control not acquiring it or finishing the game single handedly also the guild gate is unnescary it slows down your land drop add 4 over it and I agree for an Aggro deck a 2/2 for one beats a 3/3 hast even though the other has scavenge
Also rakdos cackler could fill much the same role

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Posted 09 October 2012 at 06:01 as a comment on The Golgari Swarm! (Zombies)

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The reason the "Aggro" bodies are really in there is so I have some creatures down early ( I think refering to Dreg mangler and sliterhead ) (correct?) and this Gould help give me blockers if I can remove something for some reason
and this is definitely more midrange then Aggro the idea is creature that are increadably difficult to remove or give value as removed and huntsmasters fits the bill pretty well actually

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Posted 09 October 2012 at 05:56 in reply to #294791 on Rock Jund

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Found this wasn't as fast as I thought it would be looking at it it doesn't really start going till turn 4 when it should be near game perhaps rakdos cackler over sliterhead and something over blood throne vamp

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Posted 09 October 2012 at 05:16 as a comment on Standard Rancor Zombies

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=381582
Jund I Bielefeld this one is complete but I am open to suggestions

http://www.mtgvault.com/ViewDeck.aspx?DeckID=391343
Grixis this has a little more work to do

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Posted 09 October 2012 at 04:35 as a comment on Post Your Return to Ravnica Deck Builds Here

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Wild guess is better then dangerous wager unless your dropping your entire hand which you probably won't be you could drop thunderbolt for hell rider and make your deck have that last push through on damage also with 19 land you will not cast your 5 drops with 19 land you need to stop your curve at 3 mostly 1 and 2 drops

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Posted 08 October 2012 at 23:10 as a comment on Standard RDW

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Except the chemist will die all day before he's activated for 2 reasons he's dangerous and you have 6 good creatures to be removed (not counting snappy cause well no one removes him after he's played he's vanilla on the board)
Even with the high drops I see control without a lot of offense super offensive decks will give you the most issue I think hitting faster then you can remove and replaying anything you bounce to hand

http://www.mtgvault.com/ViewDeck.aspx?DeckID=391343
Grixis this has a little more work to do but you can look and see for compaisons

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Posted 08 October 2012 at 22:45 as a comment on RTR Mercurial Chemister Control

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