trunzo

18 Decks, 29 Comments, 0 Reputation

by the way its shaping up it could become a blue/red deck

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Posted 10 September 2009 at 10:56 as a comment on X-men

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spearbreaker behemoth can make everything indestructible, helps against creature destruction decks

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Posted 05 May 2009 at 10:14 as a comment on Reanimator

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too many one-ofs try to focus your deck

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Posted 26 April 2009 at 15:22 as a comment on ok

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you should put in some life gain, like corrupt or something, so you don't kill yourself along with your opponent

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Posted 26 April 2009 at 15:14 as a comment on Garbage

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i have ask a judge regarding this combo and if the sunseed nurturer's effects would still work
I asked:
"if you have a seizan in play with a solitary confinement and a sunseed nurturer, during your turn would you draw 2 cards, lose 2 life, and discard a card, and then when your turn ends gain 2 life?"

he responded:
"Since they are both your creatures, you get to choose which one you want to happen first, and then gain 2 life at the end of your turn. Had Seizan been the opponents creature you would use ap/nap (active player/non-active player) which would make your opponents triggered ability resolve first."

i replied:
"are you allowed to draw cards when you control the solitary confinement? because you would have shroud, but the creatures use effects that don't "target" players"

He responded:
"Yes you would draw the cards because it is not targeting, it uses the word "each" which shroud does not protect from."

so the combo is good to go after clearing it with a judge, which means as long as i have a sunseed nurturer in play it will counteract the life loss of the Solitary/Seizan combo and i still get two cards a turn while my opponent suffers. granted there are ways around solitary such as a deck composed of only global effecting spells and "cannot be prevented" but i figure with the life gain i put in the deck i should be good to go.

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Posted 24 April 2009 at 08:20 as a comment on The Asylum

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also you should put in some discard spells so you don't get stuck with a hand full of unplayable creatures

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Posted 23 April 2009 at 13:39 as a comment on Reanimate V 1.0

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you should put in reya dawnbringer to speed up reanimation

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Posted 23 April 2009 at 13:37 as a comment on Reanimate V 1.0

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i realized that damage and loss of life are different so i added in the life gain cards to counter balance the life loss. this combo basically depends on how you interpret words, like bill clinton trying to define "is". also whats the difference between an effect and an ability, their basically the same thing but in this deck everything depends on how each word is defined.

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Posted 23 April 2009 at 09:56 as a comment on The Asylum

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i do need a better unblockable other than the drifters they tend to slow me down too much

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Posted 23 April 2009 at 09:47 as a comment on In the Shadows

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i agree collective restraint is basically useless once late game hits, since it will take so long for you to get creatures out your opponent will only need 1 giant unblockable to win.
as for mana problems look into scuttelmutt for help getting the colors you need
overall i feel like the deck is lacking a real theme
try focusing the deck in a better direction, try coalition victory as an alternate win condition

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Posted 22 April 2009 at 10:31 as a comment on delete

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Glimpse the Unthinkable and traumatize would work well

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Posted 22 April 2009 at 10:21 as a comment on delete

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I put it in for life gain because i had one laying around it seems effective but im not sure how well it works with this deck

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Posted 21 April 2009 at 19:22 as a comment on The Asylum

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nice deck

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Posted 21 April 2009 at 11:15 as a comment on Storm

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i'm not sure if i agree with davesters81, 4 forced fruitation AND 4 traumatize seems like super over kill.
you really only need like 2 of each. because traumatize is really only good the first time, especially turn 5 when you mill your opponent for like 25, the effect just isn't as good a second time for 5 mana and only milling 12 when you could glimpse for 10 for 2 mana. and if your ran 4 forced fruitation and 4 traumatize you would only be overcosting your deck.

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Posted 21 April 2009 at 11:14 as a comment on Faerie Mill

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i think you should add some quick one drop creatures just to block in the early turns, because your creatureless and you could take alot of damage early on especially from horde or token decks.

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Posted 21 April 2009 at 11:07 as a comment on Control Mill

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i like the everlasting torment, perfect for a goblin deck, and i great way to stop elf decks. i don't really play with burn decks so i can't really help.

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Posted 21 April 2009 at 11:04 as a comment on Blow your Load (Standard)Goblin Deck

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you should put more suspend cards in it

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Posted 21 April 2009 at 11:00 as a comment on paradox reality

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i have a blue/black suspend deck (its not posted yet), and i have found that 4 paradoxes really slows the deck down its better with 3, also you should put at least 22-24 lands that way by mid to late game you can just play your cards instead of suspending them. look into Chronozoa its insane in suspend decks

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Posted 21 April 2009 at 10:58 as a comment on paradox reality

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i like it. you should try to add some wirewood lodges and wirewood symbiotes for mass rudeness

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Posted 21 April 2009 at 10:54 as a comment on elves elves and moreelves

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the combo seems valid though, Seizan, Perverter of Truth doesn't "target" players, its an effect so it would still affect me and force me to draw cards and lose life, but solitary would prevent the damage and i would still get the cards without the life loss. i feel like thats how it should work and thats how i've been playing it in local tourneys and i've never had any problems regarding it

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Posted 21 April 2009 at 10:27 as a comment on The Asylum

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