Urza

26 Decks, 140 Comments, 3 Reputation

Great deck!
I suggest maybe adding a stormtide leviathan. Also you could use It That Betrays instead of Ulamog, as it will also STEAL their sacrifices for you to use as expendable items. I would also throw in a few Eldrazi Conscriptions just to pump up a token or two to get trample and annihilator 2to furthur boost that It that Betrays steal effect and totally annihilate (huh, i get why they call it annihilator :p) your opponent.

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Posted 30 July 2010 at 19:38 as a comment on Mass Polymorph for the win

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This deck is made to annoy the hell out of your opponent. It has a few mill combos, a few spawn combos, a few damaging combos and a lot of cheap annoyances.

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Posted 30 July 2010 at 19:09 as a comment on Merfolk Deck

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If you read the above details, it says this deck is standard, so puppeteer and counterspell wont be allowed.

thanks for the suggestions though!

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Posted 30 July 2010 at 16:04 in reply to #77263 on Blue Control

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Nicely Done deck!

the dark depths has a bit of a kink as if your opponent plays a spawn deck, they can just block it with a bunch of cheap 1/1s (no trample!). maybe splash red into a Seismic Shudder or just add some black Doom Blades

then of course there is the problem of having 8 legendary lands: you can only use 2 of them. that means if you get them all into your hand, you've disabled your hand because 6 of the cards would cancel each other out. try cutting it down to 2 of each legendary, then pump up on cards that allow you to draw (or fill them up with the cards i suggested on comment above)

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Posted 30 July 2010 at 08:28 as a comment on Multi-Win Condition Vampires

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meh... its an OK deck. the problem is, when facing a control deck, you have no way of defending your combo long enough to kill your opponent, and against a burn deck, you dont have high enough chance of getting the combo out before you die. And against a Mill deck they might just mill it out :p

its an OK deck, just you only have 1 definite win condition and no ways of guaranteeing it into your hand by turn 3-5.

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Posted 30 July 2010 at 08:17 as a comment on I draw a card and kill you! MWAHAHAHAHAHAHAH!!

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Its a pretty good deck. Though, to make this in real life could be a bit expensive, i like it. Because of your extra land (the common ratio is 1/5 is land), i think you should add in Peel From Reality. It returns a creature you control and a creature you dont to their respective hands. That way you can return that Bloodwitch to your hand, and re-summon it.

Nice Job!

P.S. i could use some friendly criticism on my blue control deck too you know. that and rate it please

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Posted 30 July 2010 at 07:03 as a comment on Vampire Control

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Open the vaults would work better than Second Sunrise here i would think... and if you splash in some blue, you can use Quest for Ancient Secrets which allows you to shuffle your graveyard back into your deck.

this is a great start though!

PLEASE COMMENT AND RATE ON MY DECKS TOO PLEASE!!!

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Posted 29 July 2010 at 18:46 as a comment on Let's try this again

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cool deck. you could swap Chromatic Sphere for Khalni Gem tho. it costs 4 though, but it adds 2 mana of a colour of your choice 9both mana are the same color) and it doesnt die when tapped for mana.

COMMENT AND RATE MY DECKS PLEASE!!

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Posted 29 July 2010 at 18:44 as a comment on Spellbomb Cannon

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yeah its Salvaging Station. Summoning Station would also do well in this deck... kinda

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Posted 29 July 2010 at 18:43 in reply to #40490 on Spellbomb Cannon.... Take 2

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Open the Vaults would do better than Second Sunrise in this i think...

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Posted 29 July 2010 at 18:41 as a comment on Spellbomb Cannon.... Take 2

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Open the vaults would be better than Second Sunrise as it returns only artifacts and non-aura enchantments. it would suck if you tore through an army, only to have it revived.

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Posted 29 July 2010 at 18:39 as a comment on Spellbomb Blast

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a Khalni Gem would also be good. it has T: add two mana of any colour to your mana pool (must be same colour tho...)

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Posted 29 July 2010 at 18:38 in reply to #40718 on The Grand Spellbomb Cannon

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Pretty good start. the only problem is that these spells cant mill someone out very easily.

If you arent playing standard, you can swap out some cards with a few Mind Freezes as they mill 3, then another 3 for each spell cast before it. Another thing you might want to add is Freed From the Real, which is an enchantment with U: untap enchanted creature and U: tap enchanted creature. then just use this with Drowner of Secrets.

Infinite mana Loop Instant Win:

Freed From the Real -- minimum 2
Tidewater Minion
Khalni gem
Grimoire Thief

basically, use Freed from the real on tidewater minion and grimoir theif. have all the other cards already on the field. tap Khalni gem for UU. Tap Tidewater Minion, untap Khalni Gem. Tap for another UU (u have UUUU now). pay U, untap Tidewater Minion. tap Tidewater Minion, and you get the point.

Now, every time you repeat, you gain 1 extra U mana. use this on the grimoire thief that should have a Freed From the Real on it. tap grimoire Thief, mill 3. Pay U, untap Grimoire thief. tap it again. mill another 3.

by the end of the turn: you win.

Comment and rate my decks too please!

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Posted 29 July 2010 at 17:34 as a comment on Merfolk Mill/Aggro

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I find the only issue with this deck is that so many of the cards are rareémythic, so getting it together would be costly...

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Posted 29 July 2010 at 17:17 in reply to #77066 on Slow Burn

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You could swap out Burst Lightning with Quenchable Fire, which deals a possible 6, or 3 if your opponent has a spare U lying around.

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Posted 29 July 2010 at 17:16 as a comment on Slow Burn

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Swap Pre-Ordain with Ponder, Mana leak with Counterspell or some Bounce cards such as Into The Roil, Take out 2 Crystal Ball and put in 2 Explorer`s Scopes to further gain lands (ur deck isnt made for attacking so i suggest equipping the Scope onto an enemy creature that is strong to help discourage opponent attacks, or give you more lands if they do choose to)

Some defenders would also be useful. Wall of Frost is a 0/7 for 3 and keeps the attacking creature tapped an extra turn, or Guard Gomazoa a 1/3 for 3 that prevents combat damage dealt to it. if you dont want to supply your own creatures, get a Roil Elemental to steal your opponents every time a land hit the field! (it has landfall - Take control of target creature as long as Roil Elemental is on the field)

i like this deck though, it can become something really nasty to play against.

Please Comment and Rate my decks!

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Posted 29 July 2010 at 17:10 as a comment on Hedron Like a Hole

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no, he means you have a combo that is basically a beacon of immortality. you dont need to take out anything.

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Posted 29 July 2010 at 17:00 in reply to #76985 on life=good

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i would change cancel for counterspell and shock for Lightning Bolt, and sudden shock for punishing fire. boomerang could be swapped with Into The Roil which is 1U instead of UU and gives a 1U kicker option of drawing a card which can be nice.

Sideboard hydroblast and pyroblast because they only work for either Blue or Red decks. In place of them, put in some creatures to act as blockers, and spells such as Zectar Shrine Expedition, Eel Umbra or Flame Slash.

Good deck though!

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Posted 29 July 2010 at 09:16 as a comment on Izzet Safe

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get rid of that manaforce mace. all it does to your mana is screw around with it. you dont need those forests of mountains either.

put in two Khalni Gems to supply for the other mana, and throw in Glassdust Hulk. You dont need Fleeting Distraction at all, and traumatic visions isnt the best of counter spells. the landcycling is pretty useless too. A Deprive will do better.

If you really want forests in your deck: kick out that Armillary Sphere and throw in some harrow or growth spasms (and you can even just use that Khalni Gem instead of forests!)

fabricate will also help as it allows you to search your deck for any artifact you want.

If you throw in an eternity vessel, that will also keep you alive A LOT longer.

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Posted 29 July 2010 at 09:10 as a comment on Don't Blink

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This deck is ok, but many of those cards will also hurt you as well. that and the fact that you have utterly NO defense.

Try cutting down on your own lands, and instead get artifacts that get you mana, and have just enough lands to get those onto the field. (i also suggest getting lands that tap for 2 mana instead of 1)

I suggest getting some quick one drop defenders like Steel wall: 1 for 0/4, or kracken hatchling U for 0/4. that or go a bit more expensive for a wall of frost: 1UU for 0/7 with effects.

This deck would also work well with Master Transmuter + Static Orb + Vibrating Sphere combo, on your turn, place a Static Orb. your opponent cant untap more than 2 permanents. then after they are done attacking, you react to it by using your transmuter to swap the static orb with a vibrating sphere. then its your turn, and you untap everything and you have +2/+0 on all your creatures due to the sphere. do what you must, then transmute the static orb back down before you finish.

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Posted 29 July 2010 at 09:00 as a comment on Erosion

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