Urza

26 Decks, 140 Comments, 3 Reputation

This deck is all set for a tournament!

But i also have some suggestions to make for it: A few of your creatures have persist/ -1/-1 counter abilities, so you might want to add in cards that remove -1/-1 counters (i dont remember the name but its a G/W coloured card.... i was dueling someone who had it :p) so that they can be more of an annoyance.

Garruk's packleader would also help as it allows you to draw a card every time a creature of power 3 or greater enters the field under ur control.

Leatherback Baloth: its a 4/5 for 3. not mandetory, but its an OP card.

Mire Boa or River Boa: both 2/1 for 2, first one has swampwalk, second islandwalk... and both have G: regenerate this card.

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Posted 29 July 2010 at 07:36 as a comment on GW Agro

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i think tinker is OK, but a fabricate could be of more use as it doesnt kill a pre-existing artifact.

A quick way to get that door to nothingness out is to have a few Khalni Gems and probably a Tinker in this case.

Sword of Vengeance would be a great add as would Arsenal Thresher, Etherwrought Page and/or Parasitic Strix.

Great job though on this deck: i would really hate being the guy facing this. Can you also comment on my decks please and thank you :D

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Posted 28 July 2010 at 18:05 in reply to #76639 on Artifact

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please also rate and comment on my decks! thanks ;p

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Posted 28 July 2010 at 17:49 in reply to #76784 on Mod'd Artifacts

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Pretty good Deck...

might i suggest Skullmead Cauldron instead of those other life gainers. its just a 4 generic mana for a card thats just T: gain 1 life and T: discard a card, gain 3 life

You could also do a mana shutdown combo with the two free slots you would have made (-3 zuran orb, -3 fountain of youth, +4 skullmead cauldron = 2 free spots) with a master transmuter and a winter orb. basically, at the end of your opponent's turn, just transmute the winter's orb back into your hand, untap all your lands, and then transmute it back.

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Posted 28 July 2010 at 17:48 as a comment on Mod'd Artifacts

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try throwing in some cards like Fabricate which allows you to search your deck for any mana, and maybe Master Transmuter to swap cheap cards on the field with expensive ones in your hand (That and if you couple it with Winter Orb and lots of artifact mana gatherers, it can shut down your opponent's mana.)

All in all, this is a great deck!

Comment and rate for me too please!

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Posted 28 July 2010 at 17:42 as a comment on m11 artifacts Please Comment

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good idea. though i did make this deck by the luck of the cards i found so its a bit shabby. but i think the master transmuter could be a really good help swapping off cards.

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Posted 28 July 2010 at 17:27 in reply to #76741 on (Experiment) Mana Lockdown

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Ok, so this is a REALLY good beginner's control deck, but the budget could be better. Those sphinxes arent the best card seeing as its both A: expensive to buy compared to a 5-10cent common card that is more control-worthy, and B: its just the top card. either way ur drawing it. sage owl is a better use.

Anyways, pretty good mana ratio so not gonna comment on that, but those merfolk looters could be swapped with Reckless Scholar, and if this is a control deck, you should have some defense before those EXPENSIVE roil elementals come out (when one does, ur pretty much left helpless for a bit).

I suggest either Wall of Frost 1UU(0/7 with control effects), Phantasmal Abomination 1UU (5/5 defender), or Guard Gomazoa 1UU (1/3 and prevents combat damage) to act as your defenders, and have a Distortion Strike or two ready to put on some of those monsters you controlled (or just even Roil elemental) to deal direct damage.

All in all, this is a great starting point on a deck, but as always improvements can be made. personally, i like a nice cheap deck that costs around 5-15 bucks, so i like to keep the rares out to a max of 1-2.

You can check out my three decks (one is a blue control, one is an artefact, and one is an ally) that i made with two boxes of about 250 cards i bought for 40 bucks. i used about 150 of those cards, and sold the rest, and in the end i really spent only 10 bucks for 3 decks.

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Posted 28 July 2010 at 09:20 as a comment on budget standard control

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oh yeah, and you can swap out plumeveil for Guard Gomazoa. same 3 mana, same flying and defender but instead of flash, guard gomazoa cant take combat damage. it prevents it! its still a 1/3 but still: a 10/10 with trample cant go through it.

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Posted 28 July 2010 at 07:16 in reply to #76692 on Insanity Mill

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very nice deck... though, if an opponent could pull off a few enchantments, that is where the problems come in. The problem with this is that there is only one win strategy, and so if playing against a control/burn deck, it can become a stalemate. An ok solution to this would be to add in 4 piranha marshes, and swap out counterspell with deprive and adding a countersquall (so 2 deprives and 4 countersqualls), and steel wall with Kraken Hatchling. Deprive is the same as counterspell, but it bounces a land to you as an extra cost. Piranha Marsh has the "whenever this card comes into play, target opponent loses 1 life"

This takes out a total of 6 life plus the countersqualls so a nice 14 life lost. Then you can easily just take out the last 6.

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Posted 28 July 2010 at 07:14 as a comment on Insanity Mill

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Another thing to point out: ive played against a deck ALMOST like yours before. i play a 4 colour ally deck atm and my opponent had almost the same cards (though some retrofitted with non-standard better versions of course)

Anyways, he lost because though his initial win strategy was amazing when he put out the planeswalkers, i just killed them with burn spells, and he kept tapping out rather quick so couldnt use many counters. My spells were basically Burn spells coupled with 3 Halimar Excavators to mill and cheap 1-2 drop allies that have the +1/+1 ability.

That deck you have there is OK, but you wont be able to get enough mana to both summon out those expensive cards, protect the planeswalkers, and still have enough for countering. I suggest taking out some of those planeswalkers and add in defenders and cheap hard control.

A control/burn deck would be your greatest weakness as it renders your control useless, and doesnt depend on ceatures.

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Posted 27 July 2010 at 21:00 in reply to #76468 on U/W Control

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I agree to the wall of frost, but i think it should be

-1 mana leak
-1 wall of omens
+2 wall of frost

and that mana leak be swapped with Deprive.

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Posted 27 July 2010 at 20:47 in reply to #74030 on U/W Control

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well, another thing you could do is swap out Wall of Omens with either Guard Gomazoa (1/3 for 3 with defender and flying and cannot take any combat damage) from Rise of the Eldrazi or Wall of Frost (0/7 for 3 with defender and anything it blocks doesnt untap during its contrller's next untap step.) from M11.

Also, a better spell than mana leak could be Deprive. it costs UU, and also requires you to return a land to your hand but it leaves no opening for your opponent to prevent the counter.

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Posted 27 July 2010 at 20:44 in reply to #73631 on U/W Control

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This is an AMAZING deck. Although, you could remove all black cards altogether and just have some cards that allow you to search your deck. the problem with this deck is that if you are playing against a control deck: they most likely have a 1-2 mana drop counter in their hand (i have 3 different cards (all 4 of a kind) in my deck that are 1-2 drop counter instant/sorcery/ or general spells. thats 1/5 of my deck.)

you could have add a dispel: it counters instants which are the only thing that will be annoying on your turn.

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Posted 27 July 2010 at 20:38 as a comment on mind's agony

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you really need some hedron crabs. something else to add is a few Mind Funerals, uncommon for 1BU and kills decks badly. Also, try swapping out a creature for Roil Elemental. its a bit costly at 3UUU, but it has at Landfall - take control of target creature as long as roil elemental is on the field. This will help to make up for your lack of offense/defense, and act as A: a backup plan, and B: to buy time

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Posted 27 July 2010 at 20:23 as a comment on Deck Eater

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basically the win condition ids to have Roil Elemental out ASAP and give it eel umbra. If it doesnt come out soon enough, the three mind controls and two clones will take care of the strong creatures, and all the control spells will keep the field relatively empty.

lullmage mentor, if it also comes out fast enough, acts as a spawner for all counters but again it isnt necessary.

Wall of Frost, Guard Gomazoa, and phantasmal Abomination all act as meat shields until the better things come out.

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Posted 27 July 2010 at 12:56 as a comment on Blue Control

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