Vandheer

77 Decks, 108 Comments, 34 Reputation

Any and all comments on the deck are welcome. ^^ You don't need to read the pull description to comment either though I tried to provide viewers with all they need to know within them.

Thanks in advance everyone. :D

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Posted 05 February 2013 at 22:00 as a comment on Progress of Evolution

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Thank you for the reply Franked. I was upset when Slumbering Dragon was deemed useless due to the metagame and overuse of amazing low mana drops such as Delver. I am aware that there is perfectly good reason to use delver but when every other deck is a variation of Delver it gets redundant.

Anyways you make a good point in main boarding Spellskite to redirect a lot of threats (counters, doom blade, burn spells, ect). Might be even more interesting when you get some +1/+1 counters on him.

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Posted 31 July 2012 at 21:25 as a comment on W/R Slumbering Dragon [Standard]

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Adding on to my last comment, if you were to run some giants in this deck in place of Moltensteel would you take out Treasure Mage? If so what would you replace Treasure Mage with?

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Posted 04 May 2012 at 06:30 in reply to #252644 on Birthing Pod Reserch

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My question wasn't as concerned with color issues but rather the restrictions of the research side of Reserch/Development and if it is limited to your sideboard or not.

As far as color goes you can use any color in your deck and sideboard weather you have the lands to use them or not.

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Posted 04 May 2012 at 06:26 in reply to #252648 on Birthing Pod Reserch

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I see were your coming from with all of your comments Jjbinkz and thank you.

Moltensteel Dragon is in there as a stab flyer. Although a titan would combo like crazy with the vat Moltensteel is very flexable because I can bring him out on turn 4 and sack him into a Avenger of Zendikar. This is boosted even more with Treasure Mage in the deck allowing me to search for him. In addition Moltensteel allows for this deck a way to deal with fliers other then Terastodon.

I mentioned using other colors along with this deck in the description of the deck and state that it is possible though I choose not to for flavor reasons (being a casual player). Your suggestion of Sheoldred, Whispering One is a very solid suggestion so I will consider it.

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Posted 04 May 2012 at 06:23 in reply to #252644 on Birthing Pod Reserch

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As far as I know the Mana Curve chart is messed up because there are more then 1 card worth 6 lands in this deck. ^^;

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Posted 03 May 2012 at 19:46 as a comment on Birthing Pod Reserch

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Forgot to include the link to an EDH deck(s) above so here it is. http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/arcana/732

Also if anyone would like to add to or disagree with my comment feel free to. I'm only human and do not know everything.

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Posted 30 April 2012 at 06:41 in reply to #251248 on Rogue

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I want to apologize now before you read whats below for my being a very harsh critic. To summarize bellow you still have no aim for the deck and it looks more like a Commander (EDH the link here is an example. ) deck were your only allowed to have 1 of each card. Decks built with 60 cards however all normally have a script or a perfect play by play set up that the deck will try to stay as close to as possible for a win. Continue reading bellow for a more detailed breakdown of my review of this deck.

Even cutting down on the number of single cards you still have to much going on here and a lot of clashing effects. You have a total of 4 main ideas running here... discarding...milling (destroying the enemies deck)...removing from the grave...control (making your enemy "ask for permission to use cards")...and then a bunch of random cards that don't fit with those 3 categories.

On the discarding side you have a total of 7/60 cards that do this effect leaving you with about a low chance of drawing these cards in order to keep your enemy from having no hand. When against a blue deck with a lot of control cards this will now slow the deck down.

Then you have your mil section with 8/60 cards that do this effect also leaving you with a low chance of drawing these cards. Its true these are creatures that will be out on the field for an extended period of time but with their various costs to activate and the occasional spike of a larger mil (of about 3-8 cards) you wont have enough mil power to win you the game.

With these 2 smaller concepts it seems your deck is leaning towards somehow taking you enemies cards from their graveyards to play against them with something like Beacon of Unrest that you have 2 of in your deck. But then you have removing cards from the grave in here, also with effects that have various costs to utilize. In total you have 6 cards in your deck that remove cards from the graveyard.

On top of all that you have a bit of control as-well to try to control your enemies side of the field with 6 cards that do this in various ways which is always helpful to help decks along to winning but again I question just how this decks perfect play by play would go to a victory.

Finally. we come down to the cards that don't seem to benefit the deck but are still in here like Rite of Replication costing a wapping 9 lands to utilize at its full potential (the cost of a low end colorless Eldrazi). At first i thought to question Dark Impostor but theres a lot of various activated abilities in this deck.

In total we have 7 discard, 8, mil, 6 remove from grave, 6 control, 4 questionable cards, and 6 cards that complement the jumble of effects you have going. Adding that all up up to 27 creatures and 12 nonland spells leaving you with 21 spots for lands which seems a bit low.

Looking over my comments and the deck I think you'd win by trying to slow down the enemy and try to target their best cards or their "win" while hitting them with small cards. Sadly there are many conditions your deck can not face such as an aggressive red deck that will burn most of your creatures easily being the toughness of most of them are low or a green trample deck that would crush your small creatures, or a white hoard deck that will get cards out faster then yours and overrun your creatures. Again i will suggest narrowing down your deck to better your win strategy.

Also without green in this deck you will have a lot less lands to tap for all of these abilities your currently running.

Hope my comments helped. >_< Please see me if you'd like to talk with me more about bettering this deck.

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Posted 30 April 2012 at 06:26 as a comment on Rogue

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On second thought the door requires being played early in game so perhaps sun titan is still needed for those situations you don't have the door out quite yet.

Food for thought. ^^

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Posted 24 April 2012 at 03:55 in reply to #249490 on Goblin Glory

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Some pointers to make this deck more effective. Replace comet storm with the new miracle spell Bondfire of the damned. While it can target only 1 player it makes for brilliant crowd control. Like all miracles it is better when played with the miracle cost but it gets the job done.

In addition 2 Squee, Goblin Nabob would work brilliantly with Ib Halfheart, Goblin Tactician, Siege-Gang Commander, Goblin Grenade, and Door of Destinies. With all the goblin bombs Squee is perfict ammo and with Ib Halfheart he can punch huuuge holes in the enemies defenses. Finally when paired with Door of Destinies, the door gives +1/+1 to all of your creatures baised on how much counters it has. It gets more counters each time the chosen creature type comes to play. So by blowing up and replaying Squee the door buffs all your goblins more and more.

That of corse will also combo with having first strike, haste, and battlecry from other goblins in your deck making your goblins more of a threat then even the giant you have in this deck.

To put in Squee Nab I suggest taking out Dragon fodder x2 for x2 Squee Nab and sideboard Dragon Fodder. If you wanted to put dragon Fodder back in it can go in place of Goblin Wardriver as badass as that lil dude is.

Finally id suggest utilizing that door as much as you can, taking out the last Dragon Fodder for another Door of Destinies.

When I initially suggested Sun Titan for this deck (off web site I know Cyph in rl) it was to have a giant beat stick if your enemy managed to throw one your way but with the Door gradually buffing your goblins its your choice if you want to run him in this deck or not.

Looking forward to playing this deck, its very deadly. Hope my suggestions helped and my explaining them here helped you in understanding them.

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Posted 24 April 2012 at 03:49 as a comment on Goblin Glory

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Ha, nice deck. Though I'm curious why you called it ANTS and what the purpose of Moonring Mirror is.

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Posted 17 April 2012 at 07:39 as a comment on ANTS

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Not a bad deck though you don't have many creatures to work with. I suggest throwing in a few Green Sun's Zenith to solve that issue. Perhaps move Naturalize to the sideboard for it. Also you seem to be very worried about flyers. I'd be more worried about dealing with volume control. At best your deck will not be able to get out any creatures till about turn 3-5 if you have drawn a creature leaving you open to be attacked for a few turns. Once you do get a creature out you'll be forced to either block or try to attack to have your opponent block with something disposable and they will continue to attack until they've taken down your life total.

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Posted 17 April 2012 at 07:23 as a comment on Troll

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Nice deck. After a few draw sample hands I think you might need 1 or 2 more lands in the deck but otherwise its nice. Try utilizing lands more as well, in a mono red deck like this Valakut, the Molten Pinnacle and Spinerock Knoll work wonders.

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Posted 09 April 2012 at 22:26 as a comment on Goblin Glory

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Thank you Mr.firearmor for the epic comment. You make a good point that Joraga covers the deck boosting very well and that perhaps i should cut out coat of arms for some defensive cards. Your suggestions how to go about that are very much spot on. In addition i overlooked Priest of Titania but she kicks some major ass so she's getting a spot in the lineup no doubt. I'll be editing the deck with your suggestions soon.

Link me your deck when your done throwing it together, I'd love to take a look at it. ^^

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Posted 06 April 2012 at 10:15 as a comment on Unleash The Furry Of The Elvan Hoards! :D (Elf Token Deck)

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Here you go DeadEye, I finally finished up an alternate deck for some suggestions and ideas for you to play around with. I hope it helps.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=319130

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Posted 05 April 2012 at 21:06 as a comment on Elf

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Love the price of this deck. ;D "Low: $1,166.81 Mid: $1,359.80 High: $1,755.43"

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Posted 11 March 2012 at 04:35 as a comment on COMMUNITY PROJECT DONE RIGHT (bug countertop)

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Not a bad deck Dead Eyes. I suggest you update the name of your deck to make it more attractive for people to click on for you to get more comments. Also add a better description describing the goal of your deck. Every good deck follows a script or a "best possible play by play", your description should give us an idea of what your going for with your deck.

From looking over this deck it looks like you are a bit all over the place with elves to make tokens, creatures with power based on your land count, instants to boost single creatures, enchantments to boost your tokens.

Consider all of that. I'll post another comment when I have a more formal critique of exactly what to add and/or remove to make this deck stronger and overall more potent.

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Posted 11 March 2012 at 04:26 as a comment on Elf

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Thanks for the comment. Your deck isn't bad but can still use some tweaks. Check out my comments on it.

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Posted 06 March 2012 at 19:19 in reply to #239089 on Full Moon Wolf Run

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Hmm fling would be interesting. I sideboarded Red Suns Zenith as I enjoy how it returns to the deck after being cast and allows me to tap all my untaped lands with it. With Werewolves you often find yourself playing 1 card a turn so holding Zenith in your hand until you have little to play works well as you should have a decent amount of lands by then. I see how fling would work though. Would Fling be better then the Zenith?

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Posted 05 March 2012 at 21:27 in reply to #236601 on Full Moon Wolf Run

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Hmm fling would be interesting. I sideboarded Red Suns Zenith as I enjoy how it returns to the deck after being cast and allows me to tap all my untaped lands with it. With Werewolves you often find yourself playing 1 card a turn so holding Zenith in your hand until you have little to play works well as you should have a decent amount of lands by then. I see how fling would work though. Would Fling be better then the Zenith?

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Posted 05 March 2012 at 20:53 in reply to #236601 on Full Moon Wolf Run

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