WD40

34 Decks, 182 Comments, 34 Reputation

Advent of the Wurm, Boon Satyr, and 2x Skylasher are the responses to Blood Baron. And they're all instant speed to boot.

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Posted 08 February 2014 at 19:32 in reply to #434559 on Unseen Champion of the Wilds

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Are you honestly ever going to side in path of bravery? Replace those with Blind Obedience (2).

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Posted 12 October 2013 at 23:24 as a comment on W Enchants

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Thinking about adding:
Vadalken Orrery
Sunblast Angel
Suture Priest
Fiendslayer Paladin
Scourglass
Will-o'-the-Wisp
Teysa, Envoy of Ghosts
Serra Ascendant

Thinking about removing
Luminarch Ascension
Bloodchief Ascension
Angel of Serenity
Thrull Parasite

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Posted 09 August 2013 at 22:57 as a comment on Obzedat Life-gain EDH

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And a turn 1 kill.
Swamp -> 3x dark ritual (7 floating) -> wall (4 floating) -> any of the life loss creatures/spells (3 or 2 floating) -> consumption

Turn 1 draw happens with 2x dark rituals, the wall and consumption.

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Posted 09 August 2013 at 20:46 in reply to #387640 on Mono Black: Turn 1or3 Win $13

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Ground seal is something you can run main board because you can draw a card after you cast it so It'll still work if the primary effect isn't relevant. It also feeds into Ethereal Armor.

You don't need 4 charms. They don't do as much as you'd think. I don't think you need 4 Rootborn defenses either.
If you're playing this as a standard deck (which I'm guessing you are since you've got 3 voices), then you need to add o-rings to take care of threats.

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Posted 10 June 2013 at 01:31 as a comment on Selesnya's Enchants

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I agree with this. 4 Hellriders is a must if you can afford them.

I would have suggested reckoner as well, but it's expensive, it's triple red, and it doesn't have haste. Boros reckoner was always too slow for me.

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Posted 13 May 2013 at 07:46 in reply to #351664 on R/G Aggro Standard

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If you don't want to play Legion Loyalist, I would put them in a side board. Mostly because of the "unable to be blocked by tokens", considering Voice of Resurgence, thragtusk, advent of the wurm, sorin, garruk, lingering souls... etc are seeing play.

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Posted 13 May 2013 at 07:44 in reply to #351520 on R/G Aggro Standard

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Dryad Militant/Ash Zealot to deal with Junk Rites.
Skylasher for anything blue.
Skullcrack for Sphinx's Revelation.
Possibly Elixir of Immortality (where I play there are mill decks).
Maybe thunderbolt to take out pumped Olivia, Aurelia, Restoration Angel, boosted Nocturnus, super friends, etc.

I don't see the point of Signal the Clans. I guess you would try to search for Hellrider, but its not a for-sure thing.

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Posted 13 May 2013 at 02:39 in reply to #351520 on R/G Aggro Standard

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I'd cut Annihilating Fire(s) for searing spear(s).
4 Act of Treason and 4 Traitorous blood is too much. What if your opponent has no creatures? Then you've got useless cards sitting in your hand.

You need 4 and 5 drops.
Your optimum damage by turn 3 is 11. That is not GG. If you don't win by turn 4, you lose because all you can play are 1/2/3 drops, while your opponent has access to anything and everything. A turn 4 win is only possible if you get a perfect hand, your opponent plays no creatures or removal, and doesn't negate any damage, and how likely is that?

Fencing Ace, Madcap skills, and Spark Trooper are good additions for cheap.

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Posted 12 May 2013 at 21:00 as a comment on Boros Deck *CHEAP!*

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Two things that I notice are:

1. No hellriders
2. you have no top curve. All someone has to do to shut you down is stall you a few turns and pop a board wipe or just play creatures bigger than yours. Call of the conclave puts out a 3/3 on turn 2, which is bigger than every card in your deck, minus ghor clan rampager (which comes out turn 4). With ramp, a turn 2 Loxodon Smiter is possible. Because of the bloodrush + burning tree emissary, you'd probably have only 1 or 2 cards left in hand, which won't be enough to rebuild your board. Basically if you don't win by turn 5, you lose.

That being said, I think you need some cards with higher impact.
Flinthoof boar comes out as a 3/3 on turn 2 or 3/3 haste on turn 3. I'd get rid of the gobbos for the boars. If you really want that 1 mana bloodrush, slaughterhorn + rubblebelt maka are better options.
You have the mana base to play Ash Zealot/Strangleroot geist, which I'd play over the maulers. I've never found maulers to be reliable.
I think that legion loyalist may be better than dryad militant because it helps mid game once your opponent builds board presence, which you may need if you don't draw War Chant.
Cut Wild beastmaster for hellriders. If you don't want to spend the money, I like rubblebelt raiders.

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Posted 12 May 2013 at 20:43 as a comment on R/G Aggro Standard

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You've marked your deck as unloved, but haven't asked any questions.
Just from looking over it, I think you need to make some room for Pillar of Flame to take out gravecrawlers.

If you didn't know already if you play both charms on the Reckoner and have it deal damage to itself you'll have infinite life.

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Posted 15 April 2013 at 00:17 as a comment on USA Control-Burn

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Correct me if I'm wrong, but isn't Urborg banned in modern?

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Posted 12 March 2013 at 03:07 as a comment on The Death Tax

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A treefolk deck without doran, the siege tower is no treefolk deck at all.

at minimum:
-3 seedguide ash (bad because protector counters the effect, which is not that great to begin with)
-2 orchard warden (costs too much mana, too slow)
-2 might of oaks (not necessary IMHO)
-4 forest (replace with murmuring bosk)
-1 treefolk protector (4 is too many)

+3 doran (to get doran out)
+4 dungrove elder (top 5 treefolks in my book)
+4 murmuring bosk (to get doran out)
+1 leaf-crowned elder (to get doran out)

You could even get rid of your reach of branches/lignifies and add in heartwood storyteller(s)

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Posted 06 March 2013 at 23:42 as a comment on Treefolk Beatdown

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I think you may be confused about what a burn deck does because you don't have a burn deck.

To make a deck more consistent you need to drop the card count to the 60 card minimum. The fewer the cards in your library means that the card you actually need will topdeck that much more likely.

To do that you need to:
1.) decide what you actually want to have your deck do. There are plenty of cards that are cool but in the end you're trying to cram only 10-15ish different ones in a deck. Any card that doesn't aid that main goal shouldn't be in the deck.
2.) remove any redundancies/contradictions. All of your cards basically do the same thing.
3.) understand what quantities of a specific card should go in your deck. Generally you'll want 4 or 3 copies of each card.

If you want a burn deck that is standard legal look at:
Boros charm, Aurelia's fury, skullcrack, searing spear, bonfire of the damned, thunderous wrath, fling, and thunderbolt.

If you want to have speed look at:
Lightning Mauler, Mentor of the Meek, Zealous Conscripts, Silverblade Paladin, and Ash Zealot.

Other humans:
Intrepid Hero; Thalia, Guardian of Thraben; Doomed Traveler, Warpriest of Thrune, Elite Inquisitor, Knight of Glory, Riders of Gavony; Odric, Master Tactician; Frontline Medic; Mikaeus, the Lunarch; etc.

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Posted 03 February 2013 at 22:54 as a comment on Humanity revaults

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In the original Ravnica block Boros was really really bad. This time around it may be the best. That being said, I would get rid of everything with the radiance keyword on it as well as light of sanction. Radiance is a horrible mechanic and its not worth having a 1-of light of sanction to counteract the possible (and probable) drawbacks. If you're going to play a 6 player ravnica block game, expect to be hitting your own creatures with radiance as well. :(

Concerted effort shouldn't be in this deck because the only keyword you have on cards is flying. You could add boros recruit (he's got first strike), boros swiftblade (double strike), giant solifuge (trample), courier hawk (flying and vigilance), truefire paladin (vigilance) etc. to get the most out of concerted effort if you really like that card.

If you've got 2 legion loyalists get them out of your sideboard and into your main deck. They're too good not to.

The real power of Sunforger is being able to tutor lots of different instants. Keep in mind that it'll tutor a 4 cmc instant (master warcraft), and it'll also tutor anything that has white or red on the card, so you could tutor some izzet, orzhov, rakdos, gruul, and/or selesnya hybrids/multicolored instants as well.

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Posted 03 February 2013 at 19:53 as a comment on Radiance of the Battalion

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I've had a treefolk deck for forever, and while I was originally reluctant to add dungrove elder, it was worth it. Hexproof is bonkers.

Harbinger, Bannerett, Dungrove, Dourbark, Leaf-Crowned Elder and Timber Protector was my line up, with 3 Dorans. Battlewand oak can also get pretty nasty. Leaf-Crowned elder is the most potent treefolk in my opinion, and if you're not running 4 then you're missing out. All of the other treefolk that I've had in my deck have been too slow. The only one I ever switch in is indomitable ancients just for kicks.

Getting Doran out is easier than you think. Harbinger + Leaf Crowned Elder does it for (G). Green Sun Zenith will do it for (3)(G). Harbinger can also pick out Murmuring Bosk from your deck since it's a forest, if you're looking to hardcast him.

If you really want defense (Quickbeam would be ashamed of you), vines of the vastwood + autumn's veil are out there.

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Posted 12 January 2013 at 04:10 as a comment on Lord of the Rings

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This deck is really slow, simply because the majority of your cards cost more than 4 mana to cast. I would suggest adding cards that ramp. Green is a lucky color that has access to the most ramp. Llanowar Elves, Arbor Elf, Birds of Paradise, Explore, Harrow, Cultivate, Khalni Heart Expedition, Lotus Cobra. Stuff like that. Once you've got a significant mana base, that's when you can pop boundless realms (if that's a card you really like).

Plated Slagwurm, Pelakka Wurm, Engulfing Slagwurm, Penumbra Wurm, Bellowing Tanglewurm, and Wurmcoil Engine are the more potent wurms.

I would get only one (or two) of each (because you don't want a hand full of wurms that you can't cast yet) with the exception of wurmcoil engine, and multiples of Bellowing Tanglewurm, because that one is the most cast-able. Deadly Recluse is a great card, so I'd suggest 2 more of those. Mwonvoli Beast Tracker could help get wurms to your hand (and deadly recluse). Because Mwonvoli Beast Tracker and most of the ramp cards require you to search your library Panglacial Wurm might be a good addition.

Good luck! :)

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Posted 09 January 2013 at 21:04 as a comment on Wall of Wurms

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I skimmed through the comments and didn't see anyone point out some of the redundancies in the list. Field Marshall grants all your soldiers first strike making swift justice and Zealous Strike pretty much useless. Phantom General seems very out of place. Its effect is less potent than the other 'lords' in the list (i.e. Captain of the Watch and Field Marshall).

In my opinion, Coat of Arms is outclassed by Door of Destinies simply because it doesn't afford your opponent any benefit. Zombies and Vampires are all the rage and it's not very wise to be giving your opponent's creatures a boost. Door of Destinies will also provide a boost even if you only have one soldier out.

Three cards I always include in my white weenie decks are Endless Horizons; Emeria, the Sky Ruin; and Brave the Elements. Endless Horizons gets rid of all the land in your deck meaning that your late game draws won't be wasted. Provided some of the plains actually hit the table, Endless Horizons sets up Emeria quite easily allowing you to start bringing back some of your fallen soldiers. Lastly, Brave the elements is incredibly useful. It will protect your creatures from spot removal, mass removal, and everything in between. It can potentially make all your creatures unblockable as well.

Cards that I put into white decks in general are Path to Exile, Spirit Mantle, and Mana Tithe. Path to Exile is a good card on its own merits. Same goes for Spirit Mantle. Mana Tithe is good because no one expects it.

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Posted 09 January 2013 at 07:23 as a comment on Soldiers Muster

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I feel like you've got too much stuff going on. Balefire dragon seems out of place, since you're trying to win with the battlesphere. It's expensive too.

I think hovermyr > perilous myr. Its tougher, and has flying and vigilance (for some much needed protection). However there is the combo of sending your perilous myr out to die, and bringing him back with reservoir.

Ugh, I wish I could be of more help.

Everflowing chalice seems like a good addition.

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Posted 13 May 2012 at 18:13 as a comment on MYR - DER

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That's a really niche thing, since you need 4 cards to pull that off. I don't think it's worth cutting out 4 of anything out of this deck for that.

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Posted 13 May 2012 at 17:47 in reply to #255463 on The Dreadnought Orb

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