wickeddarkman

112 Decks, 4,559 Comments, 801 Reputation

Everything that contain information are memes.
It's life :)

You should read my post about structured relations with that in mind:)

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Posted 24 April 2020 at 19:26 in reply to #630692 on A deck for every win condition

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Just the milldeck for me, I'm know to be quite the expert on mill.
If you fear a scalding though, don't reveal it, cause I can really tear decks apart.

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Posted 24 April 2020 at 19:22 in reply to #630692 on A deck for every win condition

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Access denied too. I'm on a phone and haven't learned to copy paste the link , so I tried to go to your page instead and found them to be unlisted.

I love to wall of text, so thumbs up for wall of links.

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Posted 24 April 2020 at 17:49 in reply to #630692 on A deck for every win condition

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I did give the advice to have something to protect or resurrect the critters ;)

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Posted 23 April 2020 at 06:52 in reply to #630606 on Need Help.

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I once had a ug merfolk legacy deck that I called dirtfish, it was before the civilian cycle and used the 2/2 costing ug/ug/ug from around llewyn, and I also had 2 summoners trap and three large blue unforgettable flying critters, which were pretty fun against counterspells.

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Posted 22 April 2020 at 12:17 as a comment on River Heralds

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If it wasn't for liliana, your deck would be premodern.

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Posted 22 April 2020 at 08:44 as a comment on Rotlung

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Quiltspike comboes with devoted druid.

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Posted 21 April 2020 at 21:13 in reply to #630606 on Need Help.

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I see balls and belligerence,
But where are the bells ?

Also, calm down and don't explode about it.

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Posted 21 April 2020 at 09:19 as a comment on Hell's Bells

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I think the key here would be to make sure you draw the turtle several times.
Worldly tutor and noxious revival to reuse tutors.

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Posted 21 April 2020 at 09:11 as a comment on MonoRed Cycling

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You got the basics covered,
Several ways to get an infinite combo, and several ways to exploit infinite mana.

You will have a very good chance at drawing what you need, so your final problem will be how to protect the combo pieces.

Since most of your deck is creatures you should use stuff that protects creatures or brings them back from the grave.

The deck also has the colours of another similar modern deck where the fokus was on stuff like kitchen finks and the key to that was to sacrifice your own creatures endlessly by using a 1/1 witch costing b. You could steal tech from that one

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Posted 21 April 2020 at 09:01 as a comment on Need Help.

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Build a Canadian emrakul as well :)

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Posted 21 April 2020 at 08:44 as a comment on Patriotic Emrakul

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It would break the treasure hunts. I have a wast collection of modern test decks, and in the version with zombie infestation which got to top 8 there is 2 zombie infestation. Think of it like this, with 1 kill card your average on treasure hunt yields 30 lands before breaking, with 2 you get an average of 15 lands, when playing 3 the average gold is 7.5 and so with 4 you get to draw only 3 point something lands before the treasure hunt is broken. I haven't thought much about how thassa's Oracle works, but I doubt 4 lands hit the sweet spot. Come to think of it the single Oracle let's you set x to 2 and you draw an average of 30 cards meaning you have about 30 cards left, making the odds of winning with a single oracle rather horrible.
Joeyburnette might have tried to fix this with faerie conclave, but those have no castingcost so they are at devotion 0. Having 2 Oracle's sets x to 4 if you can play them, but also burns you by leaving about 45 cards in the deck. Odds are you get 1 oracle at the opening and a second breaks the hunt but only with lots of luck.

Zombie infestation has the best success at being a reliable wincon.

So switch the 13 islands into swamps and go with a single zombie infestation if you want to kill by combo.


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Posted 20 April 2020 at 20:08 in reply to #630573 on Oops. All lands.

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The lure of faerie conclave is obvious, and the number of lands will make sure that you probably never end up with a tapland in the opening hand, but it does affect the number of beat downs. Is there any land that could increase the attack value of your other creatures?

Another option is to cripple your opponents mana with lands that tap their lands which can be supported by your massive number of lands. I've lost games to opponents that had the luck to have 4 rishadan port in their opening hand.

On a sidenote, having 4 treasure hunt and 4 mystic sanctuary could be overkill if the mainland option turns out to be good enough against a lot of decks. You may want to add battle tactics with 1 or two maze of ith, and if this deck is not something you can build in real life, go ahead with tabernacle at the pendrel vale.

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Posted 20 April 2020 at 16:33 in reply to #630361 on Oops. All lands.

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Also reply if you sent an sms, sometimes the area code only works as +45

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Posted 18 April 2020 at 10:42 in reply to #630392 on Deckhelp Alliance Reloaded

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I'm also still around, but low on activities. I'm caught up in sorting out the last notes from the past that I have, and despite throwing most of it out because I was close to losing my house I still have a lot of notes on so many unresolved projects. Especially in here ;)

If you remember the whole manasolution affair, 10 years ago it ended in Denmark with sabotage of my danish forum account while I was in a simulation war against the other Danes, the only way to win against me must have been sabotage, and i was causing quite a stir, by stating we would never get a perfect solution because solutions had their own rock scissors and paper system. Last month I uncovered a proof of that setup, a situation where a solution with a better average could be beaten by one with a lower average. Back then I was told such a situation would be mathematically impossible, but since it was 10 years ago I wanted to have some closure. It took me 10 minutes to crack ;) and I'm considering to write a century article since I still have a solid fanbase. Last year when I went to a tournament they gave me a prize just for showing up. :)

Since I'm on a phone I can't view the deck, you have, but I can follow my standard statements.

When you need versatility in a deck, every card must have several uses, not only in the abilities it have, but also in things like card type and cost. A card like force of will has 5 mana in its cost but can be cast for 0 mana, which means you get to have options. The more options a card can offer in any way, the more versatile it is.

This also extends to group play and diplomacy, any abilities that allows you to punish or reward the players involved will give you more diplomatic options.

So if I am to suggest cards without knowing your deck, I'd say some guildmages from any of the ravnica cycles would go a long way.

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Posted 18 April 2020 at 08:09 in reply to #630392 on Deckhelp Alliance Reloaded

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Vintage Aside, do you also play 93/94 oldschool ?

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Posted 08 April 2020 at 18:00 as a comment on GimmiThoseArtifacts

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Hmm.
Oh hey, look, he's mister mizzix!
And he's getting swifty by the swift water cliffs.

RICK AND MORTY...

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Posted 08 April 2020 at 17:44 as a comment on Mizzix of the Wins

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The minimum is likely there to stop comercialbots from posting lines like "I like it, try this link" but it is a guess.

I have seen lots of lines like that in the past, and in one forum there was a bot that seemed pretty smart, no matter what you said to it it managed to answer with a link related to the discussion.

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Posted 08 April 2020 at 17:34 in reply to #630337 on Oops. All lands.

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If he adds the disk or any of your other suggestions it breaks treasure hunt :)
The only non land cards in the deck must be kill cards that makes the opponent dead.

Don't feel sorry about the mistake, I was seconds away from suggesting manamorphosis and street wraith when I remembered "lands and combo, nothing else"

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Posted 08 April 2020 at 15:18 in reply to #630337 on Oops. All lands.

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There is also a rather huge number of cycle lands, some of which are multicolored.
I also had an old project where a set number of the deck was man-lands and the rest could be filled in with anything else. I used the classical mutavault, blinkmoth nexus, but also dryad arbor and zoetic cavern.

This deck could both be an aggro deck and a combo deck if enough mainland are included.

I don't think inkmoth nexus will be that good in the setup.

The setup I used had:
13 basic lands of the same color
4 dryad arbor
3 blinkmoth
2dread statuary
4 mutavault

You really don't need more than 13 islands to reliably get 2 islands early just study some merfolk decks to see that for yourself.

That leaves 34 cards open to additional manlands, the combo, cycle and special lands


I remember from older treasure hunt lists that a vital land in this deck is a land that functions as a library of leng. Can't remember the name though. It also had 2 zombie infestation.

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Posted 08 April 2020 at 15:00 in reply to #630335 on Oops. All lands.

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