wickeddarkman

27 Decks, 4,586 Comments, 786 Reputation

New modern mill :D
http://www.mtgvault.com/wickeddarkman/decks/nanihas-ub-modern-mill/

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Posted 20 February 2014 at 08:27 as a comment on New Midrange Mill

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Just spotted a new modern mill deck.
Check it out on:
http://www.mtgvault.com/wickeddarkman/decks/nanihas-ub-modern-mill/

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Posted 20 February 2014 at 08:24 as a comment on U/B Mill

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No problem. One of these days I will return to mill :D The environment seems to be "ready" for it. With all the affinity, infect, gruul, pod, splintertwin and twiddlestorm around mill should have good days!

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Posted 19 February 2014 at 17:37 in reply to #422236 on U/B Mill

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Add erradicate for removal of 4-16 creatures from the deck.
Also play noxious revival to replay any of your removers again.
Lategame sadistic sacrament might be fun!

Perhaps chrome mox will speed it all up?

You may also find that shelldock isle might be an alternate way to play counterbore, and it might support any other card in here when enough cards are gone.

If you need earlygame speed, consider chancellor of the spires with 4 surgical removal and 4 extirpate.
(Chancellors go well with chrome mox and shelldock isle too)

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Posted 18 February 2014 at 11:35 as a comment on "i cant play anything gg"

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Hmm! Normally I prefer to play the first crypt incursion at my turn 3 or at their attack, which cost me 3 mana. Casting thoughtscour to play incursion demands 4 mana which usually means I'm dead against aggro. When I play thoughtscour I prefer to cast the first one early to draw into land enough to play a turn 3 crypt incursion! I play in a really competitive environment :D This is also why I focus so much on cheap mill like tome scour and it's like. Usually I've milled an opponent for 10-15 cards by my turn 2 making crypt incursion large enough to drive me forward, and then I noxious revive the crypt incursion.

My order of play is weighing heavily on everything else, and I do stuff like playing hedron crab at my turn 2, never turn 1, as I won't mill anything with a turn 1 crab, and opponent's will have 2 turns to remove it while it can only mill a total of 3 cards anyway. By playing it at turn 2 I get to use stuff like tome scour on turn one, and I can play the crab, then play my turn 2 land and then take it from there. Thought scour simply messes with my carefully built up playorder :D

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Posted 18 February 2014 at 08:04 in reply to #422236 on U/B Mill

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I'd actually like to play this design, but I lack 4 visions of beyond.
I also have a grudge against thoughtscour for some reason. I've tested with it in other designs, and it does seem to speed things up, but I somehow don't like to play it as I can't figure out where to put it in my strick order of playing each individual card! (I always play for maximum mill each turn!)

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Posted 17 February 2014 at 11:38 in reply to #422236 on U/B Mill

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Replace memory erosion with sanity grinding!
Augur of bolas works well as a poor man's snapcaster :D

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Posted 17 February 2014 at 11:31 as a comment on B Mill

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Mesmeric orb (if it's legal) will boost your graveyard theme.

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Posted 17 February 2014 at 11:27 as a comment on self mill

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How about spellstutter sprites in sb ?

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Posted 17 February 2014 at 08:28 as a comment on Competitive FLOCK

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True :D But I'm glad I picked up the better card in this version!
Since everything can be done in so many ways it's impossible to pick the best card for other halves, so perhaps stuff like that can go into the "how to build!"

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Posted 30 December 2013 at 13:14 in reply to #420350 on Halfdeck: Oldschool/Expulsion

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Someone started to play cosi's trickster in legacy.
I've had some fun with it myself in a weird U/G version of merfolk, so seing someone else playing it tells me that it might catch on in future merfolk-builds, and that said, you might find that usefull in your overextended designs!

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Posted 29 December 2013 at 14:23 as a comment on Overextended Merfolk

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Bloodbraided elf was banned in modern, so there is a chance that it would have to be banned in overextended as well!
(P.S. you've forgotten to live out your "half" of our "deal" :D)

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Posted 29 December 2013 at 14:21 as a comment on Overextended Jund

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I've been thinking!
Isn't innocent blood a better pick than diabolic edict? It can both remove one of your opponent's creatures and will split the wurm in two. Couldn't that be more usefull???

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Posted 29 December 2013 at 14:13 in reply to #420350 on Halfdeck: Oldschool/Expulsion

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You might want to add:
"tag-search for [halfdeck] to see other halfdecks that you can combine with this one"
:D

I'll add you to our halfdeck primer that can be found here:
http://www.mtgvault.com/wickeddarkman/decks/halfdeck-primer/

And when you have made enough halfdecks you might want to add some advice to our "how to build halfdecks" primer:
http://www.mtgvault.com/wickeddarkman/decks/guide-how-to-build-a-halfdeck/

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Posted 29 December 2013 at 14:02 as a comment on Halfdeck: Mono-Red Burn

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Wow! Looks powerfull! I could imagine that the second halfdeck would need a bit of a mana-fix? Have you tested it with anything random so far? I could imagine it to be coupled with some of the emra-tron designs, or with counterheavy halves!

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Posted 29 December 2013 at 13:53 in reply to #422269 on HalfDeck Inf. Turn/Life (TFin)

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Then build it and join in on the fun :D

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Posted 29 December 2013 at 13:35 in reply to #422022 on HalfDeck UB Mill

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I do what I can to spread the general concept, but hope that others take over that role later, as I am not the best type of a leader, since I'm too erratic, and might get lost in some other idea that fancies me, so I try to bring as much life into this concept as possible before I lose it. So far I'm starting to use halfdecks at tournaments, and when I've built something that works at my usual playlevel I think it will catch on in my playarea as well, since it has the design-challenge inherited that some magic-players actually need, and others may like it for the combination-thing because they can scout out some halfs that they see the potential in, then build them into a new decktype and then leave the overall halfdeck-concept behind. It's a usefull concept, so I hope it gains it's own life!

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Posted 29 December 2013 at 13:33 in reply to #422024 on HalfDeck Burn

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That would really kickstart the concept, but then I would probably lose grip on who's who, but someone might do a better job than me at keeping the idea out there! So far I've started to "like" every single deck involved in this, and I'll be liking designer comments as well to boost the reputation of participants, which might lure in some more designers! If we all did that we could probably take over the entire site :D

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Posted 29 December 2013 at 13:26 in reply to #422025 on HalfDeck Control

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There are some who don't stop the infinite engine, but rather stop the kill instead, because it's a way to preserve card advantage by letting the opponent play 2-3 combopieces and then stop the important part!

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Posted 29 December 2013 at 13:06 in reply to #421872 on HalfDeck Inf. Life/Draw/Tokens

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At the moment we are now 9 designers with 46 halfdecks
(You and your designs included)

I'm currently trying to build something competitive enough for both legacy and modern and will use the same designs for both formats.
It's all covered in the "how to build a halfdeck" primer:
http://www.mtgvault.com/wickeddarkman/decks/guide-how-to-build-a-halfdeck/

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Posted 23 December 2013 at 10:41 as a comment on HalfDeck Control

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